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2013-01-25, 11:39 AM | [Ignore Me] #17 | ||
Corporal
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For those that can't access the page, here's a cut and paste from the page:
January - SMGs We want to add a new weapon type, the Submachine Gun (SMG), to the game. The current plan is to make them accessible to all classes outside of the MAX Stats on the individual weapons will vary... Read More January - Rendering Distance Based on Threat We want to mitigate the impact of render distance on enemies that are a direct threat. For example, anyone that pilots air vehicles can probably attest to how lame it is to get shot down by AA players... Read More January - Spawn Room Tunnel System In our ongoing effort to mitigate spawn camping, we're planning on adding some spawn room tunnel networks to provide additional escape paths. The current plan is to add these to all Tech Plants and... Read More January - Window Plugs We are making windows all across Auraxis’ bases and facilities smaller, so it should be tougher for tanks and planes to shoot into buildings. January - Tower Redesign The layout of towers will be altered to include more shields and an additional exit from the spawn room. The hope is to make spawn camping in the towers a more difficult proposition. January - More secure spawn rooms at small outposts This entails adding more windows and doors, as well as a canopy to protect against aircraft. This should make spawn camping more difficult and will be present across all small outposts. January - Destroying the SCU only penalizes Spawn Timers Currently, destroying an Spawn Control Unit (SCU) completely removes that Spawn point from the facility until it is repaired. Unfortunately this can have the effect of ending a fight too quickly and... Read More January - Creating "No Deploy" zones for AMS equipped Sunderers We are currently discussing mechanics which would allow designers to designate areas within a base or facility that Sunderers cannot deploy in. The initial use of this ability will be to disallow... Read More January - Defender Only Jump Pads In an effort to help support general defense at facilities, we’re exploring the idea of having jump pads which allow players to quickly traverse the walls only be usable by the Empire in control of... Read More January - Player Invincibility on Spawn Getting killed right as you spawn in is not fun. One of the things we can do to try and reduce frustration on that front is add a very brief period of invulnerability to a player in that situation.... Read More January - Experience Source Display Improvements We want to display the total Experience bonus percentage rewarded whenever you get the applicable experience. Currently this would show as a small popup next to your Cert point display right above the... Read More January - Experience Incentives The idea behind this Incentive system is that higher “priority” targets are worth more experience than others. So killing someone on a wicked kill streak nets you more XP than killing someone... Read More February - Empire Specific Rocket Launchers We would like to add Empire-specific rocket launchers, including things like player guided rockets, multiple lock-on swarm missiles, and a charge fire mode into the mix. \February - Vehicle Update: Flash We want to add new abilities and weapons to the Flash. Current ideas include: Adding additional weapon types Wraith (cloaking the quad) option for infiltrators We're still brainstorming, so call out... Read More February - Pump Action Shotguns We would like to add a new weapon type, the Pump Action Shotgun. These shotguns fill a similar role to the existing semi-auto’s already in game, but trade rate of fire for increased damage. February - VR Training Area Learning how to play the game under live fire conditions can be pretty daunting. To help address this, we’re planning on adding in a VR Training zone that will be a safe haven for players to try out... Read More February - Orbital Strike Orbital Strikes are intended to help push enemy players out of an area by turning that area into a series of large explosions. Players should have enough warning time to potentially escape the area,... Read More February - Spectator Mode We would like to add Spectator Mode for live gameplay observation. Last updated - Wednesday at 10:08 AM by JGood February - Regional Empire Priority System The intent for this system is to allow the game to set "priority level" for regions based on what activities are taking place there. These areas would come with score/XP bonuses to encourage fights in... Read More February - Loadout Screen Revamp We want to take a pass at cleaning up and enhancing the Loadout screen. Specifics are still pending, but the goal is to make common actions more convenient. For example: Changing tints on your... Read More February - Community Grief Reporting We're investigating ways to improve the reporting tools available to the PlanetSide 2 community at large to help identify and call out hackers and other griefers. This would include things like being... Read More February - Daily Medals/Achievements We'd like to add in daily achievements/medals for weapons and tools which could include things like: "Kill 10 enemies with the CARV" or "Revive 10 allies with Revive Grenades" would net Experience or... Read More February - Account Level Unlocks We would like items purchased with Station Cash to be unlocked across all characters on the account who can utilize them. This change would be retroactive to prior purchases. February - Increase the number of vehicle cosmetic slots We offer a bunch of sweet cosmetic customizations for vehicles, but we only let you equip them one at a time. We'd like to add additional slots that will let you equip multiple customizations on your... Read More February - Separate Score from Experience At the moment experience and score are tied too closely together, so if you buff your experience, you end up buffing your score as well. That’s misleading and not really fulfilling the intention for... Read More February - Improved Item Preview We want to add the ability to preview an item on the player’s current Loadout for their class/vehicle so everyone can get a better idea of what it's really going to look like in context. This... Read More March - MAX Flamethrowers A new weapon type for MAX suits, the Flamethrower will be designed to inflict sustained damage against soft targets. March - Continent Locking In order to start laying the foundation for a proper metagame, we've been putting a lot of thought into continent locking. There are a lot of little snags and details still to work out, but the basic... Read More March - Tutorial We would like to improve and expand the in-game tutorial by adding guided interactive training elements to VR training zone. Current plans include tutorials for: Basic Intro Classes and Certifications... Read More March - Cert Screen Revamp We would like to polish and streamline the certification screen currently in game, making it more efficient and intuitive. March - Improved Map and Respawn To improve the respawn process, we would like to essentially merge the map screen and the respawn screen so you’ll have access to better and more relevant information when deciding where you want to... Read More March - Player Generated Missions PlanetSide 2 has always embraced the idea that the core game content is totally player driven, so the mission system just takes that idea a little further. We want to give players (with appropriate... Read More March - Color Blind Support We would like to put control of the UI color schemes into the hands of the player, allowing each user to set up colors that they find useful individually across key elements throughout the game. March - Ragdoll Physics Ragdoll physics would make every explosion a potentially amazing scene of amusement and spectacle. As Planetside 2 has a large output of explosions, this seems like it would would make for a fun... Read More March - Class Revamp: Light Assault We would like to polish and enhance the Light Assault class We’ll investigate the possible additions of new tools, new abilities, and new suit options We want to add the ability for the Light... Read More March - Convenience Items There are a handful of items we'd like to add to the Depot that will allow players to accomplish some commonly requested actions through an SC purchase: Certification Reset Name Change Server Transfer... Read More March - Implants Implants would utilize a new loadout slot and provide special bonuses that allow you to further tailor your class to the way you want to play. Example implants might include stuff like: Silent running... Read More April - Common Pool Heavy Pistols We're planning on adding a new pistol type to the common pool of weapons that specialize in hitting hard. As common pool weapons, they will be available to all factions. In exchange for their high... Read More April - Vehicle Update: Sunderer We want to give a little love to the Sunderer. Early ideas include: Add more weapon types Add additional squad spawn certs For example, allowing you to ignore deployed Sunderer radii We're still... Read More Last updated - Wednesday at 10:54 AM by JGood April - Interlink Facility The Interlink facility is a brand new base type on the scale of the Biolabs, Tech Plants, and Amp Stations. It includes a giant radar dish that will offer great cover from aircraft and has difficult... Read More April - New Continent: Hossin Adding a brand new continent: Hossin! Hossin is a swamp covered continent. Bask in the glow of some sweet concept art. [IMG] [IMG] [IMG] April - Outfit Recruiting Rolling with an outfit in PlanetSide 2 is really making the most of what the game has to offer in a myriad of different ways, so we want to make the process of finding an outfit and finding new... Read More April - Facebook/Twitter Integration We'd like to improve the social networking features in game, specifically by leveraging Facebook and Twitter. For Facebook, we'd like to add support for: Linking an account to your character Post from... Read More April - Empire Specific Run Animations We'd like to add some variance and Empire-specific feel to the player run animations. April - Gifting We plan on adding support for gifting items to other players. April - In-game Mail We want to add an in-game mail system to help on the communication front, likely contained somewhere in the existing notification screen. May - Resource Revamp The primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have... Read More May - Voice Packs Right now we only have two player voices per faction (male/female). We’d like to start supplying different voice packs that you can use to change the voice of your character to help add more... Read More May - Taunts We want to add the ability to display a taunt on your target’s killscreen and play a taunt animation on demand with your avatar. Ideally we might want the ability to customize a killscreen that... Read More May - Class Revamp: MAX We want to improve and polish the MAX class. As part of the improvements, we would like to add in unique abilities per faction: TR: Lockdown At the expense of losing mobility, the TR max can shift... Read More June - New Vehicle: Buggy Adding a new common pool vehicle, the buggy. These are four-person vehicles designed to provide smaller units of soldiers an appropriate means of transport. The breakdown of seating looks like this:... Read More June - Faction Pistols Adding new pistols for each Empire: TR: Auto-Pistol – A fully automatic pistol. NC: Scatter Pistol – A shotgun and a pistol had a baby. VS: Charge Pistol – A pistol with a charge up mechanic;... Read More June - Per Seat Vehicle Locking Adding the ability to lock vehicles at the individual seat level instead of the all or nothing options currently available. June - Improved Vehicle Deconstruction We’re still working out specifics, but the general idea is that when you manually deconstruct a vehicle, you’ll get back a portion of the resources you spent to acquire it. June - Air Vehicle Passenger Transport In an effort to streamline the loading of air vehicles we're interested in exploring support for allowing players to teleport directly into an open seat. The hope is that this would alleviate issues... Read More June - Vehicle Zoning We would like to allow vehicles to travel between continents by entering the Warpgate beam in each Empire's Warpgate area, instead of forcing players to abandon their vehicles June - Outfit Base Capture If your outfit is the top contributor to a base capture, we’ll identify the facility/outpost as “belonging” to your outfit. We still have a lot of work that we’ll need to iron out on this,... Read More June - Outfit Leaderboards Our goal for Outfit Leaderboards is to allow players to compare their Outfit to another via pre-determined scoring metrics (that we are still in the process of determining). Now when you brag about... Read More June - Outfit Progression We'd like to add growth and progression to Outfits. One of the ideas we have for doing this is to allow players to contribute points to their Outfit by earning experience, and when enough points are... Read More June - Outfit Tournaments We would like to create a structure for direct outfit competition to be used for tournaments and e-sports. Outfits will be compared to other like-sized outfits in leaderboards which can be thought of... Read More June - Supply Containers Supply Containers are locked boxes that hold somethingrandomish and potentially spectacular inside. In theory, you would then ask yourself: WHAT"S IN THE BOX?! Unable to not know what splendor might... Read More June - Player Made Decals Wouldn't it be cool to roll around sporting your outfit’s custom logo on all outfits and vehicles? We think so too, so we want to give players the ability to make their own decals for use in game.... Read More Last edited by Bear; 2013-01-25 at 12:34 PM. |
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2013-01-25, 11:39 AM | [Ignore Me] #18 | |||
Contributor Major
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I got 4 hours left of work, hop to it! Bear you are amazing, thank you. I'm stoked for April. I really like some of the proposed changes, some of them I don't think will impact the game or how I play. New main base, new continent, new vehicle, new class mechanics, WRAITH, Spectator Mode, Orbital Strikes, huge defensive changes.. Yeah, I'm happy with that for now. Last edited by Assist; 2013-01-25 at 11:50 AM. |
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2013-01-25, 11:55 AM | [Ignore Me] #25 | |||
Corporal
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Holy crap though, that was a lot of editing! |
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2013-01-25, 11:59 AM | [Ignore Me] #26 | ||
Private
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I am torn. There are more than a few good items in here. There also seems to be a lot of filler like player designed decals, new pistols, facebook/twitter integration, in game mail. All these things are nice but they dont do much to address the problems the game currently has.
The update next week may be key to the long term health of PS2. If the new spawn rooms, defensive tunnels and such help in terms of creating defensive lines we may be okay. If not and the game continues to be zerg from bio lab to tech plant, or amp station to bio lab, etc, etc it may be in trouble. |
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2013-01-25, 12:03 PM | [Ignore Me] #28 | ||
Contributor Major
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Thanks for the summary. With the amount of things on that list that were playable during beta and brought up by the players during beta, it's safe to say the game released a year too early. Most of the things on the list should have been in at launch. Looks like another Jump to Lightspeed to me. That's not to say that the list isn't full of great stuff, just that whole "one chance to make a first impression" thing was really lost with this game's launch. Oh well, maybe the next one won't be launched too early, eh Smed?
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2013-01-25, 12:04 PM | [Ignore Me] #29 | |||
Corporal
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My bigger concern is why is continent locking put in way before additional continents. |
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2013-01-25, 12:04 PM | [Ignore Me] #30 | |||
First Lieutenant
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