Wrel

Wrel



22 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by im0jnuw4g5

I love curated experiences in my open world games. Great update mate, keep em coming!

The spawn system has always been curated, but the new spawn does make it less convenient to spawn at local overpopulated regions in exchange for better population control on the continental level.

Comment
    /u/Wrel on Reddit - Thread - Direct

It's a contested region with 69% allied population, so the spawn is disabled.


21 Jun


15 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Join Combat is being changed to use Drop Pods as a fallback, next update, meaning you'll spawn at Sunderers and Hardspawns the majority of the time again.


12 Jun

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    /u/Wrel on Reddit - Thread - Direct

Should be fixed in the next update.

Comment
    /u/Wrel on Reddit - Thread - Direct

There have been a handful of speculative fixes snuck into a few of the past updates, but they haven't resolved the issue. We're currently working on this, and may end up having to just revamp the implant in its entirety.


09 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Treefolk

Happened again, screen shot of the respawn timer and the pop numbers: https://imgur.com/a/nf8OEsS

Looks like you're in a cutoff region. But even so, the spawn timer shouldn't be that long. I'll look into it.


08 Jun

Post
    /u/Wrel on Reddit - Thread - Direct

Last update was a bit of a mess. There was a lot of positivity surrounding the fixes going into the most recent update, and some of those fell flat. We didn't have our pass complete for Infil cloak on low (how it currently looks is not how it'll look when we're finished,) and the per-faction population limit check was broken.

Reinforcements Needed was already broken, but to varying degrees based on where it was trying to spawn you. Good news is that we've got a workaround for Reinforcements Needed that is on Live currently (as of like 10 minutes ago,) and a PTS update to fix some issues with the spawn system.

Next week we'll be getting this Live (and ideally with an updated cloak shader for the low pipeline,) provided no more issues pop up while it soaks over the weekend.

Thanks for trying to be patient through this. The spawn system is fundamental, and it's important that we get it right, which unfortunately means a lot of tuning. If we di...

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07 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

You can spawn on any spawn point within 200 meters of you near instantly, so if this happened to you, it sounds like a bug. Do you happen to have any footage I could take a look at?


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
    /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

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    /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.

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    /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.

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    /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.

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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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.

Comment
    /u/Wrel on Reddit - Thread - Direct

Can there please be a new feature that gives squad lead to either an outfit member, friend, or highest ranked player if the current squad lead crashes or logs out?

If your squad is outfit hosted (it's a checkbox you can select in the squad pane,) it passes lead to other outfit members when one is disconnected. Beyond that, when we get some free time maybe we can look into exactly what the auto-sorting system is for passing leader.

EDIT: Welp, I feel dumb. Outfit hosted was a feature we started development on, but never finished.

Comment
    /u/Wrel on Reddit - Thread - Direct

This is fixed on PC and will make its way to PS4 with the DX11 build.

Comment
    /u/Wrel on Reddit - Thread - Direct

Various shaders are bugged with the introduction of DX11, and some bugged prior to that. Example being that some infantry weapons and cosmetics use the vehicle shader, these weapons don't play nicely with the cloak shader. Currently, the same is going for the shield shader when it's applied to some of your weapons.

At any rate, the bug is in the process of being fixed (both the shield and cloak shaders have tasks in for them.)

I do agree in general though. If we had more shader options, and more flexible options for screen effects, we could message a lot of the first person effects better.


04 Jun

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Vindicore

Fixed how? Still able to spawn there if you died in it, or from outside of it (I hope not)?

I would be happy if hard spawns were no longer an option but soft spawns (Sunderers, Beacons, etc) remained. Much harder to hold on but perhaps enough to keep the fight going for a bit if you really wanted to do so.

From the unreleased patch notes of the next update.

Cut off regions now only disable defender hardspawns in that region, and remaining spawns are placed on a priority 2 cooldown time. Spawning into a cut off region from afar can now only be done via squad tools.

Dev Note: Previously, attackers couldn't maintain an attack on a cutoff region as it was most spawns to that region for both sides. This change should help fights in these areas more naturally draw to a close.