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Posted: Sat, 18th Dec 2010 05:46 Post subject: Planetside 2 |
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http://www.escapistmagazine.com/news/view/105953-Sony-Online-Strongly-Hints-Planetside-Sequel-Coming-This-Spring
Quote: | SOE President John Smedley said that the sequel to the MMO shooter Planetside will land in March 2011.
"We have a very big launch coming in the month of March," Smedley said. "It's a big first person shooter franchise that we're really happy with."
I took a leap of logic and asked whether it was Planetside.
"Could be," Smedley said sheepishly. "We haven't technically announced it." He then told me that I could say that he "hinted" that the new Planetside was imminent, which translates to 99% of a confirmation. "This is the farthest I've gone [discussing it with the press] and the PR people are going to shoot me." |
Planetside was MMO of the Year All Years. As soon as this game comes out I am quitting everything else. You screwed me three times Smed don't do it again.
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Posted: Sat, 18th Dec 2010 08:49 Post subject: |
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Hasn't it been imminent since, like, people were downloading w/ napster and searching the Internet with yahoo?
I think I remember this cool 3d dancing baby on the announcement page. It was so awesome.
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Posted: Sat, 18th Dec 2010 09:09 Post subject: |
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Seeing how they only started development a few years ago... no.
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Posted: Wed, 6th Jul 2011 03:30 Post subject: |
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Posted: Wed, 6th Jul 2011 04:27 Post subject: |
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i'm going to watch that count down to zero.
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Posted: Wed, 6th Jul 2011 08:21 Post subject: |
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Posted: Wed, 6th Jul 2011 10:41 Post subject: |
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41hrs to what though....?
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Wed, 6th Jul 2011 10:48 Post subject: |
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moosenoodles wrote: | 41hrs to what though....? | A trailer most likely.
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Posted: Wed, 6th Jul 2011 10:58 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 04:56; edited 1 time in total
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Posted: Wed, 6th Jul 2011 11:48 Post subject: |
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Oh my God Oh my God Oh my God I'm so excited. Planetside was one of my top 3 multiplayer experiences.
sabin1981 wrote: | Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly. |
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Guyver
Posts: 2221
Location: Bunga-Bun... err Italy.
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Posted: Wed, 6th Jul 2011 12:31 Post subject: |
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Um, Planetside isn't a prequel to the sequel
sabin1981 wrote: | Fuck you troll. Fuck you and your entire aids-infested family. Get cancer and die. Slowly. |
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Wahad
Posts: 406
Location: Lebanon
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Posted: Fri, 8th Jul 2011 05:58 Post subject: |
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Anyone saw it? Pretty lame if you ask me...
Desktop: Athlon BE7750+ @ 3.01, 2gb, 4850 512mb gddr3, 120gb+500gb WD
Toshiba Satellite L500-126 - T6500 - 4GB of ram - 4650 1gb gddr3 - 320GB HDD
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Posted: Fri, 8th Jul 2011 07:30 Post subject: |
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new screenies look pretty decent (even with all that bloom). At least it brings it bang up to date on the visual department. Even if they changed nothing else but the graphics that would be fine with me as new graphics was all the game really needed imho.
http://kotaku.com/5819221/take-a-good-hard-look-at-planetside-2/gallery/2
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Posted: Fri, 8th Jul 2011 12:47 Post subject: |
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Agreed.
But the trailer was not impressive, I hope the game is still as big and open as the first was. That is VERY important.
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Posted: Fri, 8th Jul 2011 18:00 Post subject: |
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Spoiler: | http://www.rockpapershotgun.com/2011/07/08/the-return-to-auraxis-planetside-2/
Quote: | You know of the late lamented Corporal Smith’s exploits on the Planetside. All of us here at RPS are ragged veterans of those interminable wars, serving time in the forests of Foresal and missing drops on towers in the lost deserts of Oshur. It is with great trepidation (and after a phone interview with SOE Creative Director Matt Higby) that we can now reveal details of Planetside 2…
The first thing that’s clear; they’re aiming to recreate Planetside with modern tech. From the video I just saw, I think they’ve done it.
For those not in the know; Our story begins eight years ago, on a distant planet called Auraxis. Three immortal factions contest the surface of this planet; the militaristic Terran Republic, the guerrilla New Conglomerate and the advanced Vanu Sovereignty. Their troops can’t die permanently, so contests consist of hordes of tanks, planes and infantry rolling, skimming and tramping towards each other over the same shattered world, eternally.
Being the most-varied and largest-scale MMO FPS combat of all time meant it was a game that generated war stories: as a lone anti-armour Max, running round a hillside, accidentally into the blind spot under a rare towering enemy mech and shooting its tuchas until it died of humiliation; of the mighty RPS tank platoon pounding our Escapist rivals until they realised we had no air cover and we scattered our tanks into the shelter of unsympathetic trees; of gal-dropping an ANT supply truck on a besieged base, saving it at the last moment. Every player has a dozen stories.
That was Planetside 1. Planetside 2 is going to be set in the same place, with the same continents and the same factions, as Higby explained: “It’s going to feel very similar to Planetside. We’re bringing the game up to a modern feeling, making it more quickly paced… the systems and features we’re adding are things we learned over the last eight years from the Planetside Live service and the features that MMO gamers expect, as well as all the bells and whistles of a modern FPS.” That said, there is going to be increased empire differentiation, so that the tools, techniques, strategies and tactics for each faction are going to be even more distinct.
“It’s only recently that we’ve had the technology that allowed the dream of where we need to bring Planetside in the future.” He tells us that they’ve been wanting to make the game for years, and that’s it’s evolved over a very long period. They’ve built a new homegrown engine called Forgelight designed specifically for online MMOFPSes, critically incorporating Nvidia’s Physx.
“We’re talking 2011 AAA graphics quality… We wanted to allow the AAA visual effects and physics that you see in today’s AAA FPSes – in an massively multplayer game”. He quickly runs through how physics is going to change the world: incorporating flight mechanics to make flying much more realistic; setting up large dynamic objects that can move around and be used for cover; or the way weapons affect players, so that if you get hit by a rocket that doesn’t kill you, it’ll knock you back.
As with the previous game, it’s going to feature thousands of players battling with each other in realtime on enormous maps, with no instancing – “we’re only limited by how many can physically fit into a small area.” New, however, is a territory control and conquest system; “You’ll fight over more than just facilities and bases; this turns every square inch into contestable valuable real estate that you want to control. The battlefield is always moving, you’re not fighting in the same place; something in your territory yesterday is now the newest hotspot. All of our maps are completely hand-crafted so that every square inch supports gameplay. The size of our environments is completely unrivalled.” It’s worth noting that facilities also have an effect on other parts of your military force – ammo dumps giving ammo bonuses and so on.
The more territory you control, the more resources you’ll have flowing in, whilst both attacking and defending give you a burst of resources. “There’s no resources pop-up to be smashed by assault rifle butt – how empires control territory and hence resources determines how successful they’re going to be in the game.” These are used for skill certifications, weapon upgrades, attaching new weapons to your vehicles and so on.
There’s also a new skill certification tree. “It uses an offline time-based learning method – if you’re familiar with Eve Online, how they unlock skills, it’s similar to that.” Each skill is locked to a battle-rank though – a player can’t progress past a certain point unless they actually play. “It allows players with not much time to game to keep up with friends who have nothing but free time, and it allows us to have bonuses for players who are actively playing.”
The skills tree is extensive, to say the least – Higby mentions thousands of skills. “Every vehicle will have its own skill tree, every weapon will have its own skill tree. You’ll be able to completely customise your soldier to the exact playstyle you want”. Squad leaders will retain their separate advancement tree, allowing them to command larger groups, whilst outfits will both be able to specialise further and customise their appearance. Higby envisages a purpose-built outfit for air cavalry with customised reapers and bonuses to air combat, or armour outfits so that “if you see these guys coming over a hill in customised prowlers, you’ll know who they are.”
To make ad-hoc combat easier, there’s a new customisation addition; a class system, replacing the pseudo-classes of the original. You can seamlessly switch between classes that you’ve unlocked; so you can can play as a medic or engineer, or switch to maxes and heavy assaults, depending on what your squad needs. It seems to be a way of creating a soldier that fits the individual’s play style but still feels useful and recognisable in the battle. “The FPS elements we’ve taken are for faster paced combat; we like the Battlefield games.”
Finally, most importantly, there’s a new mission system which automatically generates missions to focus players and balance populations, as well as allowing veteran players to insert their own missions. This allows players to specify in some detail what troops they need, for example a mission requiring engineers to set up minefields or repair turrets at a base. The default missions, when no player-created mission is available, focus players on nearby territory that can be conquered, or needs defending.
One large change followed on what Higby describes as Planetside’s number one lesson; “get people into the action quicker.” Because of this each factions’ sanctuaries are gone, and with them the Hart shuttle. Instead, each continent has an uncapturable foothold for each faction. To also aid with, and to tie into the missions system, players can also choose to auto-squad with nearby groups, and spawn on their squad – though this latter doesn’t work under every circumstance, to give defenders a chance, it’s one of many elements that should improve the new player experience.
Other changes we’ve picked out from the release; “seaborne combat” is an innovation and something that an FPS has never featured, especially not on Planetside’s scale. Though the setting of Auraxis hasn’t changed, the description of “open fields, tightly-packed urban centres” is also a shift from the locations we’ve seen before.
It’s rare when doing interviews that you hear relief in a voice; the sound of a tongue that’s been bitten so hard, for so long, that it’s resonates scar-tissue. “It has unrivalled scope and unrivalled scale.”, says Higby. “In a world where most games are copycats, it’s unique… It’s really, really, really hard to make an MMOFPS; an MMORPG is way easier… It’s probably more trouble than it’s worth for most people. It’s a juggernaut. We feel like we’re going to blow the roof of the MMOFPS market with this game.”
SOE wouldn’t be drawn on release dates, beta dates or pricing structures for this. It is, however PSP PC-only, the sequel to the best MMOFPS of all time, and all of RPS is certainly going to be playing it. We’re running low on war-stories, after all. |
http://www.rockpapershotgun.com/2011/07/08/planetside-2-pc-exclusive-no-instancing
Quote: | Speaking to SOE Creative Director Matt Higby, we have learned that Planetside 2 will be PC-only, and that it will be a straight remake of the original game with modern technology. There will be no instancing, and Higby says: “we’re only limited by how many can physically fit into a small area.” The territory capture is now far more detailed, featuring more than just towers and bases: “All of our maps are completely hand-crafted so that every square inch supports gameplay. The size of our environments is completely unrivalled.” Combat is now powered by a generative mission system, filling in some of the biggest holes in the original game.
Skills too have radically changed: ““It uses an offline time-based learning method – if you’re familiar with Eve Online, how they unlock skills, it’s similar to that.” No word on pricing or release date yet, but I am so excited I might burst |
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I am salivating.
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Posted: Fri, 8th Jul 2011 18:21 Post subject: |
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Looks and sounds promising. Though, it remains to be seen if it actually will be.
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Posted: Sat, 9th Jul 2011 14:45 Post subject: |
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after watch couple of those interviews all my interest is completely gone, its basically cod as mmo,
no real persistence, nothing, combat is based on small squad vs squad
from those 3 big mmo shooters, this one is definitely weakest in my eyes
when half interview is about quick knife.. and killing streaks, you know its doomed to fail
tribes and dust > this , not that im big shooter fan
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Posted: Sat, 9th Jul 2011 16:38 Post subject: |
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Smikis. wrote: | after watch couple of those interviews all my interest is completely gone, its basically cod as mmo,
no real persistence, nothing, combat is based on small squad vs squad
from those 3 big mmo shooters, this one is definitely weakest in my eyes
when half interview is about quick knife.. and killing streaks, you know its doomed to fail
tribes and dust > this , not that im big shooter fan |
Gief source plox, as that is the exact opposite of what they've been saying.
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Posted: Sat, 9th Jul 2011 17:34 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 04:56; edited 1 time in total
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Posted: Sat, 9th Jul 2011 18:12 Post subject: |
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it's like they want to hold your hand all the way through the playing experience. Objectives, focusing the players on some set goals etc etc.. no no noooo that was not what it was all about.
What made the original fun for me at least, was that when you have a few thousand odd people facing off against each other on the same server (and sometimes they were organized too!
try getting the average cod crowd to do that, 6v6 has been proven to be difficult ffs)
..in pretty much an open sandbox fps game, anything can happen and will happen anytime and anyplace (well it did, untill the player count on the servers dropped drastically ..) but because it was such an open battlefield thats what made it so alluring, the game left it up to you to set your own objectives and focus on your own goals. the players on the server dictated the game not the other way around.
From that interview it does sound like they are taking a lot of that power the player had away, which in echo to you fellas, is disappointing.
Well, I liked the original enough for me to wait and see before I start getting really annoyed and ranting on the internet (most likely in here) over how they fucked up something that was actually not very easy to fuck up at all in the first place but they still did .. it could be good still?.
it's true smikis, tribes does sound promising. At least till theres more news, it does sound like it's concept is at least staying true to it's roots.
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Posted: Sat, 9th Jul 2011 18:30 Post subject: |
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dezztroy wrote: | Smikis. wrote: | after watch couple of those interviews all my interest is completely gone, its basically cod as mmo,
no real persistence, nothing, combat is based on small squad vs squad
from those 3 big mmo shooters, this one is definitely weakest in my eyes
when half interview is about quick knife.. and killing streaks, you know its doomed to fail
tribes and dust > this , not that im big shooter fan |
Gief source plox, as that is the exact opposite of what they've been saying. |
http://www.gametrailers.com/video/huge-scale-planetside-2/717179
funny how that video got such high rating, must be cuz its on "console"trailers.com
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garus
VIP Member
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Posted: Sat, 9th Jul 2011 18:44 Post subject: |
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snip
Last edited by garus on Tue, 27th Aug 2024 21:55; edited 1 time in total
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Posted: Sat, 9th Jul 2011 18:49 Post subject: |
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Smikis. wrote: | dezztroy wrote: | Smikis. wrote: | after watch couple of those interviews all my interest is completely gone, its basically cod as mmo,
no real persistence, nothing, combat is based on small squad vs squad
from those 3 big mmo shooters, this one is definitely weakest in my eyes
when half interview is about quick knife.. and killing streaks, you know its doomed to fail
tribes and dust > this , not that im big shooter fan |
Gief source plox, as that is the exact opposite of what they've been saying. |
http://www.gametrailers.com/video/huge-scale-planetside-2/717179
funny how that video got such high rating, must be cuz its on "console"trailers.com |
None of that sounded bad to me. Apart from the talk of killstreaks, maybe.
I mean, did you really expect the game to not have ironsights, sprinting and all that? (Why wouldn't it, those features belong in any non-arena shooter)
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Posted: Sun, 10th Jul 2011 00:07 Post subject: |
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dezztroy wrote: |
None of that sounded bad to me. Apart from the talk of killstreaks, maybe.
I mean, did you really expect the game to not have ironsights, sprinting and all that? (Why wouldn't it, those features belong in any non-arena shooter) |
why do you take 2 things that didnt matter at all, and ignore the everything else,
i mean that guy is worst public speaker i ever saw, its like hes trying to ruin the game
squad based combats, fast paced crap, killstreaks, no advancements apart zone controls which wont give anything, since there advancements doesnt exist. mmo my ass
fast knife? cmon.. he spoke about that like 30s.. mmorpg with 1hit kills
and the way he fails at end of interview.. oh yea i like how Dust is going all massive, advancements and long stuff.. we are like totally opposite of that, that sounded like in middle of saying he realized he shouldnt said that.. you could see it even on his face..
why would i play mmorpg which will be supbar to lets say bf3, and probably will be either subscription based, or item shop, and since its soe, it will be both..
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Posted: Sun, 10th Jul 2011 00:30 Post subject: |
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Smikis. wrote: | dezztroy wrote: |
None of that sounded bad to me. Apart from the talk of killstreaks, maybe.
I mean, did you really expect the game to not have ironsights, sprinting and all that? (Why wouldn't it, those features belong in any non-arena shooter) |
why do you take 2 things that didnt matter at all, and ignore the everything else,
i mean that guy is worst public speaker i ever saw, its like hes trying to ruin the game
squad based combats, fast paced crap, killstreaks, no advancements apart zone controls which wont give anything, since there advancements doesnt exist. mmo my ass
fast knife? cmon.. he spoke about that like 30s.. mmorpg with 1hit kills
and the way he fails at end of interview.. oh yea i like how Dust is going all massive, advancements and long stuff.. we are like totally opposite of that, that sounded like in middle of saying he realized he shouldnt said that.. you could see it even on his face..
why would i play mmorpg which will be supbar to lets say bf3, and probably will be either subscription based, or item shop, and since its soe, it will be both.. |
Where are you gettin the "no advancements" from? They've already said that player advancement will play a huge role. Everything from customizing individual weapons to the paintjob of your vehicle.
Squad based combat in no way means this is smaller than Planetside 1, as he says. It makes sens to have squads, and that will also make it much easier to play with friends.
Taking over facilities gives the whole faction bonuses.
How do you know the knife kills in one hit? You don't.
He doesn't compare their game to DUST. He compares their process of making the games. EVE universe starts with the massive space part, where as Planetside is on an FPS level, and might expand later on.
Oh, and this isn't an MMORPG.
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