PlanetSide 2 - 10th Anniversary Update Trailer

IbizaPocholo

NeoGAFs Kent Brockman


Celebrating 10 years of PlanetSide 2! Even after all these years... THE FIGHT ISN'T OVER.

Happy 10-Year Anniversary!
On November 20, PlanetSide 2 will be celebrating ONE DECADE of war on Auraxis. In this anniversary update, you'll find loads of visual updates, balance changes, an entirely new facility capture mechanic, new items available in the Depot, and even some upcoming events. All the details found below.

Capture the Conduit CTF mechanic, new Bastion Fleet Carrier role adjustment, base changes and more!
 
10 years despite the game still running like crap, population "balance" means you can only play during certain hours of the day and with Esamir ruined only 2 of the 5 continents are any fun to play on.
 
surprised they havnt abandoned this game, steam version is basically dead.

I don't know where you're getting that info from. Steam version plays on the exactly same servers as the standalone launcher.

It also has a average of 1,5k on steam and more on stand-alone, which is more than enough since there is only a very small number of servers.

I'd you don't play during the night or in very odd hours, there is always enough players online for fun and engaging battles.
 
Still playing it after 10 years. Had maybe 2 breaks of a few months in those years but there is just nothing like it. Especially in the early years on Miller you had team play on a massive scale with an entire command structure.
 
This is so fake. Every time I've logged onto this game there have been full servers with hundreds of people. They even lock every continent except for one now so all the players are matched together.

It used to be 1000's as the game was designed and balanced around that...
 
The only large-scale shooter with legs.
Animated GIF
 
I'm sure there were. I remember watching that event they had for the largest game of Planetside 2 ever.

But these game can only last for so long. They need to make a third one in Unreal 5.
There is no money for it. They have a skeleton crew updating the game for a peak of 4-5K players a day.

Personally I think it's a real shame there is no interest in these type of games anymore.
 
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I'm sure there were. I remember watching that event they had for the largest game of Planetside 2 ever.

But these game can only last for so long. They need to make a third one in Unreal 5.

Agreed, honestly the issue with Planetside 2 was it was always a strain on the hardware of its time.

I remember having 2x GTX 580's in Sli and it ran horrifically. I think if I'm packing that and running into issues I can only imagine what others with less capable hardware put up with.

I stuck around for 6 months or so, but not the years I did on the original.
 
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There is no money for it. They have a skeleton crew updating the game for a peak of 4-5K players a day.

Personally I think it's a real shame there is no interest in these type of games anymore.
I mean I think there is certainly some interest still but I don't think Planetside 2 has the best looking aesthetics or the most enjoyable gameplay. I think if it looked and felt more like Titanfall or something it would be more popular.
 
This is so fake. Every time I've logged onto this game there have been full servers with hundreds of people. They even lock every continent except for one now so all the players are matched together.
yeh i tried the game for the first time (ps5) a couple months back and the game was full
 
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Any idea how active it is on PS5?

Loved playing the game in a Scythe.

Basically dead. I know this because I play both. I like the community, but most PlayStation players have moved to PC.

Did you tank at all with Vanu?
 
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I enjoyed my time with the game, but PS1 was much better. I play on the PSForever server occasionally, it only has a handful of people and it's broken often but during events and anniversaries, there can be up to 100 people logged on and fighting like the good ol' days. FPS mechanics are very dated, but there has been no game quite like it - even PS2 was a huge step backward in terms of the global (galactic?) war.
 
A shame that Sony/PlayStation ditched Sony Online Entertainment. Because Everyquest, Planetside, H1Z1/king of the hill - which is the grandmother of Fortnite, DayZ, PUBG etc were all their big GAAS games.
 
Using tanks, u mean?

I did play Magrider a lot as well.

Tanking yeah, that's what call it. Magrider actually has a decent weapon now. Charge weapon that two shots a Prowler. Velocity is slow and it takes several seconds to charge but if played right its awesome.
 
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ah, this sure brings back some memories. used to play PS1 for a while and I also messed around with PS2 for a long time. it definitely is fun to play but as a solo player I just can't really do much that I could feel is impactful. unlocked a bunch of stuff in PS2 but ended up quitting the game around the space station update.

side note: I was a Vanu back then. did they ever make Vanu weapons have a better and more clear identity?
 
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ah, this sure brings back some memories. used to play PS1 for a while and I also messed around with PS2 for a long time. it definitely is fun to play but as a solo player I just can't really do much that I could feel is impactful. unlocked a bunch of stuff in PS2 but ended up quitting the game around the space station update.

side note: I was a Vanu back then. did they ever make Vanu weapons have a betterband more clear identity?

They have base construction now which can be a gamecharger. We were taking bases the other night when an enemy engineer built a base next to our large battle behind a hill and the enemy started pulling vehicles from it and we were annihilated. There was one or two engineers doing it and suddenly 50% of the enemy spawns started coming from a completely different direction and drove a wedge between our armor column lol. Nightmare, over 100 people were killed in less than 3 minutes.
 
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This is a fun game but it's very hard to get into. I joined a crew and although they were cool, it ended up like joining the military 🤣 so I just abandoned it.
 
This is a fun game but it's very hard to get into. I joined a crew and although they were cool, it ended up like joining the military 🤣 so I just abandoned it.

I just open the map and find an armor column and join up with them without enlisting in their group. I don't bother with military orders because they can't speak to me, only my friends. They send squad invites and I just use them to ride along to battles. Lol
 
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0:00 - Intro
1:13 - The Product Triangle
3:48 - Intro 2 - What am i talking about for 3 hours
7:20 - CHAPTER 1: The Metagame Skeleton
18:45 - CHAPTER 2: The Spawnsystem
25:09 - The Respawnsystem
30:55 - The Reinforcementsystem
33:33 - Instant Action sucks balls
37:56 - Capture Timers and extras bits
43:08 - Evaluating the spawnsystem
46:31 - Resourcesystems as Motivators
52:19 - Mobile spawns and their Upkeep
59:15 - CHAPTER 3: Construction
1:08:50 - CHAPTER 4: Vehicles, Resources and how to ignore them
1:21:38 - The Combined Arms Initiative
1:41:15 - Vehicles vs Infantry
1:48:21 - The Sunderer Rework
2:00:31 - CHAPTER 5: Aircraft and the Countersystem
2:17:35 - CHAPTER 6: The Enshittification of FPS gameplay
2:20:09 - Deployables and explosive Spam
2:26:25 - Semi-autos and anti-skill ammo types
2:31:29 - MAX units
2:33:29 - CHAPTER 7: The slow abandonment of PS2's level design
2:39:38 - The Oshur Problem
2:51:47 - Checkpoint Syndrome, Teleporters and Sunderer locations
2:55:55 - No-Deploy-Zones
3:05:46 - CHAPTER 8: The Live-Service Doom-Spiral
3:22:00 - You did it, Outro

Transition from Development to Live Project

- The transition from a development project to a live project presents significant challenges for any team, as priorities shift dramatically post-launch.
- Before launching a game, teams can discuss ambitious plans and features, but once the game is live, the focus must shift to maintaining and improving the existing product.
- This shift is often likened to the experience of having a baby, where the excitement of creation is quickly followed by the responsibility of care and maintenance.
- Post-launch, teams must prioritize fixing issues over developing new features, ensuring the game remains viable and enjoyable for players.

The Product Triangle in Game Development

- Laura Frier's concept of the product triangle outlines the three cornerstones of game production: cost, time, and quality.
- Cost refers to the financial resources allocated for salaries, software licenses, and necessary hardware.
- Time denotes the duration until the game is ready for release, while quality encompasses the polish of the game and the number of new features included.
- These three factors are interdependent, meaning that changes to one will inevitably affect the others, impacting development decisions significantly.
- For example, adding a feature close to release may require sacrificing quality or delaying the release, which complicates project management.

The Evolution of Live Service Games

- The rise of live service games has transformed the traditional product triangle into an ongoing cycle of development, where updates and player engagement are continuous rather than finite.
- In this model, games must generate revenue through in-game transactions while keeping players engaged with regular updates and new content.
- This new approach complicates the original triangle, creating an infinite chain of product triangles that ripple into one another, affecting long-term development decisions.

The Case of PlanetSide 2

- PlanetSide 2, a free-to-play MMO FPS, has been live for nearly 12 years, yet it faces challenges regarding its competitive standing in the market.
- The game has received numerous updates and features over the years, but many of these updates have conflicted with the game's original mechanics, leading to player frustration.
- The lack of competition in the MMO FPS market has hindered PlanetSide 2's growth, despite its unique gameplay mechanics that have not been replicated.

Gameplay Mechanics and Player Interaction

- At its core, PlanetSide 2 relies on player interactions across three domains: infantry, ground vehicles, and air combat, creating a dynamic battlefield experience.
- Changes to core mechanics can disrupt the established gameplay loop, alienating players who enjoyed the original experience.
- The game is designed to facilitate engaging interactions among players, but poorly implemented updates can lead to frustration and confusion.

Sandbox Dynamics in PlanetSide 2

- The term 'sandbox' in the context of PlanetSide 2 refers to a player-driven environment where actions and outcomes are largely determined by player choices.
- While players are free to explore and interact as they choose, this freedom can lead to unproductive gameplay, such as players avoiding meaningful engagements.
- The balance between player freedom and structured gameplay is crucial for maintaining an engaging experience in the sandbox environment.

Player Grouping and Faction Dynamics

- PlanetSide 2 groups players into three factions: the Terran Republic, the New Conglomerate, and the Vanu Sovereignty, each providing unique gameplay experiences and objectives.
- The asymmetrical balance among factions encourages diverse gameplay, with each faction possessing strengths and weaknesses that affect their interactions.
- Control points and spawn mechanics are integral to gameplay, fostering competition among factions while also creating opportunities for strategic play.

Spawn Mechanics and Player Mobility

- Spawn mechanics in PlanetSide 2 are designed to guide player mobility and maintain balanced encounters across the battlefield.
- The introduction of continent locking and spawn priority systems has been implemented to ensure players engage in populated fights, enhancing overall gameplay density.
- However, the existence of rapid redeploy options can destabilize fights, leading to imbalances in player density and engagement.

Current Challenges and Future Directions

- The current state of PlanetSide 2's spawn system has led to challenges in maintaining balanced and engaging gameplay, particularly for new players.
- Updates and changes to the spawn mechanics have often resulted in unintended consequences, such as facilitating zerging and diminishing the quality of player interactions.
- Future improvements must focus on balancing player mobility with the need for meaningful engagement, ensuring that gameplay remains dynamic and enjoyable for all players.

Resource Management and Gameplay Impact

- The resource management system in PlanetSide 2 is designed to regulate vehicle usage and maintain balance on the battlefield, but it has faced numerous challenges over time.
- Changes to resource acquisition and usage have led to disparities among players, with some benefiting significantly from boosts and others struggling to maintain vehicle availability.
- Future resource management strategies must address these disparities while also ensuring that the gameplay experience remains fair and engaging for all factions.

The Construction System and Its Implications

- The construction system in PlanetSide 2 allows players to build bases and fortifications, introducing new gameplay dynamics and strategic possibilities.
- While construction can enhance gameplay, it has also led to issues such as stalemates and reduced engagement in traditional combat encounters.
- Balancing the construction system with the core gameplay mechanics is essential to ensure that it complements rather than detracts from player interactions.
 




Transition from Development to Live Project

- The transition from a development project to a live project presents significant challenges for any team, as priorities shift dramatically post-launch.
- Before launching a game, teams can discuss ambitious plans and features, but once the game is live, the focus must shift to maintaining and improving the existing product.
- This shift is often likened to the experience of having a baby, where the excitement of creation is quickly followed by the responsibility of care and maintenance.
- Post-launch, teams must prioritize fixing issues over developing new features, ensuring the game remains viable and enjoyable for players.

The Product Triangle in Game Development

- Laura Frier's concept of the product triangle outlines the three cornerstones of game production: cost, time, and quality.
- Cost refers to the financial resources allocated for salaries, software licenses, and necessary hardware.
- Time denotes the duration until the game is ready for release, while quality encompasses the polish of the game and the number of new features included.
- These three factors are interdependent, meaning that changes to one will inevitably affect the others, impacting development decisions significantly.
- For example, adding a feature close to release may require sacrificing quality or delaying the release, which complicates project management.

The Evolution of Live Service Games

- The rise of live service games has transformed the traditional product triangle into an ongoing cycle of development, where updates and player engagement are continuous rather than finite.
- In this model, games must generate revenue through in-game transactions while keeping players engaged with regular updates and new content.
- This new approach complicates the original triangle, creating an infinite chain of product triangles that ripple into one another, affecting long-term development decisions.

The Case of PlanetSide 2

- PlanetSide 2, a free-to-play MMO FPS, has been live for nearly 12 years, yet it faces challenges regarding its competitive standing in the market.
- The game has received numerous updates and features over the years, but many of these updates have conflicted with the game's original mechanics, leading to player frustration.
- The lack of competition in the MMO FPS market has hindered PlanetSide 2's growth, despite its unique gameplay mechanics that have not been replicated.

Gameplay Mechanics and Player Interaction

- At its core, PlanetSide 2 relies on player interactions across three domains: infantry, ground vehicles, and air combat, creating a dynamic battlefield experience.
- Changes to core mechanics can disrupt the established gameplay loop, alienating players who enjoyed the original experience.
- The game is designed to facilitate engaging interactions among players, but poorly implemented updates can lead to frustration and confusion.

Sandbox Dynamics in PlanetSide 2

- The term 'sandbox' in the context of PlanetSide 2 refers to a player-driven environment where actions and outcomes are largely determined by player choices.
- While players are free to explore and interact as they choose, this freedom can lead to unproductive gameplay, such as players avoiding meaningful engagements.
- The balance between player freedom and structured gameplay is crucial for maintaining an engaging experience in the sandbox environment.

Player Grouping and Faction Dynamics

- PlanetSide 2 groups players into three factions: the Terran Republic, the New Conglomerate, and the Vanu Sovereignty, each providing unique gameplay experiences and objectives.
- The asymmetrical balance among factions encourages diverse gameplay, with each faction possessing strengths and weaknesses that affect their interactions.
- Control points and spawn mechanics are integral to gameplay, fostering competition among factions while also creating opportunities for strategic play.

Spawn Mechanics and Player Mobility

- Spawn mechanics in PlanetSide 2 are designed to guide player mobility and maintain balanced encounters across the battlefield.
- The introduction of continent locking and spawn priority systems has been implemented to ensure players engage in populated fights, enhancing overall gameplay density.
- However, the existence of rapid redeploy options can destabilize fights, leading to imbalances in player density and engagement.

Current Challenges and Future Directions

- The current state of PlanetSide 2's spawn system has led to challenges in maintaining balanced and engaging gameplay, particularly for new players.
- Updates and changes to the spawn mechanics have often resulted in unintended consequences, such as facilitating zerging and diminishing the quality of player interactions.
- Future improvements must focus on balancing player mobility with the need for meaningful engagement, ensuring that gameplay remains dynamic and enjoyable for all players.

Resource Management and Gameplay Impact

- The resource management system in PlanetSide 2 is designed to regulate vehicle usage and maintain balance on the battlefield, but it has faced numerous challenges over time.
- Changes to resource acquisition and usage have led to disparities among players, with some benefiting significantly from boosts and others struggling to maintain vehicle availability.
- Future resource management strategies must address these disparities while also ensuring that the gameplay experience remains fair and engaging for all factions.

The Construction System and Its Implications

- The construction system in PlanetSide 2 allows players to build bases and fortifications, introducing new gameplay dynamics and strategic possibilities.
- While construction can enhance gameplay, it has also led to issues such as stalemates and reduced engagement in traditional combat encounters.
- Balancing the construction system with the core gameplay mechanics is essential to ensure that it complements rather than detracts from player interactions.

Not gonna watch the whole video, but when Daybreak announced that they were launching the game, the entire beta community told them the game wasn't ready at all.

From there, it was just an uphill battle and the game basically died within 2-3 months on Playstation, at least, minus a small dedicated fanbase.
 
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Not gonna watch the whole video, but when Daybreak announced that they were launching the game, the entire beta community told them the game wasn't ready at all.

From there, it was just an uphill battle and the game basically died within 2-3 months on Playstation, at least, minus a small dedicated fanbase.

It didn't die on PS4 in 2-3 months. I played it for years. The "dedicated fanbase" didn't start carrying the game until the end of the 2nd year. Even still into the 3rd and 4th year there were 48-96 fights in at least 2 locations on a map. More than enough to have lots of fun.
 
It didn't die on PS4 in 2-3 months. I played it for years. The "dedicated fanbase" didn't start carrying the game until the end of the 2nd year. Even still into the 3rd and 4th year there were 48-96 fights in at least 2 locations on a map. More than enough to have lots of fun.
I played it for a long time as well. It sure as hell felt dead.

Like I said, there was still a small dedicated fanbase. But there's a reason why all servers got put together and battles were very concentrated on 1, maybe 2, spots 90% of the time.

The first 2 weeks, battles were massive and all over the place.
 
I played it for a long time as well. It sure as hell felt dead.

Like I said, there was still a small dedicated fanbase. But there's a reason why all servers got put together and battles were very concentrated on 1, maybe 2, spots 90% of the time.

The first 2 weeks, battles were massive and all over the place.


I'm just addressing that it wasn't dead after the first 2-3 months. There were always big fights going in at least two locations with 3-4 medium fights elsewhere, with several smaller fights until the end of the 2nd year.
 
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I'm just addressing that it wasn't dead after the first 2-3 months. There were always big fights going in at least two locations with 3-4 medium fights elsewhere, with several smaller fights until the end of the 2nd year.
Then maybe we both have different ideas of "big" fights.
 
I wonder if there is someone autistic enough to have played all 10 years. And have real like Trauma of long-lasting war in the same place. The title sounds like threatening.

Because its a simulation the war never ends, and he can't escape, as he continues. GAAS caught him.
 
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The vast majority of those fights were 1 or 2 lone wolves duking it out.
I didnt even consider those as being fights.

48-96 lone wolves?

I mean I was part of some of the bigger armor column outfits playing over a year. There's no way I was imagining things. We had large coordinated efforts. Your description of it being dead in 3 months is false. We had massive armor fights well after a year with multiple layers of aircraft too.
 
48-96 lone wolves?

I mean I was part of some of the bigger armor column outfits playing over a year. There's no way I was imagining things. We had large coordinated efforts. Your description of it being dead in 3 months is false. We had massive armor fights well after a year with multiple layers of aircraft too.
I'm not saying you make shit up.

Maybe you should read it as 'dead', rather than dead.
I've played the game for 871hrs on PS4, 90% of the time it was 1 or 2 decent fights and small skirmishes (mostly lone wolves or half a squad using backdoor tactics).

It doesn't even matter though. My point was that Daybreak fucked it all up because they didn't listen to the beta community.

The "Marcus Aurelius" spawn-bug especially completely ruined the launch and pushed a lot of people away real fast.
 
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Not gonna watch the whole video, but when Daybreak announced that they were launching the game, the entire beta community told them the game wasn't ready at all.

From there, it was just an uphill battle and the game basically died within 2-3 months on Playstation, at least, minus a small dedicated fanbase.
They wouldn't delay it because for them, Planetside was a cheap interim test project to work on tech they could also use for Everquest Next, which never really materialised.
 
They wouldn't delay it because for them, Planetside was a cheap interim test project to work on tech they could also use for Everquest Next, which never really materialised.
I think they felt like they had no other choice, as right before they launched PS2, Sony broke with Daybreak.
 
90% of the time it was 1 or 2 decent fights and small skirmishes (mostly lone wolves or half a squad using backdoor tactics).

The only thing I can think of is you weren't playing at peak times for this to be correct. This is no where even remotely close to my experience and I played on PC with even bigger fights. It was really decent for a couple years then it started falling off.
 
Are there any new games like this? Iove the large scale fps idea.

No, and there wasn't anything else like Planetside when Planetside 2 launched, and there won't be anything like Planetside 2 if there is ever a Planetside 3. And for some reason we keep getting further from the incredible vision that was the first game, only marred by a monthly sub and some bad balancing decisions around the expansion (caves/BFRs). They could take the gameplay systems and level design of Planetside 2 and stick it into a Planetside 1 remake, make it cheap or F2P for fodderside, and it would be the hit they always wanted it to be. Look at what they did with Helldivers 2 - that could have been Planetside's success.

Not gonna watch the whole video, but when Daybreak announced that they were launching the game, the entire beta community told them the game wasn't ready at all.

From there, it was just an uphill battle and the game basically died within 2-3 months on Playstation, at least, minus a small dedicated fanbase.

Daybreak? You mean SOE. And yeah, as a beta and PS1 vet, I can assure you half of the mechanics weren't even present in the game, and the rest were untested and unbalanced. They rushed the game out the door and were not receptive to fan feedback until they realized it was alienating the core fanbase and the newbs weren't there to stay. 2 was only a successor to 1 more in name than in spirit, it felt more like Battlefield. The logistics and strategy was gone, as were things like generator holds, etc. I still had many good times, but it's sad what happened all because the dev team thought they knew better than the vocal fanbase. Then they finally got Wrel on board to fix things, and it was too late.
 
Daybreak? You mean SOE. And yeah, as a beta and PS1 vet, I can assure you half of the mechanics weren't even present in the game, and the rest were untested and unbalanced. They rushed the game out the door and were not receptive to fan feedback until they realized it was alienating the core fanbase and the newbs weren't there to stay. 2 was only a successor to 1 more in name than in spirit, it felt more like Battlefield. The logistics and strategy was gone, as were things like generator holds, etc. I still had many good times, but it's sad what happened all because the dev team thought they knew better than the vocal fanbase. Then they finally got Wrel on board to fix things, and it was too late.
Daybreak wasn't part of SOE anymore when PS2 released.

Edit:

Just looked it up, the PS4 version was released after SOE spun off Daybreak.

SOE spun off Daybreak in february 2015.

Planetside 2 released on PS4 in june 2015.
 
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Maybe that's the difference.

I was on PS4.

That's what I'm saying. I can compare it to the PC version when I played on PS4. There were still massive fights. I just think you were maybe playing outside of peak hours, which was the only time I really played because our outfit would coordinate for that specifically.
 
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