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Old 2013-07-10, 10:52 AM   [Ignore Me] #16
GeoGnome
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Re: GU12 patchnotes


To be perfectly honest, I'm kind of disappointed.

The 2 remaining lattices are crucial in getting a unified message in the game, as to what direction it is going... and when I saw that SOE was pushing the Amerish lattice forward without it's base changes, I was quite pleased. I am tasked in my outfit with being the one who runs down all the information on PS2 development. I generate predictions and pass judgement on when things are going well and when they are not. Currently we have gone a solid month and a half now without a really big content release... and I'm beginning to loose confidence in there being one this month as much as things have been continued to be pushed back over the past 2 months... This makes it very difficult for me to keep moral in my outfit up, because many members are staying in off of future game potential.

I mean from where I am sitting now, if the Esamir lattice is going to undergo testing on the Test server (Which is the only reason I can see it being put up there) then it'll be a While before we see it IG... most assuredly not GU13. Which means the much maligned Esamir lattice will be pushed back further. The Amerish lattice, while incomplete because it didn't have base changes... still, that was a BIG step in the right direction for SOE. Even if it wasn't going to have it's base changes, it showed that it was at least in a state that could go live... and it would be Content that would satisfy people who need something new.

The more things like the lattices get pushed back, the more battle islands get pushed back, the more Hossin gets pushed back, the more the resource revamp gets pushed back, the more Continental lattice gets pushed back.

Yeah this is a little ranty, but as I said... while the update to recommended helps, and I think this will help offset some of those pop issues... while I was really looking forward to this update on Monday, today I'm not even sure I want to log on.
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Old 2013-07-10, 11:23 AM   [Ignore Me] #17
Jonny
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Re: GU12 patchnotes


"Four additional loadout tabs can be unlocked for all classes and vehicles via purchases in the Depot under the Utilities category"

What does this mean, you can buy load-outs with money or with certs?

If that means money I'd be pissed off - members can have a loan of loadouts but if you buy one you get them forever? Why not just give some permanent load-out slots for being a member?
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Old 2013-07-10, 11:27 AM   [Ignore Me] #18
Dragonskin
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Re: GU12 patchnotes


Originally Posted by Jonny View Post
"Four additional loadout tabs can be unlocked for all classes and vehicles via purchases in the Depot under the Utilities category"

What does this mean, you can buy load-outs with money or with certs?

If that means money I'd be pissed off - members can have a loan of loadouts but if you buy one you get them forever? Why not just give some permanent load-out slots for being a member?
Technically they are permanent as long as you are a member. Why should a member get 3 load out slots from free when they cancel their membership? I'm a member myself... so I am confused at your statement.

If you want to keep the 3 free load out slots.. keep paying for your membership.. it's a bonus on top of the bonuses we already get for being a member so you can't say you are paying monthly for slots... it's a new added feature.
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Old 2013-07-10, 11:53 AM   [Ignore Me] #19
Jonny
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Re: GU12 patchnotes


Originally Posted by Dragonskin View Post
Technically they are permanent as long as you are a member. Why should a member get 3 load out slots from free when they cancel their membership? I'm a member myself... so I am confused at your statement.

If you want to keep the 3 free load out slots.. keep paying for your membership.. it's a bonus on top of the bonuses we already get for being a member so you can't say you are paying monthly for slots... it's a new added feature.
*Deleted old reply*

Actually, I don't care. I just want to see them add more meta game, fix spawn camping, make base fights more engaging and improve performance. The big issues At the end of the day its whether the big issues get addressed that decides if I bother paying for membership or keep playing.

Last edited by Jonny; 2013-07-10 at 12:00 PM.
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Old 2013-07-10, 04:22 PM   [Ignore Me] #20
bpostal
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Re: GU12 patchnotes


I stopped reading at the bit where it was confirmed that extra loadout slots are to be bought. Sure if you've got a membership, like I currently have, you get some but then they lock when your membership expires?

That right there is some nickle and dime shit. What the fucking fuck you fucks?!
It feels like you're trying to fuck me, don't do that.

Don't even put in additional loadout slots if this is how you're going to implement it. This is similar to SWTOR requiring a subscription to access extra action bars. It's bullshit and I thought this team was above that piddly crap.

Mother. Fuckers.
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Old 2013-07-10, 05:04 PM   [Ignore Me] #21
Timithos
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Re: GU12 patchnotes


I'm discouraged that spawn camping was not addressed either, but did you guys know that spawn camping and base/spawn room redesign are NOT even on the ROADMAP?

I'm disappointed that turret ghost occupants was not addressed. I hope that's already a ninja hotfix.

I think the biggest bug victory here is the deployment/medic revive stuck screen bug, and the unrevivable dead players.

And they finally mentioned a general optimization: 4 gigs of ram and under, texture quality only allowed at low. I wish they'd provide a list of other optimizations having to do with cpu's and video cards to give people faith that these things are still being addressed.

Last edited by Timithos; 2013-07-10 at 05:54 PM. Reason: grammar
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Old 2013-07-10, 05:53 PM   [Ignore Me] #22
Timithos
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Re: GU12 patchnotes


Now I reread the population fixes addressed are just this: A) When alerts are triggered, and B) When new, empire-specific players choose a server for the first time.

There's no increased penalties for over-populated continents and sectors, no increased bonuses for underdogs, and no PS1-style same server switch freeze to prevent 4th-factioning.

These changes don't seriously address anything.
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Old 2013-07-10, 06:03 PM   [Ignore Me] #23
Falcon_br
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Re: GU12 patchnotes


500 SC each new loadout, up to 4 (total ten).
Now I have 6 loadouts, 3 standart, 3 membership, I won´t need more loadouts for now, maybe I will buy more loadouts when my membership is over.

2 big bugs:

I can´t clear my waypoint anymore, it is stuck, I can only move then, what is bad, because sometimes my personal waypoint is no longer needed and I can´t remove it.

You can´t deploy you prowler on sunderer no deploy zone! I just hope this is not affecting maxes, and I don´t know if it is affecting all bases, just happened to me on tawrich NW base, that I forgot the name right now.
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Old 2013-07-10, 06:05 PM   [Ignore Me] #24
Lonehunter
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Re: GU12 patchnotes


Originally Posted by SOE
Improved Vehicle Damage Feedback

*Updated the directional damage arcs that display when you get hit
*The intensity of the arcs are dependent on the normalized damage being received
I still don't get this part. I've always thought that red damage direction indicator would be a great place to put a modification that shows you the elevation of incoming damage. Like it curved outward if it came from above you, inward if from below you, a perfect curve if level with you.
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And if you back in 2003 decided you wanted to play RTS games, between then and now you'd have dozens of RTS games you could have played. If you decided to play MMOFPS' between then and now, there were none
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Old 2013-07-10, 06:18 PM   [Ignore Me] #25
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Re: GU12 patchnotes


Originally Posted by MarlboroManE View Post
Didn't higby say we were getting something to control gross over-population of factions (VS on Mattherson, etc)?
Not quite:


Originally Posted by bpostal View Post
I stopped reading at the bit where it was confirmed that extra loadout slots are to be bought. Sure if you've got a membership, like I currently have, you get some but then they lock when your membership expires?

That right there is some nickle and dime shit. What the fucking fuck you fucks?!
It feels like you're trying to fuck me, don't do that.
Yeah! And why do you lose your +500 SC/month, +50% XP, +50% resources, and priority queue when you cancel your subscription? What kind of shit is that, forcing people to continue paying in order to keep all that stuff? </sarcasm>

You people...

Last edited by Climhazzard; 2013-07-10 at 06:21 PM.
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Old 2013-07-10, 06:32 PM   [Ignore Me] #26
NewSith
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Re: GU12 patchnotes


Small steps are good, but sometimes I wish devs would stop pattering. But that's IMO.
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Shields.. these are a decent compromise between the console jockeys that want recharging health, and the glorious pc gaming master race that generally doesn't.
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Old 2013-07-10, 06:38 PM   [Ignore Me] #27
Wahooo
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Re: GU12 patchnotes


Originally Posted by bpostal View Post
I stopped reading at the bit where it was confirmed that extra loadout slots are to be bought. Sure if you've got a membership, like I currently have, you get some but then they lock when your membership expires?

That right there is some nickle and dime shit. What the fucking fuck you fucks?!
It feels like you're trying to fuck me, don't do that.

Don't even put in additional loadout slots if this is how you're going to implement it. This is similar to SWTOR requiring a subscription to access extra action bars. It's bullshit and I thought this team was above that piddly crap.

Mother. Fuckers.
Damn near word for word my thoughts when I read it. From me being a member to the SWTOR comparison.

I'm here in another thread defending the game as not p2w and they pull this shit? The limited number of loadouts are a failure in game design... fixing it but charging for the fix? Not ok.
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Old 2013-07-10, 06:39 PM   [Ignore Me] #28
bpostal
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Re: GU12 patchnotes


Originally Posted by Climhazzard View Post
Yeah! And why do you lose your +500 SC/month, +50% XP, +50% resources, and priority queue when you cancel your subscription? What kind of shit is that, forcing people to continue paying in order to keep all that stuff? </sarcasm>

You people...
You're missing the entire point and the root of my anger. Loadouts are something that should be free if they're going to be in the game at all.

It's part of the underlying philosophy and like I said it feels like SOE is trying to nickle and dime us, not because I feel entitled to three more loadouts but because EVERYONE should ALWAYS have access to as many loadouts as possible.

Charging for loadouts pisses me off immensely, giving members extra loadouts and then taking them away? That's just SOE pissing in my face saying 'fuck you'.
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Last edited by bpostal; 2013-07-10 at 06:40 PM.
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Old 2013-07-10, 06:40 PM   [Ignore Me] #29
Assist
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Re: GU12 patchnotes


Originally Posted by Timithos View Post
These changes don't seriously address anything.
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Old 2013-07-10, 07:23 PM   [Ignore Me] #30
SternLX
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Re: GU12 patchnotes


Originally Posted by blashyrk View Post
If they would increase PPA projectile speed, then maybe what you said would be true. Right now it's borderline useless.
Could not agree more. I been wishing and hoping for a PPA Projectile speed increase since like... forever. The damage is good, not the best but good, however; dat Projectile speed! Or lack there of always puts me off from using the PPA. And I own all of them for some stupid reason. Damn impulse buys! *shakes fist*

BTW, totally doing the happy dance about the No Deploy zone thing. Honestly I thought implementing such a thing would suck, turns out it makes things a we bit better IMHO. Especially given that I like to play defense mostly.
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