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Most Re4pers ever online: 120 (15 Mar 2020)

Recent Posts

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11
My two cents: a conclusion to the Assault Rules.
tldr: There is no shortcut, read it or leave it.

On paper this sounds interesting and the effort they plan to put into this sounds promising as well.
But right now the way how this bases perform and all of this comes down to 3 main questions.

-How will the Energy Pool be balanced between being slow but precise and getting slaughtered with fast pressure to the points.

-Will the base design be symmetrically in some way and how open will it be to the influence of vehicle gameplay (for the attacker airdrops / for the defender HESH)

-What time is needed to flip a point.



With the Energie Pool and the fact that points can't be flipped back, not just revives are more usefull but also regular drops from outside. From what we got now the way to go would be to flip the point closest to the enemy spawn first because you don't want to push there in the end. Now leave to another base to prepare a drop on one of the points. (with proper intel you can go for the least defended)
Once you got the second point you can go and prepare another drop on the lat point without effecting the Energy Pool. Even spawning in your squad galaxy or via logistic implant seem fine. Because these ways are slower it's relevant to see how the Energy Pool depletes over time compared to one spawn.

Depending on the time to flip a point it's also possible to simply prepare the remaining points already (without flipping those) until the first point is flipped. Currently a standart point needs 10s and a hard point with spawn like in some Amp's needs 30s (like base timer this is effected by the pop). 30 seconds is hardly enough to react and push as a defender. Only those points for flags take a little longer.

I assume this will need several adjustments over the time  and further restriction to be atleast less vulnerable to cheezy moves.


My fear at this point is not necessarily that this base design becomes a "zerg killer" (this would be great) but if it just widens the gap between the different tiers of organisation to an unhealthy extent. The current state of the mostly dead "proper platoon gameplay"  created a huge number of independent groups with incapabel leadership and no place to get randoms in the fight.  
Right now I see a semi coordianted Zerg Russ zerg with many force multiplier more capable of just rolling over the base compared to a group with fully unsupervised player reverse feeding the enemy by getting killed for nothing. I also belive the relation between semi gameplay and fully coordinated will be even further apart leaving every small group in the dust.

Well, we will see what we get.
12
Wow, like really... wow. This sounds awesome. Can't wait to see it in action.

But yeah, res-nade change sounds scary, but they correct, something needs to change with them and even more so if they feel confident in their new facility.

It would be so satisfying seeing a zerg just crash and burn in these facilities. It might even, finally, give a good reason to be, well, good beyond just bragging rights.
#

P.s.: I love it that we are getting some good coms from the defs now.
13
This would make Nanite Revive Grenades even more oppressively powerful than they already are, thus they will be heavily adjusted before the release of Assault Mode.

Oh boy…
14
March 2024

Greetings Auraxians,

For this March's development letter, we have some news, updates, and a special treat; the reveal of a new facility type!

Public Test Server

The Warzone rotation, Oshur Alert, and Friends List updates will be hitting the Public Test Server shortly after the next patch.

The Friends List has been rewritten from scratch to solve a myriad of various bugs and issues. We are confident that this rewrite should solve the existing issues, however since it is a new system there could be other issues we have missed.

The Warzone rotation system has been changed to be non-static. That is, the rotation order can shift slightly so that the oldest Warzone is not necessarily the next to be unlocked, although it usually will be. This also allowed us to set Oshur to an infrequent rotation schedule. There is a new meltdown alert on Oshur that should trigger almost immediately, setting a cap on how long the continent will remain open.

More details, if needed, will be in the PTS Patch Notes nearing release.

Sunderer Update

The Sunderer is in active development and still going through quite a bit of internal testing. Once we are confident that we have brought them to a state where you can provide us with valuable feedback, we will be releasing a new cert tree to the test server.

This *may* happen in batches so that as much testing as possible can be done before live release.

New Facility Type

Finally, on to the special treat. We are currently working on an **Assault Facility**.  This is an entirely new type of Facility that is dramatically different from the existing ones, and we wanted to try some new things to see how they affected the way players select equipment and approach combat.

Our goals are to give the Facility a much clearer and directed sense of flow. We also wanted to have more stable and recognizable phases for battles with distinct beginning, middle, and end phases each of which will require slightly different strategy and tactics. Finally, we wanted to have a base design that more elegantly integrates vehicles so that they will have a clear, crucial role without being oppressive to infantry.

Assault Rules

The basic rules for the mode are simple and follow the general pattern of an Assault Game Mode that many games have with some PlanetSide 2 wrinkles.

An Assault Facility comes under attack when an opposing faction captures the first, and only unlocked, Capture Point from the current owner (i.e. Defender). This does a few things:

  • The ability to capture the remaining points becomes locked to the initial faction
  • A hard spawn for that faction is unlocked within the Hex
  • The facility's Energy Pool becomes active
Now that the Facility is active it consists of a series of capture points that must be captured order, unlocking as the Attackers progress. Once captured, these points cannot be recaptured by the defenders. The Attackers win when the final point is captured.

The facility is successfully defended if the Attackers' energy pool reaches 0 before the final point is captured. The energy pool is depleted in 2 ways:

  • Each capture point owned by the defenders depletes the Energy Pool at a regular interval
  • Each instance of spawning or deploying within the Facility Hex consumes energy. This includes:
  • Respawning at the Hard Spawn
  • Spawning at the Sunderer
  • Spawning via Squad Beacon
  • Spawning via Steel Rain
  • Deploying in any of the above manners
Being revived by the medic tool or via Nanite Revive Grenade does not consume energy. This would make Nanite Revive Grenades even more oppressively powerful than they already are, thus they will be heavily adjusted before the release of Assault Mode. This is something that needed to happen anyway, and this is a good time to implement it.

Energy is added to the Attackers' energy pool when they capture a point, or via secondary objectives if they are included.

When the battle ends (Either captured or defended) the facility will enter a cooldown period where the first point is locked, and a new battle cannot be initiated.

Initial Release

To get the most out of this new Facility Type we are creating a single, new, customized base to host it. This facility will take over a construction outpost in as central, but non-critical, a location as possible. We are using this strategy to mitigate risk and have time to work on the game mode and facility layout before propagating it further.

The facility will be implemented as the simplest possible functional version of this type; with only 3 Capture Points and no secondary objectives. It is important that we extensively iterate on this simple version first since good design dictates that we make a compelling experience and accomplish all our goals with as few restrictions or complications as possible. Elegance is what we are aiming for.

Success or failure of this initial Facility will determine where, how large, and how many of these will be created in the future.

Risks & Potential Issues

Finally, we come to the risks, weaknesses, and potential issues of this new Facility type.

The first and most obvious weakness is that this game mode does not elegantly handle a three-faction interaction. It is very much an attacker vs defender scenario with the third faction being relegated to a tertiary role where they can tip the scales of a battle's outcome but not own the facility directly. However, we feel that with careful placement this weakness can be minimized while allowing its strengths to shine.

The other major concern is that the Energy Pool will dramatically affect behavior and decision-making. This can break into either good or bad direction; it is impossible to fully predict the outcome of such a chaotic circumstance. The likelihood of creating a situation that is very static or has an overly one-sided meta is very high. At the same time, having death be a more meaningful mechanic, and not just a loss of time, is likely to unlock some new and interesting strategies. It may even actively discourage deliberately over-popping the facility leading to more even and sustained battles.

The Energy Pool values, the amounts and ways energy is consumed, spawn locations, vehicle pads, and so on will have to be monitored closely and adjusted carefully. In the end we are confident we can make this new facility something that we all look forward to.

We’re looking forward to hearing your feedback when these updates come to the test server. See you all planetside!

- PlanetSide 2 Team



Source: Official News and Announcements

15
April Fools!

The Puzzler Bundle

New for sale this year is the Puzzler Bundle. This Bundle includes:

  • 4x Puzzler Hairmet, one in each faction color
  • The Puzzler Decal
  • The Puzzler Banner & Banner Frame
  • Liberator Puzzler Cockpit Glass
  • The Puzzler Hood Ornament
  • Vehicle Clown Horns! Honk, honk!
April Fools Cosmetics (April 1st - April 10th)

  • Aprils Fools Cosmetics & Bundles are returning from April 1st until April 10th
April Fools Sale (April 1st - April 7th)

  • 40% off Infantry Weapons
NS-44 "Primed Amethyst" Commissioner makes it's Depot Debut!

  • Originally part of the 11th Anniversary Bundle (and still is)
  • This Commissioner sidearm has entered the Depot as an individual cosmetic to purchase!
NS-44 "Primed Ruby" Commissioner

  • The Red Crystal Commissioner is available for purchase in the store
  • This is a variant of the NS-44 "Primed Amethyst" Commissioner with a red crystal theme
Class Banners, Frames and Decals

You might have noticed that we are making some nice class cosmetics that can be purchased with Certs in the Depot! Each month we aim to release a Banner, Frame and Decal for a class!

So far we have:

Infiltrator

For the sneaky price of 10 Certs each you can get:

  • Infiltrator Class Banner
  • Infiltrator Class Banner Frame
  • Infiltrator Class Decal
Light Assault

Available for 10 Certs each in the depot are:

  • Light Assault Class Banner
  • Light Assault Class Banner Frame
  • Light Assault Class Decal
DOUBLE EXPERIENCE FOR ALL APRIL 1ST- 4TH

  • Enjoy double xp from April 1st - 4th.
Bug Fixes

  • Audio for the NS-11A equipped with a suppressor has been fixed
  • An incorrect "Restricted Area" location on Amerish has been removed
  • Several boxes that fell through the floor on Esamir have been re-solidified and relocated
  • The directives screen will again clearly show when something has not been unlocked
  • MGR-C1 Charger overcharged muzzle flash VFX should now play properly
  • The Target Focus implant should now correctly work when the Hud Indicator size is set to large
  • Fixed terminal interaction in command centers
  • Characters should once again appear at their proper size during character creation
  • Archer reload audio should now player properly in first person
  • Slight optic adjustments for the NS-44: "Primed Amethyst" Commissioner

Source: Game Update Notes

16
Everything Touhou / Re: Touhou Music - Fan and unofficial works
« Last post by MrFFF on 13/03/2024, 09:42 »
17
Planetside 2 - Update Notes / March 12, 2024 - PC Hotfix
« Last post by PSNews on 12/03/2024, 19:31 »
We released a client side hotfix this morning to address some issues from our patch last week.

  • Fixed an unwrapped text issue with the UI that would occur when attempting to capture bases or being in an area that isn't connected to a region your faction controls.
  • Flashlight not emitting light when the graphics settings are set to Medium is now fixed.
  • Fixed an issue where the seats of the Bastion would seat players upside down and are unable to properly fly it.
  • Vehicle turret aiming has been fixed.
  • Spawning into an ESF that caused fast walk speeds has been fixed.

Source: Game Update Notes

18
Nice to see that there is work on all fronts.
19
Game servers will go down for our scheduled pc update tomorrow @ 6am pt / 3pm ct. for a 3hr downtime window.

This month's patch is loaded with bug fixes, especially to animations and audio. We are also bringing back previous St. Patrick's Day Bundles from March 17th until March 26th

St. Patrick's Day Bundles Return

The returning items arrive (March 17th - March 26th):

  • 2023 Saint Patrick's Day Bundle
  • 2022 Saint Patrick's Day Bundle
  • Gold Lover's Bundle
  • Green Fortune Bundle
  • Jackpot Bundle
  • Leprechaun's Bundle
  • Wyrdwood Bundle
  • Classic Clover Decal
  • Leprechaun Decal
  • Pot O Auraxium Decal
  • Shamrock Decal
  • Clover Camo
  • Weapon Camo: Green-gold Flecked
  • Jackpot Hood Ornament
  • ANT / Sunderer Clover Trails
  • and more!
Double Experience for All Event

  • Enjoy a Double Experience For All Weekend from March 15th until March 18th
In Progress Updates

Normally we would save these types of announcements for the monthly Dev Letter, but since the patch is a little light this week, we've decided to include some more insight into the progress of various updates and fixes in this weeks patch notes.

Sunderer

The Sunderer rework is coming along nicely. We are looking into having it arrive onto the Public Test Server to work out the kinks and adjust some balancing. For the moment we'd like to share some what we have completed.

Here is the look at the reactive armor. The armor is designed to clearly visually indicate, through shape and color, when a piece of reactive armor is active and when it is not.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/582.png?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/561.png?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/581.png?v=1.0

Some certifications that are not getting a major gameplay overhaul are still receiving visual updates. Below are the new Stealth Module and Enhanced Plating, artwork which replaces Blockade Armor and Mine Guard.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/563.png?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/583.png?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/282/562.png?v=1.0

Friends List

The friend's list issue is one area we are focusing on fixing. The tracking server architecture that handles friends lists was breaking down and had to be be almost completely rewritten. Some of the things the rewrite will achieve are:

  • Improved database transaction efficiency; i.e. ensuring that everything is immediately saved to database on changes. Previously this happened only a few minutes after the fact and could be lost in cases of reboot/crash/power outage on the server.
  • Added automatic consistency fixes; e.g. fixing situations when X is marked as a friend of Y but Y is not marked as friend of X.
  • More reliable friends invitation processing; e.g. removing cases when someone sends an invite to be friends and invitee doesn't receive it.
These are just a few of the things we are doing with the rewrite, which should eliminate the vast majority of the bugs the system currently suffers. This is a major overhaul, thus it will be released to the Public Test Server first before being deployed on live. We don't have a firm date on when this will happen but the changes are actively being worked on.

Oshur

There has been much well earned consternation over Oshur. The issues it causes among the game and community are undeniable, but the potential solution for each issue has pros and cons we have to consider carefully.

Generally speaking, our first thoughts are towards building and improving the game. To that end we conducted a systematic review of the continent, which included collating the vast amount of community feedback from many sources. The list of issues was sorted, examined, and we had many discussions around how to solve them. In the end we concluded that although there was promise in the concept, the issues were extremely core to all aspects of Oshur's design from individual bases to the general layout of the continent and lattice. Small changes would do little to solve the issue, and an entire rework was needed.

Unfortunately, we also decided that an entire rework would be a monumental effort the likes of which would detract from other smaller and more pressing issues. Following our philosophy of taking on the most impactful projects first, we saw that Oshur did not make the cut when it came to the effort / impact calculation.

The next logical and simple step would be to simply remove Oshur from the rotation. This presents its own issues though. Oshur has attached to it a large amount of unique content that players have spend their hard earned currency on, as well as unique and interesting directives, missions, and so on. Simply removing it would also create a clump of additional work where we would have to spend a good amount of effort making recompense to players as well as making changes that were deemed "fair" to new and returning players. This is a non-trivial task that would also eat up a surprising amount of resources that are also better spent on more impactful changes.

To that end we decided to take a middle approach. Oshur will be put on an infrequent rotation schedule and a special alert will be created that will more tightly control how long the continent remains active when it does come up. The ability to do this does not currently exist in the rotation scheduling system, and thus we have to design and add it before this change can be made. This is actively being worked on. We will build into the new system the ability to adjust the frequency and up-times of Oshur quickly via data so that adjustments to these parameters can be made relatively quickly and easily. We feel this is a fair compromise to players that never want to deal with Oshur again and those that may want to finish their Dog Tag collection, or take an occasional boat joy ride.

As a bonus side affect we will be adjusting general Warzone rotation such that the same ones don't always follow the same pattern and there will be slight changes in the rotation over time.

Bug Fixes

  • The beacons are not lit; beam visual effect should now de-spawn properly after the beacon's destruction
  • Outfit Wars decals now have the proper file format and should no longer crash the client
  • Players can no longer spawn in destroyed aircraft, preventing them from acquiring vertigo and the ability to shoot through walls
  • Reworked the suppressor attachment audio on the following weapons; NS30 Vandal, Warden, Carnage AR, GR-22, NC9 A-Tross, NS-11, Reaper DMR, EM1, EM6, NC6S Gauss SAW S
  • The NSX: Yumi's bolt can now be worked. Fixed a visual bug with the reload animation
  • Fixed weapon reload sounds for many weapons, including; AF57 Piston, NS AM7 Archer, EM1, EM6, NC05 Jackhammer, T16 Rhino, T32 Bull, T7 Minichain, T9 CARV, T9 CARV-S, TMG50, VE-C Horizon, VE LR Obelisk, VE-A Lacerta
  • Obelisk and other VS weapon's hand IK will properly un-attach during 3rd person reload animation sequences
  • Ammunition Belt certification selection tooltip now includes information about the reload speed increase
  • Gate Shield Diffuser certification selection tooltip now contains information about its interaction with water on Oshur
  • Fixed MAX jumping and landing audio
  • Fixed localization error in vehicle and aircraft key-bindings
  • The Natural Camouflage cosmetic for the Chimera should no longer be visible in the first person view
Known Issues

  • NS-11A's audio with the suppressor is incorrect

Source: Game Update Notes

20
Behind the Scenes: Making New Helmets

Greetings Auraxians!  

For this month’s dev letter, we wanted to share something a little different – a behind the scenes look at the process our artists go through when creating new items in PlanetSide 2. Our example piece for this behind-the-scenes look is the new Lunar Dragon Helmet available in the Lunar New Year Bundle [2024]. We hope you enjoy a peek behind the curtain!  

Planning

The process begins with a planning phase. During this time, ideas are presented to be made into an asset for an in-game event or update. Let's look at the Lunar New Year event as an example.  

This year we decided to create a unique helmet for the event.

After consulting with our Game Designers about any specific requirements, the process is taken over by the Art Department.

Exploration

The Lunar New Year is a celebration that marks the arrival of spring and the beginning of a fresh lunar cycle. Honored by many cultures across Asia, the way it's celebrated is unique to each place. It is the most important holiday for the Chinese (Spring Festival) and is widely celebrated by Vietnamese (Tet Nguyen Dan), Koreans (Seollal), Mongolians (Tsagaan Sar), and many others.  

The intricacies of traditions around the holiday are diverse, so we focused on the largest groups finding the most common element that overlaps. In this case, the Dragon zodiac symbol and the colors used during the festivities such as Gold (Yellow) and Silver (White). This is our foundation behind the helmet, decal, banner, frame, and nudge ideation. The work on the helmet starts with focusing on the keywords: Dragon, Fire, Asia, Red, Yellow, PlanetSide2, Sci-Fi.

We then visualize a concept of an idea.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/821.png?v=1.0

From here the idea is born and we have a helmet influenced by Asian cultures in the PlanetSide 2 style. It incorporates a dragon head, red and yellow as the primary colors, and faction specific tints for additional details.  

Next, we move on with exploring designs and shapes. At this stage, the shape becomes the primary focus.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/901.jpg?v=1.0

Iteration

We then decide on three distinct ideas and present them for consideration.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/881.jpg?v=1.0

After contemplating the scope of work, we choose a final direction.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/861.jpg?v=1.0

Details

Next, we shift our focus towards functional and technical examination of the asset.  

Taking everything into account, we start the linework, proportions of different elements, and we begin fine tuning the silhouette followed by adding in the details.  

The idea is that the entire helmet is the dragon's head. The emptiness of the dragon's mouth will be represented by a dark visor hiding the player's face.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/941.jpg?v=1.0

Grayscale

Linework is finished up and we move on to grayscale painting to block out the contrast.  

The goal here is to have a clear separation of different elements without the dramatic difference in contrast between two close parts (we might just reserve that for a few focus points).  

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/921.jpg?v=1.0

Color Exploration

At this stage we consider how the asset will exist within the environment, like hinting the faction colors, technical limitations, etc.  

In this case, faction colors will be in the second plan, while the colors associated with the Lunar New Year will be brought to the first plan. The objective is to make the asset stand out without disrupting the sense of belonging.  

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/882.jpg?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/884.jpg?v=1.0

Finalizing the Concept

We use the colors to further emphasize the face of the dragon, separate different elements, and provide space for hinting the player's faction.

For high production level work, we usually do not make highly detailed concept renders, a simple reference to work from is all that our 3D artist requires.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/883.jpg?v=1.0

3D Modeling, Rigging & Implementation

Once the concept is done and approved, we move on to creating the 3D asset.

In this step, we make sure that the 3D artist understands the idea behind the concept. In this case, it just so happens that the 2D concept did not translate perfectly into 3D. This is why effective communication and direction is needed. It ensures a smooth transition into this step. This minimizes the need for 3D model corrections later on.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/885.jpg?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/886.jpg?v=1.0

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/942.jpg?v=1.0

The base model is now textured and complete. We can move on to setting up the faction tints on the pre-agreed elements. In this case, the tints are deliberately subtle to not take away from the spirit of the helmet, which celebrates the Lunar Year.

[img alt=[IMG]]https://assets-cdn.daybreakgames.com/uploads/dcsclient/000/000/281/961.png?v=1.0

The model is then sent to an animator for rigging and once rigged it is imported into the Engine. There, the shaders are set up and adjusted for the finishing touches bringing the helmet to life.

- PlanetSide 2 Team

Thanks for checking out today's dev letter. Let us know what you think in the replies below!



Source: Official News and Announcements

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