Planetside Dev Tracker

ReedRoy

Not to nit pick and thankyou all for the work on this, but by any chance on reversing the decision to give a warning to enemies that an OS is landing? Originally it only gave the warning to allies. Now? if theirs an enemy vehicle ball, both the audio voicelines and minimap indicator just lets them drive away too easily without a scratch

The timing is a good question. I’m not necessarily against the warning in general - it’s not my decision , but I like it being broadcasted - but I agree it shouldn’t be easy enough to just bail and avoid.

Moridin669

any thoughts on another round of player submissions?

YES. Would love to do another loading screen submissions - need to brainstorm some new ideas so we can come at it from a fresh angle

MaTaNzA86

Hey, this is nothing to do with the artwork. More to do with my friends list since DX11 update last year. My whole friend list disappeared and now I can’t add people back because I’m already in their friends list still!

I’ve contacted support and they said nothing can be done. I really find that hard to believe. Would you be able to look into this please?

Hmm, normally this would be a customer service question. Did they help identify the issue? Are you playing on Steam or through the Launcher? I’ll flag it with our QA team and see if it’s related to a bug we’re tracking.

hawt

Heini_2012

There was a Reddit thread that suggested this and it looks like they liked the idea.

We had planned to do this on Live (and will), but it was thanks to a Reddit thread and some quick ingenuity by our UI guys that we were able to get this on Test :)

ItsJustDelta

The problem is landing the hit. During one test VS carpet bombed the carrier I was defending with six orbitals, and only one connected.

^This too. We want to be careful with Test values because the lower acquisition cost for OS makes them spammable in a way that you obviously can't do on live (or, is really really hard to do). But OS on live is pretty spectacular and should feel robust when it lands full-on.

MuffinkingPM

probably so the bastions have enough room around scarred mesa and the like.

^this. Clearance, and space for flyers to turn/maneuver/ascend etc.

Not to gush, but this is absolutely 100% on you guys - I can't even begin to tell you how many players have contacted me asking how they can help, getting their friends in the game, re-engaging their old Outfit mates, sharing all the news we share on reddit twitter steam etc. It's been an amazing month and we'll do everything we can to keep the momentum and good times rolling.

If there's anything else we can be doing to keep communication on peak please just let us know - tag me, or Andy, or another one of the Devs. Just today we made sure there was a live article with an up-to-the-minute launch status report linking both on the launcher and on our Steam community portal, which were player-requested since not everybody follows our twitter or checks the forums. If there's anywhere else we can speaking up and sharing news, let us know.

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Hello everyone,

The team is publishing a new build to PTS and expect to unlock at around 3pm (Pacific) today - a little less an hour from now.

If you have time, please patch up and report any critical issues that you may encounter. We will be monitoring feedback over the weekend and publishing any necessary fixes to PTS Monday or early Tuesday. If the build is looking solid by early next week, we plan to conduct two larger-scale public playtests (one geared toward EU primetime and one for NA primetime) by mid-week to confirm whether or not its ready to go Live.

Below are the changes:

Bastion:

  • Deployables (such as Turrets) can no longer be placed on Bastion weakpoints
  • Flak Cannon rounds now damage Bastions
  • Increased amount of damage Orbital Strike does to Bastions
  • Fixed a rare client crash that could occur when a Bastion that a player is controlling is turning

Sanctuary:

  • Optimized spotlights in Sanctuary for performance
  • Adjusted how sections of Sanctuary were built for perf...
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MalevolentNebulae

Any spoilers or hints for the update after escalation?

We've got some colossal ideas, but nothing specific to share publicly right now.

FYI - we started discussing possible changes to add more boom to the Bastion's demise this morning. Nothing concrete, but the team has some ideas.

WhatPassword

Wow... that's impressive!

Would there be any chance to have a RPG-wide reddit AMA? I'm sure we'd all love to have a chance to meet the people on the team!

Probably at some point. Everyone here is a bit busy at the moment wrapping up the Escalation update.

We are also planning monthly dev streams to discuss the latest and greatest about whats has recently gone into the game, what we're working on for the next update and occasionally some longer-term feature/content roadmap discussions.

Bawss5

Man if ps2 even survives for only one year more it will have provided me with more enjoyment than just about any other game I've ever played

Hold our beer.

For anyone interested, our internal server population monitoring tool (which is the most accurate) showed us peak at 6,816 concurrent this past Sunday. It has been continuing to climb steadily each weekend since we announced the update during the dev stream earlier this month. We want to see this trend continue by giving players a reason to want to come back and/or keep playing :)

Hello everyone,

I wanted to provide a quick update on the current state of the Escalation launch.

The team has been working since last night to prepare a new build for PTS. At this point, we are targeting a publish to PTS tomorrow (Friday) afternoon. This should include several fixes of issues identified prior to and during the 2/26 playtest. The changes you can expect to see in the next build will range from major to minor bug fixes and general polish.

Below is the primary list of (but not limited to) issues/improvements that we’re tracking right now and their current completion status internally (figured you might find that useful):

Bastion:

  • Bastion collision can get slightly shifted/offset when the Bastion gets moved. This can cause certain weak points to appear to not take damage; since the collision is blocking projectiles from reaching them.
  • Rarely, placing Bastion movement and bombardment waypoints can cause a client crash
  • [Fix confirmed on internal build] Flak cannon ro...
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Thanks for the kudos, all - our creative team had a lot of fun playing with the Bastion (that's the actual in-game 3D render, shrunk to scale) and I know they appreciate seeing the community response.

Per a_sites response, you'll definitely see the new art featured all over the place - updating our launcher, updating our Steam page, backdrop for our livestreams (as it's "secretly" been the last few livestreams), social media banners (as it is now), in-game loading pages, press articles, etc. We generally wait to flip over some of those channels until our actual update launch day, so that new players and more casual players coming back for the update get an immediate feel that's new. Speaking for myself, getting to update Steam/launcher with this beauty is one of the many reasons i'm so psyched for the update to go live :)

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Great minds think alike :)

We plan to update all of the various entry points into the game with this and future branded updates - Steam, Launcher, loading screens, etc.

And a sudden plunge in the sullen swell.

UPDATE - 6:20PM (Pacific) - Based on the outstanding issues, we are still day to day on finalizing the launch date. We have a list of issues that we are going to prep fixes/changes for another PTS build mid-day tomorrow. Depending on the changes, we may or may not schedule an organized playtest for Thursday. More details to come in the morning once we have a handle on the list of fixes.

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UPDATE - 5:19PM (Pacific) - We just wrapped up the PTS playtest and will keep it unlocked for a bit to allow players to continue exploring the new build and posting any feedback to this thread. We are going to meeting shortly to review the feedback and remaining issues. Details about the timing of the next build/playtest will be posted in a bit. Thank you all again for helping today.

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UPDATE - 3:55PM (Pacific) - Public Test server is unlocking now and should be acces...

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Honestly, at this point, the pressure we all feel is coming from within the team to not let you all down. Whether that's through ensuring that we don't release a buggy update or postponing too long and the PS2 community getting frustrated with the delays.

As aggravating, and frankly embarrassing as it is to delay again, I know that holding it until we are confident in stability and quality will be far better received than rushing it out prematurely for the sake of saving face on the slipped dates.

We know that if we want to change past perception, this is how we do it.

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