Planetside

Planetside Dev Tracker




09 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

We're looking to get an update out early next week that addresses this issue and others.


08 Aug


07 Aug

Comment

Originally posted by Hurridium-PS2

Ok thanks for the response

Can we get a confirmation that your keeping an eye on our bug reports? Some major ones include no one having name tags and 2018-like stuttering

We are paying very close attention yes.

Current known issues I am tracking: (QA is collecting even more and I'm trying to prioritize traffic) Out of memory crashes are not gone. (although appear to be much better) Name tags not rendering. Promotional Platinum Tengu costs 1 BC instead of 1 Cert. Valk model being borked on the EU version of the game. Night time is way to dark right now.

Comment

Originally posted by Hurridium-PS2

This should be 1 cert, not 1 BC.

Post
    ps_nicto on Forums - Thread - Direct
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05 Aug

Comment

Originally posted by Mad_Scientist00

An animator? That's strange...it's been an animation bug this whole time?

Yes, the bug is in how the animation network causes the audio events. This much we know. We are still tracking down all of the details of how the animation network gets in this broken state. Turns out its not a simple as detecting and preventing the broken state.

Comment
    /u/Wrel on Reddit - Thread - Direct

Don't think this is due to Maximum Pressure specifically, but more in line with the 0:00:00 bug players will get. When the event doesn't properly clear on the UI when it ends, it'll get into a frozen state that mimics past alerts regardless of which one is currently playing.

We haven't been able to repro this, but we've been putting out speculative fixes every now and again. We're currently working on another one for the August update.


04 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Pryceton

The actual questions is: Will people risk their lives for a transit or will they just stay safely with their dominating air zerg next to the enemy Buoys for easy kill farming?

Your faction technically just needs one more Tempest than the others to win the alert. So, no need for transits anymore after having enough Tempest. From then on, the other two factions won’t even get close to their turn-in Buoy, if the dominating air zerg ball is around it („critical mass of units in the same area“ / Why „hunt down“ them, if they have to come to you?). This way the current problem just shifts from the Aerial Anomaly to the centralized Buoys. Sounds very „one-sided“ to me again…

If the Tempest within the Buoy would decay, that would be another story: It would force at least some of your factions air to transit again. Other ideas would be that there are several Buoys at different locations, or that your turn-in location would be your actual Warpgate.

Definitely the right question to ask, and the truth is that we'll have to see how it unfolds. If one faction is truly camping the buoys without any recourse, that means that you're giving the other faction time to gather forces uncontested in the anomaly, which would ultimately mean another big clash in the middle.

At any rate, the changes are certainly going to be better than it is on Live currently, if for no other reason than the center of the map being much more accessible than the far reaches, for all factions at all times.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by stroff

Any ideas for addressing snowballing too with the new system? It looks like it would still be an issue. 1 platoon joins in from the start, is uncontested for 5 minutes, and they've already gotten too many points for the other factions to catch up - so they don't bother.

A few factors contribute to snowballing.

The first is population and a willingness to participate. - Fun events that don't feel one-sided get more participation.

The second is the placement of the anomalies themselves. - Defending inside your territory is easier than having to extend outward.

The third is a critical mass of units in the same area. - The more consolidated a force is, the more difficult it is to kill targets within it.

New anomalies addresses the latter two directly. By centralizing the turn-in location, even when you have an anomaly the spawns deeper into your allied territory, you'll still need to come to a location more easily reachable by all factions in order to earn any points at all. This opens up strategies to defend turn-in locations, hunt down aircraft in transit, and it makes killing enemies actually mean something, since the damage isn't done until a vehicle turns in its re...

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Comment
    /u/Wrel on Reddit - Thread - Direct

Tempest capacity for Galaxy is going to be severely reduced in the next update, and deposit rates will be slowed as well, so you have a better chance to kill targets before they drop all their resources off. Those changes should drop Galaxy's value during the alert.


03 Aug

Comment
    /u/Wrel on Reddit - Thread - Direct

This might be due to some of the NPC changes we made to fix performance. Thanks for the report, we'll give it a look.


02 Aug

Comment

We know why this is happening and there is an animator working on the fix right now. Hopefully you will see a client update in the coming week with a fix for this.