How Is This Acceptable?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Gary, May 1, 2019.

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  1. Gary

    Its been almost a week since the shift to DX11.

    Since that time this is what Miller has been like for maybe 70-80% of the time. (all links lead to reddit posts, Cant find a way to link the videos direct)

    Infantry Combat (after server Maintenance, Note its not even close to Prime time.)

    Culling of Players and Vehicles (after patch, Again far from prime time)


    Vehicles Prior to the Patch (during prime time)

    We still have the following issues:

    1. Vehicles still get reduced to 0 health and are able to move and shoot as if they were not destroy for about 10 seconds. Rendering vehicle fights simply trade offs. You get reduced to 0hp, you have 10 seconds to finish of the person you were fighting and then you both die.
    2. Repairing is still resetting to previous stage, Rendering burning vehicles almost a death sentence since when you stop burning the vehicle reverts to its burning state but the server calculates damage as if it was burning the whole time and adds it on.
    3. Healing players reverts like repairing
    4. Reviving players doesnt work unless you wait 5-10 seconds after the progress bar has filled
    5. Grenades still have random fuse timers depending how the server is feeling.
    6. Deployment is still delayed
    7. You can see the culling in effect in the first two links.
    8. Shooting feels more on point but you still have delays in damage applying despite hit markers resulting in players just trading.
    9. Anti Tank mines and other deployable mines dont trigger unless an enemy remains on them for an extended period of time
    Thats just the stuff relating to server qaulity. We still have a tremendous list of bugs, Many of which affect the NSOPS exclusively rendering an already disadvantged player choice ever more so.

    I cannot possibly imagine the damage this has done to returning/new player counts. How many of them will have just seen the state of the game and moved on. The industry isnt kind to older games making a comeback thanks to short attention spans a massive pool of games for players to choose from you either get it right and pull of a truly remarkable come back, Get it wrong but swiftly correct your mistakes in time or get it wrong and seemingly do nothing for a week to resolve the issues.

    Its just baffling and disheartening to see the effort that went into the update have such a negative impact on the potential player count. What is going on with the EU servers? US report some minor issues during peak times wtih a large player count to be expected but the EU Servers are just have endless issues.
    • Up x 2
  2. vonRichtschuetz

    1. Yes, but not for 10s. I've experienced 5ish at max. Also I haven't seen a vehicle shoot after I got the audio kill confirmation - even when it was still moving and took some time until it blew up.
    2. & 3. Some of the progress gets nullified, haven't seen it fully reset tho. Same problem seems to be on LA thrusters in a positive way, I seem to have way more fuel than I should on my robot rank 1 jetpack. Also - from what I've read in chat - some heat mechanics seem to be affected.
    4. Not 5-10 seconds, but feels like an eternity. I wait for the moment their body starts to move in that "preparing to stand up"-state.
    5. Grenades seemed to work ok after maintenance today. I've experienced resurrection nades not go off tho.
    6. Not experiencing that at all, some deployment options are almost instantly available. Timer on the green button is wrong tho - timer bar filling in the list above seems to be the correct one.
    7. I do not experience players loading in too late, at least not infantry in CQC. I don't drive much vehicles but it seemed to work okay.
    8.& 9. Agree. Infantry combat feels good in small fights but in bigger fights it feels like the damage is somewhat rubberbending.

    Personally I don't get why this update was pushed so early. The one big playtest wasn't exactly what I would call a success. Also performance-unrelated bugs have gone live which were reported on PTS. I don't expect the game to perform perfect in a 200v200v200 or 300v300 fight, but sometimes performance drops even in 24v24ish fights.

    On a positive note: After the maintenance it seemed to perform mostly consistent even in the huge center fight that developed in the beginning. Only had about an hour to play tho. Lets hope it stays that way.
    • Up x 1
  3. Gary

    Everything I listed I experienced SINCE the maintenance.

    The deployment stuff isnt about them being instantly available or having a timer. Its that when you can spawn and you click it often you are faced with a delay whilst the server processes your request.
    • Up x 1
  4. Ketobor

    I will confess, it got to the point where I just had to call it. Constantly outnumbered and grenades never working for me, nothing able to be repaired, I just felt I couldn't do anything to help my team actually win.
  5. Technologist

  6. Liewec123

    imho don't worry too much about the bugs, they're expected with such a massive move as a DX switch, they will be fixed,
    be worried about the intentional changes that were made which seriously harm the game (the spawn "revamp")
  7. Roxxlyy Community Relations

    We are aware of the issues, and the team has been working diligently to get them resolved.
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