Public Test Server is Active!
Source:
http://forums.station.sony.com/ps2/i...active.114080/
HigbyDeveloper
http://forums.station.sony.com/ps2/s...forum_logo.png
Test Server Activated
hey all
This morning we've activated our Public Test server. There is a separate patcher to access Public Test which you can find here:
http://launch.soe.com/installer/PS2_Test_setup.exe
Some notes about what you will see right now on PT:
Currently we are working on changes to Indar's facilities and connectivity on Public Test, and will be for the next few weeks. If you'd like to check out the changes, and help us get the new battle flow rocking, jump on. We're going to be coordinating some organized testing nights to really give the flow a solid run through as we iterate.
There is a known issue with the map's performance on PT today which causes the map to take a couple seconds to fully load, we should have a quick fix up for this soon.
Please keep in mind, there are going to be a lot of issues with Live Test, you'll be likely to run into a lot more bugs and problems with the game there. Characters may be wiped periodically and downtime will be sporadic. On Public Test you can't use Station Cash and we do start you off with some certs to help us test quickly.
Also, be sure to keep your eye on the official Public Test announcement and discussion forums for update notes and known issues:
Announcements: http://forums.station.sony.com/ps2/i...ouncements.69/
Discussion: http://forums.station.sony.com/ps2/i...discussion.70/
Hope to see you on Public Test!
Test Server Policies
The goal of the Public Test is to give our community an opportunity to participate in the testing process and provide feedback before features go live. PlanetSide 2 is a large, complex game and we could use all the help we can get in making it better.
1. By its nature, Public Test will have more downtime, bugs, and general issues than Live servers.
· Although development and QA are also testing on internal environments, every individual change is not screened before going to the server and that will cause issues.
· We have an interest in keeping the server up and functional as best as possible, but we may have extended downtime from time to time.
2. Developers, QA and other SOE employees will also be on the Public Test Server frequently.
· Please treat them with the same respect as you would any other player on a Live server.
· We may have requests for players on Test to help with specific testing, so keep an ear out help out when you can.
· You may have questions for us, but please remember: It’s very likely we’re at work trying to get through large task lists and fix bugs on a tight schedule; we can’t promise we’ll have the time or ability to answer them.
3. There are no real money transactions on Public Test.
4. Game progression values on Public Test may be different than live.
· As an example, we are granting all new characters 10,000 cert points as a way to jump start their characters.
5. Public Test uses the same station account as Live, but the characters and actions on Public Test do not transfer to Live or vice versa.
6. There is no Customer Service support on this server except in the event of significantly disruptive players.
· If you run into an issue, report it via the in-game bug report tool or Test Server forum post. Devs, QA, and Community will be going through these frequently, but it’s likely we won’t have time to respond to most issues or posts directly.
7. Player wipes can happen on the Public Test server.
· Depending on what kind of testing we need to do, we may wipe all Public Test characters. Don’t get too attached to them!
8. Public Test Server won’t always be the latest and greatest features and content.
· After a major game update, the Public Test Server may have the same features and content as the live servers.
· When the next batch of features of content is ready to be put onto Public Test, we’ll be sure to make an announcement in the forums.
9. The Public Test Server is located on the US East Coast.
· Depending on your location, latency and server lag may be more prevalent.
You can find the Test Server client here.
Re: Public Test Server is Active!
Post contenente current Patch Notes
Battle Flow Improvements - The flow of combat in the live hex system can be tough to understand and predict, and can give the sense of chaos as opposed to appropriate tactical choices as forces move from one target to the next. We'd like to attempt a different approach that we think will improve the flow of battle significantly.
- We have vastly reduced the connections available on the map
- Each region is connected to only a handful of other regions, creating clear conquest lanes
- This will better direct players to the next fight, and allow you to predict the best places to set up defenses
- Vast areas of the continent are now part of the Neutral Zone
- There are no restrictions or benefits to this zone
- The Facility Forward Spawns have been removed - in their place are new Small Outposts
- These function just like other Small Outposts. Their layouts are very similar to what the Forward Spawns were, plus the addition of Allatum Botany Wing and Saurva South Satellite.
- Capture times are no longer impacted by Influence
- Some underutilized outposts have been removed as they did not improve the new conquest flow
- Nanite Pump Station
- Archaeological Dig Site
- ARC Bioengineering
- Leopardwood Nursery
- Spec-Ops Training Camp
- Lost End Outlook
- Mesa Comm. Station
- Blackshard Platinum Mine
- Some outposts were moved to locations that better serve the new conquest flow on Indar
- Ceres Farms
- NS Secure Data Labs
- Seabed Listening Post
- Nearly every outpost on Indar received some work to help secure the spawn rooms and the capture points. Our goal was to make it make it much tougher to impact these areas from vehicles
- Crown Capture Points relocated. We moved two capture points for the Crown down onto the nearby bridges. We also moved the spawn room back into the tower
- New Roads have been added to match the conquest lanes created with the new Hex map. They are…
- From Indar Bay Point to Sandstone Gulch.
- From West Highlands Checkpoint to Indar Comm Array to Dahaka Southern Post
- From West Highlands Checkpoint to Allatum Broadcast Hub
- From Gravel Pass to Blackshard Iridium Mine
- We also removed some roads to better direct traffic along the conquest lanes. These areas remain passable terrain, we just removed the road.
- From Allatum Research Lab to Hvar Northgate Garrison
- From West Highlands Checkpoint to Allatum Research Lab
- From West Highlands Checkpoint to Quarts Ridge Camp
- From Gravel Pass to Tawrich Tower
Re: Public Test Server is Active!
GIEV
GIEV GIEV GIEV
do want
Re: Public Test Server is Active!
ho avuto higby in team per qualcosa come, 5 minuti ahhaha, ero tutta eccitata, volevo mandarlo affanculo per tutti i bug che ci sono sui server live ma mi sono trattenuto
p.s.
è un altro gioco.
Re: Public Test Server is Active!
http://i46.tinypic.com/303jv3q.jpg
minchia è bellissimo, hanno tolto 8mila hex inutili, le basi periferiche alle facility ora sono dei veri e propri outpost, ne hanno aggiunti di nuovi e reworkati quelli esistenti, tipo Allatum ora è belliffimo, si fighta duro e crudo
Re: Public Test Server is Active!
Re: Public Test Server is Active!
http://cloud-2.steampowered.com/ugc/...2CC0627E5BC6E/
il timer di dahaka è 6:43, praticamente ora i timer sono Standardizzati per ogni outpost/facility
e sono i seguenti
4 minuti per le basi piccole
7 minuti per gli outpost piu grandi
10 minuti per le facility!
e non c'è più il rapporto 0/6 e via dicendo
ah e in sotto l'enemy activity ora si può vedere pure l'ally activity! tipo che ne so, friendly activity, allied platoons etc etc
Re: Public Test Server is Active!
latest patch notes
The Test Server has been updated to reflect the following changes:
- Tank Mines have had their size and collision scaled up.
- Removed forced weapon swap after deployment.
- Improved traction for the Flash has been implemented.
- Proximity Repair system should properly award support XP to the owner if they are not in the driver seat
- Turret shadows should rotate with the turret appropriately
- Removed capture bonus time for standing at the cap point. Standardized uncontested capture times are:
- Small Outpost = 4 minutes
- Large Outpost = 7 minutes
- Facilities = 10 minutes
- Ally activity is now displayed on the map.
- Capture progress is now displayed on the map.
- Removed blinking map regions.
- Medals are now displayed in the loadout from the main Class screen.
- Added a supply button to the loadout on the main Class screen.
- Locked gear and weapons can now be viewed and unlocked from the loadout screen.
- The Squad listing in the social window should now display additional squads when scrolling down.
- Players can now preview vehicle items, decals, and tints.
Re: Public Test Server is Active!
ma la preview delle armor camo c'è già in game?
Re: Public Test Server is Active!