Happy New Year & Update 02 Info!

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Higby, Jan 8, 2013.

  1. Aquarionus

    Still no sign of GPU Physics option mentioning. But some good things are on here!
  2. Timithos

    This is more about a curbing of spawn camping rewards, then killing these players anywhere else in the game.
  3. Toxicmix1

    And not one single word about any increase in multithreading performance. To me that sound just more peanuts.
  4. Trevophoria

    YES YES YES YES
  5. Esspytood

    So will I be able to re enable Threaded Optimization in my graphics control panel after this?
  6. Toxicmix1

    No mate, the patch will not include anything about multithreading performance increase.

    Pathetic the situation
  7. Hatamoto

    Could we have an update on what performance optimizations you will be making?
  8. CamboRambo

    Looking forward to the tunnels and EXP changes. I was wondering why not add something to help players get more into metegaming? For instance, something to help motivate new players to get into squads/platoon and do some organize gaming.
  9. Toxicmix1


    Is in the first page mate. Is pathetic. No multithreading performance increase.

    I hope the game die very soon.
  10. RBN

    Finally going forward, looks good.

    The only things which I don't like are the SMG and Spawn protection.
    - Infiltrator with SMG...
    - Invulnerable people are lame, just spawn somewhere else, people need to smart up and thats not certable.
  11. SoulCollector

    Performance enhance for lower end GPU's? Isn't there dozens of threads signaling that the issue is on higher end rigs? They said they have been working on a fix to higher end GPU's since tech test, I was sure Update 2 was finally going to address this.
  12. Ronin Oni

    What it changes is it makes DESTROYING the spawn capability the more attractive option then sitting there getting small point marks per player.... spawn killing will just be what you do while trying to take out the spawn point itself... rather than Libs intentionally missing the Sundy in order to just kill inf with the splash (for example)
    • Up x 1
  13. Toxicmix1


    Is pathetic mate. i can only say this. They are just throwing more sand to the eyes of all the players with decent rigs
  14. Spookydodger

    I can't really speak to this because for some reason I never really see infantry materialize at 5 meters. However, the item specifically said:
    • Making MAXes render more reliably at long distances for players in vehicles
    Meaning that it would just even it out. Currently vehicles render at pretty long range regardless of most situations, as far as I know. So maxes for infantry will still render at the same distance as other infantry as long as the perceiver is not in a vehicle.
  15. GuardianGrim

    My two cents

    1. "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." - If you spawn on a sundered this is a good idea but I am going to bet that most of the complaints and feedback you have gotten on this is from puppies (public players) who have over eager medics resurrecting them in the line of fire thinking about the points instead of if its tactically worth it. If you add this into the game it could really hamper in game strategy revolving around holding a point. (if your using a door to hold your ground, as soon as they start to resurrect they will be able to charge in past the choke)

    If this is really something you want to go for maybe have it so its a high damage resistance and not an immunity? The other problem with this is a smart player would take the time while immune to line up a head shot one on one before firing and negating their advantage. This could kill the game for me if its noticeable. Especially if you end up wasting your ammo while someone is invulnerable being forced to reload, only to die before you have a chance to fight back.

    2. "New spawn buildings with more exits, protected balconies and easy roof access to make them less campable." - I cant really say I understand why your making this change. Part of the game is having a base locked down and having to fall back, regroup and roll out again from another base close by to retake the ground you lost. I haven't seen the new spawn buildings but please don't change how the game plays to much? If people are having issues understanding how to play the game maybe find some way to teach them (so the game still holds onto its strategic core without becoming a strait up slug fest). Possibly more in depth tutorials, a new twitch weekly show that teaches outfit leaders how strategy in the ps2 world works.

    Thanks for your time;
  16. SoulCollector

    Toxicmix1, I hope that's not true bud. What loses me is that the devs have been mentioning work on this issue for a very long time and on the Tech Support Forum, there's the feeling that they understand the importance of pushing through these performance fixes.

    I've been in software development for more than 10 years, now working on my 2nd firm and I understand the tradeoff between pushing through small fixes as soon as possible while working on the major problems. What I don't understand is how these structural problems which we saw during Tech Test, despite the bid to engage in a wider market appealing to older machines, was allowed to pass through. The devs, knew, they had to (I need to believe that they are at least that competent), that these performance issues presented a clear and present conflict for hardcore, loyal gamers. What's more, after rolling out a piece of complicated software, yes, I admit, the userbase will find WAY more issues than your QA test ever will in 2 lifetimes, that's to be expected, but you can't expect to allow major flaws to go unheeded and not expect your user base to complain. At the least, an open dialogue must be maintained, acknowledging the issue on an on-going basis to placate the user who by now think they've been forgotten.
  17. Toxicmix1


    I dont know what to say mate, i really dont. After i saw the patch notes im really p i s s.
  18. Saool

    Then leave. Some of us love this game. Because something is not right for you, you wish for everyone else fun to be ruined?

    Go on, p!$$ off.
    • Up x 2
  19. Spookydodger

    IR max range is like 200 meters to 300 meters. Thermal is like half that. I don't know what Thermal looks like on a Liberator as I never spent the 200 certs for it on a weapon other than my Magrider main gun.

    And you're right, in situations like that you could potentially see the max before the rest of the infantry and pick him off. They might need to restrict this to burster equipped maxes. Though I was thinking that the MAX, for me, was never really a good long distance fighter except for bursters.

    I imagine this problem would come to a head at Biolab landing pads, where the pads themselves are quite visible and often a contention point. It would be nice if there were a test server for this sort of thing, but probably won't happen on this pass.

    Maybe once server transfers are available, they'll take one of the ghost-town servers and switch it to a test server :D
  20. hostilechild


    I should of put, assuming they take the easy way out and just flag a MAX as a vehicle. Like in the post i responded too. Hopefully, they are smart enough to treat it differently and spend the extra code time.