Planetside

Planetside Dev Tracker




06 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by set_flo

Can confirm your update fixed it. Played for 2 hours post update without a single issue for my platoon members or myself

Cheers.

Comment

Originally posted by Azereiah

it's a known thing that reinstalling can fix performance after a patch sometimes, so perhaps this is just an extension of that issue?

I think the ones you are referencing were from strange/custom settings in UserOptions.ini causing poor performance once we switched to DX11. Might help here (and if so we'd love to hear about it), but seems less likely

Comment
    /u/Wrel on Reddit - Thread - Direct

Looking into it now.

Are these issues exclusive to Cobalt, or is anyone else having this happen as well? Please reply with your server and character name.

UPDATE: We've deployed an update to Live, please restart your client and let us know if you crash any more after that point. https://twitter.com/psnicto/status/1136748473988968448

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Vivinet

Still a lil sad that a fix for NSOs not getting repair ribbons isn't here, but there are some welcome bug fixes nonetheless!

Fairly certain this should be fixed now, despite not being in the patch notes.

Comment

Originally posted by Taltharius

Got disconnected from Connery at the end of it, but I managed to run the tool linked by Erendil for about 15 minutes or so. Here's a copy-paste of what it recorded: https://pastebin.com/GWHgpXSR

Something is definitely not right. This is your route to Las Vegas - about 5,500km

Shaw is routing you all the way to Equinix Chicago and handing you off to Level3 (with plenty of packet loss) to take you back to Las Vegas.

 

Shaw is part of internet exchanges in Seattle and San Jose - both of which would be much faster into Las Vegas. Perhaps they are doing some extended maintenance. It might be worth an email or phone call to their ...

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Comment

Originally posted by ddraig-au

So if I'm running a VPN to minimise the hops to Connery, I want to set my exit node to Las Vegas, and not San Diego? I think it's currently set to Los Angeles

To be fair, the difference between all of those locations is only a few hundred kilometers. I suppose the closer you can get to Switch the better.

Comment

Originally posted by Taltharius

What could have caused the sudden doubling of my average latency values, on the day that the issues were supposedly 'fixed'?

The issues we fixed were related to packet loss within the Las Vegas datacenter. Losing packets, especially those that keep the client and the server in sync, would cause the "Server Latency" value in the UI to jump to ridiculous values (tens of thousands).

 

It's difficult to guess what particular issue you are having, but I recommend running a traceroute or following the advice given below and let me know what your route looks like (via reply or PM).

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by acknjp

Awesome patch, Wrel!

Not really related to this patch, but are god rays are still going to be fixed in the future, or are they just abandoned at this point? It's already filed in issue tracker, but not responded by DBG people yet.

That's pretty low on the priority list at the moment, but ideally it comes back.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Mustarde

Awesome patch notes! Keep up the changes and refinements to spawn system revamp and I think we'll be in a good place soon.

these locations have all been standardized to roughly 1 minute capture times.

Is this a tacit admission to the failure of vehicle/construction capture bases? Seems like a good concept, but has not been adopted by players and is basically ignored.

Is this a tacit admission to the failure of vehicle/construction capture bases?

Pretty much. The only time these places generate fights (opposed to being happenstance) is when someone who enjoys construction has already built a base there. Since that group of players is much smaller than the players that want to get to fight at the next lattice base, we're reducing the capture time so these areas can be moved through more quickly. At the same time, players who do decide to build construction on these areas can still add value to those areas. So, win win.

There are some other adjustments I'd like to make in the future, mostly to deal with infiltrators back capping in the middle of an open field, but I'm still putting together my thoughts on that one. Other alternatives are more feature rich, but maybe I'll talk about them once I get some prototyping done.

Comment

64.37.174.142 is the address of one of several gateway servers that host players on Connery. They are physically located in Las Vegas.

Post
    /u/Wrel on Reddit - Thread - Direct

Forum notes here: https://forums.daybreakgames.com/ps2/index.php?threads/pc-game-update-june-6-2019.251940/

PC servers will be taken offline on Thursday, June 6, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 3 hours.

Misc. Changes, Fixes, and Additions

  • Players using Join Combat to travel to a new continent (like in the event that they are leaving a locked continent) will now spawn at the Warpgate, instead of being dropped from orbit without a drop pod. Eventually we'll want to resolve the issue with ch...
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Post
    RPG_Wrel on Forums - Thread - Direct
PC servers will be taken offline on Thursday, June 6, 2019 at 6:00AM PT for maintenance. Downtime is expected to last up to 3 hours. Misc. Changes, Fixes, and Additions
  • Players using Join Combat to travel to a new continent (like in the event that they are leaving a locked continent) will now spawn at the Warpgate, instead of being dropped from orbit without a drop pod. Eventually we'll want to resolve the issue with characters not being mounted correctly, but this is an interim solution until then.
  • Cloaked players and objects are now visible on low and very low settings. A separate client-only update will be coming out later in the day with a separate tuning pass on these visuals.
  • 3D HUD icons now snap to the correct side of the screen. This was especially noticeable while trying to track aircraft behind you.
  • Fixed an issue where continents could get stuck in a st...
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05 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by JudokaNC

I typically run Open squads in my platoons, and don't limit it to Outfit only (although the majority of players come in from my outfit).

It really isn't what I would call "Outfit Hosted" as opposed to "Outfit Only" if you have the "Outfit" box checked. If I check that box, the only other checkbox available is "Friends".
So short of being "Outfit & Friends Only" in your squad, there is no good way to keep lead in the outfit if I disconnect.

I prefer running Open squads where we can have new players join to run with our squads in our Platoon to help them learn and see coordinated play, but I would much prefer knowing if I disconnect that lead would go to highest rank in my outfit in the platoon until I reconnect. That way I know lead will get handed back when I reconnect and my squad/platoon won't become a zombie or get usurped by another player.

My mistake. We started on the Outfit hosted feature a long time ago, but never finished it due to various issues. This is a feature I thought had gone Live back when we did our big squad revamp, buuuuuut it did not.