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.
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.
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...
Read moreI'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.
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...
Read moreMain takeaways from the video.
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...
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.
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...
Read morehopes 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.
Got a fix for this (finally.) Unsure of whether it made it into this hotfix though, will need to double check tomorrow.