Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we’re looking forward to even bigger and better things in 2013! I’ve said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we’re opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to fixing bugs.
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General performance increases, particularly for lower end GPUs
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Experience (XP) system enhancements:Server transfer token available in Depot
- Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
- Partial damage XP for dealing damage to vehicles that you don’t end up killing
- Population XP / Resource bonus moved over to continent population instead of global
- Better display of XP sources for things like defensive bonuses & population bonuses
- Rebalancing of XP rewards to help support tasks
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UI changes to emphasize score per minute as a primary metric of player comparison
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Sortable columns on outfit management & addition of “last online” column
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New weapon type for all empires: SMG
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Short period of invulnerability will be added to freshly spawned / revived players – breaks upon game actions such as entering a vehicle or using a weapon.
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Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
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New Hot Spot system that displays where active fights are occurring on the map
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New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
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Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
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Making MAXes render more reliably at long distances for players in vehicles
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AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
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Fixes to missiles so that they more reliably detonate and actually blow stuff up
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Air vehicle weapon tweaks
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Increases to reload speed for certain HE ground vehicle weapons
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And of course… lots of bug fixes

Freedom in an MMO: once, I thought this was a given aspect of all MMORPGs. But recent releases have changed this facet of the genre. Many titles now place the player on rails through a batch of content, and then hope to God there will be enough waiting at the end to keep that person paying and offering up their precious time (and money). This is fundamentally flawed. Content is so costly to develop that studios can never make enough to keep players satiated. Inevitably, a vocal portion of player base winds up out of things to do and creates a feeling of restlessness among the community. I don’t want this column to become an essay on the virtues of “sandbox” over “themepark” design mentality, but simply put: player freedom and robust systems will amount to longevity in a well-designed and rendered MMORPG. Elder Scrolls Online must not only give fans of their vaunted series a compelling narrative and world to explore, but they must give them the freedom to explore that world in any way they wish. And they must also avoid the pratfalls of the “gear grind” as a means to keep players hooked.
It seems that the nex-gen German VGA gaming developers known as Silent Future ( SF / SlientFuture ) has revived Earthrise, the futuristic MMO that was canceled last February. We are posting the press release in its entirety as it was sent to us.
