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Old 2013-01-08, 10:38 PM   [Ignore Me] #1
Hamma
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Higby Outlines this Months Patch


http://www.planetside-universe.com/n...patch-2928.htm

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 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. Check Holiday Gift Guides and Michaels Ad. 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

Last edited by Hamma; 2013-01-08 at 10:44 PM.
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Old 2013-01-08, 10:40 PM   [Ignore Me] #2
EVILPIG
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Re: Higby Outlines this Months Patch


Yeep.
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Old 2013-01-08, 10:43 PM   [Ignore Me] #3
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Re: Higby Outlines this Months Patch


Dynamic XP and tunnels!!
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Old 2013-01-08, 10:48 PM   [Ignore Me] #4
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Re: Higby Outlines this Months Patch


Originally Posted by SixShooter View Post
Dynamic XP and tunnels!!
Yay to dynamic xp an other coming fixes, changes, additions.

While tunnels is a cheap fix (a welcome one) to the overall issue, I would much rather opt to a more defensive minded layout for major bases.
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Old 2013-01-08, 10:52 PM   [Ignore Me] #5
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Re: Higby Outlines this Months Patch


Originally Posted by Archonzero View Post
Yay to dynamic xp an other coming fixes, changes, additions.

While tunnels is a cheap fix (a welcome one) to the overall issue, I would much rather opt to a more defensive minded layout for major bases.
Agreed but tunnels are definitly a step in the right direction and something that can be expanded upon.

They really need to add dynamic XP to base caps as well but this is still a step in the right direction.
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Old 2013-01-08, 10:58 PM   [Ignore Me] #6
capiqu
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Re: Higby Outlines this Months Patch


Well nice less vehicle kills and more infantry to infantry combat. Love the tunnel idea. Now some tunnels at outpost and towers would be great as well. Let the above ground be what it should be for, vehicle vs vehicle.
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Old 2013-01-08, 11:47 PM   [Ignore Me] #7
Rahabib
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Re: Higby Outlines this Months Patch


Guys, "Better display of XP sources for things like defensive bonuses..." Simply means you will get a pop up when you do something like "+10 defense bonus"
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Old 2013-01-09, 06:04 AM   [Ignore Me] #8
p0intman
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Re: Higby Outlines this Months Patch


He didnt go full retard, wow

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.

New weapon type for all empires: SMG
Making MAXes render more reliably at long distances for players in vehicles

Increases to reload speed for certain HE ground vehicle weapons
Air vehicle weapon tweaks
assuming a buff for that, including op lib a2g weapons...

Spoke too soon. nevermind.
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Last edited by p0intman; 2013-01-09 at 06:19 AM.
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Old 2013-01-09, 06:10 AM   [Ignore Me] #9
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Re: Higby Outlines this Months Patch


I really, really hope they fix the Outfit tab soon...
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Old 2013-01-09, 04:38 AM   [Ignore Me] #10
ringring
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Re: Higby Outlines this Months Patch


Originally Posted by Archonzero View Post
Yay to dynamic xp an other coming fixes, changes, additions.

While tunnels is a cheap fix (a welcome one) to the overall issue, I would much rather opt to a more defensive minded layout for major bases.
Agreed.

Nothing about undoing the odd change to the Tech Plant in the previous update - the one that made the generator insanely vunerable.

I also thought that underground structures couldn't be done in this engine, so maybe they've updated the engine similar to when water wasn't possible.
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Old 2013-01-08, 10:41 PM   [Ignore Me] #11
james
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Re: Higby Outlines this Months Patch


Looks good, the only thing that has me confused is

Increases to reload speed for certain HE ground vehicle weapons


HE already is a problem why make it better.
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Old 2013-01-09, 12:50 AM   [Ignore Me] #12
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Re: Higby Outlines this Months Patch


Originally Posted by james View Post
Looks good, the only thing that has me confused is

Increases to reload speed for certain HE ground vehicle weapons


HE already is a problem why make it better.
Im' not sure if any one replied to this but could not see on on first page...

Sure you did not misunderstood? "Increases to reload speed" means that the reload speed will be longer.
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Old 2013-01-09, 01:00 AM   [Ignore Me] #13
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Re: Higby Outlines this Months Patch


I definitely think its a step in the right direction. I am hoping the next big update after this is even better
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Old 2013-01-16, 09:25 PM   [Ignore Me] #14
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Re: Higby Outlines this Months Patch


Originally Posted by Sunrock View Post
Im' not sure if any one replied to this but could not see on on first page...

Sure you did not misunderstood? "Increases to reload speed" means that the reload speed will be longer.
Increasing the speed of something makes it go faster. How it's worded in the patch notes can be confusing to someone who pays attention to units. However, one can assume that what they wrote is probably not what they meant.

It would've been better for them to say, "We are going to increase the time it takes to reload HE weapons on certain vehicles."
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Old 2013-01-26, 06:42 AM   [Ignore Me] #15
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Re: Higby Outlines this Months Patch


Originally Posted by Mathematics View Post
Increasing the speed of something makes it go faster. How it's worded in the patch notes can be confusing to someone who pays attention to units. However, one can assume that what they wrote is probably not what they meant.

It would've been better for them to say, "We are going to increase the time it takes to reload HE weapons on certain vehicles."
Yea, but it's an ambiguous way of expressing, whatever it is that they're expressing.

Rather like in ttk discussions people say 'increasing the ttk' erm, I know what that means but what did you intend it to mean?
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