- Speculative fix for being able to drive invisible body-vehicles that made you run like Sonic.
- Particle effects should no longer flicker during player movement.
- Tank Mines should now trigger when run over.
- Event vehicle terminals no longer appear at the Warpgates on Indar.
- Auto-squad now only joins players into open squads, instead of forming fresh squads when no open squads exist. Dev Note: This helps prevent players from churning in and out of orphaned squads, or forming squads without leaders intentionally opening them.
- Auto-squad no longer tries to join a squad when the player is already in a squad.
- Auto-squad no longer tries to find squads in VR training zones.
- V-sync setting is now retains your selection in the options menu (and UserOptions.ini)
- Fixed an issue where vehicles wouldn't interpret shadows correctly.
- Faction specific "Interference" profile banners no longer appear...
- Speculative fix for being able to drive invisible body-vehicles that made you run like Sonic.
- Particle effects should no longer flicker during player movement.
- Tank Mines should now trigger when run over.
- Event vehicle terminals no longer appear at the Warpgates on Indar.
- Auto-squad now only joins players into open squads, instead of forming fresh squads when no open squads exist. Dev Note: This helps prevent players from churning in and out of orphaned squads, or forming squads without leaders intentionally opening them.
- Auto-squad no longer tries to join a squad when the player is already in a squad.
- Auto-squad no longer tries to find squads in VR training zones.
- V-sync setting is now retains your selection in the options menu (and...
Nice catch. Looks like we need to take a closer look at all these maps we are exporting.
A couple crash fixes plus the deployed sunderer terminal being fixed. We are working on a much larger patch that will require downtime right now. Meanwhile the server crashes and unstable warpgate issues are now fixed. We are working as fast as we can.
To that end we are also starting to perform hardware upgrades to the PS2 servers that clearly need some more muscle. Our first round will be the Europe servers; Miller and Cobalt.
WOW THAT ARE NEWS HYPE
That hardware is now provisioned but will not come online for Miller and Colbalt until our next downtime just in case anyone was expecteing to see the server latency drop over the weekend.
Ps4 players deserve a sorry more than others. We never got one even tho ps_nicto reads our reddit. Its time to say what awaits us
We have a fully upgraded PS4 version of PS2 running and the framerate boost is a bit better than we expected. Lots more work to be done to get it stable though. Please stay patient, we have not forgotten PS4.
Why has the frame rate gone to shit again? Honestly, it feels worse now than it did pre DX 11. Still having to turn shadows off for it to be playable on a fucking vega 56. Won't be renewing sub, I'm done giving money to this game.
I'm sorry to hear you are not getting more frames from the DX11 update. Would you mind opening a ticket with Daybreak customer service and providing your hardware specs? https://help.daybreakgames.com
Once we are done fixing the obvious graphics bugs affecting everyone we are going to start processing the hardware specific issues.
After playing the latest PTS update is there any point in reporting bugs in the game if the current focus is continuing to stabilize the game?
There are so many outstanding in the system, and you are processing thousands of /bug reports, that the next month or so of stability testing and patching on live might see some of them already fixed internally and released slowly.
Is there a point where you will say to us that server stability testing is over and the focus is now on squashing the remaining bugs?
We will be keeping an eye on /bug reports on PTS this weekend just in case there are any last 2nd gotchas. We are also continuing to do our own release testing pass internally.
We have various engineer types that focus on graphics, gameplay, server performance, etc... Some engineers can shift roles depending on our needs, but its best to task things to the experts in those systems. There are many gameplay level bugs, those tends to get solved in groups, but progress on that front has been slow. We are hoping to pick up the pace in the coming weeks now that many of the critical issues are starting to get solved.
Read moreThanks for quick reply.You should definitely post this info as a standalone post. Btw i do not know if you aware or if you care but if you are wondering why ps4 earns little to no money,this might be because the premium account keeps renewing for free after the paid period expires(this existed since launch) and if you relog while buying iso-4 resycler,you keep iso and whatever dropped
Sounds like a couple issues that should be solved in the big PS4 PS2.0 update. Thanks.
What sort of hardware are you upgrading to? The new Azure H-series machines?
Its higher spec server blades. The existing hardware was running many services on the same hosts and now will have dedicated nodes running specific high CPU load services.
There will be NSO MAX's someday. But yeah ... Doh!
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I can confirm we are already seeing new efforts to use asset modification despite the encrypted asset packs. The good news is we have a much better system for detection than before. Anti-cheat is a war that never ends, we always have to stay vigilant and make adjustments. There is no perfect answer.
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The encryption is actual encryption. Like all other forms of protection, with enough time, there are ways of beating it. What I'm talking about in the last post is, we need to keep modifying and/or adding layers of protection or we will lose the anti-cheat war.
Connery when?
Connery has a different issue and we are still working on it. Its related to how the servers are configured on not with the actual hardware.
In an effort to maintain of transparency with the community, I wanted to give an update on our next hotfix. We have been working all week to prep another hotfix for PlanetSide 2. We are processing the thousands of /bug reports as they come in on a daily basis and they have been incredibly helpful to track down new issues. We also are getting the message loud and clear on the well known issues that are causing the most pain.
Other than continued improvements to general stability and other graphics issues such as fullscreen modes and particle effects, our focus has been on fixing issues with our new spawn system, which includes beacons, malfunctioning priorities, and more. Unfortunately many of these fixes came in just a little too late this week for proper testing, and combined with other issues we are currently resolving with our build pipeline, it would be incredibly risky for us to put out this update to Live before the weekend.
We are incredibly excited to see so many players ret...
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