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Old 2013-07-16, 04:05 PM   [Ignore Me] #1
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GU 13 Update, by way of Higby


https://forums.station.sony.com/ps2/...d-when.141224/

Originally Posted by Higby
Hey all -

Game Update 13 is right around the corner and it brings some pretty exciting change to Auraxis. Here are some highlights of the major changes and additions you can expect to see with the update. As always, last minute issues can pop up and delay some of these, but this is what we're looking at right now.

Esamir Lattice and Facility Refresh
The icy expanse known as Esamir has had a major facelift with virtually every facility and outpost modified and enhanced, with some being completely replaced. The goal with these changes is to enhance gameplay flow and help support the addition of the lattice connections on the continent. There are a lot of threads with screenshots floating around on the forums to check out, but I'd highly recommend (and humbly request) that if you can you spend some time on Public Test (Click for more info) Checking out the changes for yourself and providing some feedback. We could use all the help we can get finding bugs and areas in need of polish, so if you do hop on to Public Test please do make use of the report a bug feature - it really does help us out tremendously to have extra eyes on this kind of change.

Implants!
Implants are a consumable item that can be used to enhance your soldier with gameplay perks for a limited period of time. Each implant is equipped per-loadout and has a limited duration which is consumed only while that loadout is active. The implants are designed to give unique benefits that allow players to further refine their role & personal play-style without imparting an over-the-top player-power benefit.

Here are the currently planned implants we're launching with GU13:

Awareness: auto-spots enemies who damage you or that you damage
Battle Hardened: reduces camera shake from explosions and flinch
Clear Vision: Protects against concussion and flash grenade
EMP Shielding: Protects against EMP Grenade effects
Enhanced Targeting: increases the range that you can see enemy health bars and names
EOD HUD: Allows you to detect enemy explosives in a short radius around you
Regeneration: Slowly regenerates health over time when not in combat
Safe Landing: Reduces fall damage
Sensor Shield: Makes you undetected on enemy radar/motion sensors
Thermal Reduction: Prevents the wearer from being highlighted by thermal vision

We will be starting with these implant types available with more being added over time.

In addition to the implants we're putting in some feedback about implant resistance, so when you, as an EMP grenade user hit someone using an EMP Shielding Implant you'll receive some feedback to let you know it wasn't effective.


Implants will have relatively short durations (Measured in hours, not days) and low costs. Like weapons, they'll be available to purchase for both Certification Points and Station Cash. We're still finalizing the durations and costs for these items, but we'd love to hear feedback on the system.

Platoon Enhancements:
We're continuing to implement suggestions from players for platoon and squad management, with GU13 we've got two big player requests coming in:

Platoon voice channel management, ability for platoon leaders to set platoon VOIP channel to only be used by squad leaders
Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads.

Spawn Changes:
Several enhancements to the respawn window:

There is now a category for Squad spawn points, if you're not in a squad this will allow you to auto-join a squad.
We've added some more respawn options, these should allow you to respawn at more locations near where you died, previously by default you were able to spawn at the nearest outpost, large outpost and facility (in addition to local spawn points, squad spawn points and reinforcement requests), now you'll be able to spawn at the nearest linked base (or adjacent base on non-lattice continents) in addition to the above, this should create some more consistently available fallback / reinforce positions.
Chat window added to the respawn screen

ESF Updates:
We are working on some extensive ESF changes that Kevmo has outlined (here). These changes are going to be coming over the next 2-3 game updates, starting with GU13. With GU13 you can expect:

Retuning of the default and rotary nose guns
When an enemy vehicle is destroyed via crashing, suicide or the player logging out the last player to damage the vehicle (within 10 seconds) will be awarded a kill credit.

New Weapons:
There are 4 new weapons coming with GU13:

NS-7 PDW SMG: This SMG has a lower damage drop-off than all the other SMGs, allowing it to perform well at short and medium ranges. Its low recoil and very quick center speed (fastest in the class) allow those with good burst control to extend it's range even further.
NC LA3 Desperado Pistol: This 2x burst pistol has a fast burst but slower overall rate of fire. The fast burst mixed with moderate damage makes this pistol a solid choice at close range, though low accuracy will limit its effectiveness at range.
TR TS2 Inquisitor: Equipped with an extended magazine by default, this pistol gives the TR a solid all-around option that has very high sustainability and damage output per magazine.
VS Cerberus: High upfront damage mixed with an above average rate of fire for that damage class makes this pistol a good choice at close range. Low accuracy will limit the pistol‘s effectiveness at range.

Suit Slot tuning:

The cert costs for the Ammo Belt cert line have been retuned.
Advanced Shield Capacitor has been tuned to make shields recharge significantly faster.

Vanu weapon audio update:
Most VS infantry weapons have had their audio significantly updated to be more impactful and satisfying.

And of course we have a pile of bug fixes and other misc. polish, performance fixes and tuning coming with the update too numerous to list, and full patch notes will be available as we get closer to releasing the update.

Our current plans are to release GU13 next Wednesday, 6/24.

As always, we're excited to hear your thoughts and feedback on the update and these upcoming features, and once again encourage you to check out the changes on Public Test before they go live next week!
See you on Auraxis!
-
Matthew Higby - @mhigby
Creative Director @planetside2

Last edited by Hamma; 2013-07-16 at 04:39 PM.
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Old 2013-07-16, 04:13 PM   [Ignore Me] #2
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Re: GU 13, by way of Higby


Charging SC or Certs for Implants is a bogus deal. That is literally buying power for those who will spend SC, and for those who don't its a risk-reward to decide whether the implant is worth the cost of certs or not.

Not everyone is going to want to expend certs (which are ONLY for unlocking items) to purchase finite consumables that should rightly be bought with Infantry consumable resources or a special new "Cybernetics" resource.

It has been a bogus deal since it was announced, and it is still a bogus deal. This feels like a bigger grab for money than charging for extra loadouts. I understand that there's a team whose paychecks need to be fulfilled each month, but breaking the balance and progression of the game by making implants available through certs or SC only is counter-intuitive to a free to play with no "buying power" model.

It also sets the precedent for future consumables or aspects of gameplay to require SC or Certs. Repairing player base defenses, arming and operating a Skylance, etc. These are things that should either be free or require expendable resources, not certs or SC.

Last edited by Neurotoxin; 2013-07-16 at 04:22 PM.
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Old 2013-07-16, 04:22 PM   [Ignore Me] #3
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Re: GU 13, by way of Higby


Hmmm, Esamir changes next week. Best part of the patch for me I think. Not sure about the implant thing.. we knew it was coming, but man.. this will be interesting.
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Old 2013-07-16, 04:25 PM   [Ignore Me] #4
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Re: GU 13, by way of Higby


Also, I'm worried that an update right before SOE Live is gonna screw up the tournaments. I feel like this should be delayed til after SOE Live so all the current bugs and desync issues can be fixed before the tournaments. I know GU13 supposedly fixes many things, but every GU has brought new bugs, and I feel like it puts pressure on the team to try to track and resolve them all before SOE Live (especially because some fixes also add bugs of their own)

Last edited by Neurotoxin; 2013-07-16 at 04:28 PM.
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Old 2013-07-16, 04:28 PM   [Ignore Me] #5
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Re: GU 13, by way of Higby


Originally Posted by Neurotoxin View Post
Also, I'm worried that an update right before SOE Live is gonna screw up the tournaments. I feel like this should be delayed til after SOE Live so all the current bugs and desync issues can be fixed before the tournaments.
It's coming out a full week before SOE Live. They have time to put a hot fix out and a general maintenance patch out before SOE Live. At least this won't be like the first MLG showing that had a patch literally just days before the event that slowed the servers to a crawl for the entire event.
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Old 2013-07-16, 04:29 PM   [Ignore Me] #6
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Re: GU 13, by way of Higby


Suddenly things like the shift from NV to TV and the healthbar visibility makes sense ...

If those implants aren't ingame resource bound, I might consider ditching the membership

Last edited by Greenthy; 2013-07-16 at 04:30 PM.
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Old 2013-07-16, 04:29 PM   [Ignore Me] #7
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Re: GU 13, by way of Higby


Originally Posted by Neurotoxin View Post
Charging SC or Certs for Implants is a bogus deal. That is literally buying power. Not everyone is going to want to expend certs (which are ONLY for unlocking items) to purchase finite consumables that should rightly be bought with Infantry consumable resources or a special new "Cybernetics" resource.
Agreed. Higby this is my feedback. Please do not have implants in the store or even available through certs. Those with money or those with membership will at a stroke be an improved soldier than those without. Please resist doing this.
Ive always said this game is not paytowin but paytosavetime. I don't care if johnny nc has spent his lawnmower money on a 20 dollar hand cannon. But the thought of someone possibly spending money to not show up on my x1 thermal scope makes me facepalm. That is pay-to-win a gunfight

Instead like NT said, roll out a 4th resource - the return of Auraxium? - to power these implants.

Oh and tie them to only unlock at a respectable battlerank. Categorize them , put them into tiers or something and grant them later in a toons progression. Give players something to strive for.
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Old 2013-07-16, 04:29 PM   [Ignore Me] #8
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Re: GU 13, by way of Higby


Esamir will be good.

Multiple hotspots for platoon leaders also good, but I hope squad wp1 is visible to beta squad etc.
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Old 2013-07-16, 04:31 PM   [Ignore Me] #9
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Re: GU 13, by way of Higby


I don't know what was wrong with the purchase of certs in PS1. As you gained BR you gained unlocks for certifications. This rewards those who have played the game for a while. Each certification consumed 'energy' from you, making them a finite, but reliable, resource to use. I don't like the idea of purchasing a consumable implant for SC or certs. My solution is the following;

At every 20 Battle Ranks, you get access to an implant slot. Clean and simple.

Matt and the rest of the PS2 team, if you put the implants in as stated, the game will become unbalanced toward the casual player who doesn't spend SC or certs on these items. You will alienate a good chunk of your player base by doing implants this way. Honestly, I say you need to scrap this model and go back to the drawing board. I know I'm too little too late, but it needs to be said.
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Old 2013-07-16, 04:32 PM   [Ignore Me] #10
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Re: GU 13, by way of Higby


Originally Posted by Sentrosi View Post
Matt and the rest of the PS2 team, if you put the implants in as stated, the game will become unbalanced toward the casual player who doesn't spend SC or certs on these items. You will alienate a good chunk of your player base by doing implants this way. Honestly, I say you need to scrap this model and go back to the drawing board. I know I'm too little too late, but it needs to be said.
QFT

Some of the implementations already feels like a milking system, this just makes it feel even more like we (as customers) are being milked for every penny or get left behind.
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Old 2013-07-16, 04:33 PM   [Ignore Me] #11
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Re: GU 13, by way of Higby


Too bad that we won't be seeing more of the ESF update this time around, but at least Jenny will get to laugh herself silly while killing all those who normally bailed on her.

Originally Posted by Neurotoxin View Post
Charging SC or Certs for Implants is a bogus deal. That is literally buying power for those who will spend SC, and for those who don't its a risk-reward to decide whether the implant is worth the cost of certs or not.

Not everyone is going to want to expend certs (which are ONLY for unlocking items) to purchase finite consumables that should rightly be bought with Infantry consumable resources or a special new "Cybernetics" resource.

It has been a bogus deal since it was announced, and it is still a bogus deal. This feels like a bigger grab for money than charging for extra loadouts. I understand that there's a team whose paychecks need to be fulfilled each month, but breaking the balance and progression of the game by making implants available through certs or SC only is counter-intuitive to a free to play with no "buying power" model.

It also sets the precedent for future consumables or aspects of gameplay to require SC or Certs. Repairing player base defenses, arming and operating a Skylance, etc. These are things that should either be free or require expendable resources, not certs or SC.
I have no real problem with the implants costing certs, as long as it's fair to those without boosts or unwilling to spend SC. Being against SC I can understand, that was kind of the thing back when they made it clear that SC wouldn't buy you power. Of course they were referring to certable options, but you can of course also buy weapons with SC. So there's that. I don't forsee more than the usual oproar for the first weeks or so.

On the note of the implants I do see some of them becoming more used that others.
Thermal Reduction: This will be used a lot when it's released, but not as useful when most people simply stop using thermal sights. Still an advantage during the night for Vanu or those with dark camo.
Sensor Shield: This is going to make people check rooms and areas more carefully instead of relying on the radard. Not sure how much this is going to be used as I haven't played with the new xp gain from sensor detection, so I don't know how many people use radar atm.
Clear Vision: That's going to be very useful for defending teams.
Awareness: For those too lazy to spam Q? I wonder how this is going to work with the silencer, kinda defeats the point if you get spotted while using it.
Enhanced Targeting: It's meh, but we all knew it was coming.

The rest are also meh, imo.
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Old 2013-07-16, 04:46 PM   [Ignore Me] #12
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Re: GU 13, by way of Higby


Originally Posted by Neurotoxin View Post
Charging SC or Certs for Implants is a bogus deal. That is literally buying power for those who will spend SC, and for those who don't its a risk-reward to decide whether the implant is worth the cost of certs or not.

Not everyone is going to want to expend certs (which are ONLY for unlocking items) to purchase finite consumables that should rightly be bought with Infantry consumable resources or a special new "Cybernetics" resource.

It has been a bogus deal since it was announced, and it is still a bogus deal. This feels like a bigger grab for money than charging for extra loadouts. I understand that there's a team whose paychecks need to be fulfilled each month, but breaking the balance and progression of the game by making implants available through certs or SC only is counter-intuitive to a free to play with no "buying power" model.

It also sets the precedent for future consumables or aspects of gameplay to require SC or Certs. Repairing player base defenses, arming and operating a Skylance, etc. These are things that should either be free or require expendable resources, not certs or SC.
Not surprised by this. If anything I'm surprised they're being 'sold' for certs instead of just straight up SC.

Originally Posted by Ruffdog View Post
...

Instead like NT said, roll out a 4th resource - the return of Auraxium? - to power these implants.

Oh and tie them to only unlock at a respectable battlerank. Categorize them , put them into tiers or something and grant them later in a toons progression. Give players something to strive for.
Yep, this is probably the best option from a player standpoint.

Platoon leader waypoints per squad, ability for platoon leaders to set individual squad waypoints for Alpha, Bravo, Charlie and Delta squads
This is the change I'm looking forward to the most.
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Last edited by bpostal; 2013-07-16 at 04:49 PM.
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Old 2013-07-16, 04:56 PM   [Ignore Me] #13
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Re: GU 13 Update, by way of Higby


I like the idea of the implants tied to a finite resource that can be charged up over time similar to the stamina system in PS1. I was saying on Twitter to have the unlocks be every 20 BRs and that only one can be active at one time, and there is a cooldown period between switching implants on.

So a BR100 soldier can have 5 implant slots but can only activate one each time. Changing out implants would cost Auraxium.
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Old 2013-07-16, 04:56 PM   [Ignore Me] #14
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Re: GU 13 Update, by way of Higby


If PS1 was any indication, the implants are nice to have but won't be must haves at all. None of those listed sound like big advantages. In PS1, sprint and advanced targeting were the most popular, but advanced targeting in PS2 isn't as useful since TTK is so much shorter.

As someone ready, willing and able to spend SC on these, nothing there makes me drool. They would have to be REALLY cheap (like 5 SC) to use them.
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Old 2013-07-16, 05:04 PM   [Ignore Me] #15
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Re: GU 13 Update, by way of Higby


I like the idea of implants, being able to tune a solider to a certain play style, but I absolutely despise this implementation. This is blatantly pay to win. Even if it's low cost, the fact they are not permanent gives people who have boosts and pay SC for them get them more often. That's pay to win right there.

They've done a great job of keeping the game pretty much not pay to win, but this pushes it into pay to win territory.
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