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View Full Version : Force Dome movie and Test Server Notes


Ghryphen
2004-03-03, 03:51 PM
This is the patch that is on the test server.

There is also a Force Dome movie here http://planetside.station.sony.com/force_dome/ I was hoping the domes would be much larger, like a little smaller than an SOI.
Gameplay

Capitol Buildings are currently in our internal testing. Read more about them In Development.
If a Cavern is locked, then any friendly surface facilities connected to that cavern (via the lattice through the Geowarps) will act as if it had all six modules installed.
Hand-held AT weapons now have "recharge capacitor units" (Ancient Tech "ammo") that you can buy at AT equipment terminals or at facilities with the Equipment module benefit.
Phalanx Wall Turrets now have a great upward pivot, allowing them to more easily targeting incoming aircraft.
Certification Terminals can now be destroyed.
Double-clicking on a Warpgate will now zoom to its linked continent.
Hand Grenades will now come in clips of three, though they will require the same amount of inventory space as before. i.e. A clip of three grenades will take up the 2x2 inventory space that a single grenade consumed before.
TR Burster will only do direct damage to non-aircraft targets. It will no longer inflict splash damage on infantry and ground vehicles.


Bug Fixes

High Resolution Textures will display properly again.
Enhanced Targeting will now show the status of enemy Flails beyond 15 meters.
Fixed a bug that was causing Infiltrators to remain completely invisible when using the Flail's targeting laser.
Infiltrators will now be as visible when using the Flail laser as they would while using any other piece of support equipment.
Pistol slot items will no longer be visible in an Infiltration Suit.
Hotswapping items will no longer cause infiltrators to become more visible.
The Infiltration Status Icon will function properly, giving a visual indicator of how "cloaked" a player is.
The nature of the Empire-specific Infiltration Suit models caused some suits to be more visible than others. We have adjusted parameters for each Empire to compensate for this.
Damage Decals will no longer show up on water.
Scorch decals on a door will not remain stationary when a door opens.
Fixed an issue that would cause players to lose Outfit points.
Outfits can invite players with a �J or �K appended to their name through the Outfit Window.
Fixed an issue where newly created characters could not receive send or receive /tell messages or be added to friends list.
Teleporting through Router telepad will no longer cause Darklight to appear with normal field of vision.
Energy weapons will leave a damage decal on surfaces again.
Wall Turrets that are destroyed and repaired will display the proper textures.
Drivers will no spawn in a vehicle with only 1 shot remaining in the vehicle�s weapon clip.
Manual binds will no longer remain after deleting character and creating another.
Fixed an issue where an avatar could remain in the world after being disconnected.


Other

Levels of visibility have been honed for each of the different actions that Infiltrators can take � running, walking, crouch-walking, jumping, and shooting, etc. Further, the level of visibility has been adjusted to account for multiple simultaneous actions, such as jumping and shooting.
Infiltrators will remain cloaked when they mount a vehicle, but will be partially visible as long as they occupy the seat. This adjustment does not apply to the wraith, which will remain fully invisible when sitting still, and become more visible at higher speeds.
A glow effect and a laser sight effect have been added to the Decimator.
Wheeled and Treaded brakes were adjusted in order to allow shorter stopping distances. Vehicles affected: Harasser,
Skyguard, Enforcer, Marauder, Lightning, ANT, Deliverer, AMS, Sunderer, Vanguard, Prowler, Wraith, Basilisk. (NOTE:
Gearboxes have been tuned to allow "rolling" on hillsides. If the vehicle driver desires to stay in a single spot, simply apply the brakes (spacebar) and the vehicle will stop unless you're on a particularly steep hillside.)
Hover vehicle brakes were modified to allow brakes to function more efficiently. Vehicles affected: Magrider, Thresher, Router, Flail, Switchblade.
Low-ratio gears (first and second gears) were adjusted (slightly) on the following vehicles in order to increase their torque (starting power) when trying to start moving uphill from a dead stop. Vehicles affected: AMS, Sunderer, Vanguard, Prowler, Magrider, Router, Flail.

NoSurrender
2004-03-03, 04:22 PM
holy crap. i wish i could get on :( damn parents.

Black
2004-03-03, 04:24 PM
This will surely stop the zerg :D it looks amazing

Diddy Mao
2004-03-03, 04:31 PM
Meh.....

Hamma
2004-03-03, 04:38 PM
They look pretty cool :D

I Hate Pants
2004-03-03, 04:42 PM
" Cum In Your Pants!" Amazing!!!!!!!!!

Aurorapro
2004-03-03, 04:49 PM
This is ass kicking now thank the Devs, finally they have pulled a cracker out of the hat! The pics look fantastic i can not wait to play on the test tonight.

Rbstr
2004-03-03, 04:54 PM
Woot, i'm gona try to get on for the playtest

Black
2004-03-03, 06:02 PM
Meh.....
hey jus think it will be one pain in the ass to attack your gunuku u love so much ;)

Diddy Mao
2004-03-03, 06:25 PM
I'm "Meh....'n" because the Defensive Shield is Tiny, Let's just hope Force domes for sub-capitols and regular bases have a shield that is bigger. Because pull'n up that close with an ant to bring down the wg is suicidal if not stupid all together

Batousai
2004-03-03, 08:19 PM
Well look on the bright side, its going to be funny as hell :D

SilverLord
2004-03-03, 10:10 PM
I wish they could accually make some new bases for this stuff.

They have to rush EVERYTHING don't they?

TheN00b
2004-03-03, 10:27 PM
Ya, I was really imaginning some kind of huge, multi-level base structure embedded in a volcano or a crevasse :( :mad: .

BUGGER
2004-03-03, 11:18 PM
:brow:


It looks purdy.....now i wish i could play on teh test server.....som1 burn n send me teh test server now.

Dharkbayne
2004-03-03, 11:35 PM
Me and a few other people were in an EXCLUSIVE PRIVATE shoutcast with SporkFire, he said that they are gonna make actual buildings for the capitals later, I believe. Remember - I am not completely sure, it was a while ago, but I'm pretty sure he said that.

Deadlock
2004-03-04, 12:53 AM
i remember reading that too, ur not crazy

Ait'al
2004-03-04, 01:55 AM
I hope they add buildings later. Doesnt Using current bases kind of cut into the point of the sanctuaries and affect the game feel? Or wont it? Are they going to add like Continental controls of some sort in the new building when they add them. Like to help control defense for bases its linked to it.

321
2004-03-04, 02:00 AM
There are no plans yet to make any new buldings and if they are the are not public yet.

Biohazzard56
2004-03-04, 08:26 AM
There are no plans yet to make any new buldings and if they are the are not public yet.

There are spork has said that ever since the concept of capital buildings on AGN

Madcow
2004-03-04, 09:20 AM
Hey, anybody who was on test can you answer me a question? I was only able to log on for a few short minutes, but it didn't appear that the grenade change had made it over. I was operating under the assumption that grenades would basically look like ammo boxes, with a little '3' at the bottom to tell you how many there were. Did the change make it in, but there was no graphic change to the grenades?

Strygun
2004-03-04, 09:46 AM
Hey, anybody who was on test can you answer me a question? I was only able to log on for a few short minutes, but it didn't appear that the grenade change had made it over. I was operating under the assumption that grenades would basically look like ammo boxes, with a little '3' at the bottom to tell you how many there were. Did the change make it in, but there was no graphic change to the grenades?

The grenade changes are in. In the inventory, they look just like normal grenades. However, once in a holster slot, they show 3 ammo. The change made it.

SilverLord
2004-03-04, 10:31 AM
The grenade changes are in. In the inventory, they look just like normal grenades. However, once in a holster slot, they show 3 ammo. The change made it.I think they are the same size as they were Madcow.

So if you got a cloaker loadout with plamas and you had 10, you should now have 30 plasmas.

Wraithlord
2004-03-04, 01:44 PM
hahahah those are going to video lag the hell out of medium range systems, and the model and the placement and the animation for the force dome gen. is absurd

more rushed crap from SOE.

at least it will effect gameplay

TheN00b
2004-03-04, 01:53 PM
Wraith, please post intelligible responses. But yes, ths was rushed, and no, that's not good.

Wraithlord
2004-03-04, 02:40 PM
Ill post however I want n00b, intelligible or not :evil:

Madcow
2004-03-04, 03:04 PM
Actually, I thought it was completely intelligible. It will add video lag for those with medium computer systems. I'm glad my new RAM should be at the house when I get home from work, I'm tired of the hit FPS has taken.

TheN00b
2004-03-04, 03:14 PM
Forgive me, my grammar was not up to par (I stayed up all last night, and I'm fucking tired). When I said unintelligible, I meant gramatically correct. My bad.

KIAsan
2004-03-04, 09:38 PM
There was a huge FPS hit during the test (whether it was from the new graphics or something else I don't know). And yup, this is pretty much another rushed out patch. God, for once I wish they would just hold this up for a month or two and fix some of the other bugs from previously rushed out patches.

Geist
2004-03-04, 10:34 PM
I sure wish I could play but I have a crappy comp.