1. PlanetSide 2
  2. News

PlanetSide 2 News

Behind the Scenes: Making New Helmets - February 2024

[h2]Behind the Scenes: Making New Helmets [/h2]

Greetings Auraxians!  

For this month’s dev letter, we wanted to share something a little different – a behind the scenes look at the process our artists go through when creating new items in PlanetSide 2. Our example piece for this behind-the-scenes look is the new Lunar Dragon Helmet available in the Lunar New Year Bundle [2024]. We hope you enjoy a peek behind the curtain!  

[h2]Planning [/h2]
The process begins with a planning phase. During this time, ideas are presented to be made into an asset for an in-game event or update. Let's look at the Lunar New Year event as an example.  

This year we decided to create a unique helmet for the event. 

After consulting with our Game Designers about any specific requirements, the process is taken over by the Art Department. 

[h2]Exploration [/h2]
The Lunar New Year is a celebration that marks the arrival of spring and the beginning of a fresh lunar cycle. Honored by many cultures across Asia, the way it's celebrated is unique to each place. It is the most important holiday for the Chinese (Spring Festival) and is widely celebrated by Vietnamese (Tet Nguyen Dan), Koreans (Seollal), Mongolians (Tsagaan Sar), and many others.  

The intricacies of traditions around the holiday are diverse, so we focused on the largest groups finding the most common element that overlaps. In this case, the Dragon zodiac symbol and the colors used during the festivities such as Gold (Yellow) and Silver (White). This is our foundation behind the helmet, decal, banner, frame, and nudge ideation. The work on the helmet starts with focusing on the keywords: Dragon, Fire, Asia, Red, Yellow, PlanetSide2, Sci-Fi. 

We then visualize a concept of an idea. 


From here the idea is born and we have a helmet influenced by Asian cultures in the PlanetSide 2 style. It incorporates a dragon head, red and yellow as the primary colors, and faction specific tints for additional details.  

Next, we move on with exploring designs and shapes. At this stage, the shape becomes the primary focus. 


[h2]Iteration [/h2]
We then decide on three distinct ideas and present them for consideration. 

After contemplating the scope of work, we choose a final direction. 


[h2]Details [/h2]
Next, we shift our focus towards functional and technical examination of the asset.  

Taking everything into account, we start the linework, proportions of different elements, and we begin fine tuning the silhouette followed by adding in the details.  

The idea is that the entire helmet is the dragon's head. The emptiness of the dragon's mouth will be represented by a dark visor hiding the player's face. 


[h2]Grayscale [/h2]
Linework is finished up and we move on to grayscale painting to block out the contrast.  

The goal here is to have a clear separation of different elements without the dramatic difference in contrast between two close parts (we might just reserve that for a few focus points).  


[h2]Color Exploration [/h2]
At this stage we consider how the asset will exist within the environment, like hinting the faction colors, technical limitations, etc.  

In this case, faction colors will be in the second plan, while the colors associated with the Lunar New Year will be brought to the first plan. The objective is to make the asset stand out without disrupting the sense of belonging.  


[h2]Finalizing the Concept [/h2]
We use the colors to further emphasize the face of the dragon, separate different elements, and provide space for hinting the player's faction. 

For high production level work, we usually do not make highly detailed concept renders, a simple reference to work from is all that our 3D artist requires. 


[h2]3D Modeling, Rigging & Implementation [/h2]
Once the concept is done and approved, we move on to creating the 3D asset. 

In this step, we make sure that the 3D artist understands the idea behind the concept. In this case, it just so happens that the 2D concept did not translate perfectly into 3D. This is why effective communication and direction is needed. It ensures a smooth transition into this step. This minimizes the need for 3D model corrections later on. 


The base model is now textured and complete. We can move on to setting up the faction tints on the pre-agreed elements. In this case, the tints are deliberately subtle to not take away from the spirit of the helmet, which celebrates the Lunar Year.


The model is then sent to an animator for rigging and once rigged it is imported into the Engine. There, the shaders are set up and adjusted for the finishing touches bringing the helmet to life.

- PlanetSide 2 Team

📢 Feb. 22, 2024 - PC Hotfix 📢

We have patched a small hotfix this morning. Please see the hotfix notes below.

Bug Fixes
  • Fixed a localization error in vehicle and aircraft key bindings.
  • Fixed the icon resolution for the Love Bomber Bundle.
  • Fixed the Positive Defacement Banner preview resolution.
  • Fixed a tiling and stretching issue with the Positive Defacement Camo.
  • The NSO Chimera now updates the "Matchmaker: Exploration" mission. This will affect any future missions, directives and objectives that make use of ground vehicles.
  • Fixed an issue with the Deluxe Implant Pack in the Tier 4 Directive Reward which only gave 3 implants instead of 9. We are looking into compensating players who have been affected by this.

Feb. 14, 2024 - Valentine's Day Update

Game servers will go down for our scheduled pc update tomorrow @ 6am pt / 3pm ct. for a 3hr downtime window.

Hello Auraxians! We're kicking off this month's update with some Valentine's Day festivities along with some bug fixes and changes. Check it out below!

[h2]Construction Terminal & Key bind changes[/h2]
  • Added a nanite cost (half the static terminal cost) to vehicles spawned from construction terminals. This should throttle the length at which vehicles can be pulled from construction bases at speed by individual players. The Cortium cost remains the same, increasing the overall cost of spawning vehicles from construction terminals.
  • There have been changes to the key binds for vehicle utility abilities in preparation for the sunderer rework. This should not affect the current function ("F" still triggers single abilities), but additional slots have been added and can be triggered using the number keys 3-5 by default.

[h2]Valentine's Day Event[/h2]
Valentine's Day is here! Share the love by completing this year's missions starting Wednesday, February 14th until Wednesday February 28th.
Also available is the new Love Bomber Bundle containing:
  • Helmet
  • Camo
  • Decal
  • 1-month Boost

In addition, because we want to share the good times there is also...

[h2]Double XP For All Weekend[/h2]
  • Double XP For All Weekend from Friday, February 16th to Sunday, February 18th.
  • The return of previous years Valentine's Day Bundles

[h2]Directive Missions and Rewards[/h2]
Always Better Together
  • Kill enemies as a passenger or gunner while in a vehicle with at least two occupants.
Cupid's Arrow
  • Kill enemies with crossbows.
Friends Forever
  • As a MAX suit, guard allies by taking damage with at least one ally within 10 meters.
I'd Walk 500 Meters
  • Travel on foot with at least 1 ally within 10 meters. Cannot be completed in Sanctuary or at warp gates.
Matchmaker
  • Complete Daily Matchmaker Missions.
Your Max Looks Great
  • As an engineer, repair ally MAX suits.

Earn the following Positive Defacement rewards for participating in the event.

Tier 1
  • Positive Defacement Decal
  • Title: Love Bomber
  • 250 Certs
Tier 2
  • Positive Defacement Banner Frame
  • Positive Defacement Banner
  • 500 ISO-4
Tier 3
  • Basic Implant Pack
  • Positive Defacement Camo
Tier 4
  • Love Bomber Glass
  • Deluxe Implant Pack
  • 500 A7

[h2]Presidents Day Sale[/h2]
  • Enjoy 40% off vehicle camos from February 18th to February 21st!

[h2]Bug Fixes[/h2]
  • Synthium should now properly be collected by outfits that own relevant facilities
  • The Rocket Rifle now plays the magazine empty sound (click) when fired without any ammunition
  • The NS11 (all versions) and Cycler TRV will no longer double the audio effect when fired in semi-auto mode from the 1st person view
  • Added shell audio to the the NS Baron G5, NS 45 Pilot , Deimos VA29, and Phobos VX86 to match corresponding VFX
  • Low Ammo audio indicator for the following NSO weapons has been fixed: CB-100, SG-100, CB-200, CB-X75, PMG-100, PMG-200, PMG-3XB, SG-A25, AR-100, AR-101, AR-N203, BAR-A50, SR-100, SR-150, SR-L75, XMG-100, XMG-155, XMG-200
  • 1st person reload animation sounds for many NC and TR heavy weapons have fixed or adjusted
  • Added instructional text to inactive repositories instructing players to bring flags to them to enable capture
  • NS Baron G5AE loadout screen icon resolution fixed
  • 3rd Person generator repair tool VFX have been fixed

📢Community Survey!📢


Greetings Steam users! We have a one question survey for you to fill out if you're interested.

Note: There is a spot for you to leave additional comments on the survey.

Thank you!

Survey Link: https://forms.gle/eXrcZP4qufKU5Kbw7

Development Update - January 2024

[h2]January 2024 [/h2]

Sunderer
Hello Auraxians! Welcome back to our monthly developer letter for PlanetSide 2. This month we have been monitoring the feedback of the last development letter and are happy to see that the proposed sunderer changes were generally well received. Also, unsurprisingly, the most controversial change by far was the way the sunderer repair works. For that reason, we felt it was worth diving a little more into here.

It is easy to understand and sympathize with everyone that does not want the Nanite Proximity Repair System to change. This is how it has always worked and by now one of the only two meaningful roles it has left. When focusing on the latter fact however, it becomes clear why this is a necessary change. The Sunderer has been pigeonholed into only 2 narrow basic roles which could only be capably performed exclusively. That is, to be a competent AMS, the Sunderer requires the deployment shield and that comes at the cost of supporting armor. This means that once someone has elected to take the Nanite Proximity Repair System, they have removed any further meaningful decision making from their play until they fully transition to infantry or reach a vehicle terminal. There is no ability to seamlessly transition into properly supporting the infantry assault that the armor push should have enabled, and all the interesting gameplay decisions that revolve around it.

The important thing to remember is that, even with the cargo module, the Sunderer is still fully capable of supporting mobile armor pushes. The ability to place repair stations quickly on a cooldown is meant to do this, but now a little more consideration is required since there is some level of commitment when the button is pushed. This is a good thing, especially since it allows the Sunderer to have a much wider impact as the Sunderer is not tied to the location where it needs to provide healing, making it much more mobile (and increasing survivability).

It is also important to note that the vehicle is also getting a large set of defensive upgrades that will make it much, much more difficult to destroy. By necessity this requires a separation of the source of healing from the Sunderer. If the healing is strong, then the source of that healing needs to be vulnerable for counterplay. However, if it is very resilient, then the healing cannot be overbearing for the opposing force. Offloading the healing effect to a separate object with its own set of health and defensive stats allows us to tweak these aspects independently. It is like adding an independently targetable "module" to the sunderer so that opponents can degrade its performance without outright killing it, something that is currently lacking in the game.

This hints at a longstanding issue with vehicles in general suffering from "Single Entity Problem" where vehicle capability does not degrade until it is destroyed completely, making them very binary. Presently vehicles are all in, which is where many of the balance issues stem from. But that is a deeper and more complicated issue to be tackled at a point in the future.

Cheating
We are very aware of how much of an issue cheating has become. At the beginning of the year, we specifically dedicated developers to look closely at the issue and work on solutions. There is no one place or technique that hackers use, so we must tackle different problems independently and roll out solutions when we think the time is right.

Unlike other features and changes, we will not be detailing exactly when and how cheating will be addressed. We hope everyone understands why that is not possible. It is unfortunately a Red Queen's race that is never finished and must be constantly worked on quietly so as not to reveal workarounds ahead of time. We can already see that our efforts should bear fruit over time, and we hope that you will notice much less cheating and at greater distant intervals.

On Reverting
Before we end this January development letter, we would like to break down the concept of "reverting changes” and what it means. You may see it mentioned frequently and many times understand why, but it is important to understand exactly what "reverting" something means. Games are large, complex software projects with many elements that are interdependent and are constantly updated. Unless a change is only a patch or two old, it is impossible to "revert" a change in the traditional sense of just finding a single submission and clicking revert.

"Reverting" changes, especially old ones, means reconstructing them from spotty information that is difficult to discover. This is a very time-consuming process that is as, or even more, costly than simply moving forward from where the game is currently. That is not to say the past should be ignored completely. A better way to use past versions of the game is to take more abstract lessons about meaningful gameplay that was lost which positively impacted PlanetSide 2 and reincorporating them in ways that are applicable to its current and future state.

That wraps it up for today’s letter, as always, we thank you for your feedback. You can let us know what your thoughts are about today’s letter here on the steam forums.

-PlanetSide 2 Team