Planetside

Planetside Dev Tracker




25 Feb

Comment

Originally posted by SneakyBadAss

Looks like faction color tracer are messed up. Sometimes white, sometimes red and sometimes pink. Especially noseguns Btw which setting affect tracer quality. I have graphic high, texture ultra, particles ultra and effect high, but still they look really bad.

How were you testing this? So I can look into it... (eg faction, vehicle, weapon, first or third person)

Comment

Originally posted by z3lp

Anything on Dalton render distance being limited by particle quality? http://youtu.be/h0d5O68gHHg

Waiting for code to have time to look into that for me

Comment

Originally posted by 0verload1

This includes the Walker, Ranger, and Skyguard right?

Walker yes, Ranger and skyguard no, they use a different projectile

Comment

Originally posted by Lampjaw

Oh I don't doubt it. I'm surprised projectile objects don't have some basic properties like duration, speed, effect, color, size, trail, etc so they could be adjusted on the fly. I'm guessing the new code options makes it a lot easier to work with?

Our effects are not dynamic in game. There are things that I could quickly alter, but dramatically new looks are not quick. I also don't have "low" setting particles and then "high" setting particles, they are all the same asset. If I can find out exactly what I have to work with there, or get code support for defining what can and can't be played based on settings, then there would be more flexibility.

Comment

Let me know what you think. This is only for rapid file guns on vehicles for the most part.

Comment

Originally posted by Lampjaw

That sounds really cool. Paging /u/_Sherman!

That does sounds pretty cool. Redoing all of our tracers would be a ton of work, and the trails are the expensive part that I can't go to town on (without new code options to make them optional). It could be a road map feature though...

Comment

Originally posted by youngavlol

If it would be at all possible to have a graphics option that completely reverts the changes that impacted tracers and other particle effects from O:MFG, many of us who have good rigs (most of the players from what I can tell, just not the ones complaining about performance) would really appreciate it.

Also, PhysX used to be a thing, any word on whether that might ever be reintroduced or not?

I am all for giving you guys back the pre-O:MGF effects assuming it is behind an options menu. I don't know what kind of code work that would entail though, and my guess is that neither PhysX or this would be trivial. I can ask about it though, you're definitely not the only one asking.

Comment

Originally posted by kenken2k2

dear sherman, is darker nights on the schedule of your working board too ?

That is a Bill thing, he handles the sky files now

Comment

Originally posted by _BurntToast_

Man, if we had an option to return tracers to their launch state (teardrop plus persistent trails), I would be a very happy chappy.

Yeah, unfortunately the persistent trails are very expensive performance wise.

Comment

Originally posted by Arashmickey

Any chances of making VS projectiles even more like lasers?

I know you can't reduce the travel time of the actual projectile, but can you make a visual effect of a laser with instant or 0 travel time, and add a pulse of light moving through each beam that represents the velocity and actual damaging part of projectile? If not for standard rifle fire, then maybe as a visual gimmick for future weapons?

Example: Independence Day laser - the light beam does nothing, the pulse does all the damage.

Alternatively, can you make the tracers linger for a little longer, but not as long as lancer rounds, or slightly randomize when they fade? Maybe on higher gfx settings only?

Example: Terminator 2 burst fire, versus Termin...

Read more

I like the ideas. Hopefully we can see some of this with the planned code support for new weapon/projectile behaviors. Tracers lingering longer is harder for performance reasons. I am looking into what kind of flexibility (if any) to put some of this FX stuff behind the settings menu. Again, just have to get together with code and see what I can do.


16 Jan

Comment

Auto-turrets do not have a DarkLight.

The file shaql found isn't hooked up to anything.

It's just an idea we were kicking around that there could be a variant turret with a darklight on it, that would probably do less damage or have some other drawback.


18 Dec

Comment

Originally posted by shaql

placing/resupplying Spitfires does not seem to cost resources

Not supposed to.

I'm guessing you saw the entry I added to the deployable cost map. That was a test and it actually doesn't do anything.


15 Oct

Comment

Originally posted by Shiladie

Can we get full notes on it then? Right now it feels like the ZOE nerf hammer again, which is a terrible feeling. Just because something needs to be nerfed, doesn't mean you should take it to the point of being unusable, as you've done frequently before.

Magriders rely on their secondary weapon a lot more than the other MBTs, especially when in close range for situational awareness. With the lethality of being near infantry, the only way to not get gibbed by C4 is to stay at that longer range with room to maneuver.

Personally I believe the result of these nerfs will be a large decrease in magriders, with the growing trend of repair sundy balls continuing. So expect repair sunderers to be nerfed a few months from now...

Full notes posted here. https://forums.station.sony.com/ps2/index.php?threads/ppa-changes-on-test.204621/

The direct damage removal was an intended change, but it looks like some of the fields on the Harasser version were missed.


22 Aug

Comment

Originally posted by [deleted]

Oh man, I loved Airwolf.

Me too. I remember watching the one episode where Airwolf got shot down and I was devastated.


13 Aug

Comment

The flight model is working as intended. Yes it is different, yes it is slow, yes there is no leaving hover mode. But this doesn't mean it is the final flight model or speed, so please give feedback. It is intended to feel more helicopter like and make more use of the vertical thruster compared to other aircraft.

Resistance to small arms was set incorrectly. That is fixed internally. I think that was the only egregiously incorrect resist. So if the feeling is it is too weak in against other weapons, then provide feedback about those weapon types specifically.

Edit: Clarification.


08 Aug

Comment

Originally posted by Wrel

I believe you folks were asking on the official forums for feedback regarding what weapons and role we'd like the Valkyrie to serve. Has that feedback helped shape the future of the Valkyrie to any noticeable degree?

We've made some adjustments based on that feedback but it has mostly influenced our long term goals with the Valkyrie. The main thing is we really want to give it an awesome and unique mechanic beyond some new guns and rumble seats. Unfortunately something like that wouldn't make it in time for our targeted launch.

A lot of that feedback was also the same as some of the ideas we had planned for a Galaxy update. It might make sense to give the Valkyrie something unique and then give the Galaxy something else to further differentiate the two aircraft. When the Valkyrie is live and in the hands of players for awhile, we might have a better idea and more feedback on what those should be.


27 Jun

Comment

Originally posted by INI_Fourzero

Thank you. Looking forward to their answer.

Vulcan (as well as some other tank balance concerns) is something we've been discussing, but we don't have any details on what might change to share yet.