[PC] Planetside 2 Overzicht Laatste deel

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Planetside 2

Na een enquête zo'n anderhalf jaar geleden, en een blogpost van de directeur van Sony Online Entertainment is de release van Planetside: Next erg dichtbij.

Inmiddels is het spel officieel aangekondigd en omgedoopt tot Planetside 2

Planetside: Next is de opvolger van Planetside, een van de weinig succesvolle MMOFPS's.
Deze week werd er geblogd dat Planetside 2 weinig zou verschillen met zijn voorganger.

Informatie

Via de Fan Faire is bekend geworden dat Planetside 2 zal afwijken van het origineel.
  • In plaats van alleen basissen en torens over te nemen zal het in Planetside 2 mogelijk zijn om hele gebieden over te nemen.
  • Om verschillende dingen te kunnen doen voor je rijk zul je grondstoffen moeten verzamelen, hoe meer gebieden je bezit, hoe meer grondstoffen er verkregen zullen worden

Laatste informatie betreft Planetside 2

Bron: http://www.planetside-uni...ms/showthread.php?t=36527

Teaser


Q&A with Matt Higby:
Facebook:
Fanfare Announcement


Planetside Universe Q&A Articles:
Gametrailer dev panel videos:
Screenshots e.d.
Misc Articles:

FAQ

Does Planetside 2 have a new engine? Yes, it's called the Forgelight and it is designed specially for MMOs.

• What is the certification System? The certification system is still really free-form. Similarly to Eve, you can gain “skill-ups” in your certifications while offline after setting which certifications you want to unlock, however actively playing online will result in quicker skill-ups. You can be as specialized or as unspecialized as you want; if you want to only put certification points into improving your galaxy, you can. If you want to have decent grunting, vehicle, and support skills, you can.

• What is the class system? The class system in Planetside 2 is a bit of a misnomer. It is not as free-form as the original load-out system of Planetside, but it is not as restrictive as other shooters. When you spawn, you can choose a different set of certs for that life and you are forced into that role until you die or access an equipment terminal. There appear to be restrictions such as a deeply specialized medic will not be able to access heavy assault weapons, and classes with jetpacks will not have access to heavier armor or weapons.

• How will the Command System function? Commanding is not based on command rank like in Planetside. Rather commanding is based upon a cert tree within all of the other certifications. In order to be a deeply specialized commander you need to give up some other perks. Also, squad leaders and commanders will be able to create “missions (think quests from an RPG) that average players can follow in order to receive bonus experience. The orbital strike is making a return.

• What new FPS functions are there? Iron sights, headshots, sprinting, and faster TTK have been confirmed. Prone and "BLOODY SCREEN, SO REAL" have been confirmed not in Planetside 2.

• How is squad spawning going to be balanced? Squad spawning will not work indoors, will require your squad leader to be heavily specialized as one, will occur in a drop pod, and will be on a cooldown. It is not meant to be your primary respawn method.

• Are AMS returning? Yes.

• Why are sanctuaries being removed? Apparently they slowed down gameplay too much so they have been replaced with uncapturable continental footholds.

• Will my computer run it? They are gunning for 4 – 5 year old machines as their low-end. No exact specifications yet.

• What features have been removed? Inventories(at least as free-form as it is now), sanctuaries, and vehicle entering animations.

• Will I have more tools as an outfit / squad / platoon leader? Yes. In addition to the mission system there will be many things you can specialize in using the certification system.

• How close will a new player be to a vet? A veteran will be no more than 20% stronger than a new player.

• Will there be night and weather? Night cycle and weather systems are supported with Forgelight.

• Will lag be as bad as Planetside? Forgelight uses a combination of CSHD and SSHD and lag will not be as big of an issue as with Planetside.

• Will there be customization? Yes. There will be vehicle, weapon, and outfit customization. They want you to be able to tell what outfit a player is from while still being able to tell what empire they are at a glance. More of this may be released post launch.

• Will there be “4th empire” ? The current plan is to lock you to one empire per server. This may change if we give them compelling reasons.

• Will there be advanced vehicle physics? The Forgelight engine has built in physx support by NVIDIA which will allow for all vehicles to handle differently and more realistically.

• Is there an assist system? Yes, there is some form of shared / assist experience for kills.

• Will hacking be a problem? Hacking is their number one concern, as they hate it as much as we do. They will have an entire team dedicated to it and will be using a third party software to handle it.

• Killing sprees?!??! Killing sprees will not offer a substantial bonus like in Call of Duty.

• Will voice macros return? Yes, there will be more voice macros than in Planetside; some activatable, some automatic.

• Do I spy a jetpack? Jetpacks will be mostly used for traversing terrain vertically and you cannot use them with heavy armor and weaponry.

Feiten

What we know:
• Squad spawning
• No vehicle hacking
• Command rank is now a certification tree
• Mission system allows for clearer objectives and better leadership
• No more free-form inventories
• Much of the sandbox aspects will be included post-launch
• No Battle Frame Robotics
• No release date
• Outfits have a skill tree for improved specialization
• Weather effects that affect game play like volumetric fog/clouds are not togglable
• Prowlers, Liberators, Vanguards, ATVs, Galaxies, Mossies, Reavers and AMS are returning
• Battle Rank is character based
• No restriction on cross-empire communication
• One empire per server
• No heavy weapons on light classes
• Maxes can switch out weapons, abilities, and utilities
• Jetpacks will be primarily used for vertical movement
• There will be some F2P aspect
• No third person for soldiers
• Bullets are simulated objects with physics
• No vehicle animations
• There is a priority based kill spam (your kills, squad kills, and deaths will hang around longer)
• There will be a way to show off your accomplishments in game
• SOE wants us to have access to almost all in game data out of game, in real time
• SOE wants to listen to our feedback
• There will be more voice macros than in Planetside, some automatic
• Orbital Strike is returning
• Killing sprees will not grant ridiculous bonuses like in Call of Duty
• No plans for prone
• Headshots and locational damage on vehicle
• Thousands of players
• All land has value to be captured
• Resources needed from this land to pull advanced vehicles
• There will be some terrains that favor infantry, vehicles, and air
• Vehicles can capture some objectives
• Sanctuaries replaced with continental footholds
• Grief system with tweaks is returning
• Nothing is set in stone
• There will be spotlights at night, on towers and on vehicles as well.
• Some buildings built into the sides of stone walls, making the approach only, say 180 degrees, not 360.

Beta

quote: John Smedley CEO van Sony Online Entertainment
On Planetside Beta.. it’ll be up sooner than people think, but I cant give a date yet.. we’re hard at work on it right now
Afbeeldingslocatie: http://terran-republic.com/Exhibit/wp-content/uploads/2012/09/t3xEi.png

[ Voor 111% gewijzigd door Dorest0rm op 08-09-2012 16:12 ]


  • bram1984
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Wordt dit een PS3 exclusive?

  • Dorest0rm
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Zover we weten zal deze net zoals z'n voorganger op de PC uitkomen, ik weet niet of ie nog voor de consoles uit komt.

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K wilde het altijd spelen maar nooit aan toe gekomen. Het principe leek me wel gruwelijk..

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Dorest0rm schreef op donderdag 17 februari 2011 @ 16:03:
Zover we weten zal deze net zoals z'n voorganger op de PC uitkomen, ik weet niet of ie nog voor de consoles uit komt.
De blogpost van de directeur van Sony Online Entertainment, en hij komt alleen op de PC?

Verwijderd

bram1984 schreef op donderdag 17 februari 2011 @ 17:13:
[...]


De blogpost van de directeur van Sony Online Entertainment, en hij komt alleen op de PC?
Wat is daar raar aan?

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Eh Sony? PS3?

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waarom zou het dan een ps3 only spel moeten worden ???

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Onder SOE zijn al veel PC MMO's uitgebracht.

Wikipedia: Sony Online Entertainment

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Er is Sony Computer Entertainment en Sony Online Entertainment.

SCE is volgens mij verantwoordelijk voor de PS3 :p

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dragon9114 schreef op donderdag 17 februari 2011 @ 18:46:
[...]

waarom zou het dan een ps3 only spel moeten worden ???
Lezen! Ik vond het vreemd dat het een PC exclusive zou worden, en vroeg slechts of het een PS3 exclusive is.
Duidelijk, thanks. :)

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Helaas weining nieuws uitgekomen over Planetside Next alleen dat de werktitel planetside next toch echt planetside 2 gaat worden.

door dit forum topic planetside maar weer eens gestart (aangezien je toch door de sony hack fuckup 45 dagen gratis mag spelen :)

merkte dat ze alle servers samenhebben gevoegd op een usa server maar door de gratis 45 dagen toegang behoorlijk druk waren toch 2 continenten gelocked afgelopen weekend.

ik hoop dat ze de core gameplay intact laten voor PS2 want battles van 133per side zijn toch echt wel kicken.

Then we ate some mescaline and went swimming - Hunter S. Thompson.


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Bleet

Losing my edge.

stamp schreef op woensdag 01 juni 2011 @ 15:04:
Helaas weining nieuws uitgekomen over Planetside Next alleen dat de werktitel planetside next toch echt planetside 2 gaat worden.

door dit forum topic planetside maar weer eens gestart (aangezien je toch door de sony hack fuckup 45 dagen gratis mag spelen :)

merkte dat ze alle servers samenhebben gevoegd op een usa server maar door de gratis 45 dagen toegang behoorlijk druk waren toch 2 continenten gelocked afgelopen weekend.

ik hoop dat ze de core gameplay intact laten voor PS2 want battles van 133per side zijn toch echt wel kicken.
Was mijn idee ook. Las dat ik extra dagen kreeg dus over een paar weken mooi planetside weer gaan spelen. Ik was er zelf bij toen ze de servers hadden gemigreerd. EU server was half uitgestorven en weinig spannende encounters. Dezelfde dag dat de servers waren samengevoegd was heel de wereld actief en had je geweldige encouters met dropships en alles. Ook had ik al meteen een uitnodiging op zak en dat was me in de weken daarvoor nog niet echt gebeurt in uitgestorven gebieden.


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Meldt zich. PlanetSide was fantastisch. Aan de plaatjes te zien, krijgen de Smurfen eindelijk eens fatsoenlijke kleuren op hun voertuigen :)

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Hey kijk het leeft :)

Inmiddels zijn er weer wat nieuwe plaatjes.

De titel is nu inderdaad Planetside 2
Afbeeldingslocatie: http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/227499_218745631486919_176201025741380_837773_3887073_n.jpg?dl=1

Afbeeldingslocatie: http://a2.sphotos.ak.fbcdn.net/hphotos-ak-snc6/254261_221167944578021_176201025741380_856857_2531766_n.jpg

Warpgate in het water?
Afbeeldingslocatie: http://hphotos-snc6.fbcdn.net/240913_218745784820237_176201025741380_837775_6740296_o.jpg

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Eindelijk fatsoenlijke helmen voor de Terran Republic :D

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Sony Online Entertainment heeft vannacht(rond 2 uur) een persco, hopelijk word er ook over PS2 gepraat :D

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laatse nieuws dat ik heb gelezen op de diverse fora is dat het Planetside Next/2 waarsachijnlijk nog wel even gaat duren vanwegen bezuinigingen en daardoor de tekorten aan personeel bij Sony.


:( of het waar is geen idee maar aangezien ik de laatse tijd alleen maar slecht nieuws hoor bij bijna alle game makers zal er wel een kern van waarheid inzitten.

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Dorest0rm schreef op maandag 06 juni 2011 @ 18:18:
Sony Online Entertainment heeft vannacht(rond 2 uur) een persco, hopelijk word er ook over PS2 gepraat :D
denk dat deze wel naar de ps3 komt. Sony is al tijden bezig met 3 mmo(rpg/fps) games voor de PS3. Een daarvan is 'agency' (R* game - blegh), andere is volgens mij Planetside

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Eindelijk!
For all you Planetside Next fans stay tuned for a big announcement at our upcoming Fan Faire in Vegas!
https://twitter.com/#!/j_smedley/status/81507206318661633

:D

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We komen steeds verder :)

http://www.planetside2.com/
http://www.facebook.com/PlanetSide2

Donderdagnacht/Vrijdagochtend om 04:00 is er een "community adres" waar Planetside 2 zal worden aangekondigd.
Vrijdagavond om 7 uur is er een panel over Planetside 2

Planetside-Universe zal een live verslag geven op Twitter en Facebook.

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Damn eindelijk! Werd wel eens tijd. Dit is schijnbaar nog gevonden op de meta data van de officiele site volgens Planetside-universe.com :
PlanetSide 2 is the only first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Be a part of explosive action in a futuristic world with forces ranging from tactical squads to thousand player armies all taking place in real-time on enormous open-world continents.
1000 spelers op een ''map''?! :D :D

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Mwa bij planetside waren die er ook al, maar werden wel verdeeld over 3 continenten of zo. (poplocks) De strijd voelde in ieder geval 'groot' aan.

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Oh wat heb ik die enorme veldslagen toch gemist. Volgens mij was de poplock 133 per kant, maar de veldslagen waren soms gigantisch. Duurden soms uren, zowel om/in de bases als ertussenin, bij bruggen of zo.

Wat is het eigenlijk raar dat geen enkel ander spel dat ooit heeft overgenomen. Ik bedoel, die veldjes bij de populaire shooters zijn leuk, maar absoluut geen vrije wereld á la Auraxis.

[ Voor 0% gewijzigd door Okars op 07-07-2011 14:17 . Reden: Arrakis :') ]


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@Okars; die veldslagen kunnen groots en episch zijn, maar een klein commando team van 5-6man bleek vaak voldoende te zijn bij betreden / flanken van basis. Geregeld dat we met kleine club een omweg namen en vervolgens een verassingsaanval te lanceren. benieuwd hoe ze daar nu mee om gaan

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Op papier lijkt me dit echt geweldig. Een FPS om mega scale. Op PS3 ook waarschijnlijk?

Er was toch nog zon MMOFPS, Huxley, die is zeker een vroege dood gestorven?

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The Great HooD schreef op donderdag 07 juli 2011 @ 14:40:
Op papier lijkt me dit echt geweldig. Een FPS om mega scale. Op PS3 ook waarschijnlijk?

Er was toch nog zon MMOFPS, Huxley, die is zeker een vroege dood gestorven?
Van developer gewisseld, niet echt meer iets van gehoord.

Ik weet nog wel van PS1 dat ik stroom moest halen voor een basis, en bleek ik achtervolgt te worden op de terugweg. Uiteindelijk wist ik terug te komen, en kreeg de basis maar een kwart van wat ik had opgehaald. :X

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The Great HooD schreef op donderdag 07 juli 2011 @ 14:40:
Op papier lijkt me dit echt geweldig. Een FPS om mega scale. Op PS3 ook waarschijnlijk?

Er was toch nog zon MMOFPS, Huxley, die is zeker een vroege dood gestorven?
Ze noemde het een MMOFPS ja, maar volgens mij was het enige wat MMO aan dat spel was dat je op servers speelde waar heel veel mensen op konden. Maar niet zoiets als ook daadwerkelijk met bijvoorbeeld 500 man op een map/continent.

Nu nog iets meer dan 13 uurtjes! Ben echt heel erg benieuwd!

Dit kan ik mij ook nog herinneren trouwens:

http://massively.joystiq....able-for-planetside-next/
Recently (a few weeks ago actually) we made the call to update the game to a new internally developed engine. Doing that meant delaying the game, but we thought it was in the best interests of PlanetSide Next. It also means delaying releasing further info for a little while. I will let you all know more when we firm up the schedule. The likely next step is a larger scale release of information and the beta signups going up.
Zal ook heel erg mooi zijn als de beta ook binnenkort al begint!

[ Voor 34% gewijzigd door bjorntju op 07-07-2011 15:09 ]


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himlims_ schreef op donderdag 07 juli 2011 @ 14:21:
@Okars; die veldslagen kunnen groots en episch zijn, maar een klein commando team van 5-6man bleek vaak voldoende te zijn bij betreden / flanken van basis. Geregeld dat we met kleine club een omweg namen en vervolgens een verassingsaanval te lanceren. benieuwd hoe ze daar nu mee om gaan
Vertel mij wat; wij (van MoX) zaten tijdens grote aanvallen meestal in andere, cruciale bases generators te mollen en te voorkomen dat ze weer gerepareerd werden. Als we dat in een techbasis deden, kon de verdedigende partij in de andere bases geen tanks meer kopen bijvoorbeeld. :)

Dat waren meestal acties met een man of twaalf. Meestal gingen we bij de achterdeur naar binnen en konden rustig een uur lang de Generator verdedigen. Bij ons was het de gewoonte dat iedereen Advanced Medic was, zodat iedereen een gevallen kameraad kon reviven. Twee of meer MAXen erbij... fantastisch. We hebben menig "zerg" doen kantelen op die manier.

Ik hoop dat dat in PS2 ook "gewoon" mogelijk zal zijn...

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De website is bijgewerkt en een trailer is online gezet :)

YouTube: ‪PlanetSide 2 Trailer‬‏

Nog meer plaatjes: http://uk.media.pc.ign.com/media/142/14242769/imgs_1.html

[ Voor 14% gewijzigd door Dorest0rm op 08-07-2011 04:46 ]


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@Dorest0rm; vind de plaatjes vrij matig; duidelijk spinn-offs van killzone en halo :X bedoel waar de orginaliteit heen

[ Voor 45% gewijzigd door himlims_ op 08-07-2011 09:57 ]

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Damn dat ziet er erg goed uit! Ik ben benieuwd wanneer de Beta begint! :D

Hier het stuk van de Fan Faire conference over Planetside (vanaf 1:13:00) YouTube: ‪SOE Fan Faire Community Address by Gamebreaker.TV - 7/7/11‬‏

Ze praten daar ook over een nieuwe game mode. Waar je elk stukje land kan veroveren. Klinkt interresant!

[ Voor 72% gewijzigd door bjorntju op 08-07-2011 10:21 ]


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Ik heb er zin an. :) Misschien even goed moment om topic naam aan te passen? Gezien de naam nu officieel Planetside 2 is?

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Kan een mod dat aanpassen? (a)

Live stream van het Planetside panel met wat Q&A

http://www.stickam.com/sonyonline

Edit: Stream doet het niet, deze wel http://www.planetside-uni...2011-live-coverage-67.htm

[ Voor 32% gewijzigd door Dorest0rm op 08-07-2011 19:23 ]


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Heerlijke game deel 1, via die global chat afspreken bij zo'n teleport (die grote roze bel? weet de namen niet meer) en dan allemaal die bel in en op zon continent uitkomen en aanvallen met zoveel mensen.
Kwamen soms echt lange grote gevechten uit echt super was dat!

Ook het feit dat je gewoon ergens in kon springen en een beetje kon rondvliegen de omgeving bekijken om dan vervolgens ineens een lonely enemy tegen te komen op de grond die een beetje aan het rondlopen was, makkelijke prooi maar in plaats van hem te killen via /tells gewoon over de game praten en weer doorvliegen :+

Heb toen ook de uitbreiding core combat nog gekocht maar in die grotten was er toendertijd toch iets minder te beleven.

Er werd toen geloof ik gebruik gemaakt van een "cone of fire" voor je wapens? weet het allemaal niet precies meer maar staat me iets van bij dat om lag tegen te gaan dus een 'cone of fire' werd gebruikt wat de kogels een beetje random terecht deden komen binnen die cone, dit was toch wel een verschil ten opzichte van de bekende shootergames wat ik zo nog weet.

Wordt met deel 2 weer gebruikt waarschijnlijk, of nog niet bekend?

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Ik heb planetside weer eens geinstalleerd. Blijkt dat ik zo in de game kan zonder opnieuw te resubben. (45 dagen free nog actief misschien?) Schijnbaar is het nu wel een zerg-fest en zijn er nog weinig outfits. Maar het doodt de tijd he! ;)

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Dorest0rm schreef op vrijdag 08 juli 2011 @ 19:13:
Kan een mod dat aanpassen? (a)

Live stream van het Planetside panel met wat Q&A

http://www.stickam.com/sonyonline

Edit: Stream doet het niet, deze wel http://www.planetside-uni...2011-live-coverage-67.htm
Dat kan, bij Report Topic (handje bovenin de topic.) Ik heb al de vraag gesteld of de titel naar Planetside 2 veranderd kan worden. Maar als de TS het zelf ook doet, lijkt het mij al helemaal geen probleem meer :)

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PWM

Aangepast naar Planetside 2 :)

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Ah, mooi! Bedankt.
Ik heb nu lekker vakantie, dus ik ga de komende dagen aan de slag om het topic wat mooier te maken.

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  • ItMeAedri
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En onze lieve moderator heeft lekkere snelle service geleverd O+

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Hoop dat ze snel wat meer screenshots/filmpjes posten ben benieuwd hoe het er uit zal gaan zien.

en ik hoop dat het echt 1000man wordt op een map zou erg vet zijn 333per zijde

Then we ate some mescaline and went swimming - Hunter S. Thompson.


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Verwijderd

Volgens mij krijgen PS veteranen 45 dagen gratis PS1 speeltijd ivm aankondiging PS2. Ik ben zelf weer aan het spelen en de servers zitten aardig vol. Je hoeft je niet te vervelen iig. fantastisch om al die reavers en vanguards weer uit te zien rollen/vliegen

Ik kreeg nog allemaal certs en wapens ook, omdat ik terugkeerde na 6 jaar 8)

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Verwijderd schreef op donderdag 14 juli 2011 @ 23:23:
Volgens mij krijgen PS veteranen 45 dagen gratis PS1 speeltijd ivm aankondiging PS2. Ik ben zelf weer aan het spelen en de servers zitten aardig vol. Je hoeft je niet te vervelen iig. fantastisch om al die reavers en vanguards weer uit te zien rollen/vliegen

Ik kreeg nog allemaal certs en wapens ook, omdat ik terugkeerde na 6 jaar 8)
Deze speeltijd was omdat SOE er een paar dagen uit lag naar de hack :p

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hoe dan ook heb ik weer enorme lol in Planetside. Het valt me wel op dat er bij iedereen onder zijn/haar naam 'No Outfit' staat. Dat geeft wel aan dat het waarschijnlijk maar van korte duur is, vanwege het feit dat dit ook waarschijnlijk allemaal Planetside veteranen zijn die het weer eens willen proberen.

Laatste nieuws: Damage gaat afhankelijk zijn van waar je een persoon of voertuig raakt. Headshots worden dus mogelijk.

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-zie startpost-

[ Voor 99% gewijzigd door ADMK op 21-07-2011 20:30 ]


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Een paar verse screenies tussen wat bekende:

http://massively.joystiq..../planetside-2/4305935/#/0

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Screen 3, 4, 5 suggereert dat we toch misschien eindelijk urban combat krijgen?

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Klopt, dit heeft Matt Higby ook verteld, PS2 zal urban combat krijgen :D

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Als het maar niet ten koste gaan van base-fights. Waar ik trouwens met die jetpacks ook bang voor ben! :S

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Verwijderd schreef op woensdag 20 juli 2011 @ 15:35:
Als het maar niet ten koste gaan van base-fights. Waar ik trouwens met die jetpacks ook bang voor ben! :S
Dat zal wel meevallen als je met een jetpack langzaam vliegt en kwetsbaar wordt voor flak. Vind 't wel een mooie toevoeging, eigenlijk.

En urban combat... dat wordt dus het terrein voor de New Conglomerate, tenminste, als zij de Jackhammer terugkrijgen ;(

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Ik ben zelf ook benieuwd naar de jetpacks. Ik neem aan dat ze zeg maar de tweede weapon slot innemen waardoor je dus maar 1 wapen kunt dragen (en hopelijk geen heavy weapons, vliegende jackhammers wordt een hel! Maarja, dat merken we dan wel). Voor de rest ben ook ik ook wel van mening dat ze niet zo'n grote rol zullen spelen op de battlefield. Ik denk eerder dat die dingen handig zijn om torens in te nemen of voor spec ops.

Wat betreft urban combat, naast de jackhammers kun je denk ik ook een hoop thumper spam verwachten :P

Btw, er is een video uitgekomen waar Matt Higby (de Creative Director) wordt geinterviewd. Verschillende topics worden besproken waaronder iets over deployable towers.
[YouTube: http://www.youtube.com/watch?v=-3kyb560Hao&feature=player_embedded]

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sowieso kunnen alleen agile exo suits de jetpacks dragen las ik. Maar iets staat me niet aan aan het feit dat anders dan cloakers andere exos basissen kunnen penetreren.

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De beta is dichterbij dan we denken!
(Jethal) Andriella of Antonia Bayle (EQ2) asks.. When will Planetside2 Beta open? Also comments that she is very appreciative of the interaction we players get with the SOE Team
(Smed) First off, thank you so much for being appreciative and we certainly do our best, I dont think the players realise that this is not just a part of our job, this isnt just our job, this is what we like about the jobs we have.. I thoroughy enjoy interacting with our players. I personally answer almost ever email that I get.. and.. I know the dev team feels the same way. We dont always get nice emails and more often than not, if a person can write a relatively decently worded explaination of something, even if it’s a problem, we will both answer it and do our best to fix it. Some times we get Flame Mails, I dont mind that as long as there’s not a lot of cuss words.. and that part can be tough some times. On Planetside Beta.. it’ll be up sooner than people think, but I cant give a date yet.. we’re hard at work on it right now

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"Sooner than people think" - Tja, persoonlijk denk ik dat we over een klein halfjaartje de beta in kunnen duiken, maar voor hetzelfde geldt duurt het nog een jaar :P

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Ik denk zo ergens eind dit jaar.

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En dan is het dus eerder he :)

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  • bjorntju
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Laten we het hopen :) Hoop dat ze misschien nog wat op de gamescom laten zien. Maar daar hebben ze nog niks over gezegd dus ik denk het niet.

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Is Planetside 1 nog actief?
Is er nog genoeg 'fun' om er te beginnen?

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Bleet

Losing my edge.

Door de sony hack heb ik 45 dagen extra playtime gekregen en heb er sinds een week ook gebruik van gemaakt. Het spel is nog steeds actief, maar de encounters verschillen van tijd tot tijd. Soms is het redelijk massaal, maar niet meer zoals het was in het begin of toen de EU met de US server werd samengevoegd. Maar door het spelen weet ik wel dat ik absoluut zin heb in PS2.


Last.fm |
If bullshit could fly, i'd be an astronaut.


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Damn klinkt echt allemaal geweldig. Klinkt echt als dé ideale FPS voor mij _o_

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  • Dorest0rm
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Vandaag om 17:30 is er een SOE event op de Gamescom, hopelijk komt er wat nieuwe informatie naar voren :D

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  • bjorntju
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Higby (PS2 dev.) is wel op de Gamescom. Maar ze laten helaas niks nieuws zien, alleen maar interviews met informatie die al bekend was. Jammer, de Gamescom is misschien wel groter dan de E3... (in bezoekersaantallen bedoel ik dan, vooral omdat iedereen er naartoe kan. Terwijl de E3 alleen voor de pers is) Dus zo kan je de game aan heel veel mensen laten zien. Ik wil niet dat de game op release maar door 1000 mensen word gespeeld :P Nu gebeurt dat waarschijnlijk niet. Maar ik hoop wel dat ze de game een stuk meer gaan marketen dan PS1.

Van PSU:
Thanks for the heads up on the bathroom Lunarchild... You should have said you were from PSU, I would have held it in for a bit to chat with you!

We're not showing anything new here, we're talking to press about the same sort of things I've been talking with you guys here about over the last few weeks since we announced.

I think we'll be releasing some new screenshots soon, and we'll definitely have some more assets and info soon - sorry it's been so long, guys, we've just been insanely busy with this whole game development thing. =)
http://www.planetside-uni...thread.php?t=37082&page=3

Wel ''soon'' nieuwe informatie etc dus. Hopen dat het ''very soon'' is :P

[ Voor 19% gewijzigd door bjorntju op 20-08-2011 19:04 . Reden: Typfout ]


  • Dorest0rm
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Planetside 2 zal niet uitkomen voor de PS3

http://www.incgamers.com/...side-2-screens-mmofps-ftw
"I think I would have been told about it by now," said Higby when asked.
En nieuwe screenshots!

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Jeuj! Jammer dat dat eigenlijk tot nu toe het enigste is wat ze hebben laten zien op de gamescom. Ik hoop dus dat wij snel eens wat ''echte'' gameplay beelden te zien krijgen :P

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Don Ferrone (de man die de PS1 muziek had gemaakt) is weer terug als het goed is! :D

YouTube: New_Planetside_Demo1_donferrone.mov - YouTube

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Het is officieel, in PS2 kan je gevechten hebben van: 500 vs 500 vs 500! :D

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bjorntju schreef op maandag 05 september 2011 @ 13:39:
Het is officieel, in PS2 kan je gevechten hebben van: 500 vs 500 vs 500! :D
Heb je hier ook een bron van?

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Jazekert:

http://t.qq.com/tonypark
ps2: 500 vs 500 vs 500
Is de baas van het chinese bedrijf dat PS2 in China laat uitbrengen. Paar devs van PS2 zijn nu daar in China om de game te laten zien enzo. Als het goed is laat die gast binnenkort ook snel nieuwe gameplay zien :)

http://www.planetside-uni...thread.php?t=37217&page=5

[ Voor 5% gewijzigd door bjorntju op 05-09-2011 14:00 ]


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Ik wil niet weten wat voor bakken van een servers Sony zometeen heeft staan :D

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Een nieuw interview met Smedley.
http://news.mmosite.com/c...ness_model_and_beta.shtml

Edit: Die vertaling lijkt niet helemaal goed.

http://www.planetside-uni...ith-john-smedley-2538.htm

[ Voor 34% gewijzigd door Dorest0rm op 08-09-2011 16:13 ]


  • bjorntju
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De game word waarschijnlijk F2P. Tenminste de CEO van SOE had op Planetside Universe gezegd dat het systeem ze erg aanspreekt en ze LoL een goede inspiratiebron vonden.

Nog een hele hoop nieuwe informatie (heb de belangrijke stukken hier geplaatst):
RPS: So…what’s changing with the world?

Higby: It’s the same world, but we’re doing a revisioning of the entire thing. The storyline is starting from where Planetside 1 started, we’re not following it up. We’re redefining what Auraxis is and spending a lot of time redefining the roles of the factions. Factions in PS2 are super-important, not just the red team versus the blue; they play the game in a completely different way. We’re creating very distinct motivations and lore for the factions, so they have their own reasons for doing what they’re doing and hating the other factions, and that all feeds into their gameplay types and the types of people who will enjoy playing those factions.

RPS: Flashing back, I used to always play as an anti-air max, and jump-jet my way on top of base antennae, to get the jump on aircraft. Is the Vanu’s vertical mobility still going to be one of their key features?

Higby: We have more than one ability that each class can have. You can slot different types of abilities. Right now our jumpjet class is our light assault class. Their purpose is to get behind enemy lines to do really quick strikes. They’re our anti-sniper role; if there’s one sat on top of a tower somewhere, the light assault guys can run around really fast, jump-jet up and hit quick with assault rifles.

RPS: Can people hold off spawning until their team member is in the right exit location?

Higby: When you log into the game, you can select where you’re going to spawn; at a facility, at a galaxy, or on my squad. Squad-spawning is an ability you have to have; we have a cert-tree that’s completely redesigned from the original Planetside, so squad leadership is a cert-tree, and squad-spawning can be unlocked through that, and that has different levels too. So the first level, you can only spawn on the squad-leader, the second you can spawn on anybody in the squad; there’s timers that get reduced as you increase that ability too. So there’s a huge of amount depth built into that and people want to do leadership. You said your friend was a Command Rank 5 in Planetside 1? You can be a CR5 in PS1 by leading a lot of squads; in Planetside 2, you’re going to have to dedicate your skill progression to squad leadership.

RPS: Could anyone who’s played the game a lot become a squad leader now then?

Higby: Absolutely. You don’t have to play the game a lot to do it.

RPS: Will those bigger, high-value vehicles be more difficult to access in Planetside 2?

Higby: No, they won’t. There will be use restrictions nad we have a resource system too, so putting secondary weapons and additional stuff costs resources, and resources have to be earned in gameplay…

RPS: You can customise the vehicles?

Higby: Yeah, so you might put an armour attachment and a stronger transmission, which allows you to go over hills better but you don’t have as high a top speed. It’s not necessarily upgrades, what we use is sidegrades, something that’s equivalent, but better in one area than the other. So you may have a 20mm chaingun side-armament on your prowler, or a flak cannon for anti-air, or you want a mortar on the top, for bombardments.

RPS: That sounds so WH40K. Give me a Landraider with all lascannons.

Higby: Exactly, that’s the trade-off. Do I want to have a glass cannon, which is the most powerful weapon systems or something that can just run barricades, with max armour and auto-repair nanites on it. We’re working on all of those mechanics right now, what stuff works, what’s too powerful, what the final list of attachments is going to be. Which are fun, which add to gameplay, that’s the most important thing. You can’t things in just for cool’s sake.

RPS: How much do the factions share in terms of weaponry?

Higby: We’re definitely a lot more different in terms of factions from PS1. Each faction has not only their own assault rifle, but also chaingun, sniper rifle, pistol… basically every one of the main weapons. There’s multiple variants inside the factions too though, basically sidegrade, so maybe I want a cycler that has less recoil but does less damage, so I can be more accurate, or has a larger magazine. All those variables fit into the weapon balance and allow people to customise. I’m a great shooter, so I want a higher accuracy, but don’t need a faster fire rate. Off the top of my head, 30% of what’s available in the game is shared; the majority of weapons are specific to your factions. In terms of vehicles, it’s probably the other way around; 30% are your own vehicles. But you can have Vanu-specific attachments on a common vehicle.

RPS: Apart from the maxes, I was the annoying guy who stood behind a wall firing a range of grenades from my thumper.

Higby: Maxes in Planetside 2 are really interesting too. They have multiple weapon systems; you can put an anti-air on one arm and anti-infantry on the other. Or two of each, so you can really customise them.

RPS: Any close combat stuff? I know it isn’t very Planetside.

Higby: We have a bunch of melee weapons still, and certain classes can take better advantage of those than others. Infiltrators who also used them because of the Melee boost. We have mechanics around that, locational damage for knives, so hitting someone from behind with a knife does more damage.

RPS: How does the PhysX affect things? Getting your custom Prowler caught in a ditch must be a nightmare, but flying must be even tougher. Are we going to see a lot more plane crashes?

Higby: Oh, yeah. Flying is going to be an artform in this game. Just like everything else, it requires you to dedicate time to it. If you have the best possible reaver, you’re going to have to put a lot of time into the skill tree and the flight mechanics. It’s customisable too, so if I want my reaver to go as fast as possible, I don’t care about vulnerability, or I just want the most nimble one. It’s all personal. So yeah, vehicles are going to crash a lot more than they did in PS1. Right now they’re pretty difficult, but we’re balancing. We’re trying to figure out whether we should make it more like Battlefield, where the first time you get into it you crash for 45 minutes before you figure out how it flies, or do we make it so you can fly first time; finding the middle ground is difficult.

RPS: Any other games you’ve really drawn inspiration from?

Higby: In terms of combat, we’re really closest to Battlefield: Bad Company 2. It’s a really good analogue for us, as it has large open-world spaces, with vehicular and infantry gameplay which works well together. We’re taking lots of cues in terms of pacing from that, though we’re not as fast. It’s not as slow as the original, where the time to kill was 2 seconds plus, but it’s faster. When you’re playing Battlefield, if you don’t have matched teams it’s not fun. You can have a legitimately fun time in Planetside with 10 people against 80. I mean it might not be possible to win that fight, but you could hold for a long time, hunker down, and then twenty people from another faction come sweeping in and cluster-fuck the whole thing up, and that doesn’t happen in any other game.

RPS: How do you iterate?

Higby: For example, we have a couple of designers who just work on infantry weapon balance. All day long they put numbers in a spreadsheet and figure out whether a weapon is balanced, then run around shooting at each other lots.

RPS: It’s also interesting how people will customise their kit and vehicles for different maps. If I’m landing on a plain for example, I’d pick speed and manouvrability; if it’s canyons, something smaller and better armoured.

Higby: Yeah, it’s the deepest FPS available. The amount of stuff available in PS2 dwarfs PS1.
bron: http://www.rockpapershotg...erent-beats-planetside-2/

en:

(als plaatje niet werkt: http://www.planetside-uni...snext/pcgamer_nov2011.jpg )

Afbeeldingslocatie: http://www.planetside-universe.com/media/main/psnext/pcgamer_nov2011.jpg

De informatie die de CEO van SOE had gepost op het forum van Planetside Universe samengavat:

Er komen microtransactions in de game. Misschien kan je dan ook guns kopen, maar dit zijn dan geen guns die beter zijn dan andere. Misschien doen ze 5% meer damage, maar dan krijg je er wel weer 10% meer recoil voor terug. En de wapens die je kan kopen kan je ook gewoon ingame verkrijgen. HIj heeft dus duidelijk gezegt: ''But if I can leave you with one core thing - don't worry - we WILL NOT sell power.''

De US beta begint eind dit jaar/begin volgend jaar. Ik had nog gevraagd op het forum of dat betekent of wij ook mee kunnen doen. Dit was zijn reactie:
*When* the beta happens (i.e. when it's ready) it will most likely start with an English beta.. that doesn't mean NA only though with other languages and locales to follow. Let us get the beta ready first. We have a ways to go.
Dus als ik het goed begrijp kunnen we hem wel spelen, maar ik denk dat hij bedoelt dat andere talen later komen. (hij zegt ook ''English beta'' ) of dat wij hem iets later krijgen. We zullen zien.

Als er guns worden verkocht in de store dan worden die ook gerouleerd waarschijnlijk. Dus 2 weken staat die gun in de store, en de 2 weken daarna een andere. Als het goed is werkt de game ook met drops ala TF2. Hij heeft nog wel duidelijk gezegd dat ze nog steeds bezig zijn met hoe het gaat werken. Het kan dus altijd nog veranderen!

Maargoed, deze game wordt echt gigantisch uitgebreid. Ik ken geen andere FPS die zo diep gaat. Dit is op dit moment de game waar ik het meest naar uitkijk. Hoop dat ik snel de beta kan spelen :D

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Nieuwe screenshots :D

Afbeeldingslocatie: http://www-cdn.planetside2.com/cmsuploads/cmsclient//000/000/000//423.jpg

Afbeeldingslocatie: http://www-cdn.planetside2.com/cmsuploads/cmsclient//000/000/000/422.jpg

En een ''comm-link''
Comm-Link: Matt Higby
2011-09-13 15:11:00
.................. COMM-LINK 001 ESTABLISHED....................


Greetings:


My name is Matthew Higby and I have the privilege of working as the Creative Director on PlanetSide 2™. My role on this team is to steer the game design vision and manage the design team responsible for the overall gameplay experience that players will encounter once they step foot in the game. So you know where I’m coming from, prior to PlanetSide 2 I worked on a number of SOE titles, including the original Star Wars Galaxies, EverQuest® II, Free Realms® and most recently, Star Wars: Clone Wars Adventures™. From the early days of development, original PlanetSide was a title that I respected, admired and had a hell-of-a-lot of fun playing. As an avid FPS gamer and fan of competitive online gaming and e-sports, being able to take part in the creation of the follow up to such an epic franchise is an absolute dream come true for me.


Of course, it takes an extremely talented team of artists, coders, designers, audio engineers, and production staff to build the enormous, incredible, unbelievably badass game experience that is PlanetSide 2. I’m really proud to be working with an extremely passionate and hard working team whose drive and determination inspires and amazes me daily. The PlanetSide 2 team members are some of the most talented and proven developers in the industry bringing together hundreds of years of collective experience from all over the gaming map especially the MMO and FPS genres-- and we are still growing. Together we are building the future of online gaming with PlanetSide 2.


It has been a little over two months since we officially unveiled PlanetSide 2 to the world and to say it has been a busy couple months is a huge understatement. We are really stoked at the reaction we have received from the PlanetSide community and are amped to relay our goals and aspirations for the game and inevitably create a direct back-and-forth communication with our players. This COMM-LINK will be a resource to the PlanetSide community; a place where we plan to deliver news, assets and information to keep you involved in the PlanetSide 2 development process. This is a place where we will share insight directly from the team on the game in our course to launching PlanetSide 2.


So, a bit about the team- our ridiculously talented art team is led by Senior Art Director, Tramell "T-Ray" Isaac. With an impressive resume that spans more than 15 years and includes games like Fallout, Fallout 2, Never Winter Nights 2, and the original PlanetSide, Tramell is a force to be reckoned with, often ending arguments with nothing more that his steely gaze.


With a project as technically ambitious as PlanetSide 2, we could not get anywhere without a brilliant group of engineers, technical architects and coders. We have some of the finest in the industry including our Technical Director, Ryan "Forge" Elam, who is not only one of the smartest and most dedicated teammates but he is also one of the nicest dudes around.


Heading up the whole crew is our Executive Producer, Joshua Hackney, who somehow manages to keep us all in line and at the same time keeps the energy drinks flowing, the paychecks signed and the suits and bean counters off our backs so that we can concentrate on making the best possible game.


There are a ton of reasons that we are all excited to work on PlanetSide 2 and for those of you who have not heard what we are building, allow me to lay out a few of the fundamental features so you can see why:


Our goal with PlanetSide 2 is to create a game where you will fight against and alongside thousands of players, competing simultaneously and directly against one another in massive battles featuring intense infantry action as well as incredible air and ground vehicle combat. You will be able to traverse enormous open-world maps featuring massive gameplay space and unique biospheres, punctuated by massive facilities, towers and bunkers. Persistent conquest warfare is facilitated by territory control where you will earn resources to unlock weapon add-ons, vehicle customizations, and more. No instancing here, everything is 100% PVP and 100% open world combat. And of course, a deep character customization and personalization will allow players to create your very own soldier, customize your weapons and vehicles to fit not only your own personal play style but the needs of your outfit or the entire empire.


All of these features come together to deliver what we feel will be not only the world’s best MMOFPS, but the ultimate online FPS experience. The feedback and excitement we have received from the PlanetSide community thus far has been amazing and we are just getting warmed up! Over the next few weeks and months be sure to check back here periodically as we release additional COMM-LINK articles featuring myself, Tramell, Josh, Ryan and the rest of the dev team. As I said earlier, here we will share some extensive details about the game systems, continents, vehicles, weapons, etc., through screenshots, gameplay videos, and more. PlanetSide 2 is about to go off and we are thrilled and honored to have you, our player community, along for the ride.


Until next time, please keep in touch- we would love to hear from you!


PlanetSide2.com

Facebook.com/PlanetSide2

@PlanetSide2


-


Matthew Higby
Creative Director, PlanetSide 2
@mhigby


& The PlanetSide 2 Team
Afbeeldingslocatie: http://www-cdn.planetside2.com/cmsuploads/cmsclient//000/000/000//425.jpg

  • Dorest0rm
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Die screenshots _/-\o_
Echt geweldig hoe het er allemaal uitziet.

  • galaxy366
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Ik heb nooit Planetside 1 gespeeld maar deeltje 2 lijkt me wel wat :D!, gezien je met 500 man? op een continent oorlog kan voeren dat telkens verschuift

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galaxy366 schreef op zaterdag 24 september 2011 @ 10:49:
Ik heb nooit Planetside 1 gespeeld maar deeltje 2 lijkt me wel wat :D!, gezien je met 500 man? op een continent oorlog kan voeren dat telkens verschuift
Het doel is 1000+ :D

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"A scene so manly, you need a beard just to look at it." _O-

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Afbeeldingslocatie: http://www.blogcdn.com/massively.joystiq.com/media/2011/09/indarsunset.jpg
Afbeeldingslocatie: http://www.blogcdn.com/massively.joystiq.com/media/2011/09/ps2screenshots092911-31.jpg
Afbeeldingslocatie: http://www.blogcdn.com/massively.joystiq.com/media/2011/09/ps2screenshots092911-2.jpg

http://massively.joystiq....-with-planetside-2s-tram/

Dammn dat ziet er awesome uit :D

Wat nuttige informatie uit dat interview (zie de bron hierboven voor het volledige interview)
So what gets the most attention and detail? It's the two objects that you'll be seeing all the time: your character's arms and weapons. Isaac said we'll be impressed by just how much detail we'll be able to make out, including stitches, threading and surface textures.

As for the armor itself, players will have a lot of say in just how they look. Not only will they gain new pieces and insignias as they rank up, but PlanetSide 2's microtransaction-based business model means that players can purchase cosmetic armor sets from the get-go if they're not feeling as rugged and awesome as they desire. The team is also working on a neat attachment system in which you can slap on cool accessories and armor modifications to further personalize your gear.

Going from the original PlanetSide to PlanetSide 2 is like comparing the Tim Burton's 1989 Batman to Christopher Nolan's 2005 Batman Begins, Isaac said. It's all about making it more contemporary while keeping the same spirit: "I look at it like PlanetSide Awesome, not PlanetSide 2."

Araxis: An extreme Earth


Of course, armor and colors aren't the only job of the art team; the artists have to create an entire planet with multiple continents as well. The planet that will ship with the game, Araxis, is huge in scope and design. The team's made it to be a more extreme version of Earth, with superheated deserts, large grand canyon regions, frozen oceans, and the like.

While alien life forms will initially be limited to just plants, the team isn't ruling out a house call from E.T. at some point in the future. In the meantime, players will have to pay attention to their environments, which can -- in some cases -- kill. For example, a volcanic zone will be spewing lava all over the place, and lava trumps armor most every day.
Theme of the Week - The Art of PlanetSide 2
2011-09-27 10:35:00
.................. COMM-LINK 002 ESTABLISHED….................


What’s crackin’!


It’s Tramell “T.Ray” Isaac, Senior Art Director on PlanetSide 2™. In last week’s COMM LINK you met some of the core dev team leads; this week we want to switch gears and focus on the art style of PlanetSide 2. Currently, a majority of our team is comprised of artists, including concept, environment and character artists, 3D modelers, animators, tech artists and 2D graphic designers, to name a few. These artists have been diligently working on the paramount task of defining, and in some respects, re-defining the art style of PlanetSide 2. From this lens, we would like to give you a better understanding of how the overall aesthetic of the game will come to fruition throughout the course of development. But first a bit of background on me, just so you know where I’m coming from:


Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/021.jpg


Seventeen years ago I started in the video game industry as a 2D animator. My first game was a title for Interplay, Blood and Magic. I think that sold like 7.5 copies…My second title started out as Steve Jackson’s GURPS. I believe most of you know this product by its true name, Fallout. Fallout 2 and Icewind Dale followed and a few short years later I began working on the original PlanetSide and all of its expansions. We had an awesome time working on original PlanetSide, and even though most of that team has moved on to other companies and games, we are still very close to this day. Soon after SOE released PlanetSide: Aftershock, I decided it was time for me to move on. I then went on to work on Neverwinter Nights 2 and Duke Nukem Forever. But SOE couldn’t take me being gone so long, so once again I returned and joined forces on The Agency. Now it’s time to make history again with PlanetSide 2.


The groundwork we put into the original PlanetSide established the foundation for much of the look and feel of PlanetSide 2. The original PlanetSide started out fairly simple in its visual approach. I came onto the project after about a year of production. A few things had been loosely defined, but there wasn’t a final cohesive look and feel to any of the factions, buildings, weapons, or vehicles. We started small by refining the look of the Terran Republic (TR) and the New Conglomerate (NC) characters, and then moved to the Vanu Sovereignty (VS) faction which had been designed but not created on the art side. By associating the factions with basic geometric shapes, we found a simple way to create visual opposition. We ended up with Circles (TR) v. Squares (NC) v. Triangles (VS). These shapes are simple and straight forward which works really well for player identification.


The iconic faction colors were also something that we played with, but ultimately chose Red for TR, opposing color Blue for NC, and combined them both to make the Purple of the VS. We needed colors that stood out on the screen for easy friend or foe identification. With the Vanu Sovereignty’s main color being so dark, we need a color that complimented purple that was vibrant and wasn’t used in the other two factions. Teal was the color we went with for these reasons. Once all the basic shapes and colors were established we took those cues and expounded upon them for the vehicles and weapons. The buildings were another story as they needed to have a nonspecific look that players could immediately recognize and not mistake for their own or as constructed by an opposing faction.


For PlanetSide 2 we took the origins of the factions, buildings and environments and re-imagined them with today’s technology. The buildings and structures now have more depth and detail. We took a look at what was created in the original game and re-developed it to fit the needs and aesthetic of the current gaming landscape. You will definitely see some familiar cues from the original bases in the buildings that we have re-visualized for PlanetSide 2. Each facility will still be identifiable as it was represented in the original game but with a modern twist.


Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/026.jpg
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/022.jpg
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/028.jpg
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/024.jpg

The basic style cues for each faction are still intact. The Terran Republic is the faction that started it all. Their shapes and design are formed from circles and smooth lines. The TR look is more refined and sports some wear and tear but never looks overly used or secondhand. Most of their armor, weapons, and vehicles are constructed of composite materials that require a more sophisticated manufacturing process.


Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/042.jpg

Terran Republic Mosquito


In contrast, the New Conglomerate is a bit less refined than the TR. The NC base look is derived from squares, rectangles, straights and 45 degree angles. The NC are a resourceful bunch, which is important in maintaining an older set of vehicles, armor and weaponry. Although NC weapons aren’t the most advanced, they ARE lethal just the same. NC armor will be chipped, dented and dinged but never compromised. The weapons and vehicles are worn but well maintained, something like your dad’s ‘77 Oldsmobile.

Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/041.jpg


New Conglomerate Liberator


The Vanu Sovereignty is the most technologically advanced empire in the PlanetSide Universe. The VS are worshippers of the ancient technology found throughout planet Auraxis. I would say that they are more like an extremely powerful religious cult with energy weapons. As with some religious structures you would see things that are fairly ornate and somewhat extravagant. VS armor, weapons, and vehicles appear to be fairly contemporary with very little wear or damage. The VS is symbolized by triangular shapes and angles. Armor, weapons, and vehicles sport a carapace like shell layered like the plates of a lobster.


Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/043.jpg
Vanu Sovereignty Magrider


New to PlanetSide 2 is the manufacturing company Nanite Systems (NS). NS created all the common pool vehicles and weapons. They are the PlanetSide equivalent to Stark Industries in Iron Man. We created NS to add an additional element and background story to the planetary war. Visually, NS is very generic Sci-fi. There is nothing particularly unique about the NS items; their colors are warm grays with off white and tan to accent. NS shape language is taken from the combined shape language of the three empires. NS weapons and vehicles can use straights, 45 degree angles, some curves, with some shallower angles incorporated into the form. Nanite Systems hardware is built to last not for flash.


SOE’s ForgeLight Engine™ has allowed us to bring the PlanetSide universe to life in a way that could not have been realized until now. The environments for PlanetSide 2 are the star of the show. We are working hard to give the players game environments that are immersive and believable. Much like the original PlanetSide, we will offer up a wide variety of ecosystems to wage war upon. Continents like Indar will present the player with a vast desert wasteland with canyons that stretch as far as the eye can see. Dust storms will plague the landscape. As the suns set, watch the shadows stretch and fade into the night. PlanetSide 2 environments will be “living” worlds. The battles will not only be about battling the other empires, they will also require the player to strategize against the continent itself.


Ok, enough of this bulljive. I have to get back to making the most bad-ass MMOFPS that you’ve ever ‘done seent’. I hope you enjoyed my little nugget of info about the art style of PlanetSide 2. For more information on the subject, please join us this for this week’s Webcast and Twitter Chat (info below). Until next time my friends, T.Ray signing off.


Tramell “T.Ray” Isaac

Senior Art Director, PlanetSide 2

@PS_TRay
En:
Senior artist Patrick Ho walks us through the process of creating player respawn tubes for SOE’s upcoming shooter MMO PlanetSide 2.

In PlanetSide 2, players will vie for control of territories across a large open world. Players will probably die a lot over the course of the game, so the respawn chambers they reappear in better look good. SOE senior artist Patrick Ho walks us through the process of conceptualizing these chambers in the video below.

Afbeeldingslocatie: http://media1.gameinformer.com/imagefeed/featured/sonyonlineentertainment/planetside/planetside2/tube610.jpg
http://www.gameinformer.c...-2-artist-time-lapse.aspx

Zie de bron voor een video hoe hij de respawn tube from scratch maakt.

[ Voor 26% gewijzigd door bjorntju op 30-09-2011 21:02 ]


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Afbeeldingslocatie: http://www-cdn.planetside2.com/images/media/screenshots/lg-4.jpg?v=84.3

[ Voor 50% gewijzigd door bjorntju op 26-04-2012 21:57 ]


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Deze week zijn er 3 backstory's uitgekomen. Elk een verhaal van de NC,TR, en VS.

PlanetSide 2 Backstory Part 1 – Jake Duffy, Terran Republic Quartermaster
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/281.jpg

JAKE duffy, Terran Republic Quartermaster, AMP Station Gamma. June 21, 2845.

Duffy’s voice could be heard through the walls of his Plexi-enclosed office. “What the freakin’ hell are you standing there for, Jones? You playing with yourself? I told you to get those !%$#$@ weapons to the loading dock-A…now.”

He glanced at the manifest, then glared at Private Genny Jones, quaking in fear, a tiny, little thing, no more than five feet one, if even that, with shoulder length flaming red hair and a temper to match. She had been assigned to weapons’ supply only two weeks ago when they were still at relative peace with the New Conglomerate and they thought she’d have time to learn her job while the two sides tried to reach some tentative compromise. Nobody expected those idiots to start shooting at each other before dawn the very next morning.

“115 Mini chain guns. We need two crates of bolt drivers. They’re also going to need cyclers and repeater pistols. And don’t forget the dome blasters. You got all that, Jones?”

“Yessir,” she shouted back. “I gathered them soon as I saw the manifest this ayem, sir. And they’re already loaded onto the Galaxys. I was just waiting for coordinates to dispatch them, sir.”

Duffy looked her over. Two weeks on the job and she nailed it. Damn. “Good work, Private. Punching them in now. And one other thing, Jones.”

“Yessir?”

“I’m the Quartermaster, not an officer. Call me that, or Q, or Duffy. Not sir.”

“Sorry, won’t happen again…Duffy.”

“Make sure it doesn’t private. Now get on board. You’re with Booth and Erickson.”

She was already on the move.

The troops took their places in the Galaxy and braced for lift-off. Two minutes later Duffy’s voice crackled over her head-armor earphones. “The brass just told me to relay your mission. So, listen up, soldiers, I’m not repeating it. Two platoons of T.R. soldiers are trapped on the volcanic island of Searhus, under fire by ^&%# New Conglomerate dirtbags. Appears they took control of Mount Lavastorm on the mistaken belief we’re gonna let ‘em free their captured forces from the Kane Prison Compound. If they succeed, the N.C. armies would be equal to T.R. forces. Our job’s to make certain that will never happen. You got that?”

Genny Jones joined the chorus with a loud, “Understood, Quartermaster Duffy. Understood.”

As the Galaxy sped across Auraxis toward Searhus, Jones mentally catalogued what she had been taught about the enemy. The New Conglomerate were originally from three very different groups who came together for their mutual benefit. First and foremost there were the businessmen. They may not have been the highest of the muckety-mucks, but they ran the most powerful companies back on Earth and the Terran colonies and were sent to establish a foothold on the other side of the universe to exponentially increase company profits. They were the VPs and managers of the original conglomerates and now they were going to control the new businesses. Of course, Jones realized the bosses weren’t expecting to do any of the hard labor by themselves, so they brought along the civilian workforce, men and women paid to join the mission to build the new cities, factories and more. Once done they would return to Earth to collect their creds. Finally, because the businessmen never went anywhere without protection, they brought along the third group that made up the N.C.’s: the highly paid and highly dangerous mercenaries.

Unlike the bulk of Connery’s crew who intended to colonize and live on the new worlds they discovered, these groups were in it for creds only. They planned to return home as soon as they could. They had no loyalty to Connery or the mission. All they cared about was what they could get out of it. The New Conglomerate, as they came to call themselves, were always willing to work with them. But, Genny remembered reading that once they found themselves on the other side of the wormhole with no way to return home, meaning no way to get their creds, they slowly moved apart from the others.

Genny remembered her Sergeant’s words, drilled into her squad of new recruits. “You wanna know the difference between us an’ them,” he shouted. “Once those N.C. bastards landed on Auraxis, they came to the high ‘n’ mighty conclusion that the Terran Republic’s laws, which they had followed ‘til then, were suddenly incompatible with their own selfish needs. They could never accept that the laws were enacted to protect all the people, seein’ we were so many lightyears from home. Like always, those N.C. buttholes only thought about themselves an’ nobody else.”

She took out her tab and flipped through the vids of her family back on Cyssor and hopefully safe. Her mom smiled at her and blew her a kiss. Her Dad looked at her like he always did. To him she was still nine years old and in pigtails. Her sister, Lea, mouthed the words, “Be safe, sis,” which made Genny grin. Sandy, her older brother, just waved solemnly. He was the one who fought the most with her not to join the T.R. army. Sandy, a theoretical physicist, was caught up with the Vanu cultists and was against some of T.R. laws but those Vanu nuts were nothing compared to the N.C. traitors. They argued endlessly over who was right and who was wrong, and she recognized that he made some good points, but ultimately she had to fight for the cause she most believed in. Still, she loved him and knew he loved her, and they both prayed that war would not divide their family as it was doing to Auraxis.

Back in his office, Quartermaster Duffy watched the Galaxys take off for Searhus. Before they took off he had done his traditional one last walk through. He saw the shock of red hair in the back. Genny Jones was talking with Billy Pelz, a recent recruit no older that eighteen unless he had lied about his age. A lot of the kids did these days. They talked excitedly about going off to war. Idiots. They got no idea what war is all about, Duffy thought before giving a silent prayer that they all came home again.

He turned away and scanned the news vids looking for any word whether the group that was now calling themselves the Vanu Sovereignty was remaining neutral, taking sides or launching their own offensive. So far nothing. He prayed they would stay out of it. Life on Auraxis had suddenly gone to hell and Duffy didn’t need another conflict to make it worse.

He shook his head wondering how it had come to this. By the time they found Auraxis and landed, the people had joined together for mutual protection. They tamed the savage planet, terraformed it, grew food enough for everyone, built cities and fortifications, and worked together so they could survive together.

So much changed in 175 years.

He sighed, breathed in a deep breath, then called in Ben Davids, yet another new kid who joined up only this past week. “What the freakin’ hell are you standing there for, Davids?” Duffy shouted. “ You playing with yourself? I told you to get those !%$#$@ weapons to the loading dock-B… now.”
PlanetSide 2 Backstory Part 2 – Sandy Jones, Vanu Sovereignty Chief of Research and Development
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/322.jpg

SANDY JONES, Vanu Sovereignty, Chief of Research and Development.

Jones looked up from his computers to the bank of monitors lining the wall above where he sat. He had been warned that morning by his sister, Genny, a Private in the Terran Republic military, that something big was going down on the volcanic island of Searhus.

“Why are you doing this, G?” he asked her. “There’s no reason you have to join the military. There’s no reason you have to take sides. They’re both insane, you know, the Terran Republic and New Conglomerate alike. They’re going to kill each other and take down a lot of innocent bystanders.”

Genny laughed. “Unlike you Vanu lunatics? You believe in the magic powers of some alien God…”

“Not a God. Just an alien. We know they existed. We’ve excavated their cities. We’ve analyzed their artifacts. And ever since what happened to Briggs we’ve gotten sporadic telepathic feedback. Vanu and his people were real.”

“Operative word, Sandy, is ‘were.’” They died off a zillion years ago. And don’t dare correct me. Five hundred years or a zillion don’t make a hell of a difference when they’re dead. Look, I get it, brother. You scientists don’t take sides. You analyze. You poke. You rip the atoms out of whatever the hell you’re researching just to see what happens. Then you do it again and again to see if the results are the same.”

“The scientific method. It’s worked since the dawn of science.”

“I know. And I love you for your dedication. But those of us who don’t hide our emotions behind test tubes and equations get excited about things. We’ve only been on this world two hundred years. That’s not enough time for mankind to want to wipe everyone out again. We need peace. I believe in that so much I want to be part of the process.”

Sandy gave her that look he knew she hated that said, I’m now going to speak sense into you, kid, so you’d better listen. “Which is why I’m telling you that you should stand aside and let both sides blast each other until the idiots are dead and stay dead. Then this planet will belong to the rest of us who believe in peaceful research. Besides, you do know your Terran Republic friends aren’t all sweet innocence and light. They’re dictators of the worst kind.”

He saw her face flush red with anger. “And the New Conglomerate are any better? They’ve worked against the colonies since day one. They refused to do their jobs unless they were paid and when there was no way they’d go back home and get their creds, they took off. The T.R. wants us to work together…”

Sandy leaned in and interrupted. “Under their rules and draconian laws. And if you disagree, you are either arrested or executed.”

Genny talked over her brother as if he hadn’t said a word. “…while the N.C. went off and built their damn underground cities and let the rest of us rot.”

“Exactly. For them it’s all or nothing, my way or the highway” Sandy said. “Which is why I stay neutral. It’s why I and the rest of us refuse to get involved with that insanity. Sis, all I want is for you to be safe. Look, why don’t you let me take you to our camp. See what I see. Understand what we’re about. When you’re shown the truth of Vanu, I know you’ll want to join us.”

“Sandy, come on, be serious. I love you. Really. And because I do I read about Vanu. I understand him. And that’s why I am not going AWOL to watch your friends talk their mystic gibberish.”

“Gibberish? Genny, you’ve only read T.R. and N.C. propaganda. You have no idea what Vanu is about. Please. Let me show you.”

Genny gave her brother a dismissive kiss on the cheek. “I’m sorry, but no. I can’t and I won’t. Besides, you and I both know it won’t come down to war. They’re talking. They’ll find some compromise. They always do. We’re all stuck on Auraxis so ultimately we’ll have to work together whether we want to or not,” she said as she gave her brother a kiss, and promised she’d be back in time for Wednesday’s family dinner. It was Genny’s birthday and Sandy’s wife, Elayne, was preparing Genny’s favorite, Turkey faux.

She gave one parting grin, flicked her brother’s earlobe as she always did, then left. Tomorrow was going to be one helluva day.

Sandy looked up at the live news feed that scrolled across the monitors. The reporter, Richard Morgannis, named for his great, great, great grandfather, Richmond, and the great grandson of the still beloved Jessicana Morgannis, looked serious as he spoke, his voice barely above a whisper.

“Representatives of both the Terran Republic and the New Conglomerate report that all peace treaty meetings have been cancelled.”

“There’s no way we can reason with those traitors,” said George Harris, the T.R. spokesman.

New Conglomerate spokesman Diane Draper responded by saying, “We didn’t walk from the peace table, George. Your side did.”

Harris’ face filled the screen again. “We left because your people ordered your mercenaries to attack T.R. settlements in the Kaorr desert region.”

“No, you marched in and slaughtered dozens of settlers.” Draper responded.

“Settlers? They were building weapons of war out there, Diane, and don’t act like you didn’t know it! You terrorists were intending to use them against innocent citizens of the Terran Republic!” Harris yelled.

Morgannis’s face replaced the two feuding representatives. “T.R. officials say they deny all N.C.claims and that unless the N.C. leadership is willing to…” Morgannis touched his earpod; he was receiving new information.

“We are now getting reports that a large scale battle is taking place on the island of Searhus, in the vicinity of the Kane Prison Compound. Both sides have sworn that the battle will not stop until their opposite numbers are all dead. Our reporters on the scene are replaying information indicating that weapons of mass destruction are being used and that the death toll on both sides is quickly rising. They say… wait… I’m no longer connected with our people on Searhus. All I’m getting is static. It appears communications are...”

Sandy Jones stared at the monitor screens alive only with static. Genny was somewhere in that warzone. He had to know what was happening.

“Sandy,” a voice coming from behind him called his name. He turned to see Chairman Willis Scott enter the room. “Those fools did it. This planet is now at war.”

“We’re staying neutral, sir. Aren’t we?” Sandy asked.

Scott shook his head. “We’re not siding with either of them, if that’s what you mean. But we also can’t stay on the side any longer. It is only a matter of time before all the nuances of Rebirthing is made public; it’s a secret we won’t be able to keep for much longer. Vanu himself has spoken to me. To save the world he once ruled, in order for humanity to reach its full potential, we must take up arms and destroy them both. We must eradicate all that stands against us. Today we have declared our Sovereignty, a Vanu Sovereignty. Only one force can live on Auraxis, and it must be us.”
PlanetSide 2 Backstory Part 3 - Joe Walsh, New Conglomerate Master Sergeant, Searhus
Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/342.jpg
JOE WALSH, New Conglomerate Master Sergeant, Searhus. June 21, 2845.

Walsh watched helplessly as Privates Ken Edmund, Jr. and Adira Sullivan, both doing their best to hold Lavastorm’s south ridge, fell dead to the ground, Terran Republic bullets penetrating their chest armor then exploding inside them. Although he didn’t know Sullivan, Walsh had been friends with Ben’s father from their Academy days. These kids were good. Walsh would make certain the T.R. murderers paid.

“Miller. Cohen. Move into their positions. You see any T.R. scum, take them out.” The two scrambled over the crusted lava field and filled the empty spaces. “In place, Sarge,” Miller shouted, “and ready.”

The Terran Republic had been the single political force on Earth since the Armistice and the formation of the new Government. They had set up an open and transparent Government that kept the peace for nearly two hundred years. Walsh had no problem with them, but he certainly did with the current crazies who used their name to rule over Auraxis, not as a democracy but as a harsh and cruel dictatorship. Strict curfews, which had been put into place during their travels when discipline needed to be maintained, were not rescinded after they landed on Auraxis. In fact, they were made more harsh.

“Don’t worry,” the T.R. council told the people, “we have a planet to reshape, cities to build, and we don’t know what the hell might be out there. As soon as we can, all restrictions will be lifted, but for the safety of our 60 thousand citizens, we have to keep all rules and laws in place."

But what really clawed Walsh’s ass was that the people voted with the T.R.; they voted down their own freedoms.

In a move directly planned to keep the New Conglomerate from resisting Terran Republic control, all political gatherings were banned. Groups of more than three, unless they were a family, were not permitted the right of assembly. Refusal to follow T.R. laws were punishable by imprisonment, and in some cases death. N.C. officers were rounded up and imprisoned without proof of wrongdoing or even a trial. The N.C. pleaded for the return of all personal freedoms, but then T.R. refused. They were trying to work a compromise when both sides walked from the table and war broke out.

So much for Thomas Connery’s belief that men could work together in peace.

Walsh and his unit grabbed their heavy gauss rifles, tri-barreled “jackhammer” shotguns and carbines and carefully moved down Lavastorm. Duffy knew the T.R.’s tactics. They hid behind realistic 3D holo-boulders, lying in wait until N.C. soldiers passed. Walsh held his jackhammer close and fired it in a wide arc as they passed all possible hiding places. But when he heard gunfire erupt just behind him he knew he screwed up. The T.R. were hiding in a real crevice, large enough for a half dozen men. When Walsh’s unit moved past they leaped from their spots and opened fire. Nine of his boys died. Three were wounded and captured. Return fire only killed four of their ambushers.

Walsh and his men scrambled for safety behind an outgrowth of rock. They had high ground; they’d be safe, if only for a few minutes. He gave the signal and Miller, Cohen and the Dorsey twins revealed the seven Phoenix missile launchers they had hidden along the volcano’s rim.

“Now!” Walsh screamed. Jimmy Dorsey fired launcher one. His brother set off Launcher two. Walsh and the others set off the rest. Rockets careened down alongside Lavastorm’s wall and exploded. Four T.R.s, broken and lifeless, were thrown from cubby holes. Through his binocs Walsh could see two of the T.R. bastards. One, a kid, probably 19. “Screw you, moron for picking the wrong side,” Walsh shouted. The other looked like a girl, a little older, with flaming red hair.
Het verhaal van Planetside 2 wordt geschreven door Marv Wolfman.
SOE Taps Legendary Comic Book Writer, Marv Wolfman to Create PlanetSide® 2 Backstory

Sony Online Entertainment LLC (SOE) announced that award-winning author Marv Wolfman has joined the SOE team to write the historic fiction for the upcoming massively multiplayer online first person shooter (MMOFPS), PlanetSide ® 2. This will be the first time the PlanetSide franchise narrative has been detailed.

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DAMN

Afbeeldingslocatie: http://p.twimg.com/AcsrMvkCQAAdBTW.jpg
(http://p.twimg.com/AcsrMvkCQAAdBTW.jpg:large voor grotere versie)

En dan nog niet vergeten dat dat maar een klein stukje van de map is :D


PlanetSide 2 Empire Debrief – The Terran Republic

Afbeeldingslocatie: http://www-cdn.planetside2.com/uploads/dcsclient/000/000/000/402.jpg

Hey PlanetSiders!

In PlanetSide 2, the team you’re on means a lot more than just what color armor you’re wearing. Each of our three iconic empires has access to unique weapons and weapon attachments, vehicles, abilities and more. You’re really choosing a play-style that will mold your character throughout their entire life time. This week we will reveal some exciting details about one of these empires, the Terran Republic.

The Terran Republic brought an end to wars on Earth and ushered in an era of unprecedented peace and prosperity that lasted for hundreds of years. It was under the banner of the Terran Republic that humans reached for the stars and eventually landed on Auraxis. Their Republic is built around order and the rule of law, with the central tenant that no individual is above the rules. Loyalty and fealty are core to the Terran Republic ethos and from that grows a spirit of total camaraderie and brotherhood amongst its proud and mighty warriors.

More so than any other empire, the TR are a professional military, they are the most synergistic of the teams and benefit the most from numbers and coordination. Their weapons and vehicles are top of the line, shining and new, but conventional. They eschew experimental ordinances and energy weapons, preferring to stick with what has worked for hundreds of years – accurate, high velocity bullets, and lots of them. Terran Republic weapons have the fastest firing rates, largest ammo capacities, and are generally designed to allow for maximum sustainable damage. A well drilled squad of Terran Republic troops is one of the most fearsome and deadly forces you’ll ever meet on the battlefields of Auraxis.

On the vehicles side, the Terran Republic has two unique empire vehicles, the Mosquito fighter jet and the Prowler battle tank. The Mosquito is an extremely agile attack aircraft, which can be outfitted with a variety of weapon systems to suit the needs of the republic, and has the fastest top speed of any air vehicle allowing it to quickly disengage from a sticky situation and regroup. The Prowler is a medium tank that is not only the fastest empire specific tank on the field but it can be armed to the teeth with extra weapon systems beyond the other empires medium tanks, making it one of the deadliest vehicles in the game.

Over the next few days we will be releasing some really exciting stuff including new screenshots, 360 degree turn-arounds of some of the Terran Republic armor and more details about the Terran Republic and their military machine. We’ll also be continuing to release some new backstory and as always will be answering your TR related questions on twitter, facebook and the forums.

So, until next time, remember: “Loyalty until Death, Strength in Unity!”

-

Matthew Higby (@mhigby)
Creative Director – PlanetSide 2 (@PlanetSide2)


http://media.pcgamer.com/...anetside-2-subs-cover.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer001.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer002.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer003.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer004.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer005.jpg
http://i643.photobucket.c...0Gamer/PS2_pcgamer006.jpg
http://media.pcgamer.com/...33-cover-Planetside-2.jpg

Vergeet BF en CoD maar ja :D Deze game wordt echt véél awesomer :D

IK WIL DE BETA SPELEN. NU.

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Nieuwe ''screenshots'': (de eerste 2 zijn de full resolution van de gene die ik hierboven heb gepost)

http://a.yfrog.com/img863/2152/jsqpf.jpg
http://a.yfrog.com/img614/2619/sbysd.jpg
http://a.yfrog.com/img618/4748/wmsdt.jpg
http://a.yfrog.com/img863/1484/tn3yq.jpg
http://a.yfrog.com/img861/7268/58tth.jpg

[ Voor 12% gewijzigd door Sn0wblind op 31-01-2012 02:29 ]


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En een nieuw filmpje:

360 turnaround van de verchillende Terran Republic armors: YouTube: PlanetSide2: Terran Republic Character Turnarounds

Ziet er érg goed uit!

Ook wat nieuwe screenshots:

http://a.yfrog.com/img857/4559/bh3p.png
http://cdn.ps-universe.net/tr10272011-1a.jpg
http://cdn.ps-universe.net/tr10272011-2a.jpg

[ Voor 6% gewijzigd door Sn0wblind op 31-01-2012 02:29 ]


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Verwijderd

Het ziet er wel erg netjes uit, nu nog aleen een paar gameplay videos om te kijken wat er veranderd is.

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Verwijderd

ahhh wat loop ik mezelf weer lekekr te maken voor Planetside 2..
Beta van Planetside 1 was zo vet en tegen de einde van de beta heb ik echte epic en "gigantische" battles meegemaakt die geen een andere game tot nu toe heeft kunnen overtreffen.

Waar ik (met enige tegezin) toch naar uitkijk is de F2P systeem. Het grootste probleem met deel 1 was dat er af en toe te weinig spelers waren voor epische gevechten.
Omdat het nu "gratis" kan worden gespeeld zullen er veel meer spelers op het veld zijn wat het eigenlijk alleen maar het spel ten goede kan komen.

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Verwijderd

ik dacht dat dat maar 40 dagen was? OF hebben ze het nu echt F2P gemaakt?

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Verwijderd

Geen idee,
Ik hoor alleen dat F2P er zou komen alleen niet of het voor altijd of 40 dagen is (anders zou het toch geen F2P zijn maar een trial?) en mogelijk Cash shop... (PSU forum).
Toch hoop ik dat er een puur F2P in zit voor de "cheap bastards" (desnoods met cash shop) zodat er altijd goed gevulde battles zijn. Desnoods gelimiteerd aan wat men kan dragen (geen voertuigen).
Dit was namelijk het grootste probleem bij deel 1.
Na de open beta liep de hoeveelheid mensen in de eerste 6 maanden hard terug. Dit was ook de grootste reden waarom ik ermee kapte er was gewoon niet altijd een "epic" battle aan de gang, dit hoeft natuurlijk niet altijd maar op een gegeven moment kwam je altijd dezelfde (enemy) squads tegen.

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PlanetSide2: New Conglomerate Design Video

Nieuwe screenshots:

Afbeeldingslocatie: http://s11.postimage.org/s9a1xut9v/20111111_4ebdbeca11fd9.jpg
Afbeeldingslocatie: http://s11.postimage.org/s1r0f37oz/20111111_4ebdbed569100.jpg
Afbeeldingslocatie: http://s11.postimage.org/bukpz10oj/20111111_4ebdbeebcfe9e.jpg
Ziet er goed uit! :D
[size=18]PlanetSide 2 Empire Brief – New Conglomerate [/size]
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)
http://www.planetside2.com/news/nov08empirebriefNC.html

Massively Exclusive: PlanetSide 2's New Conglomerate Q&A
With the cold war in PlanetSide 2 quickly turning hot, potential players have to ask themselves: Which side will they join? Today SOE is making a bid on behalf of the New Conglomerate, painting them as the scrappy underdogs of the war with plenty of attitude to go around. We sat down with Creative Director Matt Higby to see if we could figure out what makes this faction tick.

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!
http://massively.joystiq....s-new-conglomerate-qanda/

En 2 nieuwe backstory's:
Backstory: Historical Archive - Thomas Connery Holovid - 14.07.2638

From the holovid diary of THOMAS CONNERY, Commander, Terran Republic, Discovery-1. July 14th, 2638


Two months out of twenty-eight have passed in our long journey to the wormhole and ultimately to the future of mankind. Despite the never ending list of things to do, extended space travel has a way of offering plenty opportunities for introspection. Lately my thoughts have turned to war, odd that they should, as it is something that no living human has ever experienced.

War had always defined human existence, and has many times taken us to the brink of no existence at all. Before the formation of the Terran Republic, Earth had known no years without the blemish of war, no time of worldwide peace, nothing but strife and anguish.

Our final and most perilous war began hundreds of years ago, on January 18th 2368, the day the world died.

One hour past dawn, responding to intel indicating imminent and simultaneous attacks, Earth’s six greatest countries declared war on each other. As we know now, nobody in command of any of the countries who survived the initial firefight could remember issuing the codes that launched their missiles, nor did they know who sent out the initial warnings. But they all knew the war that began that cold winter morning had been long expected. Perhaps even desired?

Despite the fact that this was the so-called “war to end all wars”, Nukes, ion warheads and even anti-matter explosives were never used, though nobody was certain why. But in the very first year of world-wide conflict, half the human population died, either in the war or because of it. Starvation and disease killed as many as lasers and explosives.

But then, seventy-seven years later, on December 19, 2444, our final war ended. Not because we learned the folly of our ways, but because scientists announced the existence of the wormhole, and a new threat from beyond. All past truths were eradicated in the single instant the universe opened wide, and they were replaced by a single new truth: If mankind wanted to survive, all nations and all people would have to work together.

On May 13, 2445, an armistice was signed by all the nations which codified the end of war. Amazingly, in less than twenty years, borders fell and Governments merged. Where there had been nearly two hundred separate countries, now there would only be one united planet under the banner of the Terran Republic.

Representatives from all the former nations would sit on its council. Because those in charge understood that Earth either moved forward together or perished together, they lay down laws that would be strictly and evenly enforced. It was vital to the Terran Republic that no individual would ever again be permitted to slow down the safe progress of all peoples.

For first time in her history there was peace on Earth, and this time that peace was embraced by everyone.

At the end of its ten-year term, the Terran Republic constitution mandated free and open elections. The people, freed from worry, didn’t want anything to change and voted the Terran Republic back into power. Ten years later they did the same. At the end of the first century, on the date the wormhole was to open one more time, the people once again voted the Terran Republic into office. And so they did for another hundred years.

There were some who fought against such mandated peace. There were always those who wanted more. But when they struck, the Terran Republic struck back, harder. To ensure the continuation of peace, the T.R. enacted strict laws and harsh penalties. But the people, enjoying the most prosperous moment in humanity’s history, encouraged them on. As T.R. President Harrikan proclaimed in 2598: “All citizens must display loyalty and fealty to the Republic, above all. Strict retribution is sometimes required, and if minor freedoms must be compromised to ensure the continued security and prosperity of all, then so be it.”

Loyalty and fealty to the Republic, above all. These became the words the Terran Republic lived by and the words the people embraced.

And they are the words I spoke on the day I took office, however, I have always disagreed with Harrikan about the second part. One should never give up their freedoms for security. A man far greater than Harrikan said that 600 years earlier.

Today, under the banner of the Terran Republic, I lead a bright and hopeful fleet toward a new frontier and a new future. But though the ships are at peace as we speed toward the wormhole, I sense a frightening undercurrent. I believe there may be some who don’t want this trip to succeed and I fear others whose doubt could blossom into something more. And, I am also sensing, as we speed closer to the wormhole, something else; that same imperceptible, subliminal dread I felt on my first voyage to the Moon Belt, that warned me not to continue, yet still forced me onward. Something is out there and I am being told to turn away from it, but something inside me tells me I cannot.

So why, you who are watching this must ask, do I still lead us on? The answer is simple and it has fired mankind’s imagination since we lived in the darkest caves. No matter the warnings or the doubts, no matter how inflammatory words become or how many fists are raised in resistance, mankind has never, and can never, turn from our future.

Whatever must, will occur today, but there will always be a tomorrow.
http://www.planetside2.com/news/nov03backstory.html
Backstory: Memo: For Your Eyes Only - 28.06.2630

MEMO: FOR YOUR EYES ONLY

Date: June 28, 2630

From: Terrance Mattherson, CEO Genudine Multiplanetary

To: (list undisclosed)

As voted on at our February 14th summit, and championed by Jonathan Woodman, CEO Woodman Alliance, we immediately began monitoring the activities of former T.R. President Connery. I’m reporting on the follow-up.

Jon’s suspicions that Connery may have found conclusive evidence of extraterrestrial life on his initial trip to the Moon Belt appear to be correct. Since retiring from the Presidency, Connery has begun to assemble the scientific expertise necessary in order to mount a deep-space interstellar expedition. We’ve known that Connery has long intended to return to exploring, his first and perhaps only true love, but his preparation indicates something far more serious and long-range than standard exploration.

If Connery is indeed planning to return to the Moon Belt, our analysis indicates it is because of whatever he might have discovered on his early expedition. It is further believed that whatever that evidence might have been, his then inability to retrieve it prompted his acceptance of the Terran Republic Vice Presidency and his later pursuit of multiple terms as President. Analysis has concluded that he accepted political office only as a means of acquiring whatever was necessary to later complete whatever he began in the Moon Belt. For those of us who wondered why he would abandon his oft-stated love of exploration for a glorified desk job, we now have the answer.

If that is proof of extraterrestrial existence, and we all are aware of its possible business implications, then it behooves us as co-founders of Business Forward, to continue full observation and to make available to Connery our manpower and technologies in order to reap the financial and other benefits such discoveries will no doubt incur.

Your thoughts, as always, are appreciated.

TM/jp

-------------------------------------------- End of Message --------------------------------------------------------------

MEMO: FOR YOUR EYES ONLY

Date: July 1, 2630

From: Sasha Dawn, CEO Nanite Systems

To: (list undisclosed)

Terry, you know, perhaps more than any of us, how intractable Connery is. If he’s been secretly assembling his finances and his team, don’t you think it’s because he doesn’t want to come to us for help? Since he knows we would make money available—with all the expected conditions—it’s obvious to me he doesn’t want us as partners. Besides, we all know what he thinks of corporations taking a lead role in “civilian affairs”. I think we should continue to watch him and then find a way to insinuate our companies into whatever he’s doing later on. If we go to him now when he thinks he’s still operating in secret, he’ll never accept us later.

SD/nw

-------------------------------------------- End of Message --------------------------------------------------------------

MEMO: FOR YOUR EYES ONLY

Date: July 9, 2630

From: Geraldo Pérez, Founder Freeman Institute

To: (list undisclosed)

Sasha, this isn’t just about whether business or the military controls civilian life, and you know it. You’re aware I was the one who originally broached the subject with Jon W. about forming this alliance because of the underlying direction the Terran Republic’s been taking all of us these past few years. In the beginning, we needed a firm hand on world politics in order for all parties to be able to work together in something resembling harmony. But we’re all working together now and way past needing the military to control every aspect of our lives.

Most in the T.R. are good people. They truly think they’re doing the right thing. They really believe there’s a danger of sliding back into the chaos and wars of old, but I disagree. I think over the last two centuries we’ve moved beyond those days. I believe it’s time we take our group and move into politics as an alternative to T.R. policies. We’ll be a party of business but also championing individual freedoms for the people. We need to get the government out of our business and out of our lives.

-------------------------------------------- End of Message --------------------------------------------------------------

MEMO: FOR YOUR EYES ONLY

Date: July 10, 2630

From: Terrance Mattherson, CEO Genudine Multiplanetary

To: (list undisclosed)

I agree with Geraldo and I also agree with Sasha, at least to an extent. This isn’t just about profits, but I believe profit can help us politically as well. If we want more freedoms, and we need more freedom for the people, we’ll need financial support to fight for them. We all know Connery’s a hardass and nobody can push him…which is why I don’t intend to. But we can push everyone else he has to deal with. Example: He needs financing. Hank Witherspoon, Ben Tolliver, Sarah James and Calvin Fitzgerald run the top nine banks in the T.R. federation and they have all applied for membership in Business Forward. So now we control his access to money.

Connery will need to construct ships as well as pretty much everything else. JoAnn and Mike Conway head up Construction Union 437. You can’t build anything on the thirteen planets without them. If we loosen up our corporate money belts on a few Union issues, I believe we can get them to play ball with us. Here we’re helping the people while at the same time helping business.

Finally, we know Connery has already taken bids from various Guardian service orgs. It could just be typical prudence, but I’m guessing that he expects to need protection from something out there. Well, as you all know, those Guardian orgs are run by multi-billion dollar conglomerates. In fact, I own two myself. Gary owns at least one. By now, I’m sure you can see where I’m going with all of this…

I’m not sure if becoming a political party in opposition to the T.R. is the best way to go, but I am proposing bringing business, unions and, well, yes, even the mercenaries together in sort of a new conglomerate. Without engaging our services, Connery won’t be able to get to his rooftop penthouse, let alone the Moon Belt.

Your thoughts, as always, are appreciated.

TM/jp

-------------------------------------------- End of Message --------------------------------------------------------------

MEMO: FOR YOUR EYES ONLY

Date: July 28, 2630

From: Geraldo Pérez, Founder Freeman Institute

To: (list undisclosed)

Terry, as long as we don’t lose focus on our needs and goals, which are to get the TR policies of strict controls and draconian laws off the backs of the people and business, I can agree with you.

-------------------------------------------- End of Message --------------------------------------------------------------

MEMO: FOR YOUR EYES ONLY

Date: July 30, 2630

From: Jonathan Woodman, CEO Woodman Alliance

To: (list undisclosed)

A new conglomerate, Terry? You had this all figured out even before your first memo. You’re a crafty old bastard, but that’s why we love you.

If this works and we get access to that first blush of alien tech, I can see adding more than just a few zeroes to our bottom line. I’m in if we’re taking votes now.

New Conglomerate? I like the sound of that, if you don’t mind I’ll have Mr. Kobashikawa work up a logo.

Jon W

-------------------------------------------- End of Message --------------------------------------------------------------
http://www.planetside2.com/news/nov092011backstory.html

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Toch jammer dat het Pay to win is geworden.

GoT Warhammer Community op steam http://steamcommunity.com/groups/got40k


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Nope...

De developers hebben al meerdere malen gezegd dat ze GEEN power gaan verkopen. Alleen maar cosmetische dingen. Het gaat een beetje werken zoals in TF2. Met random loot drops en geen sterekere wapens verkopen in de shop. Hoewel er waarschijnlijk wel wapens worden verkocht zijn dat geen sterkere versies van andere wapens. Er kan bijvoorbeeld een damage increase zijn van 10%, maar de RoF wordt weer verminderd met 10%. Waardoor het goed in balans komt.

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Eerste ingame footage! :D Het is gefilmd met een iPad camera dus verwacht geen goede kwaliteit. Maar die day-night cycle _O_ _O_ Skip naar 1:24:25 voor de footage, en naar 1:30:10 voor wat meer.

http://nl.twitch.tv/agntv/b/300452152

Nieuwe screenshots:

In de eerste kan je goed zien hoe de vehicle customization gaat werken:

http://a.yfrog.com/img736/8819/z2j.png
http://a.yfrog.com/img878/1747/cwy.png
http://a.yfrog.com/img877/8093/jbb.png
http://a.yfrog.com/img861/5664/ypeae.jpg
http://a.yfrog.com/img614/9693/vfqof.jpg
http://a5.sphotos.ak.fbcd...34_865427_236164169_n.jpg[/img]
http://a.yfrog.com/img857/2442/shqds.jpg
http://a.yfrog.com/img878/9280/p1ruq.jpg
http://a.yfrog.com/img876/2541/gn4t.jpg
http://a.yfrog.com/img686/8703/gp2mj.jpg
http://a.yfrog.com/img858/6135/bthka.jpg

En de eerste screenshots van een gedeelte van de map! Ter vergelijking, een basis is ongeveer zo groot als 2 gemiddelde CoD maps. En dan heb ik het nog niet eens over het interieur van de basis!

http://a.yfrog.com/img740/6841/73smz.jpg
http://a.yfrog.com/img860/5707/ze2rn.jpg

[ Voor 8% gewijzigd door Sn0wblind op 31-01-2012 02:30 ]


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Deze week is het VS(Vanu Sovereignty) week!
PlanetSide 2 Empire Brief Vanu Sovereignty
2011-11-22 11:17:00


November 22, 2011

They have been called Religious nut jobs, Techno-evangelist, and a Tran-humanist Cult. The Vanu Sovereignty would find those terms to be dismissive and born of ignorance. They are what we would call true believers. The V.S. firmly believes that technology and knowledge hold the answers to all of mankinds problems. It has been said that The Ancients (the ones that actually created the tech that the V.S. use) have shown them the way. They believe that they have been blessed with the gift of technology and power to smite those that stand against the pursuit of knowledge and power. The V.S. also believes that everyone should have the freedom to believe in the ancients just as they do.

The founders of the V.S. were and to some extent still are scientists. They are of the belief that humans are still evolving and are capable of being so much more than just soldiers or miners. It was the Terran Republic that insisted that everyone trust that man was wise enough to solve all the problems that plagued humanity. The V.S. thought them to be fools and stated How can they possibly believe that they can achieve that goal without embracing the technology of the Ancients? The Ancients gave the Vanu Sovereignty a gift according to their leaders. The V.S. leaders even quoted great men from the past to further fuel their ideology. Men of science and literature were cited for their cause. Quotes predicting the coming of the inevitable ascension of mankind were found in V.S. scripture. Einstein, one of their best and brightest once said, It has become appallingly obvious that our technology has exceeded our humanity. Another was cited, Progress is the activity of today and the assurance of tomorrow, said Ralph Waldo Emerson. These were wise men of their time that were forward thinking enough to embrace knowledge. Progression is inevitable why does the Terran Republic want to try to stifle it?

The Vanu Sovereignty took advantage of the alien tech, embraced evolution and change and has received the offering of knowledge and power from the ancients. The phrase Technology equals Might can be seen in action and demonstrated in the Vanu Sovereigntys medium battle tank, The Magrider. This awesome specimen of supreme technology levitates over all terrain types with ease. The Magrider can be equipped with a wide variety of powerful energy weapons. The basic Magrider weaponry starts with the Heavy Rail beam as the primary weapon. The HRB creates a focused blast of pure energy that penetrates even the heaviest of armor. The secondary that can be equipped on the Magrider is Pulsed Particle Accelerator. The PPA rapidly launches orbs of plasma that are capable of melting armor and of course, flesh. The use of the ancients technology has given them the ability to create some powerful weapons for use on the battlefield. The Heavy Rail beam and Pulsed Particle Accelerator are a testament to the wonders of the Ancient tech.

We have only begun to see what astounding array of applications this power can yield. Ancient tech has also been used to create more personal weaponry. The sidearm of choice for most V.S. soldiers is the Beamer. The V.S. has developed self charging cells that power this light weight firearm. The Beamer is extremely accurate and produces little to no recoil. All V.S. weapons benefit from the lack of a concussive round. The draw back to having this high accuracy is the degradation of potency over distance. While conventional weapons have bullet drop, V.S. weapons suffer from a reduction in power over distance traveled.

The Vanu Sovereignty manned flight vehicle, the Scythe rules the sky with maneuverability and agility. It uses the magnetic field of the planet Auraxis to move in ways other conventional aircraft can not. The Terran Republic has their Mosquito, the New Conglomerate has the Reaver and the V.S. has the Scythe. The Ancients technology will be pitted against the humans inventions on the battlefield and it is yet to be seen which side will emerge victorious.


And as a Vanu Soldier myself Id like to leave you with this

A war rages on the planet Auraxis
We roll up on you like April 15th and taxes
The fact is you lack this one essential thing
You need skill so get practice
Yes practice, Practice?! PRACTICE?!
We talkin bout practice
V.S. got this,
Warfare is rough like Indar cactus
You cant see me, you better mini-map this
Cloaker style, force blade I will attack with
When I roll up with a pair of V.S. maxes
You know its Kick, Mags, and T to kick to your asses

#auraxispoetryslam

Join in on the fun everyday on twitter

Tramell T.Ray Isaac
Senior Art Director
@PS_Tray
@Planetside2
http://media.pcgamer.com/files/2011/11/PlanetsideVanu_4.jpg
http://media.pcgamer.com/files/2011/11/PlanetsideVanu_5.jpg
http://media.pcgamer.com/files/2011/11/PlanetSideVanu_1.jpg
http://media.pcgamer.com/files/2011/11/PlanetsideVanu_2.jpg
http://media.pcgamer.com/files/2011/11/PlanetsideVanu_3.jpg
http://media.pcgamer.com/files/2011/11/PlanetsideVanu_6.jpg
http://www-cdn.planetside...lient/000/000/000/541.jpg[
http://www-cdn.planetside...lient/000/000/000/542.jpg

[ Voor 1% gewijzigd door Sn0wblind op 31-01-2012 02:32 ]


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  • bjorntju
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PlanetSide 2: Vanu Sovereignty Design Video

YouTube: PlanetSide 2: Vanu Sovereignty Design Video

Afbeeldingslocatie: http://hphotos-sjc1.fbcdn.net/hphotos-snc7/331036_281393611905257_209775182400434_874303_893063443_o.jpg

Volledige map:

http://a.yfrog.com/img876/465/rcutg.jpg

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Gameplay footage!: YouTube: PlanetSide 2 gameplay sneak preview

Nieuwe screenshots:

http://media.pcgamer.com/...lanetside-2-preview-4.jpg
http://media.pcgamer.com/...lanetside-2-preview-1.jpg
http://media.pcgamer.com/...lanetside-2-preview-2.jpg
http://media.pcgamer.com/...lanetside-2-preview-5.jpg

Van twitter:
http://a.yfrog.com/img614/8809/lv4bu.jpg
http://a.yfrog.com/img859/397/h8mwc.jpg
http://a.yfrog.com/img861/9709/5chua.jpg
http://a.yfrog.com/img615/5159/msefh.jpg
http://a.yfrog.com/img878/4957/tpcrx.jpg
http://a.yfrog.com/img619/4993/74nsh.jpg

PC Gamer preview:
Planetside 2 preview
Martin Davies at 10:00am December 4 2011 Comments 0
PlanetSide 2 has really nice clouds. As they bubble up over the rust red mesas of the Indra continent they occlude the sun, casting undulating shadows in realtime and leaking ghostly, shimmering rays. If you care to hop into an aircraft and point your nose up, you can lose yourself in the fogbank – which may be a hazard or a blessing depending on who’s chasing you.

All this may seem like a minor frill for a game that otherwise sells itself on big gun battles, but it goes to the core of PlanetSide 2’s remit, and spells out its vital difference from other claimants to the MMOFPS title, such as Dust 514. As creative director Matt Higby puts it, “We’re not just building a shooter, we’re building a world.”

This would sound like puff if it weren’t true. Like the original game, PlanetSide 2 is set on an open world of sprawling, diverse continents. This is the planet Auraxis, contested by the game’s three violently opposed factions. And that planet is there for more than just scene-setting – it’s as much a weapon as any sidearm. The terrain may look fresh from Mother Nature’s oven, but it’s been attentively tweaked to break lines of sight, to allow for cover and clever tactics.

'Ha, they'll never find me down here.'
“One of our largest development efforts on this project has been hand crafting every single area of those eight-by-eight kilometre continents,” Matt tells me. “To make sure that everywhere you’re playing, from a wilderness area to a really dense facility area, all feel like they’re custom created to support gameplay. And different types of gameplay: if I’m out in that wilderness area, depending on the availability of cover, the type of terrain, then it might be a field day for air vehicles, somewhere air vehicles can shine. But if there’s a lot of cover, a lot of places where infantry can pop out and fire a rocket, then suddenly it becomes a little bit more balanced.”

With a full day-night cycle, new strategies emerge: as the Terran Republic mass to deliver a 200-man hammerblow to a Vanu Sovereignty facility, they might scale an escarpment under cover of dark, flashlights off to give as little sign of their presence as possible. Then, as the rosy fingers of dawn stretch over the hillside to their backs, the soldiers follow the light washing down upon dazzled Vanu guards. Nor is this some canned Call of Duty skirmish, exactingly recycled with every victory – the target has been selected as part of a global strategy, hundreds upon hundreds of players self-organising to determine the time and angle of attack. Squad leaders pinpoint immediate objectives, focusing fire on a troublesome turret or rushing the barrier shield generator to allow aerial bombardment, while dedicated tank guilds roll in to breach the Vanu strongpoint’s courtyard. A spec’d up Galaxy dropship acts as a mobile spawn point, spewing out reinforcements as allied Mosquitoes zip and weave in the skies, dogfighting with the defenders’ Scythes.

The Vanu commanders will be hurriedly reacting to the assault, too, highlighting the battlezone as a high priority mission for all of their factionmates to see, manoeuvring and plotting, interpreting the repercussions of their loss or victory in the context of an ever-changing frontline. Since capture-time on an objective is based on the amount of peripheral real-estate that is claimed by your faction, real battlefield strategy emerges: pincer movements and encirclements become important ways to shore up a major assault and deny the enemy an easy recapture. The choice of targets may be influenced by the resources they contain. A plentiful supply of metal, nanites, or auraxium enables factions to deploy upgrades, their function varying for each of the three empires.

Vehicles are also highly customisable.
Denial is as important as acquisition, Matt tells me. “If the Vanu is attacking you and they have railguns on their mag riders, and they are fucking you up, then you know you need to capture auraxium and deplete their reserves.”

But as a mere grunt, that high-level strategy is another’s concern – on the ground you are one gun among hundreds, crashing against the walls of a vast facility whose three courtyards are themselves each the size of a Modern Warfare multiplayer level. Energy beams lance out from the defenders and rocketry spirals after targets through the still-dark sky, leaving a trail of smoke that sears bright in the HDR glow of the rising sun.

PlanetSide 2 does big and it does beautiful. To some extent it has to in order to overcome the dual stigma of being both an MMO and a free-to-play game, neither of which are famed for their glitzy production qualities.

“For me it’s all about seeing the game as an FPS – and that’s it,” says senior art director Tramell ‘T.Ray’ Isaac. “When we were working on [cancelled SOE game] The Agency, one of the comments we got a lot was, ‘It looks pretty good for an MMO.’ And that ‘for an MMO’ should not even be in the equation for me. People should look at it and see that it’s got the same level of quality as every other FPS on the market.”

PlanetSide 2 succeeds on that account, and then some – but does it play like an FPS, too? The old PlanetSide’s combat was muddied by unseen dice-rolls, not to mention creaking on 2003’s hardware specs and squeaking awkwardly through the internet’s tiny, tiny pipes. Not so now, says Matt. Not only has technology caught up with the original game’s forward-thinking vision, but the devs have a keener idea of what makes a satisfying run-and-gun experience. Bullets go pretty much where you fire them and the guns are not only lethal but feel it, too.

“The impact of weapons needs to be felt not just by the guy getting shot but also by the guy who’s doing the firing,” Matt says. “I think that gets missed a lot. There’s a lot that goes into it – audio, animation, ambient effects on the screen. In MMOs you don’t usually spend a lot of time trying to think about what it feels to cast a spell in first-person – you look at the effect of the spell on the person who’s getting hit. But we’re an FPS first, and we’re always striving to be the best possible FPS we can be.”

There’s another hurdle: the game has to feel fair, despite the MMO-style character advancement and the customisation system for its six classes, along with their many weapons and vehicles. Not to mention the distinct tactical and strategic difference enforced by your choice of faction. It’s one hell of a balancing act, but Matt’s keen that new or non-paying players never feel they are outclassed in battle by the equipment of their veteran foes. You don’t pay for power in PlanetSide 2. Mictrotransaction upgrades simply re-specialise your class, or unlock different combat options, all of which are available through playing the game and queuing up skills to be trained passively over time: much as players already do in EVE Online.

“You can really spec out in different ways,” Matt says. “You can spec out the Infiltrator class to be a really sneaky gadgety, sabotage-focused guy, and bring a bunch of C4 and motion detectors and sneak behind enemy lines, stab people and blow up their tanks. Or you could spec him to be a dedicated wilderness sniper character.

Not everyone's cut out for command, so you can 'unfollow' twits like Twitter accounts.
“We have six different infantry classes,” Matt continues, as he uses a debug command to unlock the camera, swooping in on character models to show the astonishing, and quite possibly needless, level of detail.

“Light assault is basically the ‘glass cannon’ character. He can do the most damage the quickest. He’s very agile, but it’s also very vulnerable. Because he can get to places very quickly, he can overextend himself very easily and if he doesn’t have support backing him up he can get crushed.” Matt moves the camera along. “This is our engineer. He can place barriers and gun turrets, and repair vehicles. But he can do a lot of offensive stuff on top of that. Our gun turrets aren’t automated, they require a player to actually man them. And then the engineer can go throw mines down and destroy vehicles

“Our heavy assault character again has a dualistic role: he can either be very much an anti-infantry character or very much an anti-vehicle character. You can go play a medic and not really focus on being a combatant, but medics can be very much an in-your-face infantry fighter, too. MAX [mechsuited soldiers] are definitely making a comeback. Unlike PlanetSide 1 where there was a specific MAX for each role, our MAX is configurable, so that you can put an anti-infantry weapon on one arm and an anti-vehicle weapon on another arm. Like everything else we’re allowing for a really wide range of customisation with each one of these classes.”

You’re never class-locked in PlanetSide 2, either. Equipment terminals let you leap instantly into another class’s skin, and then there are the vehicles too, which the devs essentially treat as extra classes. They’re just as customisable: a Mosquito can be loaded-out for aerial combat, or air-to-ground as the situation demands.

Every shot looks like a classic '70s SF paperback.
Some of this customisation comes from the equipment and weaponry – guns are modular and nearly every bit can be swapped out and replaced, altering the weapon’s range, rate of fire, sound, scope, capacity, or even the shape of its muzzle flash, while rebalancing other variables to ensure no all-round advantage. But a lot of a player’s abilities also come from skills they can train or buy – certificates to use vehicles and aircraft are an obvious one, but there are also more subtle boons: an ability to allow players to spawn on you as squad leader, or inside your dropship. Every compartment of the game has its own skill-tree, it seems, from pilots to squad leaders, commanders and the factions themselves.

The scale of the world, and the battles in it, is breathtaking enough. But the challenge of balancing the complex weave of variables, and fitting it all into a robust MMO social framework, is as colossal a task as you are likely to see in game development. This could be why there aren’t that many open-world MMOFPS knocking about. The reason that SOE have done it, and no one else, comes down to the gradual accumulation of tech and expertise over the eight years since PlanetSide 1. During that time they’ve developed and iterated upon Forge Light – a suite of backend magic that not only spits out PlanetSide 2’s dizzying landscapes and player numbers, but also holds together the servers and communication infrastructure of the game.

Despite this technology on hand, PlanetSide 2 remains a huge undertaking, but one that SOE hope will be pay off over many years – after all, PlanetSide 1’s servers still ring to the sound of gunfire today, nearly a decade after release. The developers have a huge number of features they plan to add to the game, post-release, from the ability for players to drop and construct their own bases, to the addition of AI wildlife, or possibly an AI faction. All of which will be decided with a good deal of consultation with the players themselves. For all its stunning draw distances and vast landscapes swarming with legion after legion of soldiers, PlanetSide 2 isn’t just about a being a big game, it’s all about the long game too.
http://www.pcgamer.com/2011/12/04/planetside-2-preview-2/

[ Voor 48% gewijzigd door Sn0wblind op 31-01-2012 02:32 ]


  • bjorntju
  • Registratie: Augustus 2007
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Je kan nu inschrijven voor de beta op de vernieuwde site!

http://www.planetside2.com/

Als je ooit planetside 1 hebt gespeeld kom je er als eerste in. (ik dus jeuj )

  • The Great HooD
  • Registratie: September 2009
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Komt hij nou ook op de PS3 of niet?

  • Dorest0rm
  • Registratie: September 2008
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Nee alleen voor de PC.

Verwijderd

Mooi ik heb ook meegedaan aan de Beta voor de eerste Planetside en de game zelf ook gekocht en abo voor een paar maanden dus kan niet wachten! dit is echt de MMO waar ik al sinds deel 1 naar uitkijk en nu met F2P optie zal hopelijk de servers gevuld blijven.
Dankzij de geweldige samenwerking en communicatie tussen developers en de community ben ik overtuigd dat dit een echte topper gaat worden!

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MMORPG.com interview:
MMORPG.com:
While I'm sure it's too early to make any definitive estimates, what is the ideal battle size you're hoping to accomplish in PS2? Are we looking at 100 v 100, 500 v 500... or even 1000 v 1000? Will there be incentives for fighting in bigger fights as opposed to smaller fights? If so, what will be the driving motivation to start up new skirmishes?

Matt Higby:

Our goal right now is to support combat with thousands of players. The incentive to fight in larger fights is more targets and more mayhem, which is always fun.
http://www.mmorpg.com/gam...Matt-Higby-Interview.html

[ Voor 35% gewijzigd door bjorntju op 29-01-2012 13:25 ]

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