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Planetside 2 Discussion - Out Now!


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#1 Jodou

Jodou

Posted 08 July 2011 - 07:07 PM

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Released 11/20/12

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First Details!

Gameplay Videos
Debut Trailer - Official Trailer - Beta Gameplay (w/ Commentary)

First of all, I’m really thrilled to be premiering this game here at fan faire. Represent our most passionate fans.

Planetside is a truly unique and unprecedented gaming experience. We made planetside 8 years ago, with planetside 2 we’re hoping to blow the roof off of the mmo fps market.

This is a game that we’ve been wanting to make for a very long time, it’s a game that has been evolving for years and it wasn’t until recently with the Forgelight engine that we really had the technology to bring to life the vision for what we knew Planetside needed to become.

A lot of what you see in Planetside 2 will be familiar to those of you who played Planetside 1 but what I’m going to talk to you tonight are a few of the aspects of the game that are brand new and unique and things that we’re adding to the Planetside experience.

The number one design goal for Planetside 2 is to deliver on massive warfare. What massive warfare means is, it’s a promise that the battles you experience in planetside 2 will be amongst the most epic and memorable that you have ever had in any FPS or any MMO ever.

We’re talking thousands of players, competing directly, no instancing, it’s open world combat, massive continents and this game is unlike anything you have ever experienced in an FPS.

One of the things we’re adding to support this massive warfare is a brand new territory control and conquest mode. This is going to turn every square inch of the map into contestable, valuable real estate that you want to control.

As places are being captured and conquered, the actual topography of the battlefield will be changing. Areas that used to be secure, that used to be controlled by your empire yesterday might be the new place of battle today.

Now that means, not just facilities are contestable but every single square inch of the map, you might be fighting one day over a volcanic ridge or a completely desolate dry river basin and we’ve hand crafted all of the terrain in this game to make sure that no matter where you play, no matter where you fight will be exciting, will work really well.

So players that control territory and players that control territory will gain access to resources. Now, resources aren’t like in everquest where you have to go to a resource node and bang on it, it’s not like that, you’re not going to hit a ore node with your assault rifle to try to get some ore in Planetside.

You are going to be automatically given resources based on your territory control, the territory your empire controls and your success in capturing and defending territory. Resources are going to be used throughout Planetside 2 for a variety of different things such as upgrading your weapons, attaching new weapons to your vehicles or even shortcutting certain skills on the certification tree.

The importance of resources to Planetside 2 can’t be overstated. These resources are going to add so much to the way people play and the way that your empire, outfit and the way that you manage resources is really going to affect your success or failure on the battlefield.

And later we’ll be going going even further with resources. In the future resources will be used for more sandbox features perhaps your outfit will be able to build its own facility, create its own defensive structures, build its own vehicle pads, we really do want to explore the sandbox nature of the games and we do think planetside is an awesome IP to do it in.

Another one of our cornerstone features with planetside 2 is massive customisation. What this means to me is that we want to make sure that players can play the game the way they want to. One of the main things you’re going to customise is which empire you fight for.

In Planetside 2 we’re really pushing the diferentiation of the different empires and we’re bringing back all three, so we’ll have the Terran Republic which are the strength in numbers, militaristic, disciplined group. We’ll have the New Conglomerate which is Guerilla Tactics and unconventional warfare and the Vanu Sovereignty which is about high tech gadgets, high tech weapons and some of the most technologically advanced vehicles on the battlefield.

Now, these empires aren’t just going to have different tools to be able to be able to fight differently, but the tactics and strategies that they use are going to be completely different as well.

Another place we’re allowing you to customise your game is through classes. Classes are brand new to Planetside but they’re familiar to those of you who played a lot of modern FPS games. The classes in Planetside are going to allow you to really have a distinctive combat role when you play the game.

You will be able to switch between classes seamlessly and they’ll all have their own upgrade paths but each time, each class is going to have a specific purpose in battle and those of you who are more support oriented are going to gravitate towards engineers or medics whereas the people who are more interested in in your face, gung ho, infantry action might be more interested in playing as heavy assaults or MAXes so classes add a ton.

The last thing I’m going to talk to you about is massive depth. One of the things all the classes, vehicles, weapons have in common is they all advance through a massive certification tree. The amount of advancement you’ll be able to do in Planetside 2 is going to be astounding and this certification tree affects all aspects of the game – Implants, weapon attachments, even outfits and squad leadership are going to be able to be customised through this certification tree.

The mechanics of this certification tree uses an offline, time based unlock system so some of you who might be familiar with EVE Online will sort of understand this concept – you’ll be able to advance while not even playing the game. Now this is really cool because it allows folks that maybe don’t have as much time to game will be able to keep up with their friends who seem to be able to get on all the time.

We’re still limiting these skills based on your characters overall battle rank so you’re not going to be able to just create a character day 1 and just sit there, wait six months and suddenly be the most awesome character in the world. You will definitely be continuing to play the game to unlock access to new skills and then those skills will be trained using the offline system.

We really think this is a great approach towards advancement in an FPS and allow us to have a huge amount of customisation, a huge amount of depth and it’s ultimately going to serve a massive warfare. So there’s a lot more to talk about Planetside 2, I’ve only got 5 minutes or so up here.

In the coming months I’m really looking forward to being able to talk to you about Planetside 2, about some of these features and really describing some of this stuff more in depth. We’re going to be starting that tomorrow at 10AM. I know that’s a little early for Vegas, but I do hope that some of you guys can crawl out of bed and wipe the alcohol of your face and come down and see the panel.

There’s gonna be Tramell our Art Director, Josh our Executive Producer, myself and John Smedly will be there to answer any questions that you guys have about anything I talked about tonight or any questions you have in general about Planetside 2. So I really do hope to see you guys there and I really do hope to see you all in Planetside 2.



Edited by Jodou, 24 November 2012 - 08:24 AM.

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#2 crystalklear64

crystalklear64

Posted 08 July 2011 - 10:53 PM

It will face the same problem all massive battle based games face. You will feel insignificant. I just don't see any way around this.

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#3 Jodou

Jodou

Posted 09 July 2011 - 01:51 AM

It will face the same problem all massive battle based games face. You will feel insignificant. I just don't see any way around this.

I agree, which is why I looked for smaller skirmishes. This at times was the real problem with Planetside -- too ambitious with large continents and not enough population to support it. I often found it too easy to ninja a base, hoping for some smaller resistance, only to have nobody come at all. This lead to everyone just focusing on hotspots whenever they joined the battle.

If they can find the right balance and actually place focus (like they say they are) on strategic positions, then it will give meaning and significance to smaller battles.

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#4 dastly75

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Posted 09 July 2011 - 02:44 AM

Back when I played Planetside, I had small squads instigate shifts in the battle front. Often I would hack and get a group establishing a new presence on a just unlocked continent. Eventually it would boil down to a hotspot of battle and hopefully a take over of the continent. I assume the new mission system will help alleviate any monotony of large battles.

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#5 Jodou

Jodou

Posted 16 August 2011 - 04:50 PM

Some new details:

John Smedley and Producer Matt Higby were part of the SoE team that presented Planetside 2 at SyndCon, the annual guild meeting of The Syndicate, a guild that has been in existence since 1996 and works together to provide professional alpha and beta testing services as well as the writing for print as well as website game guides. Planetside 2 is built on SoE’s own proprietary engine, Forgelight and we were given close up shots of the graphic possibilities with Matt accelerating the day / night cycle while the audience “oohed and aahed” at the light changes in an early build of the game. We were also given close-up looks of models and the level of detail possible, down to scratches on the paint of armor.

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There will be a dynamic weather system that can affect warfare. Intense firefights causing a lot of smoke can affect the weather and they also spoke of volumetric clouds that can mask vehicles. That may not be in at launch, but is definitely in the long term plan.

“The long term goal,” said Smed, “is to have environment that is destructible.” If players wreck a base totally, they will have to rebuild it before it can be useful again. He also alluded to EVE Online’s outside-in approach in that they started with space and have since created on- planet game play while their plans are inside-out, with plans for space game play in the future.

“We can build in extra detail where it is needed,” said Matt as he pulled the camera in and out of landscapes and models. We saw the heat shimmer of super-heated air under vehicles, reflections of light off armor and the sun light striking the canyon at sunrise. There will be spotlights at night, on towers and on vehicles as well.

“Imagine the old Looney Tunes prison break,” Matt laughed, “with the spotlight following you as you try to escape it.”

Bases and outposts have attained greater variety, with some buildings built into the sides of stone walls, making the approach only, say 180 degrees, not 360.

“We will start with a single planet and continent,” said Smed, “then add more continents, and eventually planets.”

That brings up the possibility of naval and air transports between the continents as well as fighting on the high seas, refueling stations and floating bases – both on water and air. Planetside 2 will retain the same three factions, the Terran Republic, the Vanu Sovereignty and the New Conglomerate, but the three factions won’t be battling over territory just to hold it for the sake of holding territory. There will be outposts that control certain resources and looking at the map, players can gain control and hold them for the purpose of denying another faction the use of the resources, or use them, themselves.

The game will be able to re-allocate resources so that one strong faction won’t be able to completely monopolize a single resource. They might deplete one type of ore and spawn another, or create an abundance in another non-controlled area.

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Matt then spoke on skills or as they are called in Planetside and Planetside 2, certifications. Planetside 2 will be much more of a skill-based game than Planetside was as the Forgelight engine is capable of the physics. For example, headshots will be possible and snipers will have a harder time of it, as ballistic physics will be in game and they will have to account for wind shift and bullet drop. The game will play very much like an FPS, with a keyboard layout that will be familiar to FPS players, however, there are leadership certifications as well as other support roles like medics and engineers.

Certifications can be trained offline or on, with online training speedier than offline. Players can still be a Jack of all trades, and bring specific load outs into each battle, but specializing will get players higher level certifications faster. Throughout the presentation, we were told we could do this or that, provided we had the proper certifications. For example, Terran Republic players will be able put a powerful anti-vehicle weapon on top of the Prowler (a mid size tank) and swap them out as needed.

If a player has the command rank and the certifications, they can command the base to raise specific turrets such as anti-personnel or anti-aircraft. Missions are area based, the objectives popping up as you enter an area, but leaders can also pick missions for the squad / outfit as well.

Players respawn on death and if leaders have the certification, the respawned player may be able to drop-pod directly back to the group rather than making his way back from the respawn point in a camp or outpost. Friendly fire will be in game, which will make AE weapons more strategic and player sacrifices more meaningful. Each faction will have an uncontestable base and Outfit housing will also be a safe sanctuary.

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At FanFaire 2011, Smed had alluded to a cash shop, and he did the same here at SyndCon, reassuring the audience that they would not be selling power. If a weapon can be bought in the cash store, he was quick to assure us that it would be attainable in the game as well. Definitely though, one of the things that will be sold would be customization.

SoE hopes to create a parallel feel for outfits that’s like the US military, for players to recognize outfits for what they do, like how the 101st Airborne Division is known. To help with the identity, Outfits will be able to customize the look of their armor and vehicles. Leaders (with the right certifications) will be able to unlock abilities and customize the skill tree for the Outfit. Drilling down, an Outfit can have more than one Division, so they can have for example, a light assault Division, an Engineering Division and etc. Group play will be the same with 10 to a squad, but in addition, platoons of up to four squads can be formed.

In summation, Smed had this to say of Planetside2. "Basically, we took everything that sucked out of Planetside and made all the fun things better."


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#6 Jodou

Jodou

Posted 09 August 2012 - 10:16 PM

Might be time for an annual bump LOL, but for great justice!

Beta footage looks sick:


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#7 Waughoo

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Posted 11 August 2012 - 01:46 AM

Might be time for an annual bump LOL, but for great justice!

Beta footage looks sick:


Your video is no good no more.


I am looking forward to this. I like the idea that there is a massive battle going on and you could just get a group of friends together who specializes in bombing strikes, or sneeking into bases and taking over.
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#8 Jodou

Jodou

Posted 11 August 2012 - 02:32 AM

Yeah, I was afraid it would get taken down but even though it was laggy/buggy, it was still impressive for what little I saw. They borrowed a LOT from BF3 and almost looked like DICE worked on it TBH. All I know is having a jetpack will be badass and reminds me of SW: Battlefront a bit.

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#9 SEH

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Posted 11 August 2012 - 05:13 PM

I got into the beta event or whatever next weekend through nVidia. Pretty excited to try this out.

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#10 crystalklear64

crystalklear64

Posted 11 August 2012 - 05:54 PM

interested to hear impressions

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#11 Jodou

Jodou

Posted 18 August 2012 - 01:56 AM

So good. After seeing some stuff explained, I can't fucking wait for this game. Didn't know TOD was in this, which is pretty huge for map variety alone but the bases are crazy huge as well. That's the one thing BF3 always had problems with, because maps tended to have chokepoints or would start to get repetitive. With this game, outside of any copy/paste bases I feel like I could play it for a year and still find new ways to approach each area. I love the amount of freedom there is, so hopefully the game is just as epic as it looks.

WTB release date, PST!

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#12 SEH

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Posted 18 August 2012 - 03:20 AM

Played for a bit earlier. Game was laggy as Fuck. It runs a bit shitty maxed on my PC (GTX670, i5 2500k @ 4.2ghZ, and 8GB's of RAM) considering it doesn't really look that great. Seemed alright though gameplay-wise.

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#13 Jodou

Jodou

Posted 18 August 2012 - 04:55 AM

Did you check to see if there were any driver updates from nvidia? Doubtful there's anything but sometimes they put out beta drivers for specific games. Man, I registered for beta when they first announced it and I thought us veterans were supposed to be shoe-ins. I double-checked my account and sure enough Planetside is registered there. Can't believe it came out nine years ago. I would have played longer too except SWG stole me away.

I'm just glad this one will be F2P because it's why I left the first one.

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#14 SEH

SEH

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Posted 18 August 2012 - 06:34 PM

My drivers are up-to-date. Just the game being un-optimized I believe.

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#15 Jodou

Jodou

Posted 18 August 2012 - 08:27 PM

My drivers are up-to-date. Just the game being un-optimized I believe.

Word. If I could get in I'd be able to test how well ATI works but it'd probably be similar results.

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#16 Jodou

Jodou

Posted 21 August 2012 - 02:47 AM

Ask and ye shall receive ha. Got in just now! Can't wait to check this out tomorrow.

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#17 jakusotsu

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Posted 21 August 2012 - 06:27 AM

Just got in today. Anyone wanna team up tomorrow?

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#18 NamPaehc

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Posted 21 August 2012 - 01:14 PM

Still in Closed beta and under NDA/GTA. Should be beta forums you can go into more detail on your game experience there.

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#19 Jodou

Jodou

Posted 22 August 2012 - 04:01 AM

Wow. I respect the NDA so all I'll say is day one purchase for me. Also SEH, I turned all settings on max and the game played smooth as butter regarding framerate, even when there was a lot of action going on. Maybe check their forums to see if anyone else is having similar issues.

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#20 Jodou

Jodou

Posted 23 August 2012 - 04:58 AM

Ugh, the one thing that sucks about beta (and live with some games, amirite?!) is that. . .it's beta lol. Hard to report a lot of the bugs I've seen too because they occur randomly and can't really reproduce them. Really wish this was coming out this year!

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#21 Waughoo

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Posted 26 August 2012 - 02:18 PM

Just got my beta invite! Downloading now!
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#22 Jodou

Jodou

Posted 26 August 2012 - 03:52 PM

Nooooooooooooooooooice! Unfortunately servers are down on Sunday lol.

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#23 Waughoo

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Posted 26 August 2012 - 08:04 PM

No? I was just playing. I suck though. I can never tell who is on which side till I'm already dead. I did get a few kills though, and some nice headshots
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#24 Jodou

Jodou

Posted 27 August 2012 - 05:34 PM

Huh, maybe they left them up since it was down all day Friday. Easiest way to tell if someone is an enemy is they won't have anything above their head.

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#25 Waughoo

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Posted 28 August 2012 - 02:22 AM

Yeah, I can never notice quickly enough. Found out how to win though. Get like 2 gunships full of people, and circle the enemy spawn. We couldnt even leave the building without dying >.<
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#26 dastly75

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Posted 28 August 2012 - 02:48 AM

This game is so good.

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#27 Waughoo

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Posted 28 August 2012 - 06:53 PM

I'm Waughoo81 if anyone wants to add me.

Just a FYI, if anyone loads this up and all they get is a white kinda cloud-like screen, where you can still see the Green/Red Player names running around then try this... Go into graphics options and reduce the rendering from 100% down to 99% then reload. Worked fine for me. I did have to go in another time and move it to 98% once though.
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#28 Waughoo

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Posted 08 September 2012 - 12:37 PM

I played a couple hours last night. I still have trouble telling quickly if someone is on my team or not. Did have some good times though. Had like a 4 kill streak early on. I also had a couple good revenge kills.
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#29 Jodou

Jodou

Posted 08 September 2012 - 06:55 PM

I need to start playing this again, probably after this weekend since there's another Just Cause 2 MP beta happening right now. Highly recommend checking it out for a few hours at least if you have the game.

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#30 JBaz

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Posted 08 September 2012 - 08:25 PM

Watched some demos at PAX on youtube and man... looks fun as hell. Haven't played PS since it came out years ago and been waiting for another MMOFPS.
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