Planetside

Planetside Dev Tracker




19 Jun

Post
    ps_nicto on Forums - Thread - Direct
PC servers will be taken offline on Thursday, June 20, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 2 hours. Misc. Changes, Fixes, Improvements
  • Infiltrator cloak should now be visually similar on all settings (using Ultra as the baseline,) with fixes for various weapon and cosmetic shaders that weren't playing nicely with cloak.
  • Reduced the framerate hit when using the Heavy Assault shield in conjunction with some of the newer weapon models.
  • Aerial Anomaly victory threshold from 15,000 points to 10,000 points.
  • Anomaly swirly visuals got a minor update that makes them a bit fuller.
  • Fixed a UI element that was incorrectly listing bundle contents in the Depot.
  • Join Combat changes from the last update were partially reverted, and will now only use Drop Pods as a backup spawn method.
  • NSO characters have spawn beacons once again.
  • ...
Read more
Post
    ps_nicto on Forums - Thread - Direct
[:content_encoded, :content, :description, :dc_description]

15 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Join Combat is being changed to use Drop Pods as a fallback, next update, meaning you'll spawn at Sunderers and Hardspawns the majority of the time again.


13 Jun


12 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Should be fixed in the next update.

Comment
    /u/Wrel on Reddit - Thread - Direct

There have been a handful of speculative fixes snuck into a few of the past updates, but they haven't resolved the issue. We're currently working on this, and may end up having to just revamp the implant in its entirety.


10 Jun

Comment

Originally posted by Yawhatnever

If anyone wonders why the spawn system keeps getting messed up, it's probably because the branching looks something like this:

if:
else:
    if:
    else if:
        if:
        else if:
        else if:
    if:
    else if:
        if:
        else if:
        else if:
        else:
        if:
            if:
                if:
                    if:
                    else:
                else if:
                    if:
                        if:
                        else:
                    else:
                else:
            else if:
                if:
                    if:
                    else:
                else:
            else:
        else:
        if:
            if:
            else:
    else:

Player behavior is complicated, which leads to complicated models, which leads to complicated code that is pretty much impossible to test out anywhere but on live servers with hundreds of people.

(If I happen to be ...

Read more

09 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Treefolk

Happened again, screen shot of the respawn timer and the pop numbers: https://imgur.com/a/nf8OEsS

Looks like you're in a cutoff region. But even so, the spawn timer shouldn't be that long. I'll look into it.


08 Jun

Comment

Just wanted to chime in briefly on this. A lot of what game development is about is finding a balance between speed and accuracy. Go too fast and you miss your target; take too long and the target has moved.

In this case we lined up our shot a little too quickly and have opted to take our time to aim the next one.

For those who are curious, in this metaphor the spawn system is a loud, powerful rifle that was highly customized by several people, some of whom may or may not have ever existed. It appears to be made of a strange metal that smells like paper, it uses a series of buttons, cranks, and triggers to fire, and for ammunition it uses those weird watch batteries and four-sided dice that somehow keep pouring from a nearby hose.

Post
    /u/Wrel on Reddit - Thread - Direct

Last update was a bit of a mess. There was a lot of positivity surrounding the fixes going into the most recent update, and some of those fell flat. We didn't have our pass complete for Infil cloak on low (how it currently looks is not how it'll look when we're finished,) and the per-faction population limit check was broken.

Reinforcements Needed was already broken, but to varying degrees based on where it was trying to spawn you. Good news is that we've got a workaround for Reinforcements Needed that is on Live currently (as of like 10 minutes ago,) and a PTS update to fix some issues with the spawn system.

Next week we'll be getting this Live (and ideally with an updated cloak shader for the low pipeline,) provided no more issues pop up while it soaks over the weekend.

Thanks for trying to be patient through this. The spawn system is fundamental, and it's important that we get it right, which unfortunately means a lot of tuning. If we di...

Read more External link →
Post
    RPG_Wrel on Forums - Thread - Direct
Bug fixes
  • Clicking a Reinforcements Needed spawn location will no longer prevent the player from deploying to that area.
  • Spawning into balanced fights at contested regions with less than 60 allied population should now work.
  • Elysium Spawn Tubes greater than 1000 meters from the player are now on a 30 second spawn cooldown, opposed to 20.
  • Warpgate spawn locations for all unlocked continents should now appear at all times.

07 Jun

Comment

Originally posted by olischober

/u/DBPromptCritical can you help maybe? char name is olischoberx

Welcome back! It looks like you are getting the dreaded BattlEye Corrupted Memory #0 Error. The FAQ says:

BattlEye detects that your game’s or system’s memory is not what it is supposed to be. 
Close all unnecessary programs running on the system, scan your system for viruses/trojans/spyware and check your RAM for possible defects (using tools like Memtest86).
If that doesn’t help a full repair reinstallation of your system is likely needed.

I would suggest starting there and let me know if anything changes.

Comment
    /u/Wrel on Reddit - Thread - Direct

You can spawn on any spawn point within 200 meters of you near instantly, so if this happened to you, it sounds like a bug. Do you happen to have any footage I could take a look at?