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ChipMHazard
2013-05-16, 05:56 PM
When you hit the interact key when looking at the infantry terminal on a sundie, don't ever have it put you into the vehicle. It's far too quirky atm. and jumping inside the bus when you need to pull an engi or a MAX isn't really optimal.

camycamera
2013-05-16, 06:07 PM
C4 for infiltrators

turn down the cloak/uncloak sound for infiltrators a hell lot, if it is supposed to be stealthy then why is it so loud? Also, the sound should only be heard by the infiltrator itself or when you are right next to the infiltrator.

Vanir
2013-05-16, 07:23 PM
Being able to drive my MBT while giving control of the main gun to a main gunner, and having a secondary gunner, 3 man MBT's!

AThreatToYou
2013-05-16, 08:31 PM
There's this bug that has the driver of an MBT also control the main gun...

fix that please

RANDOMpercent
2013-05-16, 08:56 PM
The bug where you accept a revive just as you enter the deployment screen and you get stuck in the deployment screen while your still alive. You can't exit and you can't respawn so you are forced to hit delete and redeploy.

Timithos
2013-05-16, 10:11 PM
I'm glad you're taking this seriously Matt, because you and I both know you've been losing customers over this by the thousands.

I'm not seeing the official thread of this anywhere on the official forums :(

I've ranked these in the order I prefer them to be implemented.

Bugs:

-- Screen flash
-- VR still messing with loadouts
--Still can't shoot straight all the time with Engi AI turrets and liberator tail guns. There was an improvement about 3 months ago, but it still doesn't shoot all the time right on the target reticle.
-- Squad beacon denial of use
-- Fix turrets stuck in permanent heat and unable to fire them.
-- When enemies leave their turrets, turrets gets stuck in an up position leading you to believe they are still occupied.
-- Platoon leader is not always in the /leader chat.
-- Sensor darts don't always pulse properly on the mini map

Quality of Life:

-- STOP MAKING VEHICLES AUTO-EXPLODE WHEN THEY HIT THEIR ROOF OR FLIP OVER!
-- Set all vehicle deconstruct timers to 20 minutes. We shouldn't be penalized during a long operation by losing vehicles or making us return to the vehicles to refresh them, just because we chose an ESF or ATV.
-- HUD indicator for all our deployables as to if they are still deployed or not (turrets, mines, c4, ammo, etc.)
-- When vehicles spawn in auto-drive without our control, make them non-corporeal to all friendlies and allow them to stack at the stopping point until they become separated when driving off. (Just like in PS1 - no more driving over friendlies beyond our control, and no more vehicle jams at the ramp.)
-- When dying in a MAX, switch back to the player's most common class - not light assault only!
-- Remove restriction for dropping ammo when other players are in the way.
-- Joystick support
-- Add the ability to ban certain individuals from public squads/platoons.
-- Turn ammo towers and landing platforms into vehicle load-out changers also.
-- Spinning drop pods was a bad idea, and they should be able to do at least SOME damage to all vehicles like MBT's - not ZERO damage.
-- Allow all drivers/pilots to see all ammo counts from their gunners.
-- Put a tiny + & wrench symbol on platoon mates circles. I have no clue as to who is a medic or an engineer in my platoon. Or change the icons to colored + & wrench symbols.
-- Elevation damage indicators
-- Multiple loading screens - regardless of actual total time - are a frustration.
-- Allow platoon leaders to set themselves as squad leaders.
-- Allow squad leaders to change the title of the squad
-- Allow leaders to draw on squad/platoon members maps/mini-maps in squad colors
-- Allow platoon & squad leads to mark players for next designation of leadership mainly from crashes and dropped connections of the leaders.
-- Give public squads the ability to automatically change into a platoon when they fill up. New squad lead is given to the player that used voice chat last, or who was designated (see above).
-- Give outfit officers the ability to create rank names - both with outfit permission features and without.
-- Make turret direction indicators for all vehicles (liberators especially).
-- Missile tracking for enemy lock-ons indicated on the mini-map.
-- Customizable chat tabs
-- Allow squad members to see the name of the squad again while they are in it.
-- Show the date of outfit member's last log in longer then one month
-- Sell additional class and vehicle load-outs for station cash.

Timithos
2013-05-16, 10:46 PM
When you hit the interact key when looking at the infantry terminal on a sundie, don't ever have it put you into the vehicle. It's far too quirky atm. and jumping inside the bus when you need to pull an engi or a MAX isn't really optimal.

Actually the opposite has been the problem. You try to enter a sundy to escape enemy fire, the supply panel opens up, and you die.

So look at and weigh the consequences: On the one hand you're killed because the equipment panel activation area is too large, and on the other hand, you enter the sundy by mistake... big deal. Use of the equipment terminal is by in large not life and death. Entering the sundy quickly is life and death.

Badjuju
2013-05-16, 11:04 PM
A hot key that when pressed with a number key, passes lead to the player who corresponds with that number key(s).

For the love of god, fix the memory leak, screen flicker, and incessant crashing.

EvilNinjadude
2013-05-16, 11:15 PM
Actually the opposite has been the problem. You try to enter a sundy to escape enemy fire, the supply panel opens up, and you die.

So look at and weigh the consequences: On the one hand you're killed because the equipment panel activation area is too large, and on the other hand, you enter the sundy by mistake... big deal. Use of the equipment terminal is by in large not life and death. Entering the sundy quickly is life and death.
I know! Simply create two different options for entering and activating, and then BIND THEM TO THE SAME KEY.

But allow REBINDING! WIN!

ReeferBOT
2013-05-16, 11:39 PM
How about a compass on the larger mini map?

Climhazzard
2013-05-17, 02:50 AM
http://www.newkevindurant5shop.com/images//Products/Womens%20Nike%20Blazer%20Mid%20Leopard%20Print%20R ed%20Black_08.jpg

This actually triggered my anti-virus software as a malicious URL.

DeltaGun
2013-05-17, 03:02 AM
Allow us to change the MAX weapon without re-paying.

Allow us to deconstruct our vehicle when out of combat.

Gatekeeper
2013-05-17, 03:10 AM
Oh and as for bugs well the Repair & Heal bugs that cause you to jump from fully R/H'd back to whatever damage you started with need to go and never come back.

This!

EvilNinjadude
2013-05-17, 03:31 AM
Oh and as for bugs well the Repair & Heal bugs that cause you to jump from fully R/H'd back to whatever damage you started with need to go and never come back.This!
I personally have never seen this, elaborate? :doh:

DirtyBird
2013-05-17, 03:51 AM
fix the Jackhammer.

Canaris
2013-05-17, 04:03 AM
I personally have never seen this, elaborate? :doh:

well your lucky I guess, when you are healing or repairng infantry (or whatever), you use the magic nanite gun to get their HP back to full from say 25% damage, the flower counter ticks up it's petals so the friendly is at 100% HP you depress the trigger on the healing device and BAM, they are back down to 25% damaged again and all your work is undone or if your lucky maybe they healed or repaired a little, so something that should take a few seconds to do could take you a minute to get 1 MAX or soldier back to full.

It apparently has something to do with server lag, since it's most notable during alerts on Indar or big events on continents, the server can't cope with so much going on everywhere and just forgets (for want of a better word) that you just healed your mate to 100% so he must be at 25% damage and auto puts the clock back or again it only registers a little amount of heal/repair.

No sir I don't like it

Gatekeeper
2013-05-17, 04:09 AM
well your lucky I guess, when you are healing or repairng infantry (or whatever), you use the magic nanite gun to get their HP back to full from say 25% damage, the flower counter ticks up it's petals so the friendly is at 100% HP you depress the trigger on the healing device and BAM, they are back down to 25% damaged again and all your work is undone or if your lucky maybe they healed or repaired a little, so something that should take a few seconds to do could take you a minute to get 1 MAX or soldier back to full.

It apparently has something to do with server lag, since it's most notable during alerts on Indar or big events on continents, the server can't cope with so much going on everywhere and just forgets (for want of a better word) that you just healed your mate to 100% so he must be at 25% damage and auto puts the clock back or again it only registers a little amount of heal/repair.

No sir I don't like it

This also happens with medical kits - you use it, you heal to 100% and then a tick later your health drops back to where it was before you used it. The kit is still consumed though...

EvilNinjadude
2013-05-17, 04:38 AM
well your lucky I guess, when you are healing or repairng infantry (or whatever), you use the magic nanite gun to get their HP back to full from say 25% damage, the flower counter ticks up it's petals so the friendly is at 100% HP you depress the trigger on the healing device and BAM, they are back down to 25% damaged again and all your work is undone or if your lucky maybe they healed or repaired a little, so something that should take a few seconds to do could take you a minute to get 1 MAX or soldier back to full.

It apparently has something to do with server lag, since it's most notable during alerts on Indar or big events on continents, the server can't cope with so much going on everywhere and just forgets (for want of a better word) that you just healed your mate to 100% so he must be at 25% damage and auto puts the clock back or again it only registers a little amount of heal/repair.

No sir I don't like itIt's probably because I stay away from the really big fights. My hardware is not up to it.

Stew
2013-05-17, 04:55 AM
The worst anoying bugs that need to be fix to enhanced my quality of life are ...

1: Players strafe warping and hit registration mess up

2: Dead due to lag compensation and latency issue ( double revenge kills )

3: Players imunity bugs where the players as no hit registration on them and are totally (( invisible )) this is one of the most anoying bugs that need to be fix

4: Vehicules flipping for no reason the vehicules need to be much more consistant and have more weight

5: Inconsistant scopes on the reflex 1 and 2 x

6: weird teleport issue while exiting a harasser or a vehicules + harraser switching seat cause some map loading weird issue introduce in gu08

laovniux
2013-05-17, 05:01 AM
Outfit tag in the platoon/squad list;
Accurate in-game weapon shotgun stats (nova clearly fires much faster then the phobos despite having 255 fire rate vs nova 400);
Memory leaks and fps optimization obviously...

Shogun
2013-05-17, 05:35 AM
please make mana turrets manable by every friendly soldier (except maxes)

and reintroduce the spitfire turret

DManD
2013-05-17, 08:07 AM
Not sure if any of these have been mentioned before:
1) Needing to log-in only once a week to get the passive certs.
2) De-synced debris: it might block the view for one player, but the other player can shoot right through them, because they are in some other place on their screen.
3) The freeze-on-redeploy bug that is going on for months.
4) Changing the biolab spawn room / rooms, so it won't be possible to jump from the spawn room to the roof of the rooms around with a non-light assault character.
5) A weekly community poll for what item they would like to see on sale in-game. The most voted item then will be on sale on Saturday/Friday.
6) /dance command.
7) Changing the servers on the recommended list to be based on the chosen faction and population on the server. For example if someone chooses to play VS, the recommended server for him will be a server with a low VS population and a low population in general.
8) Removing the ability to overload generators / scu in a non connected area.
9) Fixing the broken respawn areas in Amerish - I can spawn into an area 2km away but not into a region 500m away. Plus, the reinforcements needed areas always shows secured regions that are not under attack.
10) Larger redeploy radius for sunderers. Right now if the sunderer isn't rendered it's impossible to redeploy on in.
11) Server lag - broken ammo packs, healing, repairing, med-packs etc.

Jonny
2013-05-17, 08:16 AM
Hi Matt! Off the top of my head...

Bugs + Quality of life:


Max Charge sometimes failing – even if it’s that suppression from being headshotted this shouldn’t happen.

When redeploying as a max, spawning as a LA and having the cool down for the MAX restart.

More voice macro options – v menu system like unreal tournament. Ability to say more such as orders, “incoming!”, where enemies are, stuff like - “I’m going for the point”, “defend the point” etc. Also - max voices need to be lower, robotic and badass.

Ability to change vehicle load outs on re-arm pads once vehicle has spawned.
More loadouts! I keep having to change the camo on my first loadout, as I want to use others for different main weapons.

Make it much easier to swap camo’s on characters and guns. Current system is clunky.

Make an option to set a preferred loadout for continents.

Give passive cert points to all your characters when you log into one of them. Otherwise people have to log in to each character and log out to get the passive certs if they don’t have time to play each.

Allow other engineers to use your turret. You have priority and can kick them off by using the turret.

Make ammo easier to drop, I always have to place it twice.

It is confusing as to what projectiles can pass through spawn shields.

Lightnings getting brick wedged in small furrowes.

Lower cooldown on flares slightly, but make them not always confuse missiles. 90% of the time they work maybe...?

Better dog-fighting instead of two ESF's turning in a ball to shoot each other.


Extra requests:


Galaxy abilities – vehicle/infantry parachuted supply drop/ammo drop. Long range radar.

Less boring interiors, better lighting. Every interior environment feels the same and quite generic. Tech plants and bio labs aside – but bio labs could have their own unique themes – instead of plants in all maybe frozen fauna in pods or something...

Outside environments are awesome however.

Vehicle interiors – galaxy, sunderer passengers?

It might be cool to show an animating version of the person that killed you in the kill cam? I.e. play their live actions but with no background as it is now so you don’t know where they are.

Visible pilots in see through aircraft cockpits.

Make engineers able to revive max suits too.

Infiltrator backstab ability!

More sci fi sounds for vanu - ie rocket pods should sound alien not like every other ESF. Some more beam weapons for vanu, even one in the style of the old lasher (which doesn't suck) would be cool. More lasers. :D

Elahhez
2013-05-17, 08:54 AM
I can only repeat what has been said:

Better squad management:
- Staticly listed squad, which remember settings from previous squads
- able to see people in squad/platoon before joining

Voice Macros
- "Stop" and "Move" in particular
- Send to squad or platoon text chat if in one (like ps1)
- Colored number to represent squad and # of the ones using voice macros in platoon text chat.

I think those are my only annoyances for the time being, don't have any big issues to complain about either.

EvilNinjadude
2013-05-17, 09:18 AM
please make mana turrets manable by every friendly soldier (except maxes)

and reintroduce the spitfire turretI actually do want this. MANA turrets for other people? Plz plz plz.

And if we get a spitfire, let's have them be disabled by infiltrator EMP grenades! BRILLIANT!

ToweTwelve
2013-05-17, 11:41 AM
- dead bodies of allies, that cannot be ressurected;
- bugged vortex (dissapearing charge levels thingie near reticule, 1st charge only while charging up, shooting (shaking) animation while charging up);
- lancer not charging up past 1st level charge after spawning or ressuplying at terminal;
- recon darts not working from time to time;
- people that are drawn as dead bodies running around;
- spinning drop pods;
- sometimes HA is starting to hold his weapon in a weird way, and if you dont have 6x scope, he just magnifies the view without scope reticule;
- enemie rockets and shells (phoenix, striker, av mana-turret, dalton, zepher etc) not drawn on the recieving end ( so it seems that you are being shot from nowhere).

Nur
2013-05-17, 11:46 AM
MORE LOADOUTS is more important than things like voice macros.....

And it should not be so difficult to have 6 loadouts instead of 3.

:)

Wahooo
2013-05-17, 12:04 PM
Actually the opposite has been the problem. You try to enter a sundy to escape enemy fire, the supply panel opens up, and you die.

So look at and weigh the consequences: On the one hand you're killed because the equipment panel activation area is too large, and on the other hand, you enter the sundy by mistake... big deal. Use of the equipment terminal is by in large not life and death. Entering the sundy quickly is life and death.

Actually whichever one I DON"T want to do is normally what happens first. If I want in because i'm under fire I open the loadout screen and get dead. If I'm trying to pull and engie load out to repair the critically damaged sundy i jump in and it explodes. The issue is just having the same action key for all this, but it is bindable by us. Make your vehicle enter exit G or something... like I do for air because I was so used to hitting E from flying in PS1, and it is right next to reload I was ejecting to my death a LOT.

ChipMHazard
2013-05-17, 03:37 PM
Fix whatever it is that is causing the silly amounts of lag on Indar and now also on Esamir. I'm used to Indar being unresponsive, but not Esamir.

Stew
2013-05-17, 04:12 PM
I forgot this one

C4 response and amo pack

the C4 and amo pack trowing them but also detonate them (C4) is way to slugish and unresponsive

i would like to see the amo pack become a instant trow button instead of a equip and then trow in a slugish animations that sometime take way to much time to compleate

C4 trowing 2 c4 in a row on a take take way to much time and when its time to detonate it sometime its so slow that you get kill before the game register youvee press the button

camycamera
2013-05-17, 11:31 PM
oh, and fix how one-use camo works....

i bought it, equipped it, unequipped it, now i cant use it, and it is stuck in my camo selection. slowclap.gif

flickory
2013-05-18, 01:04 AM
-We can popout a "chat" for those with dual monitors or extra screen space - I would like to be able to see who is talking in voice chat during loading screens and death.

Pskl
2013-05-18, 01:49 AM
Oh, got another one:

- when the mouse Y axis is inverted, it also affects the menu that pops up over a friendly when 'Q' is held down. Makes that feature difficult to use if you don't know what's going on, and it seems counter-intuitive. If it could be changed so the invert Y option didn't affect that menu... unless people like it that way? :D

monkjunk
2013-05-18, 02:08 AM
I'd like a way for squad members to ping the map for their squad leader or draw on the map or something, it's really hard for a non-squad leader to communicate to the rest of the squad the location of something.

Canaris
2013-05-18, 04:47 AM
MORE LOADOUTS is more important than things like voice macros.....

And it should not be so difficult to have 6 loadouts instead of 3.

:)

heck yeah Nur, we did ask for that a while ago now, would love some more load outs for all my gear that I bought. Though the addition of the universal camo did sort out one side of the problem, the lots of weapons and sidegraded versions remains. Double the load outs would sort it right out and be awesome :)

coconut
2013-05-18, 06:39 AM
Here are some bugs I haven't seen mentioned before but irritate me:

- Terminals that don't react when you press E. This apparently happens when you are too close to the terminal. The same goes for overloading and stabilizing generators, hacking things...

- Interacting with deployed sunderers. It often happens that I enter when I want to resupply, or resupply when I want to enter. I don't know how to do it, but it should be easier to do exactly what you want. Maybe add a button "enter vehicle" in the resupply menu, that would solve half of the problem

- Audio feedback when hitting targets, especially the flesh sounds: It disturbs me, gives me the impression I am the one being hit. Let me turn that off, the visual feedback is all I need.

Rolfski
2013-05-18, 09:18 AM
See where your outfit is on the map (when operating with multiple platoons)
Full alpha squad should not automatically make platoons unlisted
Scopes and attachments (like 2X reflex, burst fire mode, compensator, etc) to be more consistent and make more sense
Render bullet impact for a longer time and at longer ranges to make the VR basement shooting range more useful Configure your own daily/bundle sale (premium members)
Add first shot recoil and horizontal recoil to the in-game weapon stats (these are important stats!)
Show friendly/enemy activity and territory control in one single overview without having to switch between filters
Spawn room roofs should have a downwards elevator
Make drawing on the map possible and for your team mates to see
More load-out slots
VR room empty slot bug
Zero respawn time to Warpgate
Gifting SC option
See your ping
Platoon leaders being able to move themselves
Platoon leaders should be in the /leader channel
Platoon leaders being able to set squad waypoints
Visible timer on the cool-down of squad beacon
Multiple (sequential) way points
Ammo counter for drivers
Vehicle refitting
See upgrades in death screen
Remove death icon if an ally can no longer be revived
Pistol always slot 2
Show active mines/C4 deployed
Gunner turret direction indicator for drivers
Configure colors of HUD and map separately
Customizable squad colors
Stats overhaul focusing on team play stats, not K/D ratio
Give Annihilator an edge over the Striker (like dump fire ability)
AV grenades should be sticky
Make flashlights useful
Weapon stability on vehicles
Bug where you accept a revive but the revive notification sticks
Reward members for following squad/platoon orders
Equal rewards for gunners and drivers
Decrease spotting cool-down
Add squad/platoon continent location in social squad screen
Show red dots better on the minimap (https://forums.station.sony.com/ps2/index.php?threads/minimap-design-made-radar-useless.99954/)
Mana turrets to be manned by friendlies default
Secondary non-empire specific MBT guns (like G30 Walker) should be a account wide unlocked
Default class needs access to SMG to give new players the option as CQB infiltrator
Bug that prevents rendering iron sight/scope when entering VR room
Compared to the NV scope, the other scopes are way too jumpy
Make this game default pre-installed on PlayStation 4 :-)

Kail
2013-05-18, 10:07 AM
Separate keybind for lumifiber and headlights

Edit: OR, the current keybind could cycle through headlights, headlights + vehicle sfx, vehicle sfx

Gimpylung
2013-05-18, 10:12 AM
Friendly mines not showing as friendly unless you are a few feet from them is annoying and is forcing drivers to assume they are all enemy mines and then destroying them.

EvilNinjadude
2013-05-18, 11:42 AM
Friendly mines not showing as friendly unless you are a few feet from them is annoying and is forcing drivers to assume they are all enemy mines and then destroying them.Or getting out, walking up to them, or shooting them with a pistol... all the while leaving you vulnerable to everything and is a massive waste of time.

STALKER
2013-05-18, 11:49 AM
Something that's always annoyed me is the size of the Grid squares on the map.

In their current size they are useless. When the grid size is larger than the entire base, it's useless to use grid locations.


"Where are you at?"
"I'm at grid I-8"
"Where? That grid covers 2 control points for 2 separate bases."
"I'm not near any point. You see that bend in the road? Well there is a rock kinda thing near that. Kinda has a weird shadow on the map. You know that rock?"
"..."
"Ok, if you're standing on point A and looking east at the bend in the road, look to the left of that and their is a rock. I'm there."
"Uhhh... Ok."



If the grid was smaller or had a grid within the grid (GRIDCEPTION)

http://i.imgur.com/VTAxE44.jpg

"Where are you at"
"I'm at grid I-8, section H-4"
"Roger, on my way"

Ragekniv
2013-05-18, 12:28 PM
Please address the Reaver reticle for Vortex:

Quoting sdfasdfa:

“The short version:
The Reaver's gun is heavily offset, about ~4x as far as that of the Mosquito. In addition, automatic gun convergence to whatever is currently under the sights makes adjusting for this offset unreliable and often impossible. I am not employing hyperbole here or misleading you in any way: There are very likely and realistic situations in which a Reaver cannot land fire on an airborne target no matter what the pilot does.

The offset
The Reaver's so-called nosegun is mounted to it's belly for some bizarre reason. This creates a much larger offset than other empires, by a factor of roughly 4. In the images you below you will see pilot view origins and gun bullet origins. View origins were determined by having a Light Assault climb the canopy while the pilot reports the position of the playermodel, then screenshotting the resulting playerposition. Gun origins were determined by using playermodels to block fire, moving them closer until they ceased to block fire.


Vertical gun offset, Mosquito: ~40 pixels


Vertical gun offset, Reaver: ~160 pixels


Determination of the size of the offset in meters. Assuming average height for a playermodel, this puts it at about ~2.1 meters.


Convergence


In the video above you can observe the gun adjusting to different ranges. Midway through you will see the most dramatic case: The gun is aimed at an invisible entity and pitches up accordingly. A player can expect bullets coming from his gun to be roughly parallel to his view (crosshair on skybox) or as skewed as in the invisible-entity test (crosshair on any closeby geometry).

Note: You can perform the same test with a Scythe and Mosquito. You will get some degree of upward swing largely because their guns are mounted much further ahead of the cockpit. Despite this the maximum angle when shooting the invisible warpgate entity is smaller on those two. If you wanted to be rigorous you would move the gunmount a fixed distance from the archway for all 3 ESFs and then do the test. This is however unnecessary as the behavior is clear: Upwards convergence to the point the crosshair rests on from the bullet origin. The problem is that the Reaver's bullet origin is much, much further from the cockpit than any of the others. At least I assume you've heard me say theta=s/r often enough now to understand that the visual appearance of a first person test with the Reaver's mount will actually dramatically understate the magnitude of the problem.

Determining maximum angle of gun variation
If we say the offset is about ~2.5 meters in size and the closest possible target 5 meters, we get:
Convergence angle = offset/range = 2.1/5 = 0.5 radians = 24 degrees = Omega

This is just to provide you a mental aid that might make the size of the problem more tangible. The gun can jump around in an instant by up to 30 degrees.

Determining the impossible shot
Okay, so it's the same stuff again, but with a twist.
Lead Angle: PVelocity/[Range/traveltime] = Theta1
Offset angle: Offset/Range = Theta2

(Where PVelocity is the component of the target's velocity vector perpendicular to you.)

If Theta1 = -Theta2, you have to aim at the target. However if you aim at the target, you are subject to Omega and therefore cannot actually aim where you mean to.

So the condition for impossibility is easiest described as:
(PVelocity*traveltime)/Offset=1
or
PVelocity=Offset/traveltime

For 75meters that is:
PVelocity = 2.1/0.1 = 21m/s = 75.6 km/h

Which is a pretty common fall+thrustdown speed and range. Of course, the clearest way to showcase this behavior is with a graph of velocities that at the right angle would be impossible to hit:


critical descent velocities (m/s) versus range (m). The line represents impossible shots. Below it you would aim above, above it you would aim below.


Lead angle (degrees) versus target's tangential velocity component (m/s) adjusted for gun offset. Sample range of 50 meters. Angles near 0 are impossible to actually fire.

A word of warning:
Don't get too hung up on the demonstration of impossibility here. Yes, you could roll and use your offset in very exotic ways to after some time make those shots possible (besides the comical difficulty of doing so). This is simply highlighting a case in which a player is effectively disarmed under circumstances that realistically happen in a 1v1 head-to-head fight. The reality of it is, a Reaver's aim point can jump around up to 30 degrees instantly in everyday use, the gun is off the main axis of the craft which prohibits smooth tracking and even when those two things don't bite the pilot in the posterior they are still at a completely unnecessary disadvantage.

In conclusion:
This requires immediate attention. Not even a tiny bit of exaggeration here. This is not a matter of skill - this affects any Reaver pilot more than they probably realize. If anything, inexperienced pilots are more prone to put misses down to user error even, because the situations in which a shot is impossible or very close to are not evident without some analysis.



More videos
Head-on shots demonstrated
Tracking shots demonstrated
Full mag miss. Shot was technically possible, but would have to lead even higher.
Frontal shot ~15-20 degrees above target and killshot completely offscreen
A bit of entertainment (I run out of ammo)”

Hipshot
2013-05-18, 12:43 PM
Add a loggout timer 5-10 seconds to limit ragequitters/exploiters

igster
2013-05-18, 01:39 PM
Worst bug in the game at the moment is :

Shields don't render at long ranges.
Anything inside the shield can actually be shot by any vehicle far enough away that the shield doesn't render.
A number of people use this exploit to take down sunderers deployed inside shields under a bio lab by backing off a long way until the shield no longer renders.

Pretty major flaw don't you think?

Lepalose
2013-05-18, 04:45 PM
The main "Quality of Life" issues I want to see addressed is with regards to commander's ability to lead and work together.

Here are the issues:
-Hard to make an in depth plan / direct forces (i.e. single/two waypoints only)
-Little reasons for players to listen & work together
-Spam on command channels go across continents at all times
-/orders gives you little space to work with, and too far between messages to be effective
-/orders is accessible at a low cert cost allowing people
-Leaders within the same platoon do not have an easy way to discuss or make plans without having the whole platoon listening in
-No way for cross-platoon information sharing / plan making except via the spammed command channel

Potential Solutions:
- Multiple Squad & Platoon Waypoints
- Bonus to fight around commanders & waypoints
- Make command continent only voice & /global (or something) if leaders need to talk across continents
- Re-evaluate command structure cert cost - perhaps require a certain amount of time as SL / PL's before one can access orders
- have a /sl (squad leaders) chat for discussion, potentially a voice channel
- Have a "Command Map" where the Primary Waypoint and Current Location of each platoon (showing leader's name above) is shared with all other leaders. Have potential to use this map to highlight targets/request reinforcements

Shogun
2013-05-18, 06:56 PM
a very small quality of life thing:

please give the blue reload circle a small black outline. it´s hard to see against the sky

Red Ketchup
2013-05-18, 09:51 PM
The Phalanx turret heat bug, where the turret stops losing the heat caused by firing, eventually making it permanently overheated and unusable until destroyed and repaired. I'm fairly certain that it is caused by your empire losing or capturing an Amp Station while the turret is manned. I reported this bug during beta and it has never been fixed.

camycamera
2013-05-18, 10:03 PM
I want a commander mode from bf2142

EvilNinjadude
2013-05-19, 01:49 AM
The Phalanx turret heat bug, where the turret stops losing the heat caused by firing, eventually making it permanently overheated and unusable until destroyed and repaired. I'm fairly certain that it is caused by your empire losing or capturing an Amp Station while the turret is manned. I reported this bug during beta and it has never been fixed.
I too have seen this, it happened once in a rare moment when we were Warpgated. Turret just didn't wanna lose its heat.

Larington
2013-05-19, 06:37 AM
When I'm driving a multi crew vehicle, I'd like readouts of the ammo capacity on my gunners weapons so I don't have to ask them if they're low on ammo every 3 minutes.

This is a much bigger request, because of consequences, I'd like a certification that allows me to spawn a version of the main battle tanks that gives both the driver and gunner guns to the gunner. Switching between those guns for the gunner is then simply done using the scroll wheel like in ESF's.
The unfortunate consequence is that I think this necessitates creating a 'B' version of the Magrider that moves the underslung driver gun up to a turret, but I think it's worth doing this to enable the driver/gunner functionality of PS1's tanks & PS2's Harasser on the main tanks in Planetside 2 whilst still allowing the driver to run a 1/2 tank if they so choose.
As far as fitting it into the user interface is concerned, make it an attachment you can put on the primary gun itself and do a check for that attachment when the player spawns the vehicle.

Have a dropdown that allows you to spawn a vehicle with ownership already set to outfit or platoon only. Put a symbol above multi-person vehicles that are free for anyone to jump into.

ringring
2013-05-19, 06:44 AM
I want a commander mode from bf2142

It needs more than that.

subDii
2013-05-19, 04:27 PM
For the sake of my sanity please make infiltrators able to shoot to disable cloaking versus having to disable the cloak before shooting! ! !

Baneblade
2013-05-19, 05:30 PM
Make my Lib not bounce upside down 7 out of 10 times I land it.

Sunrock
2013-05-19, 05:34 PM
For the sake of my sanity please make infiltrators able to shoot to disable cloaking versus having to disable the cloak before shooting! ! !

Well if there is a 2 sec delay or something. If you make the cloaking brake as you fire the shot you will stay in cloaking longer before open fire. As it is now that you need to uncloak then take the shot you're viable 1-2 sec before firing the shot. You might think that this is not a big deal but It can be. Those 1-2 sec it takes to uncloak can scare off the game figural speaking and you miss the kill. So without a delay infiltrators can become slightly to OP. I personally rather leave it as is, even though I can get quite annoyed with my self too when I think I uncloak and did not and miss a perfect head shot opportunity.

Sunrock
2013-05-19, 05:36 PM
Make my Lib not bounce upside down 7 out of 10 times I land it.

NC players should stop drying there laundry on military equipments :p

But seriously.... Is that true?! I never experienced that as a TR player and here I thought that we have the same Lib models....

Naxess
2013-05-19, 06:19 PM
(some already mentioned by others, whatever...)


Marketplace Wishlist
"Locate nearest deployed sunderer/terminal" button or map marker
Ability to preview multiple cosmetic items at once
Decals on composite armor
Move the 'Hacker Alert' dialog or offer option to remove it
Additional map options on the UI (display friendlies/vehicles, zoom, clock, etc)
Crosshair customization
In-game Notepad
Textbox Customization (move, create more than one window, change color, etc)
Emotes
Allow squad/platoon leader to create numbered checkpoints or better yet, map doodles (circle objectives, draw path, etc)

Baneblade
2013-05-19, 06:25 PM
NC players should stop drying there laundry on military equipments :p

But seriously.... Is that true?! I never experienced that as a TR player and here I thought that we have the same Lib models....

Apparently it is partly the fault of the auto landing system they forgot to remove.

camycamera
2013-05-19, 08:10 PM
It needs more than that.

true, but it would be 10000000x better than what we have now.

jboy
2013-05-19, 10:16 PM
1. Infiltrator auto uncloak when firing.
2. When a terminal/turrent has been hacked it should have a timed hack locked out, whats the point of hacking a terminal if it can be rehacked back straight away.
3. Lights on the mines...whats the point.
4. Being able to stick weapon through spawn shield and not take damage, e.g. sniper and maxes....so annoying
5. alerts shoud reset the map, everyone starts with the same advantage.
6. tank mines should take on the colour of the environment a little, they are ment to be hidden.
7. Maxes should be able to be repaired not healed, they should be treated the same as other vehicles.
8. Firing from a moving vehicle can be extremely hard, anyway to smooth this out a little? even if it were a cert.
9. Maybe make a few smaller bases sealed so that you must blow up the gates/walls with a tank or c4 to get inside, might aid in making ghost capping not so easy.
10. Maybe allow for custom music to be played at the trigger points.
11. Decreased range on maxes bursters
12. Rendering people while flying is still not great....you have to get so close and if your unlucky you can take massive damage without even seeing who has been firing at you.
13. Why not make landing pads hackable?

Halon
2013-05-20, 01:59 AM
Man, if they aren't able to make max loadouts default when you are in a max I'm gonna be super disappointed. I got screwed twice today. Why does it default to LA EVERY TIME?

Zulthus
2013-05-20, 02:06 AM
I want a commander mode from bf2142

"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"

No. Anything but.

Artimus
2013-05-20, 02:12 AM
If it hasent been mentioned, make command chay across continents, not server

camycamera
2013-05-20, 02:18 AM
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"
"Enemy boat spotted!"

No. Anything but.

lol true, but there should a mute if the same bogey is spotted 3 times, and a mute if 5 bogeys are spotted milliseconds apart.

or another solution is to just have targets spotted with no Generic American accent in it.

"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile sniper!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"
"Hostile infantry!"

Emperor Newt
2013-05-20, 06:49 AM
Two additional things that came to mind:

- Daily certs for members. They are paying a monthly fee but still are required to log in every day to get their daily bonus. Why not giving them a little extra, like three or seven days of time where they do not need to log in. That would give people like me who cannot login every day an extra incentive to become a member. For your "hardcore" audience who logs in every day, nothing would change but it would broaden the appeal of membership. (I would even think that members should get the certs every day even without login, but that's up to SOE to decide)

- I actually think that membership bonus is a bit lacking currently. I don't when the last time was I saw a longer then 10 seconds queue on Miller. The 500sc and xp bonus is nice, but currently I don't really deem membership worth the cost (others might disagree, it's my personal feeling)

- Make a store webinterface that allows me to buy daily deals from the web. I cannot login every day, but I would have nothing against spending my SC every day instead of waiting for that deal to (never) come (again).

SadlyJack
2013-05-20, 08:11 AM
[VGS] extensive voice commands

Enhances immersion, increases team co-ordination and co-operation. Plus they're very entertaining.

A lot of PC Gamers are shy guys, let them communicate in a way they feel safe doing.

It's not their fault for the most part, a part of growing up with FPS shooters was learning that if anyone ever dared use their microphone on a game server they'd immediately be met with a barrage of "STFU STFU STFU"

The thing about voice macros is they usually help build the confidence of beaten down, shy gamers through constant, easy, complex communication with their counterparts.
A player is much more likely to reach out and talk to another player after a trust building gameplay session using voice macros to co-operate with each other.

Elahhez
2013-05-20, 11:16 AM
- Daily certs for members. They are paying a monthly fee but still are required to log in every day to get their daily bonus. Why not giving them a little extra, like three or seven days of time where they do not need to log in.

Boy i would love this. Even 3 days would be a massive improvement!

Obstruction
2013-05-20, 02:44 PM
i didn't read 22 pages of this thread but my main quality of life issue has got to be "things that don't render until you are 10m away and you are going 250kph"

in other words, nerf trees, nerf ammo towers. for the love of all that is holy.

Dragon4ly
2013-05-20, 05:26 PM
Implementing as re-certification option as soon as possible. As a PS1 veteran since initial launch I can vouch that this was available, not abused, and greatly appreciated.

Gwyn
2013-05-20, 06:19 PM
By quality of life I just mean things that make the game better but aren't necessarily broken right now, for example the, "quick camo" we added to the loadout screen would be a quality of life enhancement.



A few things:

1. The glitch for the Solstice SF with the under barrel grenade launcher, I keep getting the glitch that does not allow me to refill my 2 rounds, after I have used them, when I am using a friendly ammo pack or refilling at a friendly terminal or friendly sundy. Please fix, so annoying! :(

2. Home Warpgate spawning aircraft: Immediately after spawning a Scythe or Liberator you are flipped upside down on the ground on your back and end up not being able to flip right side up again and you lose the vehicle you spawned, wasting precious air resources. Not only that you have to wait the whole timer on the vehicle to reset before spawning another one. Please FIX!!!!!!!! :mad:

3. Sundy glitch: I own the Sundy, hop in to reset timer then hop into gun seat 2 (F2) and I get a notification asking me if I want to switch seats with myself.

4. Home Warpgate: Frequently, I log in and spawn in my own warpgate and the next thing I hear is get out of here (your too close to enemy spawn room) message blaring at me, yet I am sitting in my own warpgate!


That is all the bugs and "quality of life" issues I can think of on the top of my head.

~Gwyn07

:groovy:

http://sig.planetside-universe.com/5428041429995308993.png (http://www.planetside-universe.com/character-5428041429995308993.php)

Redshift
2013-05-20, 07:46 PM
Oh i have another one,

If you set custom colours for doritos etc they aren't able to be set per server, i.e i want friendlies green, enemies to be pink and red, when i log on a vs char my friendlies are pink and half my enemies are green.

ItZMuRdA
2013-05-20, 07:51 PM
I remembered another really big QoL change that I'd like to see -- consistent keybind options for utility items! So often I fumble around for a medkit in a moment of panic when switching between a class I usually play and one that has it bound to a different slot. I often play Infil and LA, which alone have two different medkit binds, then if I'm an engineer I have yet a third unique bind for it. Would really love to see the ability to bind "Utility" slot by itself, or something along those lines!

camycamera
2013-05-20, 08:23 PM
[VGS] extensive voice commands

Enhances immersion, increases team co-ordination and co-operation. Plus they're very entertaining.

A lot of PC Gamers are shy guys, let them communicate in a way they feel safe doing.

It's not their fault for the most part, a part of growing up with FPS shooters was learning that if anyone ever dared use their microphone on a game server they'd immediately be met with a barrage of "STFU STFU STFU"

The thing about voice macros is they usually help build the confidence of beaten down, shy gamers through constant, easy, complex communication with their counterparts.
A player is much more likely to reach out and talk to another player after a trust building gameplay session using voice macros to co-operate with each other.

lol, Tribes Ascend VGS: "Shazbot!"



anyway, remove the ammo pack from the utility slot for engineer. it is retarded since you could just switch to the turret and press b. also, removing the ammo pack from engineer would make the class nearly useless than it is now. its role needs to be more defined, so leave the utility slot for health, tankmines, etc, just leave the ammo box alone! :cry:

PsychoXR-20
2013-05-21, 01:33 AM
Something else I thought of. Why doesn't every gun have every attachment? Why doesn't the Gauss Rifle have access to soft point munition, or high velocity? Why doesn't the GD-22S have access to a compensator?

EvilNinjadude
2013-05-21, 01:47 AM
lol, Tribes Ascend VGS: "Shazbot!"
[VGQ] Quiet!
:p

ChipMHazard
2013-05-21, 02:02 AM
Something else I thought of. Why doesn't every gun have every attachment? Why doesn't the Gauss Rifle have access to soft point munition, or high velocity? Why doesn't the GD-22S have access to a compensator?

Balancing, obviously.

Snipefrag
2013-05-21, 04:29 AM
Instead of a drop down menu for loadouts, turn it into 3 buttons we can press that selects the loadout, and resupplies.

THIS, but i would say in addition not instead of.

Shogun
2013-05-21, 04:53 AM
THIS, but i would say in addition not instead of.

the terminals also need a faster response time. most of the time i run up to a terminal and press e nothing happens. i have to wait until the game notices that i am standing in front of a terminal and bring up the "press e" dialog.

in ps1 i could change to any loadout in a millisecond. in ps2 the whole process takes several seconds. and don´t even ask how long it takes to change loadouts manually.
the layout of the loadout and menu screens has improved since launch, but it is still too complicated and too spread out. changing the most common things should not include mousing all over the screen to hit buttons that are spread too much. keep all buttons we need to change weapons and attatchments close to each other. like returning to loadout from attatchment menu. why is the "previous" button so far away?
is there no way to make a working shortcut of attatchment dropdowns directly on the weapon?
like click on weapon directly in loadoutscreen, get a dropdown with /optics/rail/camo that opens another dropdown with your available certs in the category where the actual attatchment is highlighted and you could just click to change to something else. leaving the dropdown mouseover brings down the dropdown. no need to look for a "previous" button and another menu screen.

Shamrock
2013-05-21, 07:04 AM
Quality of life issues:

(1)Binding your spawn point to your S-AMS.

(2)No simple UI indicator of CE used.

Ill add more as they occur to me.

DarkBalths
2013-05-21, 09:49 AM
Turret stabilization:
A Critical Flaw in Planetside 2 that MUST be Addressed - YouTube

Kerrec
2013-05-21, 01:58 PM
My 2 issues:

Underbarrel attachment screw up the weapon sequence. What I mean is, I'm used to hitting the "3" key to get the repair tool or the revive gun. When I equip a weapon with an underbarrel, I end up shooting friends with pistols. This is irritating to no end. Either:

1) give me the ability to assign my own weapon key bindings, or
2) place the underbarrel as weapon slot 4, not 2.

The other thing is grenades. They bounce like rubber super balls. I can practice getting a grenade on target when the target is far away. But if I want to lob a grenade into a room, I'm S.O.L. I've had cases where I threw into a doorway, it hit the wall inside the room and bounced back out.

Please, take a hand size rock. Throw it against a solid wall. See how far it bounces. Once you've analyzed the physics, then please fix to make either:

1) a secondary throwing option to just lob short range, or
2) make the grenades a lot less bouncy (in the vertical). The ground is rock or dirt, not rubber!

EvilNinjadude
2013-05-21, 03:47 PM
My 2 issues:

Underbarrel attachment screw up the weapon sequence. What I mean is, I'm used to hitting the "3" key to get the repair tool or the revive gun. When I equip a weapon with an underbarrel, I end up shooting friends with pistols. This is irritating to no end. Either:

1) give me the ability to assign my own weapon key bindings, or
2) place the underbarrel as weapon slot 4, not 2.

The other thing is grenades. They bounce like rubber super balls. I can practice getting a grenade on target when the target is far away. But if I want to lob a grenade into a room, I'm S.O.L. I've had cases where I threw into a doorway, it hit the wall inside the room and bounced back out.

Please, take a hand size rock. Throw it against a solid wall. See how far it bounces. Once you've analyzed the physics, then please fix to make either:

1) a secondary throwing option to just lob short range, or
2) make the grenades a lot less bouncy (in the vertical). The ground is rock or dirt, not rubber!Grenades are fiddly bastards. I am now refusing to throw anything but Concussion nades.

Sardus
2013-05-21, 07:09 PM
1) Yah UI improvements for choosing different loadouts for your class would be awesome. The drop down menu in battle is rough to use.

2) Shoulder decals don't display on all of the armor. Rexo with the composite armor for example.

3) Ranks are awards are fun, can we have some better way of displaying it? Bars, medals, or symbols on your chest? Planetside 1 made it very clear who was new, and who was older by the color of the armor. Some sort of visual representation is always fun.


4) More music? you hardly hear it, like, ever. I think I've heard the planetside 2 theme once in 8 months.. the first time I logged in. Ever since then, I hear empire music on character select. And nothing in game really.

camycamera
2013-05-21, 09:37 PM
Double the flight ceiling, it will make ESF fights better without being distracted and killed by ground units.

and imagine a Galaxy drop, people just drop down from the sky from nowhere, that would be awesome :D

camycamera
2013-05-21, 09:55 PM
The other thing is grenades. They bounce like rubber super balls. I can practice getting a grenade on target when the target is far away. But if I want to lob a grenade into a room, I'm S.O.L. I've had cases where I threw into a doorway, it hit the wall inside the room and bounced back out.

Please, take a hand size rock. Throw it against a solid wall. See how far it bounces. Once you've analyzed the physics, then please fix to make either:

1) a secondary throwing option to just lob short range, or
2) make the grenades a lot less bouncy (in the vertical). The ground is rock or dirt, not rubber!

i thought they allready fixed that? i need to test in VR then, because i thought they at least lowered down the bouncy-ness from my experience?

Falcon_br
2013-05-21, 10:46 PM
I have a new bug from GU 08.
When I change my vehicle permission, from anything to anything, like unlocked to squad/platoon, if I am inside the vehicle my game open a loading screen and it freezes there.
The only way I can make it work it is getting out the vehicle and changing the permission outside of it.
It is bad because sometimes I need someone to pilot my liberator and I can't do that in air!

Elahhez
2013-05-22, 12:05 AM
Not sure if it has been mentioned (probably has)

Labels for friendly tank mines doesn't show until you are practically on top of them, have to creep up on them to know if it is friendly or enemy.

please increase the label range for friendly tank mines.

Grapes
2013-05-22, 10:45 AM
please for the love of god PLEASE!!!! make the menus static. I hate loading in the menus every single time.... it makes me want to blow a hole through my head.

Misato
2013-05-22, 01:07 PM
A cosmetice annoyance; the ability to display my decals on my infantry composite armor sets. I like my decals for my infantry and like the composite armors for them but alas I can't wear and show both :(

-The stupid revive screen staying up after reviving. This has happened a few times.

-Grenades shouldn't bounce like one those freaking rubber balls you get from a gumball machine. Also the ability to cook off the grenade would be cool.


-performance optimization please.

commandotimmy
2013-05-23, 02:14 AM
spawning in with zero health.

let medics put down med packs like engis do with Ammo. oh and let ammo packs be tossed down vs. trying to set them down like its fine china.

spawn on Galaxy.

turn down the team damage.

fix engi wrench so you don't have to move all over the place trying to get the meter to show up.

thats it for now.

Stew
2013-05-23, 02:39 AM
Heya guys -

After GU09 finishes up we're going to be focusing most of the team on a Game Update that's largely going to be player requested enhancements to "quality of life" and bug fixes.

!

Players collision with ennemy as to come back , keep it remooved for friendly but please manage to take it back for ennemy

Falcon_br
2013-05-23, 02:50 AM
Players collision with ennemy as to come back , keep it remooved for friendly but please manage to take it back for ennemy

Did they remove collision to the enemy?
Didn't get really close to the enemies today, but the collision with enemies was working on GU 08!
I just know that on GU 09 great battle are not causing those annoying bug it did, like not working ammo pack and go on, but all those enemy corpses on the ground that didn't allowed you to advance was a pain in the ass!
If removing collision fixed those bugs, I can live without it, even hating those light assault with shotguns that when we didn't have collisions, they exploited that moving inside you, so you couldn't target then, but they could target you.

Canaris
2013-05-23, 04:14 AM
The Prowler not having a central cannon system, makes my quality of life plummet

laovniux
2013-05-23, 02:45 PM
FIX THE FUCKING CRASHES


Its been a whole day since the patch and still no fix? Comon! I know SOE breaks something with every new patch but at least it wasn't completely game breaking. Impossible to play the game now. A disconnect every 20 minutes.

ShadoViper
2013-05-23, 03:37 PM
Base redesigns and shield door redesigns

RGEN
2013-05-23, 05:02 PM
If you Deconstruct your Vehicle in the Warpgate you get your resources back. Call it a resources recycle.

I can't tell you how many times I've spawned a vehicle only to realize it was the wrong load-out I forgot to equip my new purchase or some how something got unequipped. This is no problem for infantry equipped your medpack but need c4 just resupply, change a class on the fly. Want to swap auto-repair for stealth, your screwed.

RGEN
2013-05-23, 05:12 PM
Id like to be able to swap my mini map for mini view of what gunner sees. Also, gunner should be able to toggle this for me by pressing key, perhaps when gunner uses spot key my mini map would toggle to gunners view for 5 seconds. This would be of great help in liberators.

Elahhez
2013-05-23, 05:59 PM
FIX THE FUCKING CRASHES


Its been a whole day since the patch and still no fix? Comon! I know SOE breaks something with every new patch but at least it wasn't completely game breaking. Impossible to play the game now. A disconnect every 20 minutes.

One could call it an alternative fix for the lag... /sarcasm ;)

Elahhez
2013-05-23, 06:10 PM
Id like to be able to swap my mini map for mini view of what gunner sees. Also, gunner should be able to toggle this for me by pressing key, perhaps when gunner uses spot key my mini map would toggle to gunners view for 5 seconds. This would be of great help in liberators.

Just make a turret direction indicator in the hud, like the lighting has, would work for all vehicles if done right, the lib would be hard to do this way though due to the 3 dimensional aspect. but even just a 2d directional indicator i presume would help greatly for a lib pilot also, maybe with vertical pitch in numbers.

deadddox
2013-05-23, 07:45 PM
i hoping for a more usefriendly keybindingssettings, because with some of my loadouts my pistol will move from 2 to 3... and in the heat of the battle this will get me killed...
so let us bind at least the pistol to a preferd key for all loadout..

Scientiarum
2013-05-23, 08:54 PM
10 Bugs in order of what I think are most important more or less that as far as I know are still in effect after GU09 (admittedly I haven't tested these all since GU09 went live so some of them might be fixed):

1. Loadouts on infantry suit slots and all vehicle upgrades slots wiped or 'bugged' after trying things out in VR training.

2. Griphics flicker bug.

3. (I assume this is a bug) The bug that allows strikers to fly straight through mountains and follow you clear across the map. Although personally I feel skilled pilots should be able to break lock by utilizing terrain I would be okay with the missile being "smart" and coded for it to go around the mountain (or whatever) (lol good luck with that coding btw) rather than show it just flying through the mountain. If the striker is really intended to be 'that good' against air and it can't be made so that the projectile is coded to be 'smart and go around obstacles while tracking the target then fine, re-balance it by buffing some of the stats, I am NOT calling for a nerf here I just think it shouldn't be flying through mountain because that is just bad coding and makes the game look low quality. I have on more than one occasion on Amerish seen them go straight through the center of a mountain so I know it happens.

4. Engineer dropping ammo or a turret with an underbarrel attachment equipped on their gun and then defaulting to the under-barrel attachment and not allowing a switch to primary until another weapon/tool selected first.

5. Bug that redeploys you somewhere other than where you selected (and no I didn't just forget to click on the spawn beacon etc. I did and it still sent me somewhere else).

6. Netcode exploit that allows ADADA key macros to move faster than normally possible or at the very least outpace the hit-box detection.

7. Bug that resets squad deploy/instant action timer after clicking it without actually deploying you.

8. Bug that stops all health regen if user uses a medkit while being healed by a medic.

9. Visual bug that displays ammo towers on both Amerish and Esamir as 2 models 'stacked' on top of each other causing surfaces to flicker (especially annoying using IR or thermal scopes).

10. Visual bug that causes the recon dart not to render in or when loading the infiltrator recon dart gun.

----------------------------------------------------------

I have many 'quality of life' suggestions that I may get to later but for now I will leave you the few that I can think of atm:

- for vehicles and infantry in the loadout screen and terminals add a button like the camo button to select a decal to equip on all classes/vehicles. This would be especially useful for those of us that enjoy updating our rank decals.

- For infantry I think it would be nice to allow us to equip a different decal to each shoulder or perhaps make one shoulder always display you character's current rank and the other display the decal of the players choice.

OCNSethy
2013-05-23, 11:29 PM
There appears to be a resurgence of the hit desync bug with GU09... fixing that would improve my quality of life greatly.

Please see this thread...

http://www.planetside-universe.com/showthread.php?t=55241

bpostal
2013-05-24, 12:09 AM
One major quality of life issue that just popped up: The SCU shield gens in major facilities.
Just remove the fucking SCUs if that's what y'all want. I was hoping we'd be at the point where we would be discouraging zerg tactics and cheesy ass shit like spawn camping but I guess we're doing the opposite...

Also, base layouts. Unfuck them.
What I mean by that is simply add a sensible, logical flow to the base fights. PS2 is NASCAR. We run in circles shooting each other in the back. That's not good gameplay, it turns most any fight into pure, unadulterated chaos. Chaos is bad. I know you (SOE) know this.
Do we have to kickstart Figment's paycheck to get him a job working at SOE?

You can fix all the bugs you want but when the underlying gameplay is just...bad, it doesn't help for shit.

Also Also: The MCG is still upside down. Justify it anyway you want, but it's still upside down.

Mitsukake
2013-05-24, 01:08 AM
Please, separate the cosmetics so we can apply wing tips and lumi, antenna, underglow and rims instead of having to pick between them.

i wouldn't express my love for this enough!!!! if you guys add more slots to put in those things but are in different parts of the vichel(wheels/fins , lighting , and ornaments.) it would bring more businesses to those departments aka more money for you guys while giving people like myself more customization! besides wasn't this on the roadmap a few months back, but never done?

EvilNinjadude
2013-05-24, 01:54 AM
One major quality of life issue that just popped up: The SCU shield gens in major facilities.
Just remove the fucking SCUs if that's what y'all want. I was hoping we'd be at the point where we would be discouraging zerg tactics and cheesy ass shit like spawn camping but I guess we're doing the opposite...

Also, base layouts. Unfuck them.
What I mean by that is simply add a sensible, logical flow to the base fights. PS2 is NASCAR. We run in circles shooting each other in the back. That's not good gameplay, it turns most any fight into pure, unadulterated chaos. Chaos is bad. I know you (SOE) know this.
Do we have to kickstart Figment's paycheck to get him a job working at SOE?

You can fix all the bugs you want but when the underlying gameplay is just...bad, it doesn't help for shit.

Also Also: The MCG is still upside down. Justify it anyway you want, but it's still upside down.Whoa whoa, steady there.

Yes base layouts are the reason for all this. Everything else is not a problem, but a symptom of the only problem: base layout and defendability.

The attackers know where the defenders will come from. The defenders... not as much, unless they're all really organized.

Without that, most battles end up pushing the front line... either out of the facility if defenders have the advantage, or to the spawn if the attackers have the advantage. Advantage being generally speaking here.
In e.g. Biolabs there are multiple contol points that the attackers will cluster around. So you either hold a point or you don't.

Spawn and SCU are opposite from one another; attackers can just run all over the place if defenders aren't careful, and suddenly the fight is over.

bpostal
2013-05-24, 02:25 AM
Whoa whoa, steady there.

Yes base layouts are the reason for all this. Everything else is not a problem, but a symptom of the only problem: base layout and defendability.

The attackers know where the defenders will come from. The defenders... not as much, unless they're all really organized.

Without that, most battles end up pushing the front line... either out of the facility if defenders have the advantage, or to the spawn if the attackers have the advantage. Advantage being generally speaking here.
In e.g. Biolabs there are multiple contol points that the attackers will cluster around. So you either hold a point or you don't.

Spawn and SCU are opposite from one another; attackers can just run all over the place if defenders aren't careful, and suddenly the fight is over.

At least we can agree that base layouts are suboptimal. I still believe that the fight (in the general sense of the term) is focused too much on camping the spawn room (as with the current setup there is no other way to deny the enemy). With the previous changes to adjacency there is plenty of time for a counter assault if needed.

Once a fight has reached that tipping point where the spawn is camped by armor, air and turrets...simply end the fight (and frustration). Drop the shields and kill the SCU. Don't force us to spawn camp for another 10 minutes. Place the SCU gen in a sensible location, distribute the cap points logically so that the flow (and IMO the quality) of the fight is heightened and remove vehicle spam from the final push for a base.

EvilNinjadude
2013-05-24, 02:35 AM
Once a fight has reached that tipping point where the spawn is camped by armor, air and turrets...simply end the fight (and frustration). Drop the shields and kill the SCU. Don't force us to spawn camp for another 10 minutes. Place the SCU gen in a sensible location, distribute the cap points logically so that the flow (and IMO the quality) of the fight is heightened and remove vehicle spam from the final push for a base.
I think the current change to the SCU gen is okay, sorta. It discourages people from OMG generators and gets them to focus more on the control points.

That said, I want the SCU shields to go back up ONLY when the capture bar disappears as the facility is halfway capped. Because right now, if there is Faction B taking a biolab from faction A, then if faction C arrives, suddenly the SCU shields go back up. What nonsense. If the capture bar disappears and reappears for faction A, then SCU shields should go back up... until the capture is once again 75% done for factions B or C.

Falcon_br
2013-05-24, 02:42 AM
Since gu 09 everytime I close my game I receive the error:
Planetside 2 no longer responds, looking for one online solution.
I had to turn off the online problem solving on my windows just to decrease the annoyance of this bug.
The 487 kb patch didn't fix it, but tomorrow I will check it again, it happens all the time!
But I am ok with it, most gu really introduced much more horrible bugs on it, I am ok with gu 09, I am just sad that SOE didn't learn yet one thing:
Never do a double weekend after a gu release! Wait for the GU fix to do the double expo weekend!
But I do agree the gu 09 is stable enought for that double XP weekend.
Also, I am colliding with enemy copses, this shouldn't be happening!

Emperor Newt
2013-05-24, 07:58 AM
Since gu 09 everytime I close my game I receive the error:
Planetside 2 no longer responds, looking for one online solution.
Me and many in our outfit are having this issue since the game was released. Doesn't really bother me, but still it's a strange one.

SDaxxter
2013-05-24, 08:25 AM
Top annoying bug:
Not doing any damage after ~30 minutes ingame. Seems to be an upcoming showstopper.

[edit] by the way: if I remember correctly since GU4.

EvilNinjadude
2013-05-24, 08:46 AM
Me and many in our outfit are having this issue since the game was released. Doesn't really bother me, but still it's a strange one.indeed.
I've given up waiting for the game to close. I just kill the task when I feel like it.

Shogun
2013-05-24, 01:35 PM
number one priority has to be stability!

my playsessions never end because i decided to stop, they always end because i crash to desktop and get too frustrated to start again.

and if the devs can´t get the game to a stable state again, they should at least put you back to where you left, after a crash.
having to cross a whole cont because the crash sent me to warpgate again is a gamebreaker for me. i don´t fly because of the nasty controls and missing joystick support.

Emperor Newt
2013-05-24, 04:49 PM
Just played several hours without a crash. Also there seems to be a change with memory or something because since GU9 I can suddenly alt+tab out of the game quiet easily. That took ages before GU9.

Also the no-damage/de-sync bug in high populated areas is back (wasn't gone). That's something they should look into.

Sobieryba
2013-05-25, 08:09 AM
So
Jackhammer:
Give it more ammo in reserve,
Alternative firing mode(3x burst) should be set as default,

igster
2013-05-25, 08:42 AM
Quality of Life Issue : vehicle deconstruct timer.

I want to get out of the tank and do what's needed but we get penalised for it by the vehicle we've paid resources for disappearing because we don't get back to it every 5 minutes.

Binkley
2013-05-25, 01:19 PM
Change the ML85 reticle color to anything other than "Indar sand".

Give me an obvious indication if my infiltrator's cloak is active when I'm scoped in.

More loadouts.

Make the client stop crashing when using Physx.

Make the client stop crashing when not using Phsyx.

I should be able to spawn at any base my faction controls.

Make the screenshot function work.

Dkamanus
2013-05-25, 04:22 PM
The ONLY thing you MUST do. CTD MUST STOP! It has been MONTHS and the constant CTDs haven't ceased. I don't know how is this even possible, but I'm STILL crashing all the fucking time.

Since september. And yet this SHIT hasn't been fixed. I don't give a flying FUCK to anything else in this game. I DEMAND (as a god damn paying customer) for you to provide a STABLE version of this horse shit you are calling game. I can't play more then 10 minutes without a crash (NO, IT ISN'T A HARDWARE PROBLEM!), Sometimes less, sometimes more, but ALL THE TIME CTDs.

Divert ALL MANPOWER to this issue of stability. I don't care for how long. I demand a stable game. Its the fucking least you should provide.

EvilNinjadude
2013-05-25, 04:28 PM
^Above user is mad. He has a point. But he mad.

ChipMHazard
2013-05-25, 04:35 PM
Sadly that's the problem with playing PC games. There are soo many variables to take into account. If you've been crashing for months then I can only think that there must be something that's conflicting with the PS2 client. But without having more knowledge about the system in question, hard to tell. :(

Shogun
2013-05-25, 04:56 PM
i have the same crashing issue, and i exit any unnecessary background programs and antivir when playing ps2.
my system is brand new, i7 3770k win7 pro 16gb ram, nvidia gtx680 with 4 gb vram. since windows installation, i didn´t install any unnecessary stuff, just a few games.
(ps1 and all other games run stable)

i NEVER exit ps2 normally, it always crashes with "ps2 stopped working"(not sure if exactly right, i got german windows)
even when i hit exit, i get this message.

after starting the computer up, i always have to start ps2, wait a few seconds in the charselection until my screen would turn black for a few seconds and restart the client. if i just jump into the game i crash ~10 seconds after spawning. but when i exit the game after the screenflicker and start it again, i normally can play for some time. but most of the times i crash to desktop after random time. mostly when in menus or spawnselection.

i had a few sessions that were longer, but most of the time i am happy if i get to play for 30 minutes.

in beta i played without many crashes. next time i play, i will try if turning off physics changes anything, because that is the only thing that has changed on my side since beta.

Dkamanus
2013-05-25, 05:40 PM
^Above user is mad. He has a point. But he mad.

I wouldn't be mad if it actually happened once or twice a day. Imagine crashing 15 times a day (due to insistence). I can't think of any other reason beyond complete ineptitude. If this was a problem that was introduced just recently in the latest patch, I wouldn't mind, nor be as mad, but I'm crashing for months and I'm being completely lenient to their incompetence. Not anymore.

Stew
2013-05-25, 09:29 PM
FIX the bugs were while switching seat in a vehicules from the drivers get you into a 2x or 3 x loading screen it is really anoying

raw
2013-05-26, 07:30 AM
custom hud-color and custom crosshairs

EvilNinjadude
2013-05-26, 07:34 AM
custom hud-color and custom crosshairsYeah I heard some complaints about NC's sand-colored tank crosshairs. Talk about a needle in a haystack.

I'd definitely like to see something like this. Maybe complement it by adding more faction decals and details in the corners of the tank HUDs.

Sarloh
2013-05-26, 10:11 AM
The text 'Have any spare ammo?' Should be removed since you can't give ammo to other people. So here's an idea: make an option to share ammo with people using the same weapon as you - like giving them 1one or two clips or something. Or if you are standing a meter or so away you could just throw/pass the clip to that person. So one animation for simply passing a clip hand - to hand and one for throwing it.

Numbers! I wan't to, see how many players are on my server not just procents by faction.

Taunts / emotes. From a simple wave, a thumbs up, an army salute to tactical hand gestures.

More alert tasks.

Possibly a big drawing board where squad leaders could draw their tactics on. Similar to the Command channel only with drawings.

A graphical bug where it's like the floats in the users hand and doesn't float at the same speed so it's pretty weird. I've notived that 'effect' to grow with higher graphical settings.

Enhace the TR composite armor, the only good use for it is the Heavy Assult where it actually looks cool, but on other classes it's really lame - small.

camycamera
2013-05-26, 11:20 PM
moar customisable HUD:

like being able to choose where the health bar/shield goes, instead of 2 options. it would be nice.

camycamera
2013-05-26, 11:20 PM
and since GU09 is finished, GET TO IT HIGGLES! MAKE THE BEST BUG PATCH EVARZ!

Baneblade
2013-05-27, 01:08 AM
It could be something else, but my Longshot hasn't OSHOKed anyone in quite some time. Whether or not I am getting headshot indicators.

Bravix
2013-05-27, 01:33 AM
-Darker nights
-Solstice SF grenade launcher, switch to rifle bug. Sometimes it'll bug out and not let me switch from the GL to the rifle itself until I switch to a separate item, THEN the rifle.
-DARKER NIGHTS
-Other bugs people have posted.
-Make it so that Vanguards can't fire the main cannon with shield on

ChipMHazard
2013-05-27, 04:53 AM
It could be something else, but my Longshot hasn't OSHOKed anyone in quite some time. Whether or not I am getting headshot indicators.

Nanoweave 5. Will obviously depend on how close you are.

Shogun
2013-05-27, 05:10 AM
-Make it so that Vanguards can't fire the main cannon with shield on

oh yes, and the prowler should also not fire its maincannon when locked down,and make it so, the magrider can´t turn or strafe when activating the magburn.

Baneblade
2013-05-27, 10:14 AM
Nanoweave 5. Will obviously depend on how close you are.

I find it hard to believe everyone has Nanoweave 5.

ringring
2013-05-27, 10:31 AM
oh yes, and the prowler should also not fire its maincannon when locked down,and make it so, the magrider can´t turn or strafe when activating the magburn.

I like the way you're thinking.

Crator
2013-05-27, 10:37 AM
My #1 want: Quick pick on load-outs using # keys

I know this has probably already been stated but adding my +1 on it.

Figment
2013-05-27, 11:01 AM
My main issue remains base design and layout.

fharju
2013-05-27, 12:50 PM
Vehicle drivers and gunners should share XP from all sources (assists, kills, ground to air etc.) Even if it is just a portion.

Last night I was gunning a Harasser and getting lots of XP for assist kills. My poor driver was getting nothing.

Once in a blue moon, and I hate to admit this, I lock my harasser so that I can jump on my gun and get the kill XP...

If this has already been said then consider this my +1.

ChipMHazard
2013-05-27, 01:08 PM
Remove the two lightposts right outside the main building in the warpgate. Those things are like flypaper for galaxies. In more ways than one.

Sheppe
2013-05-27, 01:54 PM
Everyone and anyone being able to see infils regardless of them being cloaked - and at range too.

Figment
2013-05-27, 07:03 PM
Oh yeah, my AV launcher (basic NC AV) is bugged: when I try to scope, my view moves above the center of the barrel, instead of watching through the scope. The bottom half of my screen is then blocked.

Another one is that when I hold shift for running, F for ability often doesn't work at the same time.

Worse, the heavy shield doesn't always appear glowy when it is activated, meaning I press twice and deactivate it till it visually activates.

Kail
2013-05-27, 07:10 PM
Another one is that when I hold shift for running, F for ability often doesn't work at the same time.

That might be a limitation of your keyboard - once you start pressing 3 or more keys you may miss keystrokes unless you have n-key rollover.

Aiden
2013-05-28, 12:15 AM
Equipment terminal resupply should heal you to full.

This is the most basic, no-brainer quality of life improvement I can think of. Right now, you have to switch to Medic, use F, and swap back. Cut out the middleman.

I know it was removed in beta because of apparent equipment terminal camping, but Resupply currently maxes everything besides your health (shield, ammo, even your F ability). If need be, it can heal you at restoration-kit speed so that you can't camp it easily.

HelpLuperza
2013-05-28, 12:46 PM
My top 2 "quality of life" issues.

Dealing with Griefers: https://forums.station.sony.com/ps2/index.php?threads/may-community-grief-reporting.82971/page-13 (not 14 but 13) Also watch...
Make the Planetiside forums more like PSU with better forum search and edit ability: Right now is it very hard in the planetside forums to use search forums for words less than 3 letters. For example, what if i wanted to search for information about 666 or read a discussion about C4. You currently cannot search those in the planetside2 forums. I may explain this further later, but I am not sure if anyone else besides a dev I know wants this.
Remove Air based Latency exploits and improve the quality of life vehicles in the Air and Drop pods: Lately, client and server latency in the air in particular has come to such an all time high that its hard to have good 1 on 1 battles against other ESF in air anymore. Futhermore, I feel like latency is one of the minors reason we don't see huge air battles in the air anymore. (The major reason being the number or anti-air options and poor knowledge of ways to counter those air options. However, I have concluded that Air lag does not just affect air vechiles, but in fact affects drop pods and all vechiles if you get sufficient air time. I concluded this after noticing lag in the drop pod when it hits about the 10 - 50 m range from the ground. The Harrasser and lightening tend to lag a bit if you get at least between 3 - 10 m off the ground in a jump. So, I believe this lag is not vechile based in nature, but caused by something else. For those of you who were on Connery last night with me, I am submitting my conclusions on drop pod max exploits and latency exploits to SOE later today to hopefully address this issue in more detail



What do you guys think?

Rahabib
2013-05-28, 12:51 PM
Just saw a post on the official forums, but I would love to see the grenade launcher to use the "L" toggle attachment instead of using a slot. It took me 15 minutes to figure out that I just had to use what used to be my pistol key was now the grenade launcher. I rarely use the mouse wheel which is why I didn't get it for a few minutes.

RGEN
2013-05-28, 01:09 PM
The biggest quality of life issue is: Not being able to spawn at logical or useful location after you redeploy or die.

1) You should be able to spawn in any spawn room location in an adjacent controlled territory. This is necessary if and when you need to fall back a pull a vehicle.

2) You should be able to spawn at any friendly sunderer in an adjacent territory (enemy or friendly controlled).

3)You should be able to spawn at spawns in adjacent controlled territories but not limited to one territory jumps. I hate having to puddle jump my way across a content. However, currently even puddle jumping doesn't even work right now as spawn locations are unpredictable, erratic, and far and few between.

4) If I'm at the warpgate I should be able to spawn at, ideally, any controlled spawn location anywhere and at minimum in any territory 1 to 3 territories from the warpgate. Though some front line spawns would be nice too.

Lonehunter
2013-05-28, 10:06 PM
Experience gains hidden by a spawn screen. Alerts, base caps, if I'm in the middle of spawning I never can find out how much I've gained. It's not like there's a combat log I can look up xp gain. It would be as simple as letting the text show over the map...

Kail
2013-05-28, 10:13 PM
Comparison tooltip from the weapon selection screen being chopped at screen edges - should be anchored to the screen.

Figment
2013-05-29, 05:03 AM
Automated switching to indoor maps of facilities if you are on a specific level.

Snipefrag
2013-05-29, 07:38 AM
My two biggest gripes are:

1) Minimap needs one more zoom level in, this changed in the last patch. Makes my eyes hurt straining to view stuff.
2) Problems moving between the "Deployment" screen and the loadout screen, it forgets what loadout you had selected when going between them. This is really annoying. At best it adds multiple pointless steps into adjusting your layout and deploying, at worst it can cause you to accidentally deploy with the wrong loadout.

FASREDOAK
2013-05-29, 01:59 PM
The Vanu MAX special ability is WAAAYYY too overpowering. It gives such a massive offensive increase with little to no defensive deduction. Needs to be leveled down.

Iceonix
2013-05-29, 02:44 PM
When I open the map I would like it to open on me and not some corner I panned to 20 minutes ago.

Elahhez
2013-05-29, 04:37 PM
The Vanu MAX special ability is WAAAYYY too overpowering. It gives such a massive offensive increase with little to no defensive deduction. Needs to be leveled down.

Being Vanu myself, i must admit, it does seem a bit OP as is currently. Maybe increase the amount of damage taken, when active.

bpostal
2013-05-29, 08:29 PM
New gripe which is actually an older gripe...Somewhere in the last few GU patches we've lost the ability to list each squad in a platoon separately. Getting that back would really help out platoon leaders.

Elahhez
2013-05-29, 08:44 PM
New gripe which is actually an older gripe...Somewhere in the last few GU patches we've lost the ability to list each squad in a platoon separately. Getting that back would really help out platoon leaders.


Higby tweeted earlier today, that they are adding new squad management features next week, as well as custom squad colors ;)

GraniteRok
2013-05-29, 10:40 PM
My two biggest gripes are:

1) Minimap needs one more zoom level in, this changed in the last patch. Makes my eyes hurt straining to view stuff.


Minimap zoom in +4 levels? It has a zoom out by one and three zoom in levels. This is minimap only, not the "H" expanded view of the minimap. If I remember correctly, the farthest zoom in level is something like the level to half the main tech plant building.

Oh.. and one more Quality of Life item;
Weapons remember the attachments from the last time you equipped them, vehicles or infantry.

Spoof
2013-05-30, 03:38 PM
Another bugbear...

Logging in...
Login is clunky, with no feedback as to why it's taking forever "Logging in..." and not actually logging in.

This is my experience as a paid member with three characters on EU servers. Usually one of these three will be an issue, leading to furious spamming of the "Logging in..." button - which I know does nothing, but is more satisfying than waiting - and restarting of the client.

The login process give no feedback of queues, congestion or informative errors in these situations.

Dragonskin
2013-05-30, 04:03 PM
I find it hard to believe everyone has Nanoweave 5.

You only need nanoweave 3 to prevent instant death from snipers outside 100m.

Thekoolaidline did a whole vid for this.
http://www.youtube.com/watch?v=oXeDFQuqOXI

My biggest quality of life has been mentioned, but I want to +1 it. I dislike selecting a loadout on my loadout screen, but respawning with whatever loadout is first on my list instead of the one I changed and intended to respawn with.

Shuuda
2013-05-30, 05:35 PM
The gravity lifts have really started to get on my nerves lately, specifically the constant accidental swapping between them whenever I try to ride on them. Tonight was pretty much the last straw. I got so caught up in fannying around with these bloody things, getting stuck between them, that I was bullseyed by some tosser with a bulldog.

That seriously cheesed me off and made me wonder whether there was something that could be done to make using these lifts more stable and less accident prone. In my mind the idea of having some proper sort of lift (one that maybe forms under you and then vanishes when you step off it) would be any better.

At the very least, I wonder if there is any way to lessen the chance of me drifting between the lifts and getting stuck in mid-air. At best it's annoying time waster, but when it's causing me to get embarrassed then I really have to raise my eyebrow about it.

Yes, I am well away of the fact that I'm only writing this because I'm a blind rage about that death. What can I say, I take my failures very hard.

Also, the deloyment selection recently has become unbearable as well. Half the time when I go to redeloy it feels like I'm never able to go anywhere remotely near where I want to go or anywhere that would even be enroute. Please could you increase the selection just a little.

Finally, some personal fantasy of mine... burst varients of weapons should function more like the SABR-13. Currently, there is no reason to use say the TRAC-5 Burst over the TRAC-5 S because the S varient also has the three round burst if I want to use it. If burst weapons also had the option for two round burst that would at least give them some that makes them worth thinking about over the S varients. There's no point making these thing a hundred certs if no one has a reason to get them.

Soothsayer
2013-05-30, 05:50 PM
Forgot to mention this on an earlier post...

I'd like to see options for XP split/sharing at either a vehicle level and/or squad level.

XP waypoint from PS1 was good and would add stuff to the SL cert tree.

noMnoM
2013-06-01, 10:08 AM
i didnt read the full 28 pages so apologies if this has been mentioned.

my #1 quality of life issue is varying percentage of health upon swapping classes when they have different levels of nanoweave on them. if i am at 100% health, i should stay at 100% regardless which nanoweave level is applied to the class i switch to.

DeltaGun
2013-06-01, 04:07 PM
- Melee audio cues. It sounds very hollow when you hit an enemy, especially as a MAX.
- Melee bug. The second melee attack almost never hits, even when stationary. Why?

ChipMHazard
2013-06-01, 08:00 PM
Word from Higby is that GU10 won't be the one with these changes. They are saving them for GU11. Just a heads up so people don't get worked up over the next update, the one next week.

isilyan
2013-06-01, 08:13 PM
You see ppl far off(no marker over them, and the minimap dont have the range), you Q. Nothing happens.
You fire, only to get a teamkill or TD :(
And markers on friendly Mines ffs, dont know how many Inf resources I spend on moron teammates blowing then up :(

http://www.thevanuaccord.com/sigs/sig-5428011263290043633-4.png (http://www.thevanuaccord.com)

Tuhljin
2013-06-02, 02:01 AM
There's another very annoying issue I neglected to mention in my other post.


If you can see a friendly mine, THEN IT SHOULD HAVE THE "FRIENDLY MINE" ICON OVER IT. ALWAYS. (Or at least when it's remotely close to you!) It's ridiculous how it is now because friendlies will shoot at them (and destroy them!), thinking they're helping.

Shogun
2013-06-02, 05:42 AM
i hope this thread is still scanned by cpt. higgles.

i wish we could get a redesign for the healing and repairing tool.

especially the repairing tool looks too much like the pistol!
i use mousewheel to scroll through weapons, and often i end up shooting the max with a pistol instead of repairing it.
the design in ps1 was superior. you would never confuse a pistol with a medic- or repairtool.

Ohaunlaim
2013-06-02, 10:21 AM
** I want a counter for my deployables, thank you very much.

Never sure when my Ammo box times off until people start screaming for ammo again.

Never sure if my AP/AV mines have been spotted and destroyed, have been avoided, or were set off without a kill. Constantly having to run back to check on them is a waste of my time.

** Doritos over friendly mines as mentioned previously. Or give each faction individual mine models.

Even I shoot the damn things only to realize they are friendly.

** List, perhaps over the ammo count, the name and type of weapon being manned in a vehicle. Most especially for secondary gunners.

When I pick up a random gunner it would be nice if they knew what the weapon was intended to shoot at instead of trying to kill a tank with an anti-infantry weapon, for example.

Let's people make note of any gun they might want to purchase for their own vehicle at a quick glance.

KesTro
2013-06-02, 12:49 PM
While I'm sure it's already been said. Something along the lines of pressing 1-6 for your classes and then 1-3 for your loadouts would be wonderful, maybe press 7 or 0 to go back to the previous menu.

Rivenshield
2013-06-03, 04:04 AM
I want water and an underslung minigun. Put it on a harness and hold it at the same height, but give me my old minigun back. And water. As a loyal Terran, I'll point out that cheats the Vanu in particular. It also deprives us of the fun of figuring out how to deal with a tank army that can slide across the river. (You better give us the old weak-but-plentiful mines and spits back in that case).

Also, I'd like to be able to see what's going on in each continent without actually *going* there. Give us a proper global map FFS.

And text macros that I can hotkey. Why is so much simple useful stuff we had a decade ago missing?

/nerdrage

ChipMHazard
2013-06-03, 03:50 PM
I hope this thread is still scanned by cpt. higgles.


He's not, judging from his account activity.
But, here's hoping that Mr. Higby visits this thread in the near future. Been strangely absent since he made the thread, hasn't checked any of the feedback threads.:confused:

Baneblade
2013-06-03, 06:19 PM
He does it logged out.

ChipMHazard
2013-06-03, 06:20 PM
He does it logged out.

Ah, so he prefers to be sneaky does he? Fair enough.

Rbstr
2013-06-03, 07:03 PM
I wouldn't want people to know what I was reading, as a dev.

People seem to have a hard time not looking to far into what they've typed...now add the subtext of visiting a certain thread often?

Hamma
2013-06-03, 07:45 PM
Yea Higby is a lurker ;)

EarlyDawn
2013-06-04, 01:01 AM
Spawn logic needs to be much more transparent.


Any valid point in your sector
Any valid point in an adjacent sector
Any valid point in the sector containing your squad leader
Any "hard-wired" points that are not cut off from your warpgate


Ammo boxes need to be deployable anywhere - no more clipping issues with players - and need to dispense ammo while you're holding them, for on-the-move action.

Amp Stations and Bio Labs need much better benefits. I believe this is in the works.

Scout radars should display their functional ranges in some way. Mine Guard should highlight enemy mines at close range.

Engineers need a Triage equivalent for MAXes in their vehicle.

Facility spawns should be significantly faster than Sunderer spawns.

Vehicle turrets needs more consistent symbology for gunners, including orientation to hull, "tilt offset" (not sure what the proper term is), a rangefinder, and turret / ammo status for gunners. A "designated target" quick mark would also be awesome.

More waypoints for squad leaders and platoon leaders. Designated 2iC (assumes control if 1iC disconnects), navigator (additional waypoint for mounted operations).

Sunderer Radar module should be a scout radar - you are sacrificing major capabilities for it, and it would be great for gun trucks.

Sunderer Gate Defuser should short out the gate for half of the total time the vehicle can bypass the gate. Most gate bypasses are a one-way trip to hell. Make it worthwhile.

Fire Suppression is lackluster on all current vehicles, imo. Enhance it or roll it into associated survivability modules on each vehicle.

All vehicle facing armors should include top armor enhancement.

Flashlights either need their own slot on attachable weapons, or need something additional, like a blinding effect.

Laser sights need to have true on/off functionality, in terms of accuracy and visibility to others.

IR/NV shouldn't display doritos beyond the haze cutoff. It is far too versatile with self-spotting.

The flash suppressor needs something additional, like removing tracers for true semi-auto fire. It is a solidly meh choice against the compensator and suppressor.

Rahabib
2013-06-04, 02:29 AM
Two bugs I get often:

Fix switch from nade launcher to primary bug. It's so aggravating having to go to pistol first then to primary.

Fix ammo pack bug where you stand on pack forever and can't replenish.

Taramafor
2013-06-04, 03:03 AM
I've never experienced this, so it may just be an issue with your keyboard if you aren't using on that is labeled as gaming/anti-ghosting. Most regular keyboards have a limit to the amount of keys that can be pressed simultaneously before ghosting occurs.

It's the keyboard. 100% sure on this. Not sure what causes it really. Sometimes some key combinations just don't gel, and in most of those cases it's always the LEFT arrow key.

Make flashlight much more brighter so it might actually be more useful then night vision when playing as a team (look, enemy over there!). That way there's a reason to pick it over night vision.

Shogun
2013-06-04, 05:11 AM
It's the keyboard. 100% sure on this. Not sure what causes it really. Sometimes some key combinations just don't gel, and in most of those cases it's always the LEFT arrow key.


don´t think so, because i have noticed this, too!
and i use a logitech g11 and it passed the ghost-test cyclesmchurtz suggested a long time ago with not a single character missing.

but strafing while running using the sprint key often doesn´t register the strafe-left key. especially when additional keys like spotting need to be spammed as well.

Figment
2013-06-04, 05:19 AM
Yea Higby is a lurker ;)

Do you have enough dark alleys in this forum to provide the necessary shade?

ChipMHazard
2013-06-04, 05:24 AM
don´t think so, because i have noticed this, too!
and i use a logitech g11 and it passed the ghost-test cyclesmchurtz suggested a long time ago with not a single character missing.

but strafing while running using the sprint key often doesn´t register the strafe-left key. especially when additional keys like spotting need to be spammed as well.

I've noticed this as well on my G710+.

Shogun
2013-06-04, 05:35 AM
I've noticed this as well on my G710+.

could be lag related.

because running up to a terminal and pressing e immediately doesn´t work as well. you have to wait until the slow game realises you are legit to use the terminal. and spotting doesn´t do anything very often as well.

maybe there is some lag problem, where the game simply doesn´t expect you to send in so many commands at once, and simply drops some.

so yes, this is another one of my top annoying bugs for the qol update

by the way, does a proper support for multicores and a newer direct x version count as quality of life patch?
you can´t play the game smoothly with a computer that is limited to dx9 anyways. and people don´t play shooters when they can´t play it smoothly. in ps2 you could still have fun as fulltime supporter, but that doesn´t work in ps2. so this downward compatibility is more than halfassed and a waste of performance.

Wahooo
2013-06-04, 11:36 PM
New one just occurred to me with the 1 hr XP boost sale.

Why are boosts tied only to the toon you bought them on? They aren't even cross-character for the same empire?

I bought a bunch since they were cheap and I thought I would use them sporadically for when i'm on different alts and a 1 hr boost was perfect for how little I play them. DOH! I got kinda lucky since I bought a couple on the toon I first saw them, then decided to buy a few more when I logged into the next empire thinking it was a good enough deal at 50% and there have been times I really wished i had something like a short 1 hour boost.

I'm glad I learned this on a cheap sale, but it doesn't really make sense to me why it isn't account wide.

camycamera
2013-06-05, 12:41 AM
wow Higgles, you better be writing all of this down.

Illyasviel
2013-06-05, 12:56 AM
One thing that really annoys me about Planetside is how small incongruities in terrain can cause your character to launch off the ground. Examples are jump pad landings, stairs or sometimes just a pebble or something. Small ledges in the terrain. If you dash toward the face of one, when your character hits it, you get popped up entirely off the ground and glide through the air a bit on a very shallow trajectory.

You can fly maybe four to five meters with zero control ( because your character isn't touching the ground ), enough to cause you to way overshoot your intended destination. Especially if you were intending on pulling a sharp turn, then you might end up getting launched in a direction you entirely did not intend for.

Here's why I get annoyed with this:

I'm a pretty mobile player and take a lot of dashing quick peeks. I am almost never crouched and I dash a lot.

So I might dash around a corner, see odds I don't like or maybe drop a guy and then turn around to hide behind something. I hit one of these bumps and I get launched way past my destination and have to repath. That extra half second where I'm out of cover can sometimes get me killed.

Another example is any spawn with stairs leading out of it ( biolabs comes to mind first and foremost ). Frequently, I'll be dashing back into spawn perpendicular to the stair facing, intending to make a sharp turn into the room. Often times I'm getting lit the hell up. I hit the stair ledge and I shoot through the air, parallel to the walls and completely overshoot the entire entrance, and now I'm on the other side of the entrance and have to quickly turn back the way I came from and hopefully get it right my second try ( if I'm not dead ).

Speaking of biolabs, if you are dashing toward a jump pad landing ( the ones on the exterior platforms ), sometimes you'll hit the jump pad landing just right and get launched straight off the entire freaking platform. Enough time for you to get out a, "fuuuuuuuucccccc-" *splat*

Thanks for reading my complaint. If its something you can fix by increasing player gravity or something, I would appreciate it. But if its something that would require you to have to massively reinspect the entire game world, well, it's probably not worth the effort right now.

Shogun
2013-06-05, 06:54 AM
wohoo, the last one is a tough one. they couldn´t fix it for planetside 1 in 10 years ;)
and it was much bigger then. try ps1 and run up a stair, you will launch like a rocket every time.

Illyasviel
2013-06-05, 12:09 PM
Bleh. One of my bigger pet peeves in Planetside, the biggest of course being all the OHKOs against infantry. SoE, you've done a great job building a competent FPS game that was well balanced around ~667 ms TTK! Why would you mess that balance up by adding so many 0 / 250 ms TTK weapons?! It's downright silly.

Assist
2013-06-05, 05:52 PM
Still have to manually spend points on things like Proximity Mines, Grenades, Medpac's, etc.

You give us the damn Auto Refill box and the shit doesn't even work! Games back in the 90's had features like this that worked!
C'mon Higby, what kind of shitass "Quality of Life" patch is this?

DirtyBird
2013-06-05, 08:44 PM
Still have to manually spend points on things like Proximity Mines, Grenades, Medpac's, etc.

You give us the damn Auto Refill box and the shit doesn't even work! Games back in the 90's had features like this that worked!
C'mon Higby, what kind of shitass "Quality of Life" patch is this?
When he said next patch he meant the one after the next or maybe the one after that, its a huge list.
And they fixed Auto Resupply back in GU08 (http://wiki.planetside-universe.com/ps/Game_Update_8_(2013/05/02)#Bug_Fixes) :rolleyes:

EvilNinjadude
2013-06-06, 02:01 AM
When he said next patch he meant the one after the next or maybe the one after that, its a huge list.
And they fixed Auto Resupply back in GU08 (http://wiki.planetside-universe.com/ps/Game_Update_8_(2013/05/02)#Bug_Fixes) :rolleyes:"Fixed" indeed :rolleyes:

They said what we wanted to hear, and the proposed functionality makes sense... it only doesn't work.

Cromation
2013-06-06, 03:04 PM
How about fixing infiltrators and letting them actually "infiltrate." When people can see me from 50+ meters away and im cloaked, its a little ridiculous.

Calista
2013-06-06, 03:24 PM
Poor performance, poor performance and poor performance even on high end PC's. Oh did I forget to mention poor performance?

Wahooo
2013-06-07, 01:41 AM
Maybe it is just bad on low graphics but the new tracers are atrocious, especially on Snipers. I didn't even know there was an issue or a complaint with them that needed fixing but it needs to be changed back.

planitsider
2013-06-07, 05:51 AM
I would love to have to buddy in a platoon.
The buddy you will see furder away and you see his health.
Bit like the base indicator.

But the biggest thing id like to see is a quick indicator.
By pressing bubble q you place a small way point that is shown from far away.
This would be so handy for pointing out a door that has to be defended.
And in air a good communication is hard because spot doesn't work that good.
So pointing out a combined fire location would be great.
This should be a squad leader option

Mustarde
2013-06-07, 08:49 AM
I want the ability to see health on infantry and vehicles back!!! It has been so frustrating to be clueless if you are close to finishing that vehicle or max, or if you have a long way to go :(

Also, nanoweave is greatly affecting infiltrator quality of life. So many headshots that don't kill, and yet we pay quite a high price for that supposed ability to be a sniper. All you need is nanoweave 3 and you can be a BR 10, laughing at all the sad snipers who can't finish you off.

PredatorFour
2013-06-07, 11:59 AM
Top for me is the striker bug. Example, i was doing an attack run, killed a tr flew off in a midst of flak, got locked on, released flares...then ahh relax:) BUT NO! A lock on followed by immediate hit on my scythe results in a crash landing lol. If i see the patchnotes "Fixed striker lock on bug on esf's" I will jump for joy lol.

ringring
2013-06-07, 01:55 PM
When I see someone I know I'd like to go VVH

Wahooo
2013-06-07, 02:34 PM
When I see someone I know I'd like to go VVH

When someone starts to repair or heal me i'd like to go: VVT then when they are done i'd like to VVE or VVF or if someone drops ammo i'd like to VVT as well as VVE. When someone knifes me or head shots at point blank i'd like to VVG. When I knife someone else i'd like to VVB, If I see someone get dropped near me by a sniper but I don't know where it came from (although with the new tracers how could it be a mystery) i'd like to VWS. When I'm in an AI max in a biofarm outpost telport room i'd like to VTSF. When i'm in a bio-farm and I notice the gen start flashing but before we get the warning that it is actually been compromised i'd like to VDG. When I am in a tank and my squad isn't full or i'm not in a squad i'd like to VNG. When that gunner nails a reaver in mid air with his halberd i'd like to VVG.... ETC.

I'd also like some NEW ones that are relevant to the game...you would think the VGS system would... you know evolve from the predecessor. VDA "Defend our AMS"

EvilNinjadude
2013-06-07, 02:52 PM
When I see someone I know I'd like to go VVH
You know how many times I've wanted this? It'd also be fun when finding playful and intelligent enemies, as I've done in this game as well as in Tribes:Ascend many times...

only in Tribes:Ascend you can run around each other yelling Shazbot non-stop, and congratulate each other across global chat afterwards (in PS2 it'd have to be region-chat)

Gammit10
2013-06-07, 10:15 PM
Micro-stuttering. It's making the game more and more unplayable. I'm about to throw in the towel permanently.

https://www.youtube.com/watch?feature=player_embedded&v=5mVj0mIjDws

JamesTSchuerk
2013-06-08, 03:41 AM
- Fix poor FPS. I really mean it. Things got worse again with GU9 and 10. Fire some of your coders and hire better ones. I have the feeling that there are some stupid coders on your team which continously re-introduce low-FPS routines.

- Allow for shadows and vegatation to be turned off ingame, not only in the Userconfig.

- ALLOW FOR ALL SPAWN POINTS. If your faction owns a territory, what could be the reason not to spawn there? The current selection of spawn-points is lightyears away from anything smart. 1 warpgate. 3 bases where there is no friendly and no enemy (I surely will have much fun playing there), 1 base there are 95% of your faction and 5 percent enemy (meaning that you will have to compete highly to get a kill every ten minutes). Three "reinforcements needed" at the same base where there are already 95% of your faction. That is the typpical situation of "available spawn points", and if you play solo, this is plain stupid. Allow for all spawn points your faction owns, and within a reasonable range (500-700m) show friendly deployed sunderes aswell.

- Fix the annyoing bug that after 30 minutes into gameplay, shots on enemies are no longer registred. I have reported this error 10 times via ingame menu. What's the point in playing a shooter if you can't actually... shoot someone? A lot of weapon changes seem to decrease the time within which this appears, may have something to do with some cache. Relogging to main screen normally settles this but is highly annoying, as I have to ask for reinvite every 30 minutes.

- Fix micro-stutters. Also finally allow for much smoother mouse-movement. It is is still worse than in many many other shooters. May also have to do with crappy FPS.

- Completely remove rebounce from grenades. Make their "throw feel" as in other shooters, where one can actually throw them to a specific location where they will remain until detonating.

- Redsign loadout screen and loadout selection, allow for more than three loadouts. Weapons shall "remember" their last attachments, as e.g. in Bad Company 2 or BF3. Currently, I change setup in loadout 2, hit "respawn", and spawn... with loadout 1. Why? Why? Also, if I preselect loadout 2 or 3, click change loadout, I'm presented loadout 1 to change. Why?

- Also, if all spawn points are allowed, it may not be necessary to redesign the other two continents with "battle flow improvements". Currently on Indar, if you are up against a Zerg on a lane, you will be up against exactly the same Zerg on the next station of the lane. Very much fun to be contiously spawn-bombed base after base, reason why I don't play much on Indar anymore. Allow us all spawn points, we are smart people, we will choose where we want to fight.

JamesTSchuerk
2013-06-08, 03:42 AM
Ah, and one more thing, give us health bars on enemies and vehicles back on any distance, we need to know what health they have left.

typhaon
2013-06-08, 04:29 AM
I'm pretty sure this is a bug. When I'm in my Vanguard... I get locked on by a Striker... I hit T because I want to let it hit me and get an idea where the fire is coming from, before I turn on my shield and go after it... I get impacts - but see no incoming shells.

Makes me sad.

EvilNinjadude
2013-06-08, 07:24 AM
Micro-stuttering. It's making the game more and more unplayable. I'm about to throw in the towel permanently.

https://www.youtube.com/watch?feature=player_embedded&v=5mVj0mIjDwsWhat, my entire day looks like that. I know it sucks and it makes the game terrible, but you're willing to quit because of this?

ringring
2013-06-08, 07:39 AM
I'm pretty sure this is a bug. When I'm in my Vanguard... I get locked on by a Striker... I hit T because I want to let it hit me and get an idea where the fire is coming from, before I turn on my shield and go after it... I get impacts - but see no incoming shells.

Makes me sad.

I had that whenever I have ultra or PhysX turned on. I make do with high now and it's fine.

KodanBlack
2013-06-10, 10:42 AM
1. Give platoon leaders the ability to manage their platoon without being a squad leader.
2. Allow platoon leaders to drop spawn beacons, rally points and "squad" objectives.
3. GET RID OF THE TEXT LINES TELLING ME THAT A GM HAS COME ONLINE! They always happen in the middle of a furious firefight and block my vision while they're up! And, get rid of non-English speaking GM's on American servers. I mean, really?

Shuuda
2013-06-10, 05:44 PM
I have thought of another small change I think would be really nice.

When playing an infiltrator and cloaking, the crosshairs/laser dots for scopes under 6x should still be visble for the player. I think this would be a great way to make the close range rifles (like the TSAR-42) and scout rifles slightly more viable. I don't mind scope sway, but having difficulty aiming while cloaked makes using these less enjoyable.

DirtyBird
2013-06-13, 11:40 PM
Attention to these must be going into an update before the current patch on the PTS.
Because that current patch on the PTS has very little in the way of "fixes" to the QoL/Bugs posted here imo.

ringring
2013-06-14, 05:11 AM
Nerf friendly damage for vehicle collisions with infantry. It's ridiculous how many friendlies I kill unintentionally and often without knowing anyone is nearby.

Baneblade
2013-06-14, 06:26 AM
Nerf friendly damage for vehicle collisions with infantry. It's ridiculous how many friendlies I kill unintentionally and often without knowing anyone is nearby.

It's their job to not die.

ringring
2013-06-14, 06:36 AM
It's their job to not die.

Harsh. :lol:

psijaka
2013-06-14, 07:14 AM
Getting stuck on a bit of steep terrain at the top of a gully really bugs me. I'm not expecting to be able to jun up a 50 degree slope but I should be able to climb it at least.

Spoof
2013-06-14, 12:27 PM
GU10 came and went.

At this rate we'll be waiting six months for our 'quality of life' to improve.

psijaka
2013-06-14, 03:01 PM
^ Yeah, I'm taking a break for a month or 2. Back to Firefall for a while.

Wahooo
2013-06-17, 01:42 AM
That beautiful middle range of about 5-10 meters that AI max does no damage, no hit indicators whatever. cross-hair centered on them unload 1/2 a clip and nothing get c4'd and see they've taken literally no damage at all.

I just rage quit for the night over this crap. I may not have the best aim in the world but when I DO have the reticule over a target and both mouse buttons pushed down I expect to damage. This is getting old.

http://www.planetside-universe.com/showthread.php?t=55325

Ozziewolf
2013-06-17, 09:39 AM
I would like the game to remember and keep the last load out for a class you used as the active one when switching between classes.
As an example if I am a Light Assault with load out 2 then play as an engineer in a vehicle for a while when I change back to Light Assault I would like Load Out 2 to automatically be selected since it is the last load out I used. It feels unintuitive to have the game default to Load Out 1 every time.

I'd also like the Harasser to not be so top heavy but that probably isn't going to change. I managed to flip one when I barely bumped a curb immediately upon gaining control of my vehicle a couple of days ago. I realize this isn't what you had in mind with quality of life changes but it would sure increase my quality of life.

EvilNinjadude
2013-06-17, 10:19 AM
I would like the game to remember and keep the last load out for a class you used as the active one when switching between classes.
As an example if I am a Light Assault with load out 2 then play as an engineer in a vehicle for a while when I change back to Light Assault I would like Load Out 2 to automatically be selected since it is the last load out I used. It feels unintuitive to have the game default to Load Out 1 every time.Guess what, that's already in the latest patch notes!
Awesome, i know, right?

Ozziewolf
2013-06-17, 10:32 AM
Guess what, that's already in the latest patch notes!
Awesome, i know, right?

That is pretty awesome. I was going to ask where the notes were but I just found them. I just started playing again after about 5 months and didn't know about the PTR notes. That was just something that kept annoying me over the weekend.

EvilNinjadude
2013-06-17, 12:04 PM
That is pretty awesome. I was going to ask where the notes were but I just found them. I just started playing again after about 5 months and didn't know about the PTR notes. That was just something that kept annoying me over the weekend.
I know, I'm not blaming you for not knowing beforehand. I'm just as happily excited as you are.:)

DirtyBird
2013-06-19, 05:57 PM
Hey guys -

GU11 is right around the corner and I wanted to drop in and call out some of the major features coming with the update. When we started working on this update we decided it would be a pure "Quality of Life" patch, with a minimum of additions in terms of new items or systems and a lot of refinement, tuning and enhancements to the things you've already got.

A few weeks ago we asked you guys for what you wanted to see updated and got an absolutely massive list of requests ranging from minor nitpicks all the way up to fundamental game changing suggestions, and those requests have guided how we've approached and prioritized the changes for this update. We didn't get anywhere near touching everything that was requested, but did get through a pretty decent chunk and the rest that we've either run out of time for or are larger challenges than can fit into one update we're continuing to work on and prioritize for the next several updates. Of course, whenever taking suggestions from a community as large and diverse as the Planetside 2 community it's impossible to find changes that are universally agreed on or prioritize everyone's top issues as the top development issue, but we have done our very best to make this an update that brings as many benefits to as many of you as possible.

Ok so now you've prepared me for the worst and let me down gently, lets see what exactly got done. :(

Rest of the details are on the official forums, or wait for someone to post it as news.
https://forums.station.sony.com/ps2/index.php?threads/gu11-landing-soon.135273/

typhaon
2013-06-20, 05:30 AM
3 more...

That thing where you're trying to fire a missile/AV rocket out of a spawn room and it blows up in your face.

That thing where you're being shot at and you run around a corner, inside a shield, yet still take damage and die.

That thing certain Vanu/TR on my server do with (I think) underbarrel grenades where they can get the explosions to go through the spawn room doors - particularly in the Biolabs.

Tom Peters
2013-06-20, 05:35 AM
That thing where you're being shot at and you run around a corner, inside a shield, yet still take damage and die.


Welcome to every shooter ever.

This is the cause of clientside hit detection and it's not something that's fixable.

On the enemy's screen, you had not yet made it into the shield and he shot you. You can't deny that guy his kill because from his perspective he landed the shot and got the kill.

You just have to figure that's going to happen and either be faster or don't make such a reckless attempt at sprinting into cover.

typhaon
2013-06-20, 06:45 AM
^I think I've played just about every shooter, ever... and I find this issue to be far more common on PS2 than any other shooter I've played.

I'll take your suggestion under advisement, but I'm not really sure it's my problem when I take cover, then find myself - through the magic of this hit detection - suddenly killed!

DirtyBird
2013-07-02, 08:22 PM
Seeing as there is a delay on the next GU its good opportunity to check your list of Bugs/QoL issues and tick off whats been actioned.
I managed to get three fixed so far.
Hopefully I can tick another three off in the next GU as well.

Edfishy
2013-07-03, 09:54 AM
Might as well leave my issue with tracking friendlies here as well:

http://www.planetside-universe.com/showthread.php?t=55734

EvilNinjadude
2013-07-03, 10:20 AM
Might as well leave my issue with tracking friendlies here as well:

http://www.planetside-universe.com/showthread.php?t=55734Good point... I recently found one pretty cool guy to gun my Lib, but he left me as I landed to flip a point. I couldn't find him again afterwards... and from then on, I've always made sure to squad up with my Co-pilots and gunners.

Jonny
2013-07-04, 11:40 AM
I'd like to know, have account wide unlocks changed?

I'm not sure exactly how it works, but I used to be able to unlock a Nanite Systems weapon with my TR character and it would be available to use on all my characters.

This doesn't seem to be the case now, like any inlock that isn't with money is contrained to the char you unlock it on. Can anyone confirm/deny this?

Climhazzard
2013-07-04, 01:24 PM
Big thread, so I don't know if these have been mention before. If so, count this as a vote in favor of fixing these issues.


The Redeploy Map sometimes zooms in/out and changes position whenever a new spawn location becomes available. That needs to stop. Don't mess with my map positioning. Instead, "ping"/highlight the new location in the redeployment options list on the left.
Also on the Redeploy Map, when selecting a spawn location that isn't the default, then switching to another tab (say, Vehicles to check on your acquisition timer), then back to the Redeploy Map, your selected spawn point has been reset back to the default. That's caused me to spawn in the wrong place more than a few times.

Climhazzard
2013-07-04, 01:26 PM
I'd like to know, have account wide unlocks changed?

I'm not sure exactly how it works, but I used to be able to unlock a Nanite Systems weapon with my TR character and it would be available to use on all my characters.

This doesn't seem to be the case now, like any inlock that isn't with money is contrained to the char you unlock it on. Can anyone confirm/deny this?

You've never been able to unlock an NS weapon with certs and have it available on any other character, even those of the same faction. Unlocks done with certs have always been restricted to that character.

EvilNinjadude
2013-07-04, 02:42 PM
Big thread, so I don't know if these have been mention before. If so, count this as a vote in favor of fixing these issues.


The Redeploy Map sometimes zooms in/out and changes position whenever a new spawn location becomes available. That needs to stop. Don't mess with my map positioning. Instead, "ping"/highlight the new location in the redeployment options list on the left.
Also on the Redeploy Map, when selecting a spawn location that isn't the default, then switching to another tab (say, Vehicles to check on your acquisition timer), then back to the Redeploy Map, your selected spawn point has been reset back to the default. That's caused me to spawn in the wrong place more than a few times.
Oh yes please, these have been rare but infuriating for me.