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#94139 10/23/11 12:25 PM
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http://www.planetside2.com/



Join KGB for the Glory, and stay for the Beer



I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #94141 10/23/11 01:31 PM
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I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #94230 10/26/11 05:17 PM
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http://www.planetside-universe.com/


The Best Site out there concerning anything Planetside 2


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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#94264 10/27/11 04:08 PM
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In case you didn't know the people and what they are kinda like that are making what should be game of the year for 2012.



Fucking Terran Commies!

New Conglomerate...Independence through Force.


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Art Directors Trio.



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http://www.pcgamer.com/2011/10/31/planet...-to-eve-online/

Straddling the fence between MMO and online shooter can’t be easy, especially when it comes to character classes. We’ve spoken to Planetside 2 creative director Matt Higby about the roles available to each faction, and how SOE have taken steps to ensure that Planetside 2′s classes are flexible, and easy to identify at great distance on Planetside 2′s vast battlefields. You’ll find plenty more information in our six-page Planetside 2 preview in the latest issue of PC Gamer UK.

On top of its three factions – The Vanu Sovereignity, The New Conglomerate and The Terran Republic – there are six character classes each to choose from. “Each faction has specific gameplay implementations that basically make each faction feel like a unique game,” says Higby. “Terran Republic isn’t always going to beat Vanu and New Conglomerate isn’t always going to lose to Vanu, but they have a unique approach that they’re going to have to take to take those guys out.”

Planetside 2 keeps the classes fluid, rather like Team Fortress 2’s approach. “You’re not locked into a class when you play,” says Higby. “So when you create your character you’re don’t select a class an then you’re always that class you can switch back and forth any time you respawn, any time you’re at an equipment terminal. You can constantly try out each one of those classes and figure out what about the classes you want or what your empire needs.”

Like its predecessor, Planetside uses a certification system to power up players’ abilities- which makes it easier to switch specialisation and classes mid-game. “Our advancement system is time based, so it’s similar to Eve Online,” says Higby. “I can go here and I can start earning these certs and they’ll just start to tick down over time whether I’m online or offline…You can definitely tailor make each one of these classes to fit your specific playstyle.”

Higby demonstrates the classes themselves with the Infiltrator, a “spy-type character”. “You can really spec out in different ways, you can spec out this infiltrator to be a really sneaky gadgety, sabotage focused guy, or you could spec him to be more recon focused. And you’ll be able to say, hey this time when I get my loadout I’m going to bring my sniper rifles and a few gadgets and I’m going to be a very dedicated wilderness sniper character. But then next time you respawn you might say okay cool I’m going to bring a bunch of C4, I’m going to bring motion detectors and now I’m going to be a subterfuge/obfuscated kind of ghost recon character.”

Working alongside the Infiltrator is the Engineer. “He’ll be sort of like an analogue to the medic,” says Higby. “He can use combat engineering abilities to be able to able to place barriers, to be able to place emplaced guns, repair vehicles. But he can also beyond just doing cool support stuff – he can do a lot of offensive stuff too.”

Each faction uses unique colours and sounds to distinguish themselves on the battlefield. If you’re being attacked by a blue thing making a bassy noise, you can be pretty certain that it’s a New Conglomerate person with a light machine gun. “A hundred metres away it’s hard to tell, but the sound is always identifiable,” says Higby.

On top of the classes and certificates, there are what Higby terms “sidegrades”. “If I’m less of a precision player and more of a spray and pray type I could be like I’m going to configure my weapon to have a larger clip, more recoil, less damage but I’m going to be able to fire 50% more bullets per second,” says Higby. “Those sort of customisations are kind of the heart of what we’re doing with weapon customisations and vehicle customisation. So you create it, not so that you get a power advantage, but so that you’re tailoring for you.”

Tellingly, when Higby started out in Planetside’s quality assurance department he played mostly as the New Conglomerate, because they appealed to his rebellious nature. His faction of choice having moved up the ranks? “Now I’m more in a management role I kind of find myself leaning more towards the ideals of the Terran Republic, like discipline, order and the rule of law,” he says.


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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http://www.pcgamer.com/2011/10/30/planetside-2-preview/

Visit the link for great screen shots.

This article originally appeared in PC Gamer UK issue 232.

Matt Higby isn’t surprised there aren’t more massively multiplayer shooters out there. “They’re fucking hard to make.” What surprises PlanetSide 2’s creative director is the lack of attempts by other developers to emulate 2003’s ultra-ambitious PlanetSide. “You talk to anyone who was a PlanetSide player, they’ll go all misty eyed.”

Fellow ex-players, please join me in a spot of eye-misting. I played PlanetSide for a year after the game’s launch, seeing the same potential in the game that Higby still eulogises today. “It’s an excellent team-based game, it has a lot of action and it’s just cool being able to hold a tower with 50 people when 200 people are coming in to it. You can’t compare it to anything else.”

Except, now you can compare it to PlanetSide 2. Like the first game, PlanetSide 2 is set in the midst a global war between three factions: the freedom-loving New Conglomerate, the totalitarian Terran Republic and the alien-fancying Vanu Sovereignty. Each of the factions has access to a wealth of guns, gadgets and vehicles, used to wrest control of the continents of the planet Auraxis. From hundreds clashing over a base in the centre of the most contested continent, to five-man scraps over a tower out in the wilderness, all this will be familiar to players of the original PlanetSide.

But for me, that PlanetSide, for all its glittering potential, never quite worked. Playing it in 2003, I wasn’t just fighting off Matt’s 200 attackers from my tower, I was also fighting against two more powerful enemies: my lethargic computer and a 56k internet connection.

Higby’s very conscious of the game’s context. “It sounds kind of arrogant, but PlanetSide 1 was just ahead of its time. When it came out, there were only 400,000 subscription gamers in the US. Plus, broadband adoption was low and a lot of players didn’t have hardware that could support the game.”

Going back to the game now, it feels too old and too clunky to repackage and shove out of the door rebranded, but as Higby’s boss, SOE head John Smedley, confirms, the plan wasn’t to do a proper PlanetSide sequel: “The original idea was to make it a free-to-play version of the original game.”

That scheme didn’t last long, though. As Smedley explains, “We fell in love with what we were making.”

The result is a hard reboot of PlanetSide. Higby says: “PlanetSide 2 has the spirit of PlanetSide 1. It’s got the same locations, the same factions, in a lot of cases the same vehicles and the same weapons.”

However, the team felt uncomfortable pushing out a carbon copy with some spruced up textures. They wanted to dig into the foundations of the game and yank out PlanetSide 1’s problems at the root. Primary among these was the shooting.

“Our biggest change is the complete modernisation of the FPS mechanics,” says Higby. Firing a gun in PlanetSide 1 felt as lethal as coughing gently on your target. The technology of the era forced each of your bullets to be subject to a hidden dice-roll mechanic: on your end, it could look like you’d pinged every shot into a foe’s eyeball, but if the game’s fickle rules said you missed, you missed. That process has been stripped out.

“Someone who is familiar with Modern Warfare or Battlefield will feel very comfortable playing PlanetSide. The way the weapons work in terms of kick, aiming, recoil and iron sights feels very modern, like other current shooters.”

As in Battlefield 3, hit judgement is split between server and client-side, meaning where you shoot will be where you hit. The game has a realistic ballistics model: “When you fire a weapon it takes time to hit the location. If you fire a sniper rifle from a distance, you’ll have to aim your headshot a little above your target.”

That mental calibration won’t always be the same, dependent on the rifle variant you use. PlanetSide 2 is big on customisation. Higby describes a few potential changes players can make to their loadouts. “You can unlock anything from transmissions for your tank that allow you to go up hills faster, to squad leadership, a cool branch that lets your squad respawn directly on you in the battle.”

Each weapon and vehicle has its own skill tree, with stages along it unlocked through experience. But branches aren’t solid upgrades. Instead, they’ll be variants of the base model – weaker armour making for a faster tank, or a larger clip at the expense of stopping power. Matt uses the Cycler assault rifle as his example, explaining how the Mk. 1, 2, 3 and 4 versions vary slightly in characteristics, but that key to this concept of ‘sidegrades’ is balance. “If you’re accurate and want to be fighting people from longer range, you’ll take the Mk. 3. It’s balanced against other models – one that’s more spray and pray, for example – so you’re not getting an actual power advantage.”

Earning the experience points to unlock new toys is a matter of time. Higby describes the mechanic as being similar to EVE Online’s: players can queue skills to train while they’re not playing, but there’s a bonus for those who can spend more time on Auraxis. “The hardcore guy that’s on for 12 hours a day will train skills a bit faster. If you’re actively playing, attacking and defending objectives, you get a small bonus to that offline skill system.”

Those hardcore still won’t get a definite boost to their power. Instead, they’ll have a wider pool of vehicles and weapons to swim about in and kill people from. PlanetSide 1 only let you call up vehicles from dedicated stations and pilot them once you’d earned the certification, and that system looks likely to continue in the sequel. PlanetSide 2’s top end will be able to scoot into battle on a quadbike, hop off to climb into a tank, eviscerate enemy defences from behind and jet out in a fighter gunship.

The game’s potential customisation makes that process even more exciting. Maybe a player’s invested in a cloaking suit to let him wreak havoc behind enemy lines after he’s hopped off his quadbike. Maybe he’s outfitted his Reaver gunship with faster engines to whizz out of trouble before anti-air MAX suits – mini-mechs with men inside – lock their flak cannons on target. Or he could’ve given his Reaver extra firepower: instead of fleeing, he support his squad’s push from the air with barrages of air-to-surface rockets.

The glee of charting a Reaver gunship over scurrying humans below is one Matt Higby knows well. “We’ve been playing with a lot of the air mechanics so I’ve been playing air vehicles the most. Each of our fighters has its own skill tree that lets you customise it to be an air fighter, an air-to-ground fighter, a super fast reconnaissance craft, all from one plane.”

Matt satisfies his aerial fixation with his other favourite class: the light assault jump-jetter. “He doesn’t have a jetpack, but he can jump over walls; a counter for snipers. You can jump-jet behind them and take them out with assault rifles.

Matt leans heavily on Modern Warfare and Battlefield as combat touchstones, but there’s space on Auraxis for people who’ve never before raised a gun in anger. “We’re an FPS first, but we have a lot of support roles. The Medic and Engineer are focused on healing and support.

“Our mission system does two things really well. There’s a lot of people who want to play an FPS. They just click their high-imperative attack mission or important defend mission and pop, off they go. But these objectives are created by players. If you’re a commander, squad leader or even a guild leader, you can just place objectives in that mission system and people who aren’t interested in any of that leadership stuff will complete them.”

PlanetSiders interested in leadership progress up the ranks of their guild – the higher they rise, the higher priority missions they can create. You might spend much of your time under the command of a squad leader carving a swathe across one of Auraxis’ continents, before getting the call from your guild’s top brass, asking you to reinforce a push half a world away with 200 of your brothers.

Leadership is still important at squad level. “Different ranks can set different granularities of objectives. During the high-priority attacks, the squad leader can say, ‘We’re going to attack this turret, that gate, this generator.’”

Leaders at any level get experience for creating and completing missions, just as grunts get similar boosts for doing the legwork. If that’s not incentive enough to join up permanently with other players, Matt explains the exciting guild mechanics. “Our guilds are called Outfits and have their own progression. You could have a tank guild that’s unlocked specific tank advantages. That creates an aspirational thing where new players want to drive a tank and join this guild because they’re the best tank drivers in the game.”

Imagine calling in the rest of your outfit to roll in on an enemy-held base, and seeing a tank column as long as your draw distance rolling over the horizon. That’s potentially the kind of gaming moment you tell your grandkids about.

On top of outfits, SOE are adding a faction-based metagame to keep the endless battle interesting. Factions now earn resources from capturing bases. Hold one of these for a long time and you’ll start to see the benefit in your armoury, as Matt explains. “The Vanu Sovereignty might need Araxia – a rare resource – in order to put railguns on their Magrider tanks. You really don’t want to deal with Magriders when they’ve got railguns, so you and your leadership might think that the best tactic is to go and take over all the places on the map that have Araxia and take the bases back.”

Even eight years later, PlanetSide’s core concept is exhilarating. SOE haven’t changed too much for PlanetSide 2, but the idea of an MMOFPS is still so fresh and unexplored that the reincarnation of these mechanics is welcome.

And the future of the game looks bright. PlanetSide 1 suffered from blinkered development as designers took it underground. Matt’s adamant the sequel won’t suffer the same fate. He spoke about a ‘three-year plan’ for the game, discussing the potential for sea battles and player-built cities. But key to any future movements is community input.

“Maybe we’ll think it’s a really great idea for us to put satellite-launching into the game, right? And maybe they’ll think that that’s bullshit, but everybody really thinks it’s an awesome idea to have mountable Tyrannosaurus Rex in the game. Everyone really wants that. That’s a really cool opportunity to do what the community wants to to do with those long-term plans. There’s a calendar, but it’s not set in stone.”

Wait, how do you get a certification in Tyrannosaur riding? “I can totally see the guys on Something Awful voting that to be the top thing and then being all pissed off when we don’t put it in the game!”


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Game of the Year 2012

Mark it down.


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Drakiis #94495 11/03/11 01:55 PM
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When is this coming out 12/12/12?

Helemoto #94496 11/03/11 02:27 PM
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No definitive answer from SoE yet. They have been taking an ArenaNet (Guild Wars) approach by saying they don't want to release it until its ready for prime time.

That being said, Higby has let out that sometime between Dec 11 and Feb 12 there will be a beta. My expectations are an April of 2012 Live Launch.


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Traitors. Rebels. Terrorists.

These are words often associated with the New Conglomerate, one of the three major powers fighting for supremacy on the battlefields of Auraxis in Planetside 2.

However, to many the New Conglomerate are something else entirely: Heroes. Freedom Fighters. Protectors.

The New Conglomerate value freedom above all else and see anything that encroaches upon freedom as an affront to their fundamental rights. Originally founded by some of the most powerful corporations on Earth as a political entity working against some of the restrictive policies of the Terran Republic the New Conglomerate’s “spirit of opposition” has only increased in the intervening centuries. Now an empire in their own right they are in total open war with both the Terran Republic and the Vanu Sovereignty, seeking to free humanity from the tyrannical grip of the former, and defend them from the fanatical alien influence of the later.

Since the start of hostilities, the unpredictable and ruthless tactics employed by the insurgent N.C. have allowed them to gain significant ground against the seemingly overwhelming T.R. military. Their methodology is to achieve victory by any means necessary and they are not afraid to use experimental weaponry, guerilla tactics or unconventional warfare if the need arises.

While they’re not blessed with the infinite resources of the Terran Republic, the N.C. have managed to build up enormous reserves of weapons, armor and vehicles which they keep well maintained. Their equipment might not be the prettiest on the battlefield, but the N.C. philosophy is that as long as it shoots straight or can take a pounding that’s what really counts. This gives them access to an incredibly diverse range of weapons and gadgets to help get the job done.

From a gameplay perspective, the Blue and Gold are built around hitting first, hitting hardest and taking a beating. Although their weapons might not have the most finesse (often having strong kick, long reload times, and slower firing rates) they do pack a hell of a punch. The empire specific vehicles, the Reaver attack fighter and Vanguard medium battle tank pack on more armaments and armor as well as abilities that allow them to stay in battle longer than the other empires equivalents. While the N.C. vehicles excel in durability and sheer firepower, their trade off is in mobility and speed.

Check back over the next couple weeks as we release new info about the New Conglomerate, their weapons, vehicles and more. As always, we’ll be answering your N.C. questions on Facebook and Twitter, so log on and hit us up, we can’t wait to hear from you!

Freedom from Tyranny!

And, as a personal note, I’d just like to say: NC 4 LIFE!!

-

Matthew Higby (@mhigby)

Creative Director – Planetside 2 (@Planetside2)




I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Tasorin #94965 11/12/11 09:34 AM
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http://massively.joystiq.com/2011/11/11/massively-exclusive-planetside-2s-new-conglomerate-qanda/

Massively: As an introduction for new players, what's the philosophy behind the New Conglomerate?

Matt Higby: The New Conglomerate are an insurgent guerrilla force fighting against pretty stacked odds: an enormous military machine in the TR on one side and the vast technological superiority of the VS on the other. This forces the New Conglomerate to be adaptive, use creative tactics and take advantage of every possible opportunity they can to accomplish their goals. Their weapons run the gamut from conventional to experimental, and they're not willing to say no to anything that might give them an edge.

Has the NC changed from what we've seen in the original PlanetSide?

From a story perspective, the NC are probably the faction that's remained the most unchanged, although we're fleshing a lot of their motivations out in our weekly backstory releases. NC gameplay still revolves around quick strikes, burst damage and durability.

What type of player do you imagine being attracted to the NC as a faction?

Shooter players who really excel at fast twitch based gameplay will get a lot out of their bursty weapons. But anyone who wants a little bit more rough-and-tumble vibe to his gameplay will love the NC; their position as the "rebel/freedom fighter" is a lot of fun.

Do you see enough of a distinction among all factions to keep a balance of player-types? Or is this a concern?

Within each faction there are roles for any kind of shooter player, so it comes down to a stylistic difference at the end of the day -- which weapons do you like the feel of the most.

Do the NC have any unique tech available to them? Unique skills?

Each of the faction has a full range of completely unique weapons with their own feel and two unique vehicles. For the NC, the vehicles are the Vanguard medium tank, the most beastly of the tanks in the game, and the Reaver, a heavily armed and armored fighter jet, which makes up for its lack of mobility with sheer firepower.

Are there any cross-faction chat restrictions?

We're still working out details on that. We'd like to allow smacktalk.

Is character customization different for each faction? Will the NC have options specific to them?

Each faction will have piles of exclusive customization options to earn and unlock in the game for its armor, vehicles and weapons.

Thank you for talking with us!


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Tasorin #95183 11/16/11 05:43 PM
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On the Class System
The skill tree and classes go hand in hand, you can switch between roles as often as you want depending what is needed at the time. Things like weapon attachments will be based on the skill tree. Also you will be able to queue up 24 hours of skills to train so you can train your characters offline. However there will still be battle rank involved which will prevent you from training all skills unless you advance in battle rank. Skill training will also occur quicker when you are online.

On Resource Collection
On a continent you will have multiple regions that can be captured that have specific resources tied to them. Some areas may be more rich in rare resources some in common materials. Auraxium will be one of the rare resources that can be obtained. You will be able to unlock secondary weapons such as mortar cannons and AA guns on tanks. You will do this based on resources collected by your empire or outfit. Resources will make gameplay more strategic, for example denying resources to empires to gain an advantage.

On Outfit Customization
Outfits will have skill trees also that will be customizable. Outfits can spec specifically to increase certain aspects such as focusing on being an air cavalry outfit, or infiltry and max outfits.

On long term plans.
There will be a three year plan for PlanetSide 2 for all of the players to review and and provide feedback. Based on feedback the plan could be changed or moved around.

On Game Focus
It's about giving back to the players, SOE wants to make PlanetSide 2 for the players who have stuck to the game for years, and the hardcore players who participate day in and day out.

On the scale of gameplay
There will be multiple continents in the game just as with the original PlanetSide. Down the road there will even be multiple worlds.

On gameplay systems
There will be an extensive mission system in PlanetSide 2 to assist in coordinating PlanetSide 2 combat on a much larger scale than seen in PlanetSide 1.

On the Territorial Control Systems
Due to the structure of the systems there will be a large variety of heavily contested areas such as large forests. Large and open areas could be conquered entirely with vehicles, this goes for air and ground vehicles. Much of the territorial control system will be based similarly on bases where if you capture a base or structure you own the territory. There will be bonuses to capturing territories that are connected. It will also add more vertical gameplay to the game.

On the pace of Gameplay
Moment to moment pacing for PlanetSide 2 is much faster than PlanetSIde 1.

On external access to data
Most data will be accessible from outside so webapps can b built on top of the game. Services such as signature generators and statistic pages could be built around the data feeds.

On urban combat.
There will be "Urban Like" combat in PlanetSide 2.

On the Flight Model
They want skill based vehicle driving to play a much larger role in PlanetSide 2. There will be much more advanced flight mechanics with barrel roles and flips. Real skill will be required to fly vehicles so quality pilots will be in demand.

Community Q&A

Below are some of your questions direct from the Ask the Dev's question submission! Questions below were answered by Matt Higby, Creative Director for PlanetSide 2.

Part 2

When is beta?
Beta will ready when we feel the game is ready for people to play and test in. There is no solid date at this time.

What are you most excited about in Planetside 2?
I am most excited about the world system and the territorial control system, for example being able to capture a ridge or a river bend. Also the engine is capable of things volumetric clouds where vehicles could fly in and hide in the clouds.

Can you tell us if 3rd person will play a role in PlanetSide 2?
There will only be a 3rd person view for certain air vehicles, infantry will not have a third person view at all. There may be things like cameras that an infiltrator can throw on a wall to monitor who is coming up the stairs or around a corner.

Can we expect more varied base layouts?
Currently we are coming up with a way on how interiors are going to work, we are working on predictability vs randomness and we are leaning towards more standard base layouts rather than random. But this time around combat will be less centralized on bases. There will not be specific purpose built facilities such as drop ship etc (ie you won't require a dropship center to build dropships)

Are there any plans for a larger variety in towers?
Right now there are two types of towers and we hope to have more variety in towers.

Are there any plans for more in-depth character creation, like what was done from EQ to EQ2?
There will not be a large variety of character creation due to the large scale of the game.

Game Appearance - How will weapon-customization be implemented into the game?
There will be weapon customization in the game. The customization will be very sensitive to player gaining to much power. An upgrade may allow you to unlock different variants that are less accurate but do more damage. There will be a 15% to 20% maximum difference between players who are new compared to experienced.

Will base names remain similar in PlanetSide 2?
Hope to use similar base names as well as continents, there was a new continent featured in the teaser trailer and we are currently working on Searhus.

Will wreckage remain on the battlefield?
Wreckage will stay around on the battlefield for a period of time, hopefully minutes but it is still up for balance.

Are you currently planning to make an expansion pack or periodically add content?
There will be large scale content releases rather than expansion packs in PlanetSide 2.

What are your plans for the storyline? Will it be expanded upon?
The PlanetSide 2 story is the re-imaging of PlanetSide, you are still in Auraxis and allot of the story from PlanetSide will be re-examined in PlanetSide 2

Part 3

Will there be more of a detailed hitbox in PlanetSide 2? For example will we see Headshots this time around?
There will be headshots in the game as well as locational damage on Vehicles.

Can the terrain be altered (destructable terrain)?
At this stage of development this is still up in the air.

Do we still have a sanctuary? Or is it replaced with something else?
The sanctuaries and shuttle system do not exist in PlanetSide 2 since they slow down the gameplay. You will be able to spawn directly on squad mates based on skills, squad spawning can only happen outside since squad spawning actually drops a capsule from the sky. Additionally you will be able to spawn in Galaxies.

What changes will we see in the command system in Planetside 2?
There will be squad level command systems that allow tagging of targets as well as outfit based command. There will also be orbital strikes in the game, all of these abilities will be based on the skill system in the game.

What kind of new features can we expect for Outfits?
Later on down the road (likley not at release) we hope to provide a skin system to allow outfits to customize their armors so the will be more recognizable on the battlefield. This type of system would be approved by the PlanetSide Team to cut down on inappropriate submissions.

Will there be a merit system?
Yes we hope to have a merit system in PlanetSide 2


I am Wrath, I am Steel, I am the Mercy of Angels.
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I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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I want to punch them all in the face.


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I am Wrath, I am Steel, I am the Mercy of Angels.
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morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #99897 04/13/12 07:53 PM
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Very sweet

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Would it be possible to hook up with you guys again in Planetside 2 when that puppy goes live?

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Please do, with our new Faction State system, you can joing a specific game and formal KGB membership is optional.


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Ship jumpers need not apply.


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Donkleaps #100693 05/14/12 03:54 PM
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Originally Posted By: Donkleaps
Ship jumpers need not apply.


Mind your own faction, I run this bitch.


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Thanks, Jet. I just want some competent folks to frag with. Planetside has typically required a lot of self discipline to win at in the past. I expect PS2 to require a high level of teamwork. So I need a good team to work with. Since KGB has the discipline of a Roman legion, I figure I'd like to roll with you all on this one.

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Well You have my vote Tuskil and I would worry about Donk he's all bark no bite...


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #100753 05/16/12 12:01 PM
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I still PS1, do it when I cant get into salem. :)

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I got all I needed to out of the refresher...


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Yes the video was set up as a trailer, but the in game footage the reality of such a event is possible.



I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Somewhat a thread hijack but I played PS2 for a good 40 minutes today. Holy shit, awesome.

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!! How !!?


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E3?


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Drakiis #101144 06/07/12 11:01 PM
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your not highjacking, feel free to discuss, it sounds like you got firsts on the game, I have no doubt that it will work as intended =)


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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I'm honestly not sure where to start, graphically it seemed beyond what I would expect for a F2P title. Performance, playability, and engagement (in an early alpha build) was rock solid. I went back today and played for another 30 minutes. SoE dedicated a very large amount of their booth to the title and I spoke with quite a few people who had played the original Planetside.

Personally I felt like it had the addictive nature and ease of gameplay that Battlefield 3 has, with the visual style that Planetside shared with Tribes.
I also felt like I had a better understanding of the battlefield situation from Planetside 2 then I have playing BF3. At any given time I could ascertain what my team, and my enemies were doing without pulling my attention away from the actual combat.

I can write up some more impressions about it later, Im going to get sleep.

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Tas: Yes, the SoE booth in the South Hall.

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Originally Posted By: Valen
Tas: Yes, the SoE booth in the South Hall.


Good cause I would hate to have to turn the KGB Raptor looses on you and farm your account information and hack into the Friends and Family Beta.


Don't make me have'ta Troll ya Bro!
Tasorin #101163 06/08/12 11:21 AM
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Originally Posted By: Tasorin
Originally Posted By: Valen
Tas: Yes, the SoE booth in the South Hall.


Good cause I would hate to have to turn the KGB Raptor looses on you and farm your account information and hack into the Friends and Family Beta.


Translation: I will make a completely meaningless threat that I can't back up to hopefully cower you into thinking I am billy bad ass.


I am Wrath, I am Steel, I am the Mercy of Angels.
mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101177 06/08/12 06:45 PM
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Hahaha <3

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Originally Posted By: Drakiis
Originally Posted By: Tasorin
Originally Posted By: Valen
Tas: Yes, the SoE booth in the South Hall.


Good cause I would hate to have to turn the KGB Raptor looses on you and farm your account information and hack into the Friends and Family Beta.


Translation: I will make a completely meaningless threat that I can't back up to hopefully cower you into thinking I am billy bad ass.


Re-Translation: I am butt hurt because Tas constantly flames and/or trolls my posts on Hello Kitty Island Adventure and makes me look like a momo who puts up walls of text about things that make me look like I just finished dead last in the 10M sprint at the Helsinki Special Olympics.


Don't make me have'ta Troll ya Bro!
Drakiis #101211 06/11/12 03:02 PM
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too wordy, troll failed, try again.


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101215 06/11/12 03:39 PM
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Ya'lls wall of failed text make me so excited, I rubed my self raw when I confused the ky for sand scruber.

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lol they have a cream for that...


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morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101218 06/11/12 04:01 PM
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Sometimes I am glad I never looked at Hello Kitty Island Adventure. Something tells me I would probably not be a happy camper.


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he is referring to a beta we are in (it's not planetside 2)...and some of my beta tester observational posts...one was rather long winded, but it was not whiny as he implies.


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101236 06/13/12 11:14 AM
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I handed off beta keys for GW2 and Torchlight 2, if thats what you're referring to. Not my type of game honestly.

I saw Neverwinter @ E3 and they were handing out beta keys. Have you been keeping an eye on it?

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Drak is this beta open? Or do we have unused beta keys?

TBH I am looking for something to do, Salem has no content to test, GW2 was great but may be a one weekend a month deal until launch. My son and I played D3 and when he is around we jump on that together once in awhile.

That leaves some time for this.

I have to say though that I usually stay away from the scifi/mech titles and still to magic and fantasy games. Although when Tabla Rasa came out I thought that game rocked.

Let me know the status of beta access if you will.

Thanks!

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@ All

Planetside 2 is not in beta atm, but you might want to check out Mechwarrior Online if that's your thing, just saying...

@ Hare

Then Neverwinter might be a game you can look forward to, however it is not in beta yet either as far as I know, unless Valen knows more than I.

@ Valen

Yes Neverwinter is a game I watch for, GW2 and TL2 don't interest me atm.


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101255 06/13/12 08:44 PM
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Wtb planetside 2 beta key. Wish Soe friend was able to hook it up!


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Drakiis #101261 06/14/12 08:05 AM
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Drakiis - They handed out some beta keys at their booth, upon further inspection it appears that you sign up at the PlayNeverwinter site, enter the key they gave you, and you get notified when the beta is live and you can login.

You want the key?

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no thank you, while Neverwinter looks very interesting I am currently deep in a beta atm and have little time for another. It is a very kind and generous offer however, and if you really are looking to hand it over, I could find a KGBer who would use it, or you can do what ever you will. Just PM me the key info if that is what you choose to do.


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mors est merces mea – death is my reward
morte in vitam non habet tenaci - Death has no grip on Life.
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Drakiis #101300 06/15/12 03:16 PM
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Which one you doing drakis that mech one?


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I am not at liberty to say..


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Drakiis #101306 06/16/12 06:32 PM
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Bah to you.


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Through the Keyhole


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Drakiis #101362 06/21/12 09:04 AM
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Impressive!


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Hype Machine right now.

Won't let any of us play.

So until they give any actual real stress testing in a large Closed Beta, I remain skeptical due to it being SoE.


Don't make me have'ta Troll ya Bro!
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