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Come one come all. WildStar leadership will be covering what to expect over the next 60 days as well as a warm welcome to all our new and wonderful recruits.

When: Sunday June 1st 9:00pm EST *(During HeadStart)*
Where: Teamspeak - WildStar Bar

What to be covered:
  • Current guild state.
  • Leveling groups and cliques. Look for more people around your level that your group “cliques” with.
  • Teamspeak channel breakups. If it gets too loud then move your group to a Cupcake channel.
  • Leveling curve, powerlevelers and realistic leveling
  • Default loot rules for groups if not previously stated
  • Crafter Icon wipes & taking the crafter oath for a new icon
  • Guild Bank policies
  • Raid timelines, first raid attempts are going to be late July unless we get people there sooner.
  • EPGP or DKP? Waiting for Addon support, more details to come
  • Check the forums!
  • Silly intros for each member in attending: Stick to quick facts
  • Game Handle​
  • World Location​
  • Class & primary spec​
  • Random fact about yourself​

Hope to see you all there!
Sony Online Ent. @SonyOnline Follow
We are happy to announce this week’s SOE Giveaway winners! Congrats to TheBTron, James V, Francish, Niteshyft, & Casnar! [Ashlanne]
8:01 PM - 28 Mar 2014
Grats B
The Vindicators will be opening a new chapter in addition to Planetside 2 with WildStar. Check it out at www.wildstar.com

Wildstar buy-in is now available; if you pre-purchase the game you can get into the beta every weekend until launch. The game itself is getting better every week with the new UI being launched very soon.

With this being the first beta weekend that the public can buy into, it was very active, Cloudslinger and Raalvin have been actively recruiting and new faces are starting to show up.

See you ingame!
Planetside 2 Leadership meeting Tonight on Teamspeak: Deacons and Up please attend.

Discussing upcoming changes to the leadership structure, PS2 rules, and overall outfit business.

Followup meetings: Thurday 8pm EST and Sunday 6pm EST
Patch Notes:
Amerish Revamp
  • Implemented the Lattice system
  • Performance pass
  • Separated the Facility Satellites into independent outposts
  • Added 9 brand new outposts!
  • Updated, polished and/or reconstructed every outpost on the continent
  • Added the multi-cap point Amp Station at Sungrey
  • Improved roads throughout the map for easier travel
  • Updated resource rewards to maintain resource clusters on the updated Amerish continent
  • Increased major facility resource rewards on Amerish from 30 to 50

Bug Fixes
  • The Hunter QCX crossbow can now be trialed
  • Fixed audio not playing when reloading an empty Hunter QCX crossbow
  • Corrected the look of the Stargazer when camo is applied
  • Fixed an issue where the damage from flying over an enemy's spawn room would sometimes persist
  • Camos should now apply to all vehicle cosmetic attachments
  • All bolt action sniper rifles will now play the reload animation when they are empty
  • Client crash fix
  • Server optimization

  • All Infiltrator cloaks now become less visible at a faster rate after sprinting. This is especially noticeable when transitioning from sprinting to crouching.
  • Hunter QCX normal bolt damage adjustments
    • Minimum damage range increased from 30 to 35 meters
    • Maximum damage range increased from 50 to 60 meters
    • This makes the bolt a consistent 2 shot kill against full nanoweave targets for up to 40 meters
  • Hunter QCX explosive bolt damage adjustments
    • Min damage range increased from 20 to 30 meters
    • Max damage range increased from 40 to 50 meters
    • This makes the bolt a consistent 8 shots to kill against stock MAX units for up to 40 meters

  • Purging old characters
Patch Notes:
Known Issues
  • We’ve enhanced logging to detect the membership certification benefit issue. We hope to find it quickly and have an update out soon. For all those missing certs, we’ll be reimbursing and throwing a little something extra on top.
  • Long login times on patch days. We’re close to a couple fixes on this, but don’t have anything quite yet.
Squad Vehicle Spawning
  • In an effort to encourage squad cohesiveness and increase available spawn options we are adding the ability to spawn in squad owned transport vehicles.
  • Vehicle spawning is limited to Galaxies and Sunderers that are occupied and owned by a squad member.
  • The Sunderer AMS no longer requires an item to be equipped in order to function. Once the certification is purchased, it is always available. This frees up the Utility slot on the Sunderer for other items.
  • Squad Vehicle Spawn Bonus Reward: Vehicle owners receive 10 XP when squadmates spawns in their Sunderer or Galaxy, which matches the current squad spawn beacon XP reward
  • Moved Ally and Enemy filters into a new section called “Heat Maps”
  • Added WDS capture and defend point heat maps to help identify the point-rich regions
  • Refined lattice line art
  • Deploy Kill Bonus: Vehicle owners now receive 50 XP per kill, up from 5 XP, when passengers exit the vehicle and kill enemy players
  • Automated Warpgate rotations are now scheduled. The first one is THIS FRIDAY!
  • We've done a lot of backend work to support WDS, so keep an eye out for another pre-season
  • Squad deploy and instant action timers now trigger independently
Bug Fixes
  • HUD indicators for ally aircraft will once again only be displayed if they are in line of sight
  • Fixed an issue that sometimes caused spawn points in contested areas to not display on the deployment map
  • Removed "capture" and "hold" text from shield generator HUD...
Source: http://kotaku.com/impressive-tech-demo-pits-10-000-spaceships-against-eac-1502540194

Oxide Games, a group composed of industry veterans from Microsoft and Firaxis, are currently working on Nitrous, which is gonna be a next-generation engine for strategy games. Calling it impressive, honestly, is a bit of an understatement.P

The team recently released a demo video showcasing Star Swarm, which is a technology demo built using the engine. It shows a large space battle taking place between over ten thousandunits. The surprising part here is that it actually seems to be running at an acceptable framerate, which, according to the video, is the effect of AMD's Mantle API—specifically, its ability to enhance communication between the graphics card and the CPU. Have a look:

Maybe someone could convince Disney to license this thing for a Star Wars game.

Star Swarm Demonstration [YouTube, via DSOGaming]
Planetside 2 ESF Update
Empire Specific Fighter (ESF) Update:

New nose cannon for each faction
  • TR M18 Locust
  • NC M20 Kestrel
  • VS Antares LC
    • These weapons feature a larger magazine that reduces how often they need to be reloaded. This allows for fewer missed opportunities when engaging fast moving targets.
New wing mount weapons for all ESFs
  • Coyote Missiles
    • Coyote missiles fire a volley of small, light damaging missiles. If they get close to a hostile aircraft then they will lock-on and seek towards that aircraft.
  • Hornet Missiles
    • These laser-guided missiles will fly toward the pilot’s crosshairs.
New Certification Lines:
  • Engagement Radar
    • Engagement Radar is a low cost certification that goes into the Utility slot. It provides pilots with increased situational awareness against other aircraft by displaying indicators over nearby enemy aircraft. This indicator will also clamp to the edge of the screen if the target goes off screen, showing the pilot which direction to go if they want to give chase.
  • External Afterburner Fuel Tanks
    • Afterburner Fuel Tanks now have a certification line. Ranking up fuel tanks increases both fuel capacity and fuel replenishment rate.
Changes to existing ESF weapons and certification lines:
  • Tomcat Missiles
    • Air-to-air missiles now require the lock to be maintained (the pilot needs to keeps the target in their crosshairs until the missile hits). If the target leaves the crosshairs for too long then the lock will be lost.
    • Added a lock-on loss angle to missiles in flight. If a locked missile finds that its target is more than 145 degree turn away then the lock will be lost.
    • The max travel distance of fired rockets has been reduced from 1250 to 1000 meters
    • Lock-on acquire time reduced from 2.5 seconds to 2.0 seconds
    • Default ammo capacity increased from 5 to 6....
Source: http://massively.joystiq.com/2014/0...recent-events-and-soe-philosophy-in-intervie/

When SOE first announced the membership changes coming to some of its titles, the company stirred up a storm that was completely unexpected, according to CEO John Smedley. After listening to the community, the studio reversed parts of the proposal and unveiled an extra benefit: a $14.99 All-Access pass.

But even after a few extra posts explaining the changes and the reasoning behind them, there were still some unanswered questions and remnants of confusion from the quick succession of announcements. Why were some titles in SOE's arsenal listed part of the pass but others aren't? Which membership gift is actually the one going forward? When will these changes take place? And what about the European players? I sat down with Smedley to answer these questions and get some added clarity on these changes,Reddit posts, the rewardswere broken in a way: There was a disparity between the PC and console versions (consoles can't use Station Cash) as well as internal issues with the accrual of SC for people who don't play. But above that, the company really was trying to give a better value to players.

When talking about the first proposed changes, Smedley noted that the idea has...