Oshur Reveal - August 30th, 2018
Oshur Reveal - August 30th, 2018
- Performance now and where it's headed.
- Tokyo Server
- Squad Changes
- Oshur
Performance(Paul/Programmer)
Performance(Paul/Programmer)
- Performance issues popped up unexpectedly, working on fixes.
- UI and coding working on UI not showing up and causing worse and worse performance. Addressed most. Vehicle deaths compounding performance issues etc, being worked on.
- Engine/Serverside:
- Seen scripts being handled, some Alerts using NPCs to direct behavior and control. Switched to LUA, and solved most issues/work in process.
- Old vestigial system running on server not used getting removed to increase server performance.
- Core tech working on spike of network connections along with TOP MEN engineers, network bandwidth got increased in the background.
- ISP Orange connection issues fixed. But all servers still have issues being worked on currently.
- "We're also happy to say, we're working on a massive technical undertaking that will have some performance gains" - DBPaul
- "I can't wait to mic drop that stuff." -Wrel
- Performance/Stability issues and programming slowed down feature delivery pipeline. However, the Lua (scripting) pipeline is "so much larger now" -Wrel and will be better for the long run.
- Code optimizations are happening.
- Rough now, but there is light coming at the end of the tunnel.
Tokyo Server: Soltech(Nick/Producer)
Tokyo Server: Soltech(Nick/Producer)
- Been in the background for a while due to other priorities.
- Made a priority right now, and is standing up the TKO server right now. Internal tests running, and is set up for the live environment.
- Server transfer technology between Connery and Soltech being tested, and will be shut off at one point when transfers finish.
Squad Features(Garret/Programmer)
- Lots of Quality of Life improvements last update.
- Trying to build up the system to be more like squads, was unwieldy and an afterthought.
- Fireteams was once sought after highly a few years back, but added hastily and no one used them. Trying to make fireteams easier to use and have more power.
- Mentor squads are really cut and dry, and for people who have vested interested to helping new players. And want features to be built into it.
Squad Powers(Wrel/Game Designer)
Squad Powers(Wrel/Game Designer)
Next update:
- Seeing and setting fireteam leaders.
- Always filtered into a fireteam, but can be locked to not autofilter.
- Can place fireteam waypoints, for all 4 squads in a platoon, color-blind friendly.
- Hopefully later to allow players to make missions for fireteams, better sitrep, better defensive markers etc.
- Have to change alot of squad backend due to being a mess and needs to flesh out more.
- By power for squads, things like Recon drones etc. To encourage people to use squads. <?>
- Orders chat removed due to being a server wide broadcast giving too much power to people to abuse it. Replaced with sitrep which is now fixed and getting fleshed out more in the future.
- Last day of Summer directive and 30% off on Infantry gear. May be back next year.
- /bfr
Oshur(ALL) <?>
Oshur(ALL) <?>
- More similar to Planetside 1's Cyssor.
- Mainly driven by multiple islands. No warpgates, but Bastion fleet carriers or more than one that might rotate across the map.
- Allows forces to spread, attack bases on a limited lattice last bases overall, and more logistical play.
- Very, very rough work in progress.
- Placement of assets only taken 4 days, asset development taken much longer. Been "worked on for a while" -Roxxly <3
- Has varied biomes: Crystal forest(Infantry-centric), Lush Jungles, Hot Springs, Plains(Green Flora)
- Lore:
- Vanu tech at the heart of the continent, attracting the factions. Submerged Vanu artifact that emits an energy/radiation that influences the environment.
- Enviromental Hazards, probably a "great idea" -Nick
- Size of Indar
- Hard to move around the map, very air-centric.
- 6% for that "little area", all placeholder stuff, and no base design yet.
- Three main facilities, maybe one in the middle(Crown v2).
- Skylance battery placed throughout the islands, capture them and the continent. Used to launch orbital strikes to attack bastions. New way to capture the continent with design decisions in the air.
- Lots of indoor bases for infantry, courtyards for vehicles, and uses Planetside 1-2 for design balance along with new ideas.
- Lore will drive the alert and experience on the continent heavily.
- Planetside 1 style Aurxaium caves. With a cave system with caverns etc.
- Progress will be very transparent with livestreams during development. Multi-month process. Wrel will show Oshur after hours.
- Island Archipelago
- Possible air vehicle able to transport other vehicles, NOT ON THE LIST THIS YEAR.
- Maybe water vehicles, highly likely not to.
- KEEP IN MIND facilities you see are(maybe) PLACEHOLDERS
Q&A(ALL)
Q&A(ALL)
- PS4 update has been lagging, and tried to keep it like PC. Mostly due to hotfixes and recertification, and still working on changes to PS4 for stability. Expect a PS4 update next week. Good state for it. Slightly higher performance and hitches fixed on next update, with very good leads. Expect significant stability gains next update or one after.
- Doku carbines, too focused on other things. But the tech on it is interesting, but not ready.
- Bastion Fleet Carriers will be spawn points, also allows vehicle pulls maybe free pulls or not. Very heavy emphasis on construction bases, acting as spawn points along with other bases. Up to players to capture bases quick. Pieces of tech are not in place yet, and subject to change. <?>
- ASP respec system, on their radar, not planned to be implemented until AFTER this year. Will come with new ASP skills. <?>
- "Keep playing, and we promise, there will be some absolutely amazing stuff by the end of the year." -Nick
- ??? Teaser aka the one that Roxxly posted already behind Wrel's back lul. Which I might have predicted maybe.