Planetside

Planetside Dev Tracker




26 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by FriendlyWight

If I found repro steps, where should I send them?

You can post them here, or in /bug, or message me if you don't feel comfortable doing either of those.


23 Aug

Post
    RPG_Wrel on Forums - Thread - Direct
We're currently investigating issues with PTS being offline. Once those issues are resolved, the following changes will be making their way there. Prowler Rampart Defense Mesh has been refunded and removed. Rampart Projector (Defensive Slot) While deployed, the Prowler receives increased front armor and projects a hardlight barrier forward to shield allied infantry. This barrier is tied directly to the Prowler's health pool, and damage to the barrier will also damage the Prowler.
  • Rank 1: 10% additional front armor.
  • Rank 2: 15% additional front armor.
  • Rank 3: 17.5% additional front armor.
  • Rank 4: 20% additional front armor.
Misc. Changes, Fixes, and Additions
  • Changed the model for the Stealth attachment visuals on Flash and Harasser.
  • Lightning's Engagement Radar attachment now uses the correct UI camera.
  • NSO characters can no longer lock onto allied vehicles.
  • Hardlight ...
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Post
    ps_nicto on Forums - Thread - Direct
At 6AM Pacific on August 27th the Briggs server will be merged with the SolTech server. All characters currently associated with Briggs will become SolTech characters. That same morning we will be opening a character transfer window between the SolTech and Connery servers. That window will stay open until the end of September (9/30/2019 @ 11:59pm Pacific). Merging the Briggs server was not a decision we came to easily and we hope the Briggs players this merge is effecting will understand why this has to happen. That reason being the population of players on Briggs is not able to sustain the costs of continuing to operate in that region. We appreciate the support the game has received from all of the Briggs players and hope they will continue to play PlanetSide 2 on either SolTech or Connery servers for the foreseeable future. Our apologies if this announcement seems a bit late, we spent a very long time weighing all our options as to how best to proceed. A small note on character tra... Read more
Comment
    /u/Wrel on Reddit - Thread - Direct

So, the interpolation changes have been done and sitting on Live for some time now, but they've been toggled off for a couple of reasons.

First is that we need to do a test run before we decide (and *if * we decide) to turn them on for good, and we've been handling much higher priority issues post DX11, much (but not all) of which is thankfully resolved now.

Second, and the main point of concern internally, is that it significantly increases our bandwidth usage. This means it costs us more money and may come with performance implications (the opposite of what we want.)

We'll need to schedule some time to do testing with proper metrics on how the change is performing Live, which is the most challenging part. Feedback about hit registration, framerates, and performance in general tends to be a broad spectrum of feels with evidence rarely coming alongside it. When we see video of an issue like in the OP, it tends to be of a situation that's an edge cas...

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17 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Rougnal

I'm just interested about what happens when you die to a mine, and the mine owner is on the other side of a continent. Do you get a loading screen? What about placing c4 somewhere and flying away beyond render range? What if I fire a decimator and redeploy before it hits someone?

I eagerly await all the wonderful bugs and problems that will come because of this. The basic feature is cool too.

If your killer isn't in proximity, or leaves proximity while it's tracking you, it'll refocus the camera on your corpse. We've found a handful of bugs so far (for example, killing someone from a vehicle, then leaving the vehicle will show the wrong highlight color,) but it's been pretty solid in our testing.


16 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by TheOneWithSkillz

Thank you wrel! Even tho implants are likely are huge part of your revenue, its steps like these that show the devs really care about what the players want.

Definitely. We've been moving that direction from the start, just slower than folks would like. I'm not a huge fan of lootbox mechanics, personally, but it's undeniable that they've been extremely valuable as a monetization system.

For most of the game's life, the economy has mainly revolved around certs. Prior to the implant system, Weapons were a big revenue generator for us. Unfortunately it got to the point where dropping 1000 certs on a new weapon was chump change for the average veteran, meaning those weapons no longer monetized as well as they should have, which meant there was less incentive to create them in the first place (remember back when every new weapon was NS?); and since new weapons are considered a form of content for a lot of players, being tieing into directive chase and leaderboards and such, it was depriving the playerbase of a form of content they enjoyed.

We never wanted to increased the cost of weapons, though we have been increasing cert g...

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Comment
    /u/Wrel on Reddit - Thread - Direct

Main takeaways from the video.

  1. I want more ISO gain.
  2. I can't craft exceptionals.

Both of these are being resolved later this year.

I realize you probably made this video a while back, but we've already said both of these things are happening, sooooo...

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Ivan-Malik

Oh, but it does. If the mandates and vendors are time based then the time players spend logged in will go up. Therefore servers will in theory be in better shape population wise. While this type of tactic is often used by companies in really scummy ways to force players to feel like they have to play an excessive amount, PS2 is a game where exit points are really difficult to naturally find outside of alerts. Something like this could provide shorter term goals that can be completed in a single session that are personal to a player. The player will stay engaged with the game longer because they are striving to complete that goal. Think of it as a mini-directive.

Nailed it.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by GamerDJ

Okay, so then what does "support the long-term development of the game" mean? Legitimately curious.

It's good to hear it's not going to be primarily monetization focused like implants.

The sandbox nature of the game has always made it a bit difficult to deliver rewards that feel substantive to players. Certs are essentially a dead currency for long-term players (and an easily exploitable one,) while new players continue to see it as a hurdle. Time-based objectives allow us to offer rewards in chunks, instead of being something that you can sit in a corner on Esamir stat padding your way to.

Full disclosure is that you're going to see new currencies coming to PlanetSide 2 when Sanctuary drops, and a do-over on alert rewards in their entirety. That's where the vendors come in, among other things. Alerts are one of the few time-based mechanics we have that can throttle how often rewards are given out, and we've been too meager with the drop tables to make it feel good.

A reliable, objective based reward system that encourages the right kinds of participation will give each session more of a purpose; make it easier for us to set up weekly, seasonal, a...

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Post
    RPG_Wrel on Forums - Thread - Direct
Aerial Anomalies Resource rate when depositing to a Data Buoy from 50 per second to 20 per second. This ensures players have more time to kill targets with larger Tempest capacity.
  • Galaxy resource carry capacity from 1000 to 500.
  • Liberator resource carry capacity from 500 to 400.
  • Valkyrie resource carry capacity from 500 to 250.
Still working to fix an issue where vehicles are sometimes unable to acquire or deposit Tempest. Automated Bounties
  • Bounties will now be automatically placed on characters who have an active 10 kill streak or greater. There is a long cooldown between how often this can occur.
  • When a target is bountied, it receives a 5 stack of bounties immediately.
  • Kills on bountied targets now award a flat rate of experience, instead of basing it on the stack count.
  • Stacked Bounties are now stripped one at a time when killed, instead of removing the entir...
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Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by GamerDJ

hopes that those new players are excited to come back, and stick around long enough

...to leave again once they get tired of the same things making the game less fun than it was the day before.

While it isn’t time to reveal all our long-term goals for [sanctuary]

Because the majority of them probably won't be met and the rest don't really matter anyway.

Like much of what we’re working toward now, [the mandate system] is a system that will support the long-term development of the game

So it's going to be monetized to shit? We know how that typically works out. Otherwise, this system could've been kind of interesting.

"It's not a monetization system." Now I'm more interested.

Tutorials are cool, too bad it's been so long.

...

So it's going to be monetized

It's not a monetization system.


15 Aug


14 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

Got a fix for this (finally.) Unsure of whether it made it into this hotfix though, will need to double check tomorrow.