Go Back   AnandTech Forums > Software > PC Gaming

Forums
· Hardware and Technology
· CPUs and Overclocking
· Motherboards
· Video Cards and Graphics
· Memory and Storage
· Power Supplies
· Cases & Cooling
· SFF, Notebooks, Pre-Built/Barebones PCs
· Networking
· Peripherals
· General Hardware
· Highly Technical
· Computer Help
· Home Theater PCs
· Consumer Electronics
· Digital and Video Cameras
· Mobile Devices & Gadgets
· Audio/Video & Home Theater
· Software
· Software for Windows
· All Things Apple
· *nix Software
· Operating Systems
· Programming
· PC Gaming
· Console Gaming
· Distributed Computing
· Security
· Social
· Off Topic
· Politics and News
· Discussion Club
· Love and Relationships
· The Garage
· Health and Fitness
· Merchandise and Shopping
· For Sale/Trade
· Hot Deals with Free Stuff/Contests
· Black Friday 2014
· Forum Issues
· Technical Forum Issues
· Personal Forum Issues
· Suggestion Box
· Moderator Resources
· Moderator Discussions
   

Reply
 
Thread Tools
Old 11-04-2012, 08:29 AM   #601
Red Storm
Lifer
 
Red Storm's Avatar
 
Join Date: Oct 2005
Location: Washington DC
Posts: 11,995
Default

Anyone else not able to get in game? I can get to character selection but when I press 'Play' nothing happens, gave it a god 15 minutes too.
__________________
Heatware
Red Storm is offline   Reply With Quote
Old 11-04-2012, 08:44 AM   #602
Sabbatini
Junior Member
 
Join Date: Nov 2012
Posts: 2
Default

same problem
Sabbatini is offline   Reply With Quote
Old 11-04-2012, 08:54 AM   #603
imaheadcase
Diamond Member
 
Join Date: May 2005
Posts: 3,372
Default

Working fine for me.

Twitch.tv intergration works real good. I don't notice any problems when playing with it on. I doubt people watched though because i was just sniping in same spot for a hour. lol
imaheadcase is offline   Reply With Quote
Old 11-05-2012, 01:19 PM   #604
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

So I have determined that using ANY type of sight/rail upgrade with assault rifles is just absolutely pointless. I decided to "waste" a few cert points and get the Polaris yesterday just for shits and giggles, and went out with it. Yeah, I know it's a slightly better gun anyway, but using iron sights on it I would easily walk in and rape 2 or 3 people at a time in a matter of seconds before they could react, whereas with the Polaris and a reflex sight I could empty half a clip into one light assault and still die, and the kill screen would show the person I was should would still have half their SHIELDS left.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-05-2012, 09:28 PM   #605
imaheadcase
Diamond Member
 
Join Date: May 2005
Posts: 3,372
Default

Yah the kill screen is kind of messed up, in fact lots of stuff is messed up with kill credits. Its annoying for instance to not get partial credit for killing tanks even though you used all rockets on one, just to have someone else kill it. Or worse yet it despawning in front of you and get nothing as well.

I "think" the kill screen is not syncing right when they you/they die.
imaheadcase is offline   Reply With Quote
Old 11-06-2012, 05:48 PM   #606
crownjules
Diamond Member
 
Join Date: Jul 2005
Posts: 4,784
Default

I just logged in for the first time in two days and I have 1033 cert points. Did they just fling out CPs for everyone to test stuff?

edit: Now I have 2063. And that's after I spent the 1000 I had from before.

edit2: Also Sunny, it looks like they heard your complaints. I can now unlock any scope I want. You don't have to do them in order to get the last one. Of course, I have no idea why anyone would waste CPs on the low level scopes now...
__________________
Steam/XFire: killd1

i5-2500K | ASRock Z68 Extreme3 Gen3 | EVGA GTX660 2GB | 8GB G.Skill Ripjaws DDR3 1866 RAM | Antec 900 Mid tower | Samsung 840 Pro 256GB | ASUS VG236HE / LG227W

Last edited by crownjules; 11-06-2012 at 07:19 PM.
crownjules is offline   Reply With Quote
Old 11-06-2012, 07:35 PM   #607
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

Quote:
Originally Posted by crownjules View Post
I just logged in for the first time in two days and I have 1033 cert points. Did they just fling out CPs for everyone to test stuff?

edit: Now I have 2063. And that's after I spent the 1000 I had from before.

edit2: Also Sunny, it looks like they heard your complaints. I can now unlock any scope I want. You don't have to do them in order to get the last one. Of course, I have no idea why anyone would waste CPs on the low level scopes now...
They gave everybody 1000 cp for the unexpected downtime over the weekend with the Alpha Squad thing.

Good to hear about the scopes though... it makes a lot more sense to NOT have to burn 60 or so cp if "ranged" isn't your play style just to get a non-ranged rail.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-07-2012, 09:17 AM   #608
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

Decided to learn how to fly last night.

After an hour, threw about 400 cert points at the Scythe.

After four hours I logged off with a smile on my face and went to bed.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-07-2012, 10:11 AM   #609
Red Storm
Lifer
 
Red Storm's Avatar
 
Join Date: Oct 2005
Location: Washington DC
Posts: 11,995
Default

Quote:
Originally Posted by SunnyD View Post
They gave everybody 1000 cp for the unexpected downtime over the weekend with the Alpha Squad thing.

Good to hear about the scopes though... it makes a lot more sense to NOT have to burn 60 or so cp if "ranged" isn't your play style just to get a non-ranged rail.
Except now each one costs 48 so it's not much better.
__________________
Heatware
Red Storm is offline   Reply With Quote
Old 11-07-2012, 10:18 AM   #610
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

Quote:
Originally Posted by Red Storm View Post
Except now each one costs 48 so it's not much better.
I agree somewhat, 48cp is a bit much for some of the basics. But on the flip side, the reduced the costs of some of the other stuff too.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-07-2012, 10:22 AM   #611
Red Storm
Lifer
 
Red Storm's Avatar
 
Join Date: Oct 2005
Location: Washington DC
Posts: 11,995
Default

Quote:
Originally Posted by SunnyD View Post
I agree somewhat, 48cp is a bit much for some of the basics. But on the flip side, the reduced the costs of some of the other stuff too.
True.

I must say, I hadn't logged into the game in quite a while and did so for the first time the other night. Performance has greatly improved. The game just feels a lot smoother now. I only got a peek of Amerish at night but I was really digging the mountainous terrain in the middle with the green around.
__________________
Heatware
Red Storm is offline   Reply With Quote
Old 11-07-2012, 10:46 AM   #612
felang
Senior Member
 
Join Date: Feb 2007
Posts: 562
Default

Ok so I got my beta key yesterday and played just one match. Seems allright, but is their a tutorial anywhere so that people that have never played Planetside can get the hang of the different aspects of the game. It just seems really different than anything Ive played before and I felt a little lost.

Or maybe I was just really tired last night.
felang is offline   Reply With Quote
Old 11-07-2012, 10:52 AM   #613
JTsyo
Diamond Member
 
JTsyo's Avatar
 
Join Date: Nov 2007
Location: NJ
Posts: 9,150
Default

Quote:
Originally Posted by felang View Post
Ok so I got my beta key yesterday and played just one match. Seems allright, but is their a tutorial anywhere so that people that have never played Planetside can get the hang of the different aspects of the game. It just seems really different than anything Ive played before and I felt a little lost.

Or maybe I was just really tired last night.
This wiki might help
JTsyo is offline   Reply With Quote
Old 11-07-2012, 04:38 PM   #614
felang
Senior Member
 
Join Date: Feb 2007
Posts: 562
Default

Quote:
Originally Posted by JTsyo View Post
This wiki might help
Thanks
felang is offline   Reply With Quote
Old 11-08-2012, 12:43 PM   #615
JTsyo
Diamond Member
 
JTsyo's Avatar
 
Join Date: Nov 2007
Location: NJ
Posts: 9,150
Default

Used the 1K Certs to unlock some of the different guns. I'll try them out and see which ones to focus on for the actual game. They got used up pretty fast though. Not promising on how much you'll need to play to unlock a decent amount of stuff.
JTsyo is offline   Reply With Quote
Old 11-08-2012, 01:31 PM   #616
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

New patch incoming... they're changing how base capture/defense works.

Quote:
Continental Domination With this week's patch we'll be adding continent domination benefits into the game. You'll get a global benefit that is acquired when your empire controls 100% of the contestable territory on a continent. This benefit will remain on every soldier in your empire until the continent is conquered by another empire.

In addition to bragging rights, the benefits are going to reduce your resource costs for Air vehicles (Amerish), Ground Vehicles (Esamir) and Infantry consumables (Indar)

Linked facility benefits: Each facility type will provide a benefit to connected territories. Some of these benefits will be useful in all regions, some will be more useful when combined with other facilities or outpost types.

Tech Plants - Provide access to MBTs from connected towers and facilities. You will always be able to pull MBTs from the warpgate in addition if you don't own a tech plant on continent. Biolab - Increased innate health regeneration (see below for more information) Amp Station - Increased turret heat capacity, so turrets can be fired a lot faster.

Finding a fight: One of the pieces of feedback we've heard over and over is that it's challenging to find a fight, with this patch we're fixing some bugs and adding some functionality on the map that should help to address that. Here you can see the new map region tooltip:

Now you'll be able to see the capture progress of any contested base on any continent in real time, as well as a measure of strength of enemy forces in the area (this has a bug on beta currently, that causes any base that's under contention to list "No Activity" - very helpful, right?). You can also see which benefits are currently present on the region and what benefit owning the region gives.

It's our hope that by showing the capture progress as well as an accurate depiction of enemy troop numbers will significantly help the cause of finding you a good fight.

Tug-of-war base capture and XP changes: This is a pretty major change to the way bases are captured in the game.

Currently bases are captured by a ticket race that is initiated when a base control node gets flipped and starts generating tickets, those tickets are then multiplied based on influence your empire has on the base. In this system two factors, control node ownership and adjacent territory control dictate the victor of the base capture. The ticket race method sometimes results in unintuitive victories where your empire has a clear advantage on a base, but because the other empire USED to have an advantage earlier in the fight, earned lots of tickets during that time and hangs on to one control node, they can still win the battle even though they're clearly out-muscled. Tug-of-war puts an end to all that.

With the new system, there will be three factors that determine the capture of the base, control node ownership, adjacent territory control and player leverage.

Player leverage will be the number of people you have simultaneously influencing a control node. More players near the control node = more leverage = you capture the base faster. We've greatly expanded the range which you can be influencing a node, these should feel a lot less restrictive, and allow you to effectively defend the point from different vantage points, not just stand within 10 feet of the node. Initially, most bases / outposts will allow 12 people to be influencing them at once, bases with only 1 control node will be able to have up to 12 people influencing that node, whereas bases with multiple nodes will have the number of players split amongst them. You can still capture the base by having one person at the node, but having more gives up to a 3x increase to the capture time beyond what is possible right now.

So, how is it a tug-of-war. Well, now the ticket count is zero-sum. This means that when a base is attacked, it starts off at 100% owned by the defending empire and the attackers have got to burn down the defender tickets at the same time as they increase their own. If they wrestle control back from you, they'll have to burn down your progress as well. For multi-control node facilities such as Biolabs, or outposts like The Crown, having people locking down the nodes becomes more important than just rushing to the next node to flip it, not only because the people posted up on that node are keeping it from being captured by an enemy, but also because they're helping to move the capture needle faster for your empire.

We're also making XP changes to the way attackers and defenders earn XP. As an attacker you'll earn XP normally for actions you complete in the course of attacking a facility, and you'll get a large XP bonus when the base is successfully captured. Defenders will earn bonus XP for all actions taken in the course of defending their base, but they won't get a bonus for resecures or when the base is lost.

These changes combined we predict will result in a few positive changes to the base capture:

1) Less attacker and defender dead time - at a certain point in most battles the base is won, but the time it takes to secure causes some dead time for attackers and defenders. Attackers like to use this time to camp spawn rooms, defenders like to use this time to take pot shots at the guys camping the spawn rooms. Now that attackers can stack up on the point and capture 3x faster by doing so, we expect this dead time, and thus the spawn camping to be cut down quite a bit. 2) Resecures are less taxing on defending players - between the control node reverting to the owner of the facility, and the tug-of-war mechanic, bases can be 'resecured' by defenders just by kicking the attackers out. The defenders will be able to leave immediately once the threat is removed, and the territory will naturally resecure itself. 3) less cleaning up after ghost cappers - now that capturing is more reliant on boots on the ground at the location, we expect to see a lot less of people grabbing a node and bugging out, forcing people to do clean up on bases that aren't really under contention.

Getting the tuning just right on this is going to be tough, we like what we've got so far, but we're going to rely on a lot of feedback from you guys when this goes live about what we can do to make it better.

We've got a bunch of general gameplay enhancements coming this patch as well:

Indar polish and outpost revamps We've taken a lot of the lessons we've learned on Amerish and applied them to some of the outposts and general flow of Indar. You'll see substantial changes to a pretty good number of outposts, including some being removed, replaced or added. The main outposts that have been modified are:

•Defunct Solar Hub
•Quartz Ridge
•The Crown
•West Highlands Checkpoint
•TI Alloys
•Xenotech Labs
•The Palisade
•J908 Impact Site
We're not done on Indar, but these are the outposts you'll see changes on this week. In general these outposts should have more defensible spawn rooms that are less prone to camping (especially by vehicles), they have better overall flow (especially where / how vehicles can access them), and in cases of outposts like West Highlands Checkpoint and Quartz Ridge (which has moved about 750 meters southwest from it's current location) these now provide real defensible roadblocks for the empire which owns them.

Beyond the outposts, a lot of work has been done to add better roads and direction to Indar. You'll notice a lot of new road ways, a lot of non-road areas that are going to be a bit less traversable than they are currently for vehicles (so you stick to the roads!) and more integration of these outposts into the traffic flow we see when watching players move around the map. New sidegrade weapons and store updates With this we'll be opening up a few more sidegrade weapons, these will be the weapons that are available on the store day-1 of release. We're also putting in final pricing both in Cert points and Station Cash for items in the store. We're doing this because so many of you have asked what the prices are going to be for items in the game. You still will not be able to spend Station Cash during the beta, but at least this will give you a solid idea of the prices of items in the game. Just incase you can't wait, here's a preview:

Infantry and vehicle weapon sidegrades will range in price from: 48 - 720 Cert points 250 - 700 Station Cash

Cosmetics such as camo patterns and armor attachments (for infantry and vehicles) will range in price from: 50-1200 Station Cash

Consumable boosts for additional resources or XP will range in price from: 75 - 700 Station Cash

But wait, theres more: Here are a bunch of other changes going in this patch, in addition to a lot of bug fixes:

We're going to be fixing some bugs with XP granting, and changing the XP:Cert Point ratio to 500:1 to better reflect the rate at which players are earning XP and some of the new XP sources that have been added.

Cert prices are being further refined

Attachments on weapons have been adjusted so that they more correctly match the role of the weapon (i.e. long range scopes on long range weapons, reflex sights and laser dots on bullpups, as you'd imagine)

Empire specific fighter rocket pods have had their damage reduced
Liberator has been buffed, both in offense (105mm and Shredder turret) and defense (added resistance to flak.

Non-remote detonated deployable explosives such as tank mines and claymores will now stay in the world even if you switch classes.
MAXes will be getting some additional durability

Players will have basic health regeneration, this will kick in about 20 seconds after you've taken damage and take about 40 seconds to fully heal a very hurt player. It's not meant to replace combat health regen (like med kits, or medics)
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.

Last edited by SunnyD; 11-08-2012 at 01:38 PM.
SunnyD is offline   Reply With Quote
Old 11-08-2012, 03:48 PM   #617
JTsyo
Diamond Member
 
JTsyo's Avatar
 
Join Date: Nov 2007
Location: NJ
Posts: 9,150
Default

Quote:
Players will have basic health regeneration, this will kick in about 20 seconds after you've taken damage and take about 40 seconds to fully heal a very hurt player. It's not meant to replace combat health regen (like med kits, or medics)
Not sure why they added that. You already had shields that recharge. Don't think it'll make too much of a difference though.
JTsyo is offline   Reply With Quote
Old 11-08-2012, 07:25 PM   #618
NikolaeVarius
Diamond Member
 
NikolaeVarius's Avatar
 
Join Date: Oct 2006
Posts: 9,982
Default

Quote:
Originally Posted by JTsyo View Post
Not sure why they added that. You already had shields that recharge. Don't think it'll make too much of a difference though.
My god. Developers need to stop this shit. Being low on health after a firefight is something that encourages teamwork because. Freaking COD influences.
__________________
Boom, phrasing.
NikolaeVarius is online now   Reply With Quote
Old 11-08-2012, 07:49 PM   #619
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

Quote:
Originally Posted by NikolaeVarius View Post
My god. Developers need to stop this shit. Being low on health after a firefight is something that encourages teamwork because. Freaking COD influences.
I had no problems when it used to be you could go back to an equipment station, resupply and get a full heal from it. I was irritated when they removed it.

I am... indifferent on this. I think the timers should be a bit more stretched out though as it gives a real distinct advantage to snipers. Maybe 1 minute before HP regen and 2 minutes to fully regen a health bar.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-08-2012, 08:48 PM   #620
CottonRabbit
Golden Member
 
Join Date: Apr 2005
Posts: 1,007
Default

So they just halved cert point gain. I thought it was slow enough.
CottonRabbit is online now   Reply With Quote
Old 11-08-2012, 09:28 PM   #621
imaheadcase
Diamond Member
 
Join Date: May 2005
Posts: 3,372
Default

Quote:
Originally Posted by CottonRabbit View Post
So they just halved cert point gain. I thought it was slow enough.
But you also have more chances to get exp so it evens out. Even though its 500exp now, base capture/defense grants you exp on a wider area now.
imaheadcase is offline   Reply With Quote
Old 11-09-2012, 09:27 AM   #622
SunnyD
Belgian Waffler
 
SunnyD's Avatar
 
Join Date: Jan 2001
Location: Waffle House
Posts: 31,280
Default

Quote:
Originally Posted by imaheadcase View Post
But you also have more chances to get exp so it evens out. Even though its 500exp now, base capture/defense grants you exp on a wider area now.
Quote:
but they won't get a bonus for resecures or when the base is lost.
That will slow it down no matter what you say. A lot.
__________________
It's a long story... and trust me, no, you really don't have time.
Need VPN? Cheap hosting? I can do that.
SunnyD is offline   Reply With Quote
Old 11-09-2012, 10:07 AM   #623
crownjules
Diamond Member
 
Join Date: Jul 2005
Posts: 4,784
Default

You gotta expect it will be a slow grind. It's F2P so Sony will want to make purchasing XP boosts very attractive. If you've played the newer Tribes: Ascend it's the same thing there. It takes FOREVER to accumulate enough XP to unlock new weapons, and I bought the VIP package which boosts gain by 50%!
__________________
Steam/XFire: killd1

i5-2500K | ASRock Z68 Extreme3 Gen3 | EVGA GTX660 2GB | 8GB G.Skill Ripjaws DDR3 1866 RAM | Antec 900 Mid tower | Samsung 840 Pro 256GB | ASUS VG236HE / LG227W
crownjules is offline   Reply With Quote
Old 11-09-2012, 08:36 PM   #624
Bobisuruncle54
Senior Member
 
Join Date: Oct 2011
Posts: 299
Default

Hmmm has anyone found the latest patch to be a complete lagathon sometimes? It's either that or some players are using a speed exploit/hack.
Bobisuruncle54 is offline   Reply With Quote
Old 11-09-2012, 11:56 PM   #625
JTsyo
Diamond Member
 
JTsyo's Avatar
 
Join Date: Nov 2007
Location: NJ
Posts: 9,150
Default

What's with grenades in this game? No matter where I throw it, I end up dead from it. Thought the big patch was supposed to fix it.
JTsyo is offline   Reply With Quote
Reply

Tags
free to play, planetside 2

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 09:15 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.