Hey everyone. Figured it was time to let everyone in on how we'll be approaching the New Player Experience update, and what we've got in progress so far.
New Player Experience is a pretty expansive topic that can cover anything from a player's immediate attachment to their character and the world, to the boots-on-the-ground combat experience in their first session. The overarching goal is to do whatever we can to ensure new players stick around for longer than they do currently.
For this particular update, we'll be revamping a few main areas while addressing smaller odds and ends along the way.
Character Create
We'll be introducing a more modern version of the character create screen that better describes the motivations of each faction, showcases their technology, and emphasizes each faction's aesthetic. Character select will also be getting some love, and UI audio will be getting a pass to make things a bit more satisfying there as well. The goal is immersion of the player, connection to the world and their character. We initially aimed to have an animatic or brief world introduction just before the character create process, but that won't end up in this initial release. It's a larger-than-you'd-expect undertaking, and will need more time and attention to deliver something worthy of being there.
New Tutorial
One of the most difficult parts of creating a new tutorial is trying to figure out how to package all of the things you'd want a player to learn without the tutorial running on for way too long, but we've hit a lot of the big beats with our new one. We currently teach the player about shooting, redeploying, using the map, identifying fights, placing waypoints, capturing bases, repairing terminals, deploying Sunderers, and even dealing with MAX units, all in a way that's tactile to the player, and not just a bunch of text on screen. We also use this tutorial as a bridge to the feeling of the main game, by having mock combat scenes taking place, and watching allies run toward the objective. No banshee mosquitos farming you from spawn, but maybe some day.
NPCs exchanging fire in the new tutorial.
New Player Introduction
After leaving the tutorial, the player will arrive on Sanctuary in a new Embassy area, and be directed to try their skills in the "real world." New players will receive a mission that will hand hold them for a bit longer, and ensure they can transition from Sanctuary to continent, and then into a warzone in a way that feels natural yet directed. The original idea here was to have a mini-campaign for the player to participate in, and we may end up going that direction in the end, but each iteration we've come up with thus far had some concerns over pacing and how well it would mesh with the chaotic sandbox of Live.
A work in progress picture of the reception hall leading to the individual embassies.
Colorblind Accessibility
Along with this update, we'll be adding a new graphics setting that will allow players to choose from various colorblind options. Many of our players (and a couple team members!) are colorblind, and it felt like a good time to pursue some of these changes. We're currently working toward filters that adjust for Protanopia, Deuteranopia, Tritanopia, Achromatopsia, Protanomaly, Deuteranomaly, Tritanomaly, and Achromatomaly. At this time, the UI and HUD elements don't receive adjustments to color (only 3d space like terrain, enemies, the sky, etc,) but we're investigating our options there.
Examples of Protonopia and Tritanopia filters on Amerish.
Gameplay Changes
A new player's default equipment is being revised, and some balance adjustments are being made to coincide. Gauss SAW is being replaced with the GD-22S, dumbfire launchers are being swapped for G2A lock-on launchers as a base, and VS/TR sniper rifles are getting swapped to bolt-actions right out the gate. The Lightning's C-75 Viper is being swapped for the Python HEAT, and the HEAT has received some additional alpha damage to make it a stronger overall choice, while still retaining the flexibility of a faster reloading weapon. Resist type 4 (heavy machine gun,) resistances are receiving reductions for many vehicles, which will put Basilisks, among others, in a more competitive position from the start. Vehicles are also receiving default utility and defensive slot options, and infantry suit slots have received a quick pass as well. (Nanoweave is being nerfed, not removed.)
The Lightning, refitted with the HEAT as a default.
Odds and Ends
Similar to the gameplay adjustments, we're making small changes as we can to help improve the overall experience. Infantry loadouts will have a "cover sheet" that teaches the roles of each class and what special equipment they have access to. Mission Boards, Warpgate Terminals, and Equipment Terminals in Sanctuary, for example, are now labeled as such in a visible way. Waypoints are getting better 3d visuals, and have rays extending further into the sky, allowing them to be more visible from the air or when placed behind tall buildings or cliffs. Quick Deploy will now ask you to head back to the map screen to select a spawn when your last spawn location dies, instead of just giving you a new nearby (sometimes hundreds of meters away) spawn location. Shield bars will be displayed above spotted target health bars, and more.
Terminals on Sanctuary now with signage above them.
Some Things We've Thought About
Going into this update, the what we could do was insane. There are so many ideas and options and ways to improve the experience, but simply not enough time to get it all done in a single update. In order to ensure we hit our updates toward the end of the year (Winter season in particular is going to be amazing,) we needed to make sure the scope fell within reason. That hasn't stopped us from prepping design documents for ideas we'd like to tackle later, however, and we can continue moving down this route if we feel like the return on time spent is worthwhile. An example of some things we'd like to address BUT ARE TOTALLY NOT COMMITTED TO BY ANY MEANS, are a revision of the Mentor System that focuses on commending players for positive actions, recommended unlock paths that make it easier to spend certs with confidence, temporary "garrison squads" that auto-group nearby players who are fighting over the same area, modular "advanced" tutorial areas, a battlefield "director" that more strongly suggests plans of attack, a pass on currency types, and far too much more to list.
I'll be sharing more information as we get closer, including when the update will be coming to open testing, and talk about the non-NPE updates that will fall into this release as well. Look forward to plenty more.
Thanks folks.
-Wrel, Lead Designer
---------------------------------------------------------------------- Drop us a reply and let us know what you think about this update!
The heat is on with a new summer directive, double experience events, item sales, new vehicle cosmetics, and water-based weapons of warfare.
The Summer Fun event officially runs from August 04 - August 25. Details below!
Double Experience Schedule
Looking to turn up the heat? How about double experience for each weekend in August?
August 6, 7, 8 - Double Experience FOR ALL August 13, 14, 15 - Double Experience FOR ALL August, 20, 21, 22 - Double Experience FOR ALL August 27, 28, 29 - Double Experience FOR MEMBERS
Sales, too?
From Aug. 04 - Aug. 25, get discounts on select Depot items, like the Flamerider Tire Trails, and Heatwave weapons, and follow the schedule below for category sales!
August 6, 7, 8 - 40% off Camouflage August 13, 14, 15 - 40% off Infantry Gear August 20, 21, 22 - 40% off Vehicle Weapons
All-new Engine Propulsion and Contrail cosmetics!
We've introduced new cosmetics to the Depot in the form of engine propulsion and colored contrails for select vehicles!
These effects will continue to be purchasable after the event!
Water-Weapon Arsenal
Check your loadouts! All soldiers get free access to the Soldier Soaker sidearm, and faction-specific Water Balloons.
These weapons don't deal damage to allies, and can even put out burning effects!
Looking for even more splash damage? Unlock new Mega Soldier Soakers in the Depot!
These booming balloon launchers are usable throughout the Summer Fun event, and come in radical faction-colored variants.
These cool weapons can only be used during the Summer event, ending August 25.
New Summer Directive
Have some fun in the sun with this new Summer directive, unlocking a colorful new banner, and the title of Flamerider.
With new NSO weapons, NSO vehicles and ever changing faction loyalties, now is the time to join the ranks within the Nanite Systems Operatives.
Freelance and Home Factions
There have been some changes to how the NSO operate in PlanetSide 2, read about it below.
"Freelance" status is now given to non Daybreak All Access NSO player characters. Each time a non member accesses a continent, they are placed in the lowest populated faction and are considered to be Freelance operatives.
The Chimera Main Battle Tank is now accessible to all NSO players. This supreme heavy tank seats the driver, turret gunner, and 4 rear passengers outside of the tank. The Chimera supports the following weapon options.
Main Cannons
CT-135 - A balanced main cannon suited to both anti-infantry and anti-vehicle roles alike.
CT-150 Cyclops - A high-velocity anti-vehicle cannon capable of long-range combat.
CT-102 Satyr - A mid-range cannon capable of firing five rounds before reloading.
Forward Turrets
CT2-20 HCG - A versatile heavy chaingun turret with effectiveness in all combat situations.
CT2-8M Siren - Fires smart micro-missiles with anti-aircraft proximity tracking.
CT2-XP - A charge-up photon weapon that can demolish heavily armored vehicles.
Chapter 03 - Campaign Finale Auraxis celebrates the construction of the first major facility built terrestrially since the war began, a representation of each faction's combined efforts to quell the instability on Esamir.
With the last chapter of our campaign, the roaming energy storm on Esamir has dissipated, now controlled by the new "Containment Sites" that have been constructed. These massive underground facilities bring with them new challenges and gameplay never before seen in PlanetSide 2.
For the PC, this last chapter of The Shattered Warpgate campaign will start May 05, and run through June 30.
While the Campaign will eventually end, Esamir is forever changed, and the Containment Sites are here to stay... or at least until another catastrophe.
Containment Site (New Facility) The Containment Site is a large scale facility new to Esamir in Chapter 03 of The Shattered Warpgate campaign. There are multiple stages of combat where soldiers will fight around and through the facility. Vehicle combat is emphasized outside of the facility, requiring the destruction of multiple weakpoints to bring down gate shields barring entry. Within the hub of the facility, a destroyable SCU will disable defender spawn locations on the first floor of the facility. Attackers then descend into the lower regions of the facility, fighting for capture points held in the Botany and Reliquary wings, as well as within the Tempest Capacitor. The Botany and Reliquary capture points also activate a spawn rooms for attackers within the facility, allowing them to establish a tenuous foothold within the base. During the fight for capture point control, defenders spawn within the sub-level, and must fight their way back toward the surface to re-secure the facility.
Features This new facility houses a variety of gameplay elements that are new to Auraxis.
Gate Shield Weakpoints - The hangar bay doors preventing passage into the center of the facility must first be destroyed before a shield will fall. There are three gate shields that operate independently, and are impervious to small arms damage.
Upper Level SCU - Unlike most Spawn Control Units, this one can be destroyed through heavy weapons fire or overloaded. Overloading the SCU will prevent defenders from spawning on the upper level.
Guide Paths - Making your way through the heart of the facility is assisted with guide paths that light the way toward each capture point.
Tempest Siphon - A massive conduit channels the sky's energy into the core of the facility. While the siphon is active, both this conduit and the Tempest Capacitor rooms are deadly. Defenders can turn the siphon on, while attackers can turn it off, using a console on the mid level. If defenders turn the Tempest Siphon on, it will also immediately take back the capture point held within the Tempest Capacitor room.
Electrical Room - While the siphon is active, this room becomes charged with energy and shields prevent access (for your safety). The capture point within also reverts to the defender's ownership when this room is active.
Botany Wing - Planters cultivating the new flora of the Shattered Warpgate can be found in the Botany Wing. These plants act as soft cover that can be destroyed, and regrows rapidly.
Reliquary Wing - Important research is locked away in the Reliquary Wing, and multiple shields block passage to the capture point. Destroyable locking mechanisms disable these shields.
Attacker Spawns - Both the Botany Wing and Reliquary Wing capture points are tied to spawn points that only attackers will gain access to if secured.
Vents - There are plenty of ways in and around the facility, including small passageways that offer risky alternative paths to your destination.
A new lattice lane near to the Shattered Warpgate has unlocked, allowing you to fight through the ruins of Stillwater Watch.