Planetside

Planetside Dev Tracker




15 May

Comment

Originally posted by [deleted]

[deleted]

The encryption is actual encryption. Like all other forms of protection, with enough time, there are ways of beating it. What I'm talking about in the last post is, we need to keep modifying and/or adding layers of protection or we will lose the anti-cheat war.


14 May

Comment

Originally posted by Vivinet

Not bad, hope they fix the NSO not getting points added to the repair engy directive soon ;[

I'll take a look at this right now.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by HHCY

" This means players will be able to spawn onto any spawn beacon, and are only subjected to a 15 second cooldown. "

?_? Any player on any beacon ?_? This is too good, I need to see this to believe.

Updated the verbiage to reduce confusion. You can only respawn on spawn beacons your squad owns, so no changes there.

Comment

Originally posted by [deleted]

[deleted]

I can confirm we are already seeing new efforts to use asset modification despite the encrypted asset packs. The good news is we have a much better system for detection than before. Anti-cheat is a war that never ends, we always have to stay vigilant and make adjustments. There is no perfect answer.

Post
    ps_nicto on Forums - Thread - Direct
PC servers will be taken offline on Tuesday, May 14th, 2019 at 3:00PM PT for maintenance. Downtime is expected to last up to 2 hours. Downtime for Miller and Colbalt may be extended due to ongoing hardware upgrades. Misc. Changes, Fixes, and Additions
  • Speculative fix for being able to drive invisible body-vehicles that made you run like Sonic.
  • Particle effects should no longer flicker during player movement.
  • Tank Mines should now trigger when run over.
  • Event vehicle terminals no longer appear at the Warpgates on Indar.
  • Auto-squad now only joins players into open squads, instead of forming fresh squads when no open squads exist. Dev Note: This helps prevent players from churning in and out of orphaned squads, or forming squads without leaders intentionally opening them.
  • Auto-squad no longer tries to join a squad when the player is already ...
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Comment
    /u/Wrel on Reddit - Thread - Direct

Still trying to figure out the repro on this bug (since our first spec fix didn't work internally,) but these steps aren't doing anything for me. Can anyone else confirm?

EDIT: We do have a new spec fix ready to go as of last night, but I did check these repro steps on both Live and internally, and can't get it to lock up.

Comment

Originally posted by [deleted]

Every time I log in, I'm reminded that it takes 10 seconds to access an equipment terminal because of server latency.

edit Downvote me all you want. Doesn't change the fact that Connery's hardware runs like shit.

We spent a good part of the last three days debugging this and it appears to be a network configuration issue on one of the underlying gateway servers. Packets are getting dropped in the datacenter, which is the reason why your latency is so high.

 

It looks like this is affecting about 12.5% of the population at any one time - I would recommend relogging if you continue to have problems, as this should put you on a different gateway.

We hope to have a fix for this during the next downtime as well.


13 May


11 May

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by HotzenpIoz

OK, sounds some what reasonable. But flipping points might turn out to be to harsh on attackers aswell:

The painfield (I guess you guys are working on those to get reintroduced) will cripple or kill many attackers if flipped.

With NPE in mind you probably don't want to do this because it's not as wide as AMPs and the spawns can easily be camped. Halve of Esmair fights take place in/around biolabs and I know for sure I won't go there if my faction only owns one spawn and the enemy has three (as an attacker), because owning the sidespawns also means you can suppress the attackers way better due to shorter distances to the spawns AND pads.

I'll stay at my proposed defenders penalty. Maybe even 20 sec, because:

If you manage to loose the SCU you should be at a severe disadvantage, but it could give an organized force enough time to team up and do some damage.

Timers depending on ownership of the base should be possible right?

...

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you can't spawn directly into the sidespawn if you don't own both, the point and the satallite

This is correct.


10 May

Comment
    /u/Wrel on Reddit - Thread - Direct

Wasn't mentioned in the notes, but the same fix for the invisible body-vehicle also applies to the weapon locking bug. But to echo the patch notes, it's a speculative fix.

Comment

There will be NSO MAX's someday. But yeah ... Doh!

Comment
    /u/Wrel on Reddit - Thread - Direct

This bug will be fixed in the next update.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by HotzenpIoz

Thanks for the response.

Are there any timers for the sidespawns? If not it might turn out to be impossible to get in the Lab from the pads without overwelming force and killing the SCU is basically worthless in any case. This changes will make Biolabs the hardest to capture bases ingame imho, tossing the likes of Indar ex. and Jaeger's from the winner's podest of that competition.

I don't think defenders need more options without penalties (I'm thinking of the likes of 10 sec here) in this case. It might turn out fine, because the attackers have little cooldown aswell, but I have doubts about it. I've been trapped into sidespawns to often.

We may end up making satellite capture point control (instead of base control) dictate whether or not the satellite and teleporter are accessible, so that it's easier to stymie the spawn points (similar to 3 point Amp Stations.) Additionally, we can always add more bypasses to BioLab outposts to encourage flow around them, as we have with Esamir. We'll see how much more defensible the bases become on Live, and tune accordingly.