12th Anniversary and beyond! – Forum Discussion

Discussion in 'Official News and Announcements' started by Mithril, Nov 20, 2024.

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  1. Mithril Community Manager

    Hello everyone,
    This evening we published our 12th Anniversary edition of our November Dev Letter.

    Please have a read here and drop your impressions and feedback below.

    Remember to keep it civil, no fighting among each other and please follow the other forum rules. Thanks!

    Update:
    We added a Stryder and Assault Facility teaser video to the article, you can watch it here.
    • Up x 1
  2. Xertz

    Thanks devs! ❤️

    Also lol, fishing directives
  3. RiP0k

    Is there a plan to balance the construction? Adjust the resistance of structures, increase repair from the module, unhackable transport terminals? It became impossible to play with the release of Fortification.
    • Up x 4
  4. 23rd enigma

    Will the devs look into updating the NSO faction in the future? They need better cosmetics, voice, and buffs to the arsenal. Especially the assault rifles.

    For the U.S. Server merge. Will you guys offer an option to choose which server to migrate to for connery players? Many already have alts on emreald and they may want to migrate to miller.

    Any plans to revisit the merit resource system and make more accessible to all players?
    • Up x 4
  5. Ionstorm95TTV

    is there any chance the vehicles could be rebalance to not be bad also there's a lot of cool things you could do on the game and how people did there game play that dose not happen any more due to changes in the game's balancing. baslicaly less of a team game now all though still happens but more rarely.
    • Up x 1
  6. Tar

    If your new vehicle is too OP to be generally available, make it be less OP.

    If you want something to be less than generally available, use the established outfit armory system.

    "OP vehicle ticket" is a terrible idea.

    Also, reminder: Chimera still has no ES ability. Please add an ability to Chimera before adding new vehicles to the game.
    • Up x 3
  7. vlaamseleeuw

    can we get some details on the infil re balance?
    • Up x 1
  8. Nighda Venesis

    This is indeed good news. I assume the portion about them not appearing permanently invisible is a hint that stalker cloaking is being removed, replaced, or changed, which I really hope is the case. I must ask, however: why the insistence on retaining the ability for the class to cloak in the first place? That is precisely the pain point that so many of us have with the class. At the risk of sounding condescending, please, developers, do not assume that you know better than us, some of whom have been playing since launch, how the game plays, and don't try to prove that you know a better way to balance something that has been around for so long that we have plenty of experience with, especially with a topic this simple that has been talked about for so long. Too many of us say it must go in favor of something else.
    Please see the evolution of nanoweave armor over time (see the history section) for an example on how developers continually accepted that the players were right about it, and especially the movement speed nerf as an example of a small amount of hubris with their thought that they might have potentially known better about how to balance it than everyone else (see the community reaction and actual in game consequence of the change at the time). Of course, they eventually gave in and actually improved its balance properly some time after. Also consider the introduction and removal of the ANT's cortium fueled cloaking ability, though it is an extreme example. In my personal opinion and experience, cloaking is never fun to play against.
    The following are some directly relevant points taken from my recent 12th anniversary feedback post.
    Either way, I hope and have faith that this rework will at least improve the situation over what we have now, and appreciate the effort you are putting into this game to keep it alive and reverse its decline.

    I agree with this sentiment.


    Thank you for the dev letter. I believe you are the most transparent dev team we've had.
    • Up x 3
  9. OpolE

    I don't get how fishing is going to help the game.

    Everything else looks good.

    Also the NA merges do need to happen ASAP. Lets say for the XMAS holidays. That would be fantastic
  10. Fraecker

    If you wanna rework the Cloaker, just remove the ability to decloak and give a headshot from 1 meter distance.
    If the target is nearer, the weapon should shake more and hit less.
  11. Noivad

    Hello Mithril - Looking forward to the new changes in the game. Your Motto: Size Always Matters - is what makes this game unique. The problem is getting to that size. The Mentor Squad system is broke. And thats because the Squad System is broke. A Mentor Squad lead has to look for someone to get into his squad below BR 30. BR 30 and below should be filtered automaticly to those plays who want to Mentor. Any one over that number should not be in a Mentor squad.

    I play at least 25 days a month. I lead almost every night. I have an outfit. I want my friends and MY Outfit Members to be able to see the squad I have setup. The problem is they can't see it so I have to constantly keep checking to see if anyone in the Outfit, or any of my friends are on. But they can't see my squad. Because someone quite awhile back decided that the squadleader has to be the one to find someone to join the squad. To make a squad. To be listed in the squad list.

    Now as a single player I can start a squad and lead myself but no one can see I have a squad up. I can not list it. I want to list it as a open squad or an air squad, or an armor squad, whatever, but you will not let me unless I spend my time hunting some one to join my squad before I can even pick a name for it. Then I have to invite them. They have no idea what they are joining. Then I can list the squad. This is *** backwards.

    And if you are in a squad well have you checked auto platoon lately. What is sad in PS2 is that in PS1 the Squad Lead has so little ablity to decide what the composition of what his squad make up is.

    If Size Always Matters, and it takes squads to make platoons. Then you need to fix the squad system so it works. And if a new player wants to start a squad it should not be so diffcult. That new squad lead may one day be an Outift leader, that runs Platoons.

    It would be great as a new player if I wanted to play armor, air, or Infantry, that I could find the squad type I wanted to play in this game. New players have a hard time. Putting them into some ones squad is better then letting them fend for them selves.

    SO I spent $85.00 to have enough game money to buy your big bundle. I buy it every year so my squad mates get that big 10% bonus. To give them that little bit more XP. I don't need the XP My main is a BR 320. I put on the new camo and then new armor, and I am being honest they did not like the look. But you wanted feedback. I like the patch, and some of the other stuff. And of course that 12 month extra xp for my Outfit. But can't use it now because I still have 56 days of last years to get through. Oh and I got to spend another $85.00 in stead of the $71.@$ because your having a problem with the paypal system.

    Keep up the good work though - PS. Only weak people had problems with BFRs in PS1, we were killing therm within two days after they arrived without a problem. Fear NOT - A real Planetman will overcome, adapt and improvise. They will not cry like babies about what you do. They have Honor, They are loyal. Keep trying new things. There will always be Naysayers. Thanks. ;)
    • Up x 1
  12. AlcyoneSerene

    1. Subtle cheating: Please consider monitoring/recording individual player network characteristics and chart them against game-measurable events by the common unit of time. Obvious patterns indicate deliberate network manipulation for unfair advantages, suspected to be used by some of the higher skill and experience players, because these are not about blatant cheats or those easier to spot/record/measure like aimbots. These small nearly invisible exploits become significant over time to adversely affect overall gameplay and player retention.

    Not intending a witch hunt scenario as there are many genuine players with skill/talent/experience that seem superhuman, only to highlight potential sources of subtle cheating and its importance to fair competitive and successful fast paced games.

    Explanation: Suspecting certain players deliberately adjusting their network (ping spikes, packet manipulation) on the fly during very limited (sub 1 second duration) but key time periods of their choosing (input-device triggered macro key).

    Resulting Observation:
    - random server, player-to-player performance problems, and network limitations (ping variations, quality, distance) can be ruled out as those happen randomly/occasionally to everyone, unlike to specific players where it is consistent
    - player exploiting appears to dodge receiving hit markers; few hit markers despite landing within hitbox and more total shots necessary to match total health pool
    - time-limited enhanced apparent movement and actions; game fast-forwards them after initial delay making them appear faster than normal as it catches up
    - limited teleportation/invisibility in/out of cover; another key of time-warped positioning due to deliberate stress on server event reporting, appearing to teleport-dodge, run faster, instant weapon swaps
    - also speculating potentially micro-freezing your own character in place for easy/no fail headshot alignments, and receiving burst damage/no notification of initial damage information while the inverse is not true (such player receives/reacts to the first damage immediately).

    2. Statistics-Based Auto-Flag: please consider reinstating a previous system that flags and auto-removes players based on unreasonable server-recorded statistics, adjusted to be more lenient but within reason of what a single person can achieve without the use of blatant cheats. This helps auto-remove offenders that are noticeable by everyone impacted and frees up resources to deal with less obvious cases.

    3. Mandatory Tutorial: expanding on this already great implemented idea, improve the length and quality of the new account creation tutorial to help new players learn the game mechanics better before granting access to the full game. Many ideas exist: dynamic shooting range that records hits, difficulty options, sentry A.I. turret course, driving course, flying range through loops, etc., all mandatory time-limited but no fail conditions.

    4. Network and Gameplay Improvements: While acknowledging the physical limitations of varying network types in a massive scale multiplayer game, any adjustments to network performance and gameplay conditions would be welcome. Consider network quality limits for those that are completely unreasonable for a competitive game environment (ex. forced short weapons lock timeout and forced 10s relocate to warpgate on no damage received condition). Also, if possible make adjustments to interpolation of player positioning to better predict higher ping or poor network quality player; such players know to capitalize on advantages and disadvantages, would be better if that was not so pronounced, would help engagements to be more skill based and thus retain more players.

    5. Graphics Optimizations: Would like to see continued improvements to help framerates necessary for a fast paced competitive game. Examples: player made bases reduce framerates much more in their last revamp than before that. Occasional frame hitching/microfreezing that is triggered by something unknown. Sound bug still happens where many sound effects become permanently muted until game restart.

    6. NSO ESF Access: While looking at introducing new vehicles, and polishing Sunderers, NSO faction could use access to their chosen/current empire's ESF to certify and fly, because locking empire-specific vehicle access/effectiveness behind 2 players is an unreasonable disadvantage, especially in hard counter scenarios during rapidly shifting gameplay. Not everyone is in a large squad at all times, willing to pull, meet, lend their ESF, or gun a Dervish, repeatedly, especially off-hours with few total players online. NSO has the same faction-restricted requirements (ISO, certs, implants, exceptional unlocks, cosmetics, etc.), so it is unreasonable to be forced off character to be able to practice ESF and have an accessible counter.
    • Up x 1
  13. vlaamseleeuw

    some players have 1000's of hours playing stalker, and the suggestion is removing it? how do you refund that? double xp weekend .....
  14. Golconda

    LESSGOOOOOOO
  15. tobysstandpoint


    really looking forward to the new features, especially the new vehicles! although, I do find the same concerns as others on the limited supply per capture of said new vehicles, making it feel like a waste on the team if the player that deploys it doesn't have it maxed out.

    might i instead suggest simply giving it a higher nanite cost? (even as high as 650-700) this would SEVERELY limit the amount of these that could be deployed, while also making grenade spam less used, especially by those that might want to use the vehicle after the base has been captured. due to the fact that it is so high from the max nanite amount.

    thank you so much for your hard work, and i look forward to these new features/ reworks devs!
    • Up x 1
  16. Desann

    Longtime Planetside 1 player, Planetside 2 Veteran Beta player here.

    My wishlist:

    1. Please fix base building! The asymmetrical threat of infantry vs a base is way out of balance. It takes far too great of effort to build a base and minimal effort to disrupt/destroy a player made base.

    1a. We need AI modules back. Aircraft harass small base builder groups
    1b. Better defense mechanics: running a 60 second module to the module point on 1 base object is not enough. Enemy armor melt base buildings with ease while base builders are multitasking and dealing with infantry
    1c. Strategic advantage: Bases need to have a stronger role in strategy and not just be a meme for orbital strikes. Integrate player base building into the overall map control and offer better mechanics toward that effort.
    1d. Random players: Nothing is more annoying than random allies farting out base objects in annoying positions that open your base up to attack. Give silo owners better control over THEIR BASE!
    1e. "Snap-to Building": With all of the nerfs to AI and other things, we need to ability to make bases that are actual bases and not a cluster of buildings that allow sweatlords to moonwalk in and do whatever they want. At a minimum, walls should "snap" to bunkers, towers and other fortified structures to grant players the ability to actually SECURE their bases. Currently you must perform surgeon level precision placement of structures to HOPEFULLY have no gaps in your walls. And lets not forget, you are vulnerable while placing structures (back to the need for AI modules!) and aircraft/snipers have a field day.

    2. BFRs: Just DO IT. Whats the worst that can happen. Roll them into the Armory Outfit system. Literally just do it, you will pull all of the mechwarrior fans to the game!

    3. CAVE MAPS: Planetside 1 had the caves which dramatically reduced vehicle play. The caves played into the overall territory control and allowed inter-travel within the larger maps. They also offered a multi-tiered map to fight in and create unique infantry combat scenarios.

    4. Rework base captures so the people who actually do the work get credit, no the sweatlord who never misses headshots! You know, those of us that pull the sunderer, deploy it in a logical position, setup beacons for spawning, actually flip the flag, etc etc. Then some outfit shows up at the last 20 seconds and gets 4 kills and steals the credit....


    Anyway, lets see what happens! Been playing this game way too long!
    • Up x 2
  17. CaudillAvenger

    I'm glad to see work still being done on the game, but there are bugs that are often game-ruining that have not been acknowledged, much less addressed. I know the big money is in flashy new features and content, but the retention is in a robust software product that functions properly.

    Here is a short list from memory:
    The base capture timers are broken. The factions symbols are often wrong, making it impossible to guess what the game state is during alerts. The timers have even started going backwards in some cases in recent months. You have to spawn at the base to see what is actually going on. Not to mention that base and alert timers do not line up, but that has always been that way. The base timer losses about 6 seconds per minute during prime time. This second bug seems to depend on server load.

    Hacked air and ground terminals lose ownership at player bases. It seems to look at the hacker silo (if one exists) even after you hack it back to your team. The whole system of object ownership in player bases needs to be revisited. The only way to fix this currently is to destroy the terminal, which you can't do if it is hacked back to your faction, since they don't take damage from allied weapons. You can't deconstruct it either, since that tool got broken as well. You used to be able to decon anything in your silo's influence and that seems to no longer be the case. The decon tools seems to only allow you to decon buildings you own, not those in your silo region. This allows for griefing like building an OS in a new base that can't be removed, often stealing the whole purpose of you building a base in the first place.

    There are many more, but I think the root of the problem is that many people involved in making the game don't play the game fully. I imagine some get on and run around and do a little shooting, but it seems most do not really explore aspects of the game, which is much more than a shooter game. This was a major flaw in the previous designers work and everything outside of infantry combat suffered immensely at this.

    The new team has done some good stuff and had some MAJOR disasters as well, like pushing the dev branch of the code to live (super sunderer mess). I hope they will dig into all aspects of the game and make vehicles and logistics great again, as well. Valk drop to beacon point holds are getting pretty old after so many years. I would remove beacons and make people load up in vehicles. Galaxies become relevant and air combat opens up if you do this. Then air combat is more than just a few air aces dueling in a corner of the map for bragging rights.

    I hope you will take this as consrtuctive criticism and concern, not a negative bash session from a guy who has played Planetside for many of the past 20 years. I want to see PS do well and enjoy playing, but the bugs and design flaws make it hard to enjoy sometimes. I hope this doesn't fall on deaf ears like the last guy who nearly killed the franchise.

    Regards,
    Caudill
    • Up x 2
  18. [FFS]JackSLO

    I feel like this alone would help bases a ton. Needing to constantly babysit a base is sad. Especially with everyone just running around hacking all the modules that you have to spend a ton of time setting up on top of already building up the base, with horrible high/low points limitations, not being able to build on the slightest slopes... There's a lot of things that got goofed with construction. AI(hell, I wouldn't mind the olden modules back as opposed to this 'newest' system, but here we are) and less constraints on where you can build should be top prio for construction.
  19. zdingad

    Hello devs,

    Greatly appreciate those upcoming content. Just a warm reminding that please don't forget the NSO faction. I am a NSO main but tbh I feel the faction just have too many features missing at this moment:
    1. faction specific infantry weapon of LMG, SMG, carbin, assult rifle, heavy weapon, rocket launcher and battle rifle
    2. faction specific ammunition, counter parts to TR explosive rounds, NC sabotage round or VS unstable ammo
    3. faction specific turrets for harasser and MBT. At least I think it is viable to make NSO harassers able to access CT2-XP to fullfill one of these roles
    4. faction specific flash weapon
    5. Chimera ability
    It has been a long time since the NSO rework and I believe it is one the best content ever, please keep going on that and don't left it on the half way. Love this game and looking forward to any changes

    Sincerely
  20. Genial


    Hello devs
    I hope it can be realized, I'm glad that Connery is mentioned in this letter, but I found that it will take a few months for your company to merge, and we all hope to be able to complete it on Christmas Eve, but it seems very slim, but before the merger, I want to tell you one thing, that is, Connery has a lot of players from non-US localities, and because of the low number of Connery, these non-US players have left Connery for the first time. Ran to try other servers, but in the past two years, we found that we could play during prime time on a certain server, and some people found that his trip to Miller was even lower than Emerald's latency.
    At the moment our thinking is that some people want to stick to a server with low latency, and some people want to leave Connery but don't want to start over, and we want Connery to be able to open up for a short period of time before Connery merges with Emerald, and players can choose which server they want to go to, I know it sounds a bit crazy, but we still hope that happens, thank you.
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