PlanetSide 2 - PS4 version out now

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Garth
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PostRe: PlanetSide Next
by Garth » Mon Apr 04, 2011 2:23 pm

Planetside Next to get more resources despite Sony Online layoffs

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Sony Online got hit earlier this week with mass layoffs and the total shutdown of three of its five studios, along with the cancelation of The Agency. Prior to the layoffs Sony Online head man John Smedley had been stating that the upcoming revivial of the sci-fi FPS MMO Planetside would launch a beta at the end of the first quarter or the beginning of the second quarter.

The bad news? Smedley told fan site Planetside Universe that the launch of PlanetSide Next "will be out a little later in the year." The good news is that Smedley also said that more resources would be put into the game and "we are pulling out all the stops to make it great." There are also hints that more info on this move will be revealed sometime next week.

http://news.bigdownload.com/2011/04/03/ ... ne-layoff/

Didn't make its March date and there's not been much info about the game yet so the delay wasn't surprising, good to hear they're throwing more resources at it.

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Garth
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PostRe: PlanetSide 2
by Garth » Fri Jul 08, 2011 3:14 am

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What is PlanetSide 2?
PlanetSide 2 is a Massively Multiplayer first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Battles take place not between dozens of troops, but thousands; with air and ground vehicles slugging it out alongside squads of troops. Whether in open fields, tightly-packed urban centers or enormous structures, winning requires strategic teamwork and a quick trigger finger.

Is PlanetSide 2 an MMO?
Yes. PlanetSide 2 is an MMO FPS set in an online persistent world where the war wages non-stop and the balance of power shifts with every base and territory captured and lost. Players will be able to unlock diverse combat roles by advancing through the deep skill trees, including several classic roles from PlanetSide. As players unlock new roles, they can switch between them at will.

What are the three factions you can choose from in PlanetSide 2?
- Terran Republic - An authoritarian government that leverages military might to maintain strict control over the colonial citizens. The Terran Republic is obsessed with the preservation of law and order and are thus seen by some to be an oppressive and dictatorial force, but many view the TR as the only hope for lasting security on Auraxis.
- New Conglomerate - Rebels, freedom fighters or terrorists? The New Conglomerate operates as a loosely organized band of dissidents, vehemently opposed to the stranglehold that the Terran Republic has on Auraxis. Led by an unusual quorum of outcasts, industry titans, pirates and former military leaders, the New Conglomerate is unwavering and prepared to achieve their goals by any means necessary.
- Vanu Sovereignty - Vanu has taught that only through technology can humanity evolve it's next state of existence. The Vanu Sovereignty is extremely advanced, employing powerful alien technology on the battlefield. Their singular purpose is to uncover the secrets hidden away in ancient artifacts scattered over the surface of Auraxis and they will annihilate anyone who interferes.

Will there be vehicle-based combat in PlanetSide 2?
Absolutely - There are many different types of air and land based vehicles that all work together carefully.

What is the business model for Planetside 2?
We will have more information on this in the months ahead. Sign up to receive our email updates and like us on Facebook to be in the know.

When will PlanetSide 2 go live?
We will have more information on this in the months ahead. Sign up to receive our email updates and like us on Facebook to be in the know.

Will there be a Beta?
Yes. We will ensure that PlanetSide players will be among the first in. Sign up to receive our email updates and like us on Facebook to be in the know. Also, if you played awhile ago it would be a good idea to make sure that your Station Account has your most recent email address. Go to http://www.soe.com and click My Account.

No instancing, open world combat, massive continents.
Sandbox features e.g. create your own bases and defenses.
Classes.
Massive certification tree.

Forgelight is the engine for Planetside 2 and EverQuest Next.

Seamless world! No more zones.
Real-time radiosity.
Scales greatly.
Atmospheric scattering (weather).
Ambient occlusion.
Real-time physics engine, Nvidia PhysX partnered.


:mrgreen:

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Garth
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PostRe: PlanetSide 2 - persistent world FPS, thousands of player
by Garth » Fri Jul 08, 2011 9:18 pm

RPS preview:
The first thing that’s clear; they’re aiming to recreate Planetside with modern tech. From the video I just saw, I think they’ve done it.

For those not in the know; Our story begins eight years ago, on a distant planet called Auraxis. Three immortal factions contest the surface of this planet; the militaristic Terran Republic, the guerrilla New Conglomerate and the advanced Vanu Sovereignty. Their troops can’t die permanently, so contests consist of hordes of tanks, planes and infantry rolling, skimming and tramping towards each other over the same shattered world, eternally.

Being the most-varied and largest-scale MMO FPS combat of all time meant it was a game that generated war stories: as a lone anti-armour Max, running round a hillside, accidentally into the blind spot under a rare towering enemy mech and shooting its tuchas until it died of humiliation; of the mighty RPS tank platoon pounding our Escapist rivals until they realised we had no air cover and we scattered our tanks into the shelter of unsympathetic trees; of gal-dropping an ANT supply truck on a besieged base, saving it at the last moment. Every player has a dozen stories.

That was Planetside 1. Planetside 2 is going to be set in the same place, with the same continents and the same factions, as Higby explained: “It’s going to feel very similar to Planetside. We’re bringing the game up to a modern feeling, making it more quickly paced… the systems and features we’re adding are things we learned over the last eight years from the Planetside Live service and the features that MMO gamers expect, as well as all the bells and whistles of a modern FPS.” That said, there is going to be increased empire differentiation, so that the tools, techniques, strategies and tactics for each faction are going to be even more distinct.

“It’s only recently that we’ve had the technology that allowed the dream of where we need to bring Planetside in the future.” He tells us that they’ve been wanting to make the game for years, and that’s it’s evolved over a very long period. They’ve built a new homegrown engine called Forgelight designed specifically for online MMOFPSes, critically incorporating Nvidia’s Physx.

“We’re talking 2011 AAA graphics quality… We wanted to allow the AAA visual effects and physics that you see in today’s AAA FPSes – in an massively multplayer game”. He quickly runs through how physics is going to change the world: incorporating flight mechanics to make flying much more realistic; setting up large dynamic objects that can move around and be used for cover; or the way weapons affect players, so that if you get hit by a rocket that doesn’t kill you, it’ll knock you back.

As with the previous game, it’s going to feature thousands of players battling with each other in realtime on enormous maps, with no instancing – “we’re only limited by how many can physically fit into a small area.” New, however, is a territory control and conquest system; “You’ll fight over more than just facilities and bases; this turns every square inch into contestable valuable real estate that you want to control. The battlefield is always moving, you’re not fighting in the same place; something in your territory yesterday is now the newest hotspot. All of our maps are completely hand-crafted so that every square inch supports gameplay. The size of our environments is completely unrivalled.” It’s worth noting that facilities also have an effect on other parts of your military force – ammo dumps giving ammo bonuses and so on.

The more territory you control, the more resources you’ll have flowing in, whilst both attacking and defending give you a burst of resources. “There’s no resources pop-up to be smashed by assault rifle butt – how empires control territory and hence resources determines how successful they’re going to be in the game.” These are used for skill certifications, weapon upgrades, attaching new weapons to your vehicles and so on.

There’s also a new skill certification tree. “It uses an offline time-based learning method – if you’re familiar with Eve Online, how they unlock skills, it’s similar to that.” Each skill is locked to a battle-rank though – a player can’t progress past a certain point unless they actually play. “It allows players with not much time to game to keep up with friends who have nothing but free time, and it allows us to have bonuses for players who are actively playing.”

The skills tree is extensive, to say the least – Higby mentions thousands of skills. “Every vehicle will have its own skill tree, every weapon will have its own skill tree. You’ll be able to completely customise your soldier to the exact playstyle you want”. Squad leaders will retain their separate advancement tree, allowing them to command larger groups, whilst outfits will both be able to specialise further and customise their appearance. Higby envisages a purpose-built outfit for air cavalry with customised reapers and bonuses to air combat, or armour outfits so that “if you see these guys coming over a hill in customised prowlers, you’ll know who they are.”

To make ad-hoc combat easier, there’s a new customisation addition; a class system, replacing the pseudo-classes of the original. You can seamlessly switch between classes that you’ve unlocked; so you can can play as a medic or engineer, or switch to maxes and heavy assaults, depending on what your squad needs. It seems to be a way of creating a soldier that fits the individual’s play style but still feels useful and recognisable in the battle. “The FPS elements we’ve taken are for faster paced combat; we like the Battlefield games.”

Finally, most importantly, there’s a new mission system which automatically generates missions to focus players and balance populations, as well as allowing veteran players to insert their own missions. This allows players to specify in some detail what troops they need, for example a mission requiring engineers to set up minefields or repair turrets at a base. The default missions, when no player-created mission is available, focus players on nearby territory that can be conquered, or needs defending.

One large change followed on what Higby describes as Planetside’s number one lesson; “get people into the action quicker.” Because of this each factions’ sanctuaries are gone, and with them the Hart shuttle. Instead, each continent has an uncapturable foothold for each faction. To also aid with, and to tie into the missions system, players can also choose to auto-squad with nearby groups, and spawn on their squad – though this latter doesn’t work under every circumstance, to give defenders a chance, it’s one of many elements that should improve the new player experience.

Other changes we’ve picked out from the release; “seaborne combat” is an innovation and something that an FPS has never featured, especially not on Planetside’s scale. Though the setting of Auraxis hasn’t changed, the description of “open fields, tightly-packed urban centres” is also a shift from the locations we’ve seen before.

It’s rare when doing interviews that you hear relief in a voice; the sound of a tongue that’s been bitten so hard, for so long, that it’s resonates scar-tissue. “It has unrivalled scope and unrivalled scale.”, says Higby. “In a world where most games are copycats, it’s unique… It’s really, really, really hard to make an MMOFPS; an MMORPG is way easier… It’s probably more trouble than it’s worth for most people. It’s a juggernaut. We feel like we’re going to blow the roof of the MMOFPS market with this game.”

SOE wouldn’t be drawn on release dates, beta dates or pricing structures for this. It is, however PC-only, the sequel to the best MMOFPS of all time, and all of RPS is certainly going to be playing it. We’re running low on war-stories, after all.

http://www.rockpapershotgun.com/2011/07 ... netside-2/

Can't wait to play this!

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andretmzt
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PostRe: PlanetSide 2 - persistent world FPS, thousands of player
by andretmzt » Sat Jul 09, 2011 9:26 am

Not sure if I agree with removing the sanctuaries or with not having outposts and bases as the focus for combat. When I played the battles tended to happen on one planet and at a few bases. Now I reckon it might spread it a little which can't be a good thing.

HSH28 wrote:No Last Guardian.
No new exclusive PS4 games.
No longer free MP for PS4.

Microsoft win E3.
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Garth
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PostRe: PlanetSide 2
by Garth » Thu Sep 08, 2011 6:30 pm

We aren't doing an auction house like Blizzard. They asked me what I thought of that move by Blizzard and I said I liked it and thought it would help with farmers and that we were doing it years ago with Station Exchange. It has nothing to do with Planetside 2 whatsoever. Ive said before the game will be some form of F2P but we aren't announcing anything specific yet.

Beta - I did in fact say we are aiming for late this year or early next year. No further comment about that. It's ready when it's ready and we are proud of it.

Not sure what they were talking about relating to “crafting” other than we want players long term to be able to make weapons. That won’t be there at launch.

http://www.planetside-universe.com/news ... y-2538.htm

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PostRe: PlanetSide 2
by Xeno » Fri Sep 09, 2011 3:28 pm

Continuation of the interview with one of the devs over on RPS.

http://www.rockpapershotgun.com/2011/09 ... more-73198

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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PostRe: PlanetSide 2
by tomvek » Sat Oct 29, 2011 5:57 pm

Terran Republic Character Trailer


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Jez_humphrey
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PostRe: PlanetSide 2
by Jez_humphrey » Sat Oct 29, 2011 7:34 pm

ITS FREE

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tomvek
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PostRe: PlanetSide 2
by tomvek » Fri Dec 23, 2011 3:46 am

Factions Trailer


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PostRe: PlanetSide 2
by tomvek » Fri Jan 06, 2012 1:27 am

Engine and Gameplay Trailer


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PostRe: PlanetSide 2
by Jez_humphrey » Fri Jan 06, 2012 6:11 pm

this wont get much love on here

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PostRe: PlanetSide 2
by Xeno » Fri Jan 06, 2012 6:14 pm

I wish they would strawberry float off with the devs. I really don't give a flying strawberry float what your name is or what the strawberry float you do on the game just shut the strawberry float up and let me watch some of the strawberry floating footage in peace.

Falsey wrote:
Xeno wrote:Chewing takes effort. What he needs is Emma Watson to chew his food then transfer it to him for him to swallow.

I dont know why, but that sounds strawberry floating incredible.

Wuijibobo wrote:You're a funny man Xeno. I like you... That's why I'm going to kill you last.
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Garth
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PostRe: PlanetSide 2
by Garth » Fri Mar 23, 2012 1:23 am






Hot.

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tomvek
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PostRe: PlanetSide 2 - gameplay demo p2
by tomvek » Sat Mar 31, 2012 2:16 am

Gameplay Trailer


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andretmzt
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PostRe: PlanetSide 2 - gameplay demo p2
by andretmzt » Sat Mar 31, 2012 5:05 am

Looks brilliant but I hope they haven't dumbed down on the original PS mechanics too much as some of the stuff was quite good. From the alpha footage though, looks like they've got that manic non-stop action round the facilities going quite well. Just need to be able to get a sneak hack in or destroy the respawn points ect. for it to be vintage PS :wub:

Caves and BFRs can sod off though :lol:

HSH28 wrote:No Last Guardian.
No new exclusive PS4 games.
No longer free MP for PS4.

Microsoft win E3.
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PostRe: PlanetSide 2 - gameplay demo p2
by tomvek » Tue May 29, 2012 6:23 pm

'Massive air combat' Trailer


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PostRe: PlanetSide 2 - gameplay demo p2
by Alvin Flummux » Tue May 29, 2012 6:42 pm

Amazing explosion and lighting effects. :wub:

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Garth
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PostRe: PlanetSide 2 - gameplay demo p2
by Garth » Fri Jun 01, 2012 8:33 pm


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Wiggy G32
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PostRe: PlanetSide 2 - gameplay demo p2
by Wiggy G32 » Fri Jun 01, 2012 9:05 pm

I just want this beta to appear!

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Garth
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PostRe: PlanetSide 2 - gameplay demo p2
by Garth » Fri Jun 01, 2012 9:33 pm

Lots of variety on that continent, looks superb!


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