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Old 2012-07-14, 02:03 AM   [Ignore Me] #91
Graywolves
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Re: AGN Community Night July with Matt Higby


Wasn't selected. Going to cry all weekend.


Or watch AGN and talk to everyone in chat instead.



Hard decision....
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Old 2012-07-14, 02:09 AM   [Ignore Me] #92
Otleaz
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Re: AGN Community Night July with Matt Higby


Originally Posted by AnamNantom View Post
I pride myself on infiltrating/hacking. What sorts of things are/were being considered to combat this, or at least, are you trying to cover all the sorts of ways people can manipulate their video cards to view the infiltrator?
I don't think it is possible to combat it unless they make infiltrators 100% invisible.
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Old 2012-07-14, 02:35 AM   [Ignore Me] #93
TRex
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Re: AGN Community Night July with Matt Higby


Probably already been asked somewhere in the reams of pages here, but was wondering about more details of the hacking and capturing systems for ps2.

1. Hacking - will there definately be doors/ doorway shields in game? I'd like to see them , it's a stop- function against max crashes , gives infiltrators a useful role and requires grunts to work in conjuction with maxes.
I haven't seen much from the e3 footage to suggest an 'outer wall' to bases. They look like a collection of portable buildings dropped from space in a random fashion to give the impression of a base.

2.Capturing- are there going to be multiple capturing systems in place? I know it was talked about that the 3 cap points could be switched around to different areas within a base, which is fine, ps1 was always a tad dull because the cap points were static within only 4/5 variations of bases.
Will there be any type of LLU system ie capture the flag incorporated so that tactics could be used to speed up the long timer for behind the lines bases? Even taking the LLU from said base to nearest owned base.
If there are 3 cap points in each base type, will there be a flag type thing to hack point A , flag appears , run to point B , hack , run to C , to cap a base.

3.Outfits- within the statistic pages etc will there be some kind of efficiency statistic for easy recognition of decent outfits. I don't necessarily mean k/d ratio type thing.
For instance, just looking at some of the outfits from Emerald, you have 3 outfits with 10 billion outfit points, DT did that with 50 active members vs the other 2 with over a 1000 members.
From that would it be possible to have a physical recognition on people (like sergeant stripes), so DT members would have like a 'General' stripe , and members of AT would be equivalent of private etc and so on?
I just see this as an added extra so the game isn't totally dominated by zergfits.
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Old 2012-07-14, 02:55 AM   [Ignore Me] #94
Flaropri
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Re: AGN Community Night July with Matt Higby


Originally Posted by Graywolves View Post
Wasn't selected. Going to cry all weekend.

Or watch AGN and talk to everyone in chat instead.

Hard decision....
No reason you can't do both!

... It's more or less my plan.
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Old 2012-07-14, 03:00 AM   [Ignore Me] #95
SUBARU
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Re: AGN Community Night July with Matt Higby


Questions for Mr.Higby if its not to late
Question- Do you think squad spawning kills the need for Gal.drop or even the Gal its self?
Question-how do you feel about this -Cloker flys over deployed GAL. cloker jump out and lands on GAL.Cloker has his squad spawn on top of GAL and blows the GAL up from the pods .Who needs an os when you can just drop pods on it .
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Old 2012-07-14, 04:06 AM   [Ignore Me] #96
greenberetdelta
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Re: AGN Community Night July with Matt Higby


1. are there any one shot kill weapons? besides head shots
2. is there any plans for a premium subscription( like call of duty elite or battlefield premium)
3. plans for space ships ?!!?!? if not hint hint
4. is it possible to be just better than someone stat wise or is there always trade offs?
5. any plans for the xenos filth that is the vanu coming back to auraxis?
6. what the closest thing to having your faction win in planetsise 2?
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Old 2012-07-14, 04:48 AM   [Ignore Me] #97
JimmyOmaha
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Re: AGN Community Night July with Matt Higby


Originally Posted by Graywolves View Post
Wasn't selected. Going to cry all weekend.


Or watch AGN and talk to everyone in chat instead.



Hard decision....
Originally Posted by Flaropri View Post
No reason you can't do both!

... It's more or less my plan.
Right there with ya gentlemen.

For all of us...
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Old 2012-07-14, 06:02 AM   [Ignore Me] #98
EightEightEight
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Re: AGN Community Night July with Matt Higby


Will Sardus be on the stream the same time as higby he has a list of questions from the outfit. If not I can post them here. maybe get some of them some answers if possible

....

Last edited by EightEightEight; 2012-07-14 at 01:13 PM.
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Old 2012-07-14, 12:37 PM   [Ignore Me] #99
Baneblade
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Re: AGN Community Night July with Matt Higby


Q: What is the projected release rate of new continents expected to be post launch, and how will that affect server population management and the foothold system?

Q: How do you imagine outfit base ownership, naval warfare, and the futurecasted space expansion will affect the core game?

Q: Are there any plans to permit the Vivox VOIP system to have general subscriber broadcast channels... aka radio stations ingame?

Q: Are the requests for prop items (news camera/microphone) being taken seriously?

Q: Are outfits going to be forced to specialize or can they eventually unlock everything, much like a player can?

Q: Is there a spoon?
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Old 2012-07-14, 01:19 PM   [Ignore Me] #100
Hamma
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Re: AGN Community Night July with Matt Higby


Originally Posted by EightEightEight View Post
Will Sardus be on the stream the same time as higby he has a list of questions from the outfit. If not I can post them here. maybe get some of them some answers if possible

....
No.

The interview is separate from the community discussion, the question list for the interview is something we review at least a week in advance.

Once beta is over and we move into release I think this will change but this is how we have to have it for now
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Old 2012-07-14, 01:25 PM   [Ignore Me] #101
EightEightEight
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Re: AGN Community Night July with Matt Higby


Here is our question list then =]

01.) Will the Key Config be locked to the different profiles Such as
  • Global
  • Map
  • HUD
  • Soldier
  • Soldier MAX Armor
  • Vehicle
  • Ground
  • Air
  • BFR
Planetside 1 allows you to set keys for these different profiles but they are not locked so if you set a key for one then try and set the same key for another it will not allow that.

02.) Open field combat: how is SOE going to balance softies outdoors especially with potentially a flood of one man tanks

03.) Heavy Assault Weapons: How is the design coming along? who is going to be able to use them? HA only?

04.) Griefing: How does SOE plan to handle friendly fire and griefing - similar to planetside 1 or different?

05.) Ask roughly how many Keys/beta signups they have had to date or any other indication of how big they are expecting the game to be :P

06.) I want to know how they plan to regulate the horror that is the F2P community. What's their plan for disciplining all the trolls, racists, and 4chan fucks that actively grief the community. More specifically what's to prevent these mouthbreathing dickbags from just making a new account.

07.) Will there be empire command structures similar to PS1 and the CR5 chat?

08.) When creating a character, will there be one set height (I.E. will you be able to make a super small, skinny toon that is harder to target)?

09.) Can SOE commit to there NEVER, under any circumstances, being BFRs and Space caves with multilateral zip lines brought into the game?

10.) Can you switch from WASD driving of ground vehicles to Mouse driving like in Halo with the warthog and if not can this be added?

11.) Can bullets pierce objects in PS2? For example can you both hit one guy and the guy behind him? Another example can you shoot through any terrain intentionally like you can in counter strike, ie doors, some walls etc?[/COLOR]

12.) Cloaking for infiltrators has been talked about in the past in terms of visibility while using pistols/knives vs rifles/sniping and we know that rifle using cloakers have a much weaker stealth, but can you talk about how Firing their weapon effects that stealth level? For example in PS1 a cloaker firing there machine pistol can sometimes still be lost in the heat of battle due to blur and their semi-stealth. In PS2 will heavier rifle cloakers need to become completely visible? What about snipers? Will they be clearly visible for a second or two after each shot in addition to tracers?

13.) How will turning penalties be implemented this time around? For example in heavier vehicles but more specifically in MAX suits. Will there be measures to prevent mouse sensitivity switching being so drastically powerful, like server limited turn speed or something?

14.) Will there be paid Stat resets in the cash shop? If that is an option can you pick and choose specific stats or groups of stats to change and not others? For example could you ever wipe out your death stat, or accuracy stat without losing life time kills? (lets hope not)

15.) For non-MAX infantry how much does their natural run speed differ? What about sprinting speeds? For example maybe HA and Scout run the same speed but scout can sprint faster.

16.) With weapon customizations, you can change things like CoF or "bullet damage vs refire rate" etc, but can [/COLOR]we change things like our Bullet Drop? Can I spec out a sniper rifle with extra fast bullets that counteract bullet drop at longer distances, what about on rifles or vehicles? I want to see mini-rocket propelled bullet add-on lol

17.) I'd like a confirmation about the resource cost of infantry customizations: If I unlock/buy an infrared scope for my rifle do I have to pay if I want to use that every time I respawn like the upgraded load outs for vehicles? Or are infantry mods one time buys always? Are there any other limits to what sights or mods I use on my rifle, like cooldowns or anything?

18.) Can you speak to our respawning options? For example will PS2 have a base or galaxy (AMS) binding system? Can we choose to respawn at far away friendly bases that on operational, or only the nearest one like PS1?

19.) Will PS2 use "whispers" or "tells"? Can we confirm cross faction communication, or will SOE poorly attempt to limit it some how?

20.) With PS2 having such a robust in game VoIP system, including iPhone and Android apps, might there be an option for a light desktop client for using it without all of PS2 open? Maybe you can begin to use it with just he SOE launcher open and signed up, but not the whole game open?

21.) Will there be 3D effects options for those with the monitor setup to do it? I believe SOE confirmed they aren't supporting Eyefinity or Surround for multi-monitors any time soon already.

22.) In the cash shop will there be model changing cosmetic effects? Example changing the size, shape, coverage of infantry armor pieces.
Follow up) Outside of Camo and color related skin changes how much control will we have on the over the look and feel of each class type? (will we be limited into preserving the white medic look, or the HA silhouette)

23.) What kind of limits are there on Engineer CE? For example limits on places mines in or near enemy bases? And ammo capacity, or cooldown, how are you limited in terms of the number of things you can setup each life? Can I setup 3 mana turret at once for my team? If I can have only one what are the limits on moving it or resetting it up if it dies?

24.) What will be the dev team's first priority post-launch? (feature-wise)
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Old 2012-07-14, 03:52 PM   [Ignore Me] #102
AnamNantom
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Re: AGN Community Night July with Matt Higby


I'm feeling your pains. No tech test for me either

Originally Posted by Otleaz View Post
I don't think it is possible to combat it unless they make infiltrators 100% invisible.
Well, they should do this for when they are completely still, but my point was the idea that there are hacks to even see the completely still in PS1.

I'd never heard of that before last night, but that was one reason they thought PS1 infiltrators are not so useful (mind you I'm not in agreement, there's no way I'm stopping playing infiltrator).

The other reason was that so many people have the darklight implant. I for one like taking risks and I totally accept that risk as I can't be sure that everyone has it, but if they do, the'll just have to try and catch me

Anyways, I'm hoping that these same hacks can not be achieved so easily. I did JUST see a video detailing several hacks, one being the cloaky view hack. Here's to hoping that it just can't be done, or it's extremely difficult.

Truly, the script kiddy-ish idiots who use hacks in competitive games are the ones loosing the joy of actually becoming skilled, yet, it's enraging to think people can't just play fair.

Last edited by AnamNantom; 2012-07-14 at 04:15 PM.
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Old 2012-07-14, 04:19 PM   [Ignore Me] #103
Boomzor
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Re: AGN Community Night July with Matt Higby


Regarding UI; with the s**t tonne of certs and customization possibilities, will we be able to save favourite load outs to quickly respond to the ever-changing situations of Planetside?
If yes, how many such favourites do you estimate we'll have at our disposal?
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Old 2012-07-14, 04:52 PM   [Ignore Me] #104
TRex
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Re: AGN Community Night July with Matt Higby


Originally Posted by Boomzor View Post
Regarding UI; with the s**t tonne of certs and customization possibilities, will we be able to save favourite load outs to quickly respond to the ever-changing situations of Planetside?
If yes, how many such favourites do you estimate we'll have at our disposal?
They need to sort this out, or else I'm just going to cert sniper and play duck hunt with the plethora of gonads stood at terminals for 5 minutes at a time while they select which zebra costume they are gonna wear this time etc.
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Old 2012-07-14, 05:54 PM   [Ignore Me] #105
willaguy
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Re: AGN Community Night July with Matt Higby


I would like to know if they can clarify the command certifcation tree some more.
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