Keep an eye on February.
Keep an eye on February.
Read moreBuilder main here. Not to keen on the suggested changes, but will keep an open mind and hope Wrel does too.
Just jamming construction into the lattice or overall continent lock mechanics isn't fun, and hasn't done so well int he past (HIVEs etc).
My list of alternative suggestions:
Defensibility of Fledgling Bases
- Pain Spire
- Convert to some kind of resist/health/shield/regen buff.
- Modules
- Give modules similar resistances of the Spawn Tube.
- Change the alert module to only fire if the actual player base and its parts are are under attack. Also add ability to detect and warn of Cortium bomb placement.
- Turrets
- Make AI turret module require activation, similar to the shield module overload with cooldown.
- Add shielding to turrets, which is dropped when controlled by AI.
- Terminals
- Remove equipment terminal from Bunke...
First off, I'm pretty apprehensive of constraining building to vehicle capture hexes.
Building isn't being constrained to vehicle capture hexes.
So with piecing multiple structures to make one big structure. Would you still need individual modules to power everything? Or would it require less because you "made a new structure" ?
To be clear, you won't be piecing structures together. The system will work much like it does now, except that modules will be slotted directly into structures instead of scattered around a base, and each module will only benefit the structure it's slotted into. Let me know if there's a part in that article that might have caused the miscommunication, and I'll see if I can rephrase it.
It looks like this constructions update is veeeeery early in the development, are we going to get any updates before that?
While I'm describing a large, multi-month initiative above, you'll still see plenty of bug cleanup, quality of life improvements, balance iteration, as well as monthly Prime Gaming content and seasonal events in between major releases.
With the update, the intention would be to convert non-Skywall shields to two-way shields (and revamp which structures have access to them and how they use them,) remove the Pain Spire, remove (or revamp) Automated Turrets, remove the EMP effect from Skywalls, as well as increase the overall resilience of larger bases by increasing defensability when modules are placed within them.
?
I agree, but as I said. The game uses a few different definitions.
I want to be on the same page.
Flipped point is likely what we'll go with since that's (unfortunately) what registers a base as no longer secure, but timer ticking is the ideal.
What was the goal you wanted to achieve by removing it? Is there something different that could be done instead?
Regarding the design goals: https://www.planetside2.com/news/planting-a-flag-this-anniversary
Unrelated to the priority system above, we've also disabled the remote-deployment of vehicles at the moment, with the goals of slowing down the pace of deployment around the map, bringing us back to earlier times where terminals had more value as sub-objectives, and vehicles could more easily find gunners willing to hop in. This change is non-destructive, however, and we can return it with relative ease if the design goals aren't being met.
After watching the spawn system play out for a bit, I think we're in a decent spot overall. Preventing quick p...
Read moreAt the risk of being "that guy", I do want to give my appreciation and thanks for communication. Any is better than none, even if its just to acknowledge that a problem exists.
I would love to know if the Devs know that the NSO Hummingbird is functionally unusable as it can't hit any targets whatsoever?
Just knowing the Devs are aware is big.
I can give hummingbird another look.
As a quick note, we'll be bringing vehicle quick-pull back early this year, and will be taking a pass on the bugs associated with it before doing so. Some have suggested that the feature only appear at certain bases, and we'll give that feedback some consideration before re-releasing it back into the wild.
External link →Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.
For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...
As an impartial, totally not bias, member of the player base and not 3 devs stacked in a trench coat . I think you’re doing great. Now if you’d sign off on this promotion to grant me unlimited creative control of the game and it’s design that’d be greeeeeaaaaaaatttt…. Wrel’s face on everything! All outfit logos are now wrel! Nanites replaced with wrelites. Cortium is now precious chunks of wrel. I’ve got notepads full of ideas! Notepads wrel!
Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.
For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...
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