View Full Version : What's new now?
Professor Frink
2004-03-29, 10:06 PM
I started Planetside from release stopped playing about 3 months ago & I'm jonesing to get back. What have the Devs been up to? How has the game changed if at all? How are populations compared to 4 months ago? What's up with these force domes? Help a brother out!
P.S. I used to hate threads like this when I was playing but I now see why people start them.
Baneblade
2004-03-29, 11:34 PM
I still hate threads like this...
Professor Frink
2004-03-29, 11:47 PM
thank d1ck
Electrofreak
2004-03-29, 11:53 PM
Well, first I'll list the patches since December for ya, there weren't too many, really the most influential ones would probably be the February 6th one and the most recent one, released March 15th. I really don't know how to accurately describe the capitol building changes, as well as the core combat changes, so I'll just give you links to both.
Capitol Buildings: http://planetside.station.sony.com/game_updates/development.jsp?category=Development&id=59998
Core Combat Enhancements: http://planetside.station.sony.com/game_updates/development.jsp?category=Development&id=61219
Here are the patch notes:
=====================
Version 2.3.9 (December 5, 2003)
* Fixed the memory allocation problem at game startup with Windows 98/ME.
* Cargo vehicles will no longer be able to fire their weapons while in the Lodestar.
* Lodestar pilots will not be able to fly them under the world.
* Players with Harasser or Mosquito a la carte certifications will be able to enter their vehicles.
* Transparency will show properly on rocket type muzzle flashes.
* Lodestar will be created with empire permissions instead of owner only permissions.
* The time between switching Empires has been reduced to 12 hours.
=====================
Version 2.3.13 (December 10, 2003)
* Players will now respawn at a location somewhere inside the AMS cloak bubble, rather than in the spawn tubes.
* Fixed several zone crashes.
* Fixed a client crash that occur when closing the inventory screen with an item on the cursor.
* Players can now hack buildings and respawn in the Core Combat caverns. Geowarps can also be used to exit the core again.
* Fixed a memory corruption issue that occurred when using offline training.
* The client will not send 'out of sync' messages when a Lodestar is in the zone.
* Some server optimizations.
=====================
Version 2.3.14 (December 14, 2003)
* Fixed a zone crash that occurred as a result of healing a person and switching targets.
* Fixed a client crash that occurred after dying while tracking an object (using a Striker, for example).
=====================
Version 2.3.18 (December 19, 2003)
* This build fixes certain server crashes.
=====================
Version 2.3.23 (January 7, 2004)
* The holiday decorations have been removed.
* Fixed certain client crashes.
=====================
Version 2.4.7 (February 6, 2004)
Gameplay Changes
* Reinforced Exosuit now absorbs two more points of damage and has 50 more armor.
* The Empire Population Cap has been reduced so an equal number of players from each Empire can be on a continent at once. The over population cap is unchanged.
* Flag icons now appear when a cavern building is hacked.
* Destroyed Spawn Tubes and Ancient Sentry Turrets will have a "destroyed" graphic to help players know their status.
* Animation culling can now be toggled through the video options interface.
* There now is a "Rotate Radar" option in the "Game Options" area that allows the Radar view to rotate with the player.
* Lodestar is now listed in kill stats.
* Radiator clouds are now visible.
* Tertiary mode on the Maelstrom will now fire grenades that explode on impact.
Bug Fixes
* Players will no longer spawn in invalid locations within an AMS bubble.
* Base Lattice links will no longer go black when the status of a base changes.
* Fixed an issue where players take no damage when shot at point blank range by certain weapons.
* MAX death animations display properly.
* Vehicles will no longer get stuck in autodrive if someone enters a gunner spot when the vehicle is created.
* Fixed an issue where vehicle momentum does not change when running over people.
* Vehicles and players will no longer take damage when a player is dismounting and a gunner is firing.
* Fixed a bug where vehicles could drive through lava longer than they could drive through water.
* The vehicle shield effect will no longer stick to players when they exited their shielded vehicles.
* The Repair/Rearm functions of the Lodestar will no longer work inside of a warpgate.
* Passengers recovering from Linkdeath in a Lodestar will no longer become stuck in the cargo bay.
* Fixed a bug in ground vehicles where running over users with 0 armor will not kill them, but users with some armor points die instantly.
* Bailing from an aircraft will no longer leave the 'inertial dampener' effect visible in the sky for a long time.
* Advanced Targeting now shows the state of unmanned Ancient Sentry Turrets.
* Ancient Sentry Turrets will fire properly after a player zones.
* Holding a directional key while in the map view and exiting the map will no longer cause the map to continue scrolling.
* Vehicles with gunner positions that enter and exit a Lodestar will no longer lose gunner ammo upon exit.
=====================
Version 2.4.12 (Feb. 18, 2004)
* Player Response Updates are on Public Test. Check out all the details In Testing!
* Fixed an issue that caused some vehicles to take excessive damage from the terrain.
* Animation Culling options will now save properly.
* Players will no longer get grief messages for shooting equipment in VR training.
=====================
And this is the latest patch:
Version 2.5.5 (March 15, 2004)
Gameplay
* Capitol Buildings are live. Read more about them here.
* Core Combat Enhancements are also live. Check them out here.
* 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.
* A glow effect and a laser sight effect have been added to the Decimator.
* The Lasher will no longer lash within 5m of the shooter.
* The Lasher will no longer lash through walls.
* The Cone of Fire on the TR Dual Cycler has been reduced.
Bug Fixes
* Enhanced Targeting will now show the status of enemy Flails beyond 15 meters.
* 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.
=====================
Hope this helps!
Baneblade
2004-03-29, 11:56 PM
thank d1ck
Only dick I know calls himself Frink...:groovy:
CorDharel
2004-03-30, 01:05 AM
Destroyed Spawn Tubes and Ancient Sentry Turrets will have a "destroyed" graphic to help players know their status.
That's a good point. But I never saw a graphic like that yet. :groovy:
but BTW: How can I remember all these new functions of all patches :doh: But it rox anyway...
[Edit] BTW2: Capitol Buildings rox, too :rofl:
but BTW: How can I remember all these new functions of all patches
There is an archive on PSU I'll find the link.
Edit: patch notes (http://www.planetside-universe.com/patchnotes.php)
Cryptica
2004-03-30, 09:35 AM
Yeah there have been some cool changes. I think capitol buildings is a good concept...I still don't see it being the major change I thought it was gonna be but maybe it wasn't supposed to be a major change anyways!
SilverLord
2004-03-30, 10:55 AM
Electro got all the goods in that post.
Lartnev
2004-03-30, 11:00 AM
That's a good point. But I never saw a graphic like that yet.
When you destroy a Spawn tube loads of electricy stuff goes out from the bottom of the tube. Also the tube light goes out.
HawkEye
2004-03-30, 04:22 PM
theres alot of new stuff
SilverLord
2004-03-30, 10:40 PM
Lartnev, there is an automatic quote butten at the bottem right of each reply if you didn't know.
Lartnev
2004-03-31, 08:37 AM
Lartnev, there is an automatic quote butten at the bottem right of each reply if you didn't know.
Yup, I just find it easier writing the UBB rather than deleting all the stuff I didn't want quoting (and it's habit) :D
it's also right next to the edit button which I use quite regularly as this shows :)
SilverLord
2004-03-31, 11:14 AM
Yup, I just find it easier writing the UBB rather than deleting all the stuff I didn't want quoting (and it's habit) :D
it's also right next to the edit button which I use quite regularly as this shows :);)
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