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Author Topic: Planetside 2 - MMOFPS  (Read 122923 times)

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Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1140 on: January 10, 2013, 07:52:06 am »
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Quote from: Higby
   
Hey all!

    Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we're looking forward to even bigger and better things in 2013! I've said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we're opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to "kicking *** and fixing bugs. And we're all ou--" er, oh yeah, okay, we've still got some bugs to fix.

    While we were out we were still paying attention to the forums as well as twitter, reddit, facebook and all the other places you guys interact with us; we've heard a lot of your excellent feedback, ideas, concerns and consternation. One of the biggest goals of our team has been and continues to be listening to our community and following YOUR direction for what this game needs to become. We're going to be talking a lot more about this philosophy in the coming weeks and how community involvement is going to directly impact our development schedule & priorities as we reveal "our" plan for the next 6 months. For now, we wanted to address some of the biggest issues we're seeing come up over and over again, so that's what we're focused on for January's update.

    Game development can be messy and there is always the possibility that something from this list may slip or not pass QA, and more details will be released on the specifics of all of these items as we get closer to the patch date, but I wanted to get this info out to all of you as soon as possible, so with that in mind, here are some highlights from what the team is working on finishing up for LU02 which will be released on 1/30/13.

        General performance increases, particularly for lower end GPUs
        Experience (XP) system enhancements:
            Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
            Partial damage XP for dealing damage to vehicles that you don't end up killing
            Population XP / Resource bonus moved over to continent population instead of global
            Better display of XP sources for things like defensive bonuses & population bonuses
            Rebalancing of XP rewards to help support tasks
        Server transfer token available in Depot
        UI changes to emphasize score per minute as a primary metric of player comparison
        Sortable columns on outfit management & addition of "last online" column
        New weapon type for all empires: SMG
        Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
        Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
        New Hot Spot system that displays where active fights are occurring on the map
        New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
        Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
        Making MAXes render more reliably at long distances for players in vehicles
        AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
        Fixes to missiles so that they more reliably detonate and actually blow stuff up
        Air vehicle weapon tweaks
        Increases to reload speed for certain HE ground vehicle weapons
        And of course... lots of bug fixes

    Whew, it's going to be a busy month! We know this doesn't address every issue that's been brought up recently but we hope it knocks out some of the big ones. Hopefully you will see from this update (and the feature plan for the next 6 months, when that is revealed) that we're taking your feedback and concerns for the game very seriously. We're here, we're listening and we're committed to continue to work with our community to build the best online game the world has ever seen.
    As always, your feedback is very welcomed, here, on reddit, on twitter and everywhere else you may find us.
    Cya on Auraxis!
    -
    Matthew Higby
    Creative Director - Planetside 2
    @mhigby


    Edit: I wanted to add that just because you don't see things like "metagame fixes" or "render distance" on this list doesn't mean they're not high priority changes or that we're ignoring those issues - they're just larger problems and as you'd expect that means they generally take longer to solve. Just because something isn't getting addressed this update doesn't make it lesser or lower priority than the things that are addressed in the patch. When planning an update we have to balance what we need to do with what we can fit. Those type of large scale adjustments are built from a variety of changes over a long period of time, not just one bullet point in one update note. Once we have the longer term plan out there for you guys to look at you'll see how some of these more meaty changes slot into the schedule.


http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/

Offline Kafein

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Re: Planetside 2 - MMOFPS
« Reply #1141 on: January 10, 2013, 01:47:57 pm »
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Wow, these guys are actually doing the right thing.

Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1142 on: January 10, 2013, 01:53:13 pm »
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Wow, these guys are actually doing the right thing.

These are all minor changes though... and nothing to make me want to play planetside 2 really. The whole game will most likely still be roll with the zerg and cap undefended bases. Until that changes I probably won't be back.

Offline Casimir

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Re: Planetside 2 - MMOFPS
« Reply #1143 on: January 10, 2013, 02:48:13 pm »
+2
but if we organize a tactical bus expedition surely you will come along!
Turtles

Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1144 on: January 10, 2013, 02:50:51 pm »
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but if we organize a tactical bus expedition surely you will come along!

I just might

Offline SeQuel

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Re: Planetside 2 - MMOFPS
« Reply #1145 on: January 11, 2013, 01:34:00 am »
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These are all minor changes though... and nothing to make me want to play planetside 2 really. The whole game will most likely still be roll with the zerg and cap undefended bases. Until that changes I probably won't be back.

You get more experience killing people while capping a base imo.....capping undefended bases is boring and useless.

Also these arnt minor changes, they're actually pretty huge especially when it comes to defending bases.

The only change that irks me is the invulnerability when revived or spawn on a sundy but with all the flak they've been getting it will probably be changed.

Offline Panos

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Re: Planetside 2 - MMOFPS
« Reply #1146 on: January 11, 2013, 01:35:24 am »
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but if we organize a tactical bus expedition surely you will come along!

Can`t wait for it!  :rolleyes:
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Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1147 on: January 11, 2013, 07:47:21 am »
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You get more experience killing people while capping a base imo.....capping undefended bases is boring and useless.

Also these arnt minor changes, they're actually pretty huge especially when it comes to defending bases.

The only change that irks me is the invulnerability when revived or spawn on a sundy but with all the flak they've been getting it will probably be changed.

The only two changes that actually slightly promote more base defending is the tunnels at tech/amp station and the xp change... and that's hardly enough for people to start actually defending bases. There's simply no incentive, there's still no actual indoors where you're protected from vehicles except the biolab. No to mention that losing bases doesn't really hurt, which is the biggest reason why nobody gives a fuck about defending.

Offline Casimir

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Re: Planetside 2 - MMOFPS
« Reply #1148 on: January 11, 2013, 05:14:55 pm »
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Improved spawn rooms and invulnerability will stop spawn camping and make defending easier.  Nerf to HE rounds as well will reduce the effectiveness of shelling and make defensive play easier.

They're also disincentivising  spawn camping and putting a greater focus on score rather than kills which should help change the focus of the zerg.
Turtles

Offline Kafein

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Re: Planetside 2 - MMOFPS
« Reply #1149 on: January 11, 2013, 10:13:35 pm »
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Improved spawn rooms and invulnerability will stop spawn camping and make defending easier.  Nerf to HE rounds as well will reduce the effectiveness of shelling and make defensive play easier.

They're also disincentivising  spawn camping and putting a greater focus on score rather than kills which should help change the focus of the zerg.

Aren't they buffing HE shells by increasing some reload speeds ? It doesn't make any sense to buff those free kill machines but whatever.

Offline Casimir

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Re: Planetside 2 - MMOFPS
« Reply #1150 on: January 11, 2013, 10:50:08 pm »
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yeah i read it as increase reload time, poor choice on their behalf
Turtles

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Re: Planetside 2 - MMOFPS
« Reply #1151 on: January 12, 2013, 12:49:49 am »
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The only two changes that actually slightly promote more base defending is the tunnels at tech/amp station and the xp change... and that's hardly enough for people to start actually defending bases. There's simply no incentive, there's still no actual indoors where you're protected from vehicles except the biolab. No to mention that losing bases doesn't really hurt, which is the biggest reason why nobody gives a fuck about defending.

You actually get a 15% increase in experience when you defend expect no one knows about it because they don't display it. I do believe they will be after this patch.

Also the balcony's on the smaller outposts and what not will change defense there along with giving almost every spawn room building more exits.

Offline Christo

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Re: Planetside 2 - MMOFPS
« Reply #1152 on: January 13, 2013, 06:44:50 pm »
+6
This made me laugh so hard.

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 :lol:
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Offline Vibe

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Re: Planetside 2 - MMOFPS
« Reply #1153 on: January 18, 2013, 12:39:50 pm »
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Offline Panos

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Re: Planetside 2 - MMOFPS
« Reply #1154 on: January 18, 2013, 12:45:50 pm »
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