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		<title>PlanetSide Universe - VIP Tracker</title>
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			<title>All Good Things</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=961540#961540</link>
			<pubDate>Wed, 09 Dec 2015 08:44:48 GMT</pubDate>
			<description><![CDATA[Much love! Thanks for EVERYTHING you've done for the PlanetSide and PlanetSide 2 community. So many good times. <3

Check Supercheap Auto Catalogue (https://www.catalogueau.com/supercheap-auto/) and Spotlight Catalogue (https://www.catalogueau.com/spotlight/).]]></description>
			<content:encoded><![CDATA[Much love! Thanks for EVERYTHING you've done for the PlanetSide and PlanetSide 2 community. So many good times. &lt;3<br />
<br />
Check <a href="https://www.catalogueau.com/supercheap-auto/" target="_blank">Supercheap Auto Catalogue</a> and <a href="https://www.catalogueau.com/spotlight/" target="_blank">Spotlight Catalogue</a>.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Luperza</dc:creator>
			<guid isPermaLink="true">https://www.planetside-universe.com/showthread.php?postid=961540#961540</guid>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960689#960689</link>
			<pubDate>Tue, 10 Mar 2015 17:36:29 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Mordelicius)---
Planetside 2 Devs "wishlist"

https://forums.station.sony.com/ps2/index.php?threads/high-br-goals-prestige.216588/

They are getting ahead of themselves again. 

So, they aim on saving the 80-100BR bracket while the 1-79 are quitting left and right.
---End Quote---
The other two items on our wishlist (https://forums.station.sony.com/ps2/index.php?forums/wishlist.59/) are aimed at helping new players. The BR unlocks give them goals to work towards every session they log in. The facility missions will guide them along a base capture. And Then there's Koltyr which is all about acclimating and helping new players.]]></description>
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					Originally Posted by <strong>Mordelicius</strong>
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			<div>Planetside 2 Devs &quot;wishlist&quot;<br />
<br />
<a href="https://forums.station.sony.com/ps2/index.php?threads/high-br-goals-prestige.216588/" target="_blank">https://forums.station.sony.com/ps2/...estige.216588/</a><br />
<br />
<font color="DarkOrange">They are getting ahead of themselves again.</font> <br />
<br />
So, they aim on saving the 80-100BR bracket while the 1-79 are quitting left and right.<br /></div>
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</div>The other two items on our <a href="https://forums.station.sony.com/ps2/index.php?forums/wishlist.59/" target="_blank">wishlist</a> are aimed at helping new players. The BR unlocks give them goals to work towards every session they log in. The facility missions will guide them along a base capture. And Then there's Koltyr which is all about acclimating and helping new players.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
			<guid isPermaLink="true">https://www.planetside-universe.com/showthread.php?postid=960689#960689</guid>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960684#960684</link>
			<pubDate>Mon, 09 Mar 2015 18:07:09 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Figment)---
Server running costs wouldn't be earth shattering (iirc PS1 could run on a Pentium II as server hardware) and you've got a Community Council thing running, so NDA contracts already exist and people drafting and determining contracts are already hired, contracts would just have to be expanded a bit. So administration is covered as well.

When you run the game mostly with volunteer enthusiasts, your development costs are non-existent.

Regarding the transfer and investment, theoretically it is possible to ask former PS1-devs if they would be interested in helping to run it as a hobby project for a few hours a week or month, with a share of any profits made. Whether they'd be interested, I don't know. IIRC a number of PS1-devs left SOE somewhat disheartened, but they might just love the game enough to be interested if they got carte blanche to do with it as they'd see fit.

If you could get those folks interested, the investment would be a lot lower. And of course, GMs could have a similar structure.

Currently though, PS1 makes no money at all. So all you stand in losing is a one time investment. :/ Me, I'd make some calls to devs. Hell, if you could just get me the contact details of former devs and a detailed "this is as far as you'd be allowed to go", I'd contact them for you. :p
---End Quote---
I'm unaware of any community council on Planetside 2. I'm not a designer, so I might be a bit out of the loop. And I haven't heard of us using any sort of NDA on Planetside in a loooong time.

Asking devs to work for free is a huge task. Most people don't like working for free, usually you have to offer them money. And getting devs outside the company into a place where they could work for free would be effort on Daybreak's part. 

Unfortunately I will not provide any contact details of former devs. I barely know any of them. If you happen to find any on your own, go ahead and shoot them an email/tweet/what-have-you.

I understand you are very passionate about Planetside, but what you want might not be possible, at least right now. Maybe one day.]]></description>
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					Originally Posted by <strong>Figment</strong>
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			<div>Server running costs wouldn't be earth shattering (iirc PS1 could run on a Pentium II as server hardware) and you've got a Community Council thing running, so NDA contracts already exist and people drafting and determining contracts are already hired, contracts would just have to be expanded a bit. So administration is covered as well.<br />
<br />
When you run the game mostly with volunteer enthusiasts, your development costs are non-existent.<br />
<br />
Regarding the transfer and investment, theoretically it is possible to ask former PS1-devs if they would be interested in helping to run it as a hobby project for a few hours a week or month, with a share of any profits made. Whether they'd be interested, I don't know. IIRC a number of PS1-devs left SOE somewhat disheartened, but they might just love the game enough to be interested if they got carte blanche to do with it as they'd see fit.<br />
<br />
If you could get those folks interested, the investment would be a lot lower. And of course, GMs could have a similar structure.<br />
<br />
Currently though, PS1 makes no money at all. So all you stand in losing is a one time investment. :/ Me, I'd make some calls to devs. Hell, if you could just get me the contact details of former devs and a detailed &quot;this is as far as you'd be allowed to go&quot;, I'd contact them for you. :p</div>
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</div>I'm unaware of any community council on Planetside 2. I'm not a designer, so I might be a bit out of the loop. And I haven't heard of us using any sort of NDA on Planetside in a loooong time.<br />
<br />
Asking devs to work for free is a huge task. Most people don't like working for free, usually you have to offer them money. And getting devs outside the company into a place where they could work for free would be effort on Daybreak's part. <br />
<br />
Unfortunately I will not provide any contact details of former devs. I barely know any of them. If you happen to find any on your own, go ahead and shoot them an email/tweet/what-have-you.<br />
<br />
I understand you are very passionate about Planetside, but what you want might not be possible, at least right now. Maybe one day.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
			<guid isPermaLink="true">https://www.planetside-universe.com/showthread.php?postid=960684#960684</guid>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960683#960683</link>
			<pubDate>Mon, 09 Mar 2015 17:14:59 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Babyfark McGeez)---
However you could gain some invaluable stuff with a move like handing over responsibility of an old game to its dedicated fanbase, stuff that's highly sought after in this industry these days: Consumer trust and positive PR.
You guys want that. I know it. ;)
---End Quote---
A lot of people ask us to do stuff for free, or at a loss, for stuff like that. If we were all rich and making money hand over fist, it would be much easier to get us to do stuff like that.]]></description>
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					Originally Posted by <strong>Babyfark McGeez</strong>
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			<div>However you could gain some invaluable stuff with a move like handing over responsibility of an old game to its dedicated fanbase, stuff that's highly sought after in this industry these days: Consumer trust and positive PR.<br />
You guys want that. I know it. ;)</div>
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</div>A lot of people ask us to do stuff for free, or at a loss, for stuff like that. If we were all rich and making money hand over fist, it would be much easier to get us to do stuff like that.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960679#960679</link>
			<pubDate>Mon, 09 Mar 2015 00:35:53 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Figment)---
Makes sense, though that is full open source.

But what if you have written contracts and background checks on volunteer developers? Limiting who has access to it to say three - four people? 

I have signed NDA's before.

It would also be possible to only disclose only partial code: what is needed for unit placement, coding and movement? Similar, world objects, if you provide parameters, code structure and a delivery format, new bases wouldn't have to be a huge issue.
---End Quote---
Point blank: how do we make money from this? Cause this would be a lot of work on our end for... what exactly? Check Vons Ad (https://www.weeklyads2.com/vons/) and Jewel-Osco Ad (https://www.weeklyads2.com/jewel-osco/).]]></description>
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					Originally Posted by <strong>Figment</strong>
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			<div>Makes sense, though that is full open source.<br />
<br />
But what if you have written contracts and background checks on volunteer developers? Limiting who has access to it to say three - four people? <br />
<br />
I have signed NDA's before.<br />
<br />
It would also be possible to only disclose only partial code: what is needed for unit placement, coding and movement? Similar, world objects, if you provide parameters, code structure and a delivery format, new bases wouldn't have to be a huge issue.</div>
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</div>Point blank: how do we make money from this? Cause this would be a lot of work on our end for... what exactly? Check <a href="https://www.weeklyads2.com/vons/" target="_blank">Vons Ad</a> and <a href="https://www.weeklyads2.com/jewel-osco/" target="_blank">Jewel-Osco Ad</a>.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
			<guid isPermaLink="true">https://www.planetside-universe.com/showthread.php?postid=960679#960679</guid>
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			<title>How to get a OB cam.</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960678#960678</link>
			<pubDate>Mon, 09 Mar 2015 00:31:40 GMT</pubDate>
			<description>---Quote (Originally by Price)---
hello guys! 
Im MrPriceo0 and wanted to know how to get a OB cam... Cuz i am a youtuber by my self and got some really sick ideas.

Hope that someone can reply :)

For those who want to see my channel. https://www.youtube.com/channel/UCgixY2eStiyH5ezeSCqmzPw

Bye :)
---End Quote---
On the official forums, send RadarX a private message requesting to use the observer cam. Definitely include the link to your youtube channel and what you plan on making given the camera.</description>
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					Originally Posted by <strong>Price</strong>
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			<div>hello guys! <br />
Im MrPriceo0 and wanted to know how to get a OB cam... Cuz i am a youtuber by my self and got some really sick ideas.<br />
<br />
Hope that someone can reply :)<br />
<br />
For those who want to see my channel. <a href="https://www.youtube.com/channel/UCgixY2eStiyH5ezeSCqmzPw" target="_blank">https://www.youtube.com/channel/UCgi...iyH5ezeSCqmzPw</a><br />
<br />
Bye :)</div>
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</div>On the official forums, send RadarX a private message requesting to use the observer cam. Definitely include the link to your youtube channel and what you plan on making given the camera.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960665#960665</link>
			<pubDate>Fri, 06 Mar 2015 17:58:01 GMT</pubDate>
			<description><![CDATA[It's unlikely either of Planetsides will be open sourced for two reasons. 1) It's a security vulnerability since it would show how our authentication and login servers work. With PS2, it would also show people stuff they could exploit in the engine. 2) There's a lot of third party software that was licenced. We wouldn't have the rights to open source that stuff.]]></description>
			<content:encoded><![CDATA[It's unlikely either of Planetsides will be open sourced for two reasons. 1) It's a security vulnerability since it would show how our authentication and login servers work. With PS2, it would also show people stuff they could exploit in the engine. 2) There's a lot of third party software that was licenced. We wouldn't have the rights to open source that stuff.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960648#960648</link>
			<pubDate>Wed, 04 Mar 2015 22:13:48 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by luckyaltone)---
Agree, even if it could be done within the existing structure i suspect the market for it would be quite small and limited to the hardcore few who want to manage offline matches.

Perhaps a design competition for future map/base changes..?
---End Quote---
The undertaking would be to make our tools usable outside the company, or to make it not be so data dependent. So unless the competition is getting hired to come work for us and make a bunch of bases, I don't see this happening.]]></description>
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					Originally Posted by <strong>luckyaltone</strong>
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			<div>Agree, even if it could be done within the existing structure i suspect the market for it would be quite small and limited to the hardcore few who want to manage offline matches.<br />
<br />
Perhaps a design competition for future map/base changes..?</div>
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</div>The undertaking would be to make our tools usable outside the company, or to make it not be so data dependent. So unless the competition is getting hired to come work for us and make a bunch of bases, I don't see this happening.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960546#960546</link>
			<pubDate>Wed, 18 Feb 2015 02:36:24 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Canaris)---
I've said this before but they should release the Planetside 2 map maker on the player studio. 
Honestly who's more passionate for the game than the players. Could you imagine if we were making the continents and redesigning the bases to be what they should be.
Just look at all the amazing helmets that have been created or the concept armor people have crafted for the three factions.

Instead of having 4 maps you could have the proper world of Auraxis again with a real continental lattice.
It's a pretty huge resource that remains untapped.
---End Quote---
Half of a map maker's time is spent implementing design data. It's really not so simple as modifying terrain and placing objects. You have to hook up NPCs to this and that table. Facilities have to be linked up with their spawns, shields, control consoles, vehicle pads, and lattice lines. You need to enter data in 15+ tables just to create one base. To make something like this possible for player studio would be a huge undertaking, and likely won't happen for this reason.]]></description>
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					Originally Posted by <strong>Canaris</strong>
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			<div>I've said this before but they should release the Planetside 2 map maker on the player studio. <br />
Honestly who's more passionate for the game than the players. Could you imagine if we were making the continents and redesigning the bases to be what they should be.<br />
Just look at all the amazing helmets that have been created or the concept armor people have crafted for the three factions.<br />
<br />
Instead of having 4 maps you could have the proper world of Auraxis again with a real continental lattice.<br />
It's a pretty huge resource that remains untapped.</div>
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</div>Half of a map maker's time is spent implementing design data. It's really not so simple as modifying terrain and placing objects. You have to hook up NPCs to this and that table. Facilities have to be linked up with their spawns, shields, control consoles, vehicle pads, and lattice lines. You need to enter data in 15+ tables just to create one base. To make something like this possible for player studio would be a huge undertaking, and likely won't happen for this reason.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Daybreak Games Hit With Layoffs, Matt Higby resigns</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=960545#960545</link>
			<pubDate>Wed, 18 Feb 2015 02:32:17 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Hamma)---
This thread isn't about PSU but I put my heart and soul into this place. An initiative happened at SOE to move to reddit.
---End Quote---
Never saw any directives come down that told us to use reddit over anything else. I can really only speak for me, but I personally like the layout of reddit over reading a typical forum thread. Liked comments are upvoted, annoying and off topic stuff is downvoted. Easier to get a lot of info faster. Stuff flows up and down, and rarely stays up for more than a day, so all the comments feel fresh. And you can't derail the entire thread with a comment, only the person you're talking to.

I think I have one of the oldest reddit accounts of the PS2 team, so clearly I'm biased towards it.]]></description>
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					Originally Posted by <strong>Hamma</strong>
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			<div>This thread isn't about PSU but I put my heart and soul into this place. An initiative happened at SOE to move to reddit.</div>
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</div>Never saw any directives come down that told us to use reddit over anything else. I can really only speak for me, but I personally like the layout of reddit over reading a typical forum thread. Liked comments are upvoted, annoying and off topic stuff is downvoted. Easier to get a lot of info faster. Stuff flows up and down, and rarely stays up for more than a day, so all the comments feel fresh. And you can't derail the entire thread with a comment, only the person you're talking to.<br />
<br />
I think I have one of the oldest reddit accounts of the PS2 team, so clearly I'm biased towards it.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>TRay moving on</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=959865#959865</link>
			<pubDate>Wed, 01 Oct 2014 21:10:34 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by T-Ray)---
Thank you all for the support. I will miss this community, you guys rock. Hamma is a stud, I luv you bruh
---End Quote---
This means T-Ray is off to the N.C. - just sayin']]></description>
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					Originally Posted by <strong>T-Ray</strong>
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			<div>Thank you all for the support. I will miss this community, you guys rock. Hamma is a stud, I luv you bruh</div>
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</div>This means T-Ray is off to the N.C. - just sayin']]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title>TRay moving on</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=959864#959864</link>
			<pubDate>Wed, 01 Oct 2014 21:04:05 GMT</pubDate>
			<description>Thank you all for the support. I will miss this community, you guys rock. Hamma is a stud, I luv you bruh</description>
			<content:encoded>Thank you all for the support. I will miss this community, you guys rock. Hamma is a stud, I luv you bruh</content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>T-Ray</dc:creator>
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			<title>Wow. This place really died, eh?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=959862#959862</link>
			<pubDate>Wed, 01 Oct 2014 20:06:41 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Calista)---
/salute Tom

How's it going in the land of zombies?
---End Quote---
It is going rather undeadly ... is that a word? Getting  zombie hugs (https://twitter.com/SonyShock/status/517351250610765824/photo/1) and everything!]]></description>
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					Originally Posted by <strong>Calista</strong>
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			<div>/salute Tom<br />
<br />
How's it going in the land of zombies?</div>
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</div>It is going rather undeadly ... is that a word? Getting <a href="https://twitter.com/SonyShock/status/517351250610765824/photo/1" target="_blank"> zombie hugs</a> and everything!]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title>Wow. This place really died, eh?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=959851#959851</link>
			<pubDate>Tue, 30 Sep 2014 17:38:42 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Baneblade)---
Just because PSU sends you a notification when Baneblade needs to be learnt a lesson in talking about the devs, doesn't make it false. :p

I need a better place to talk about H1Z1 than Reddit. :(
---End Quote---
Hey, that's not how it works!

(that's exactly how it works)]]></description>
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					Originally Posted by <strong>Baneblade</strong>
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			<div>Just because PSU sends you a notification when Baneblade needs to be learnt a lesson in talking about the devs, doesn't make it false. :p<br />
<br />
I need a better place to talk about H1Z1 than Reddit. :(</div>
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</div>Hey, that's not how it works!<br />
<br />
(that's exactly how it works)]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title>Wow. This place really died, eh?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=959838#959838</link>
			<pubDate>Mon, 29 Sep 2014 17:21:12 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Baneblade)---
The devs moved their attention to reddit
---End Quote---
Not entirely true. Just sayin']]></description>
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					Originally Posted by <strong>Baneblade</strong>
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			<div>The devs moved their attention to reddit</div>
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</div>Not entirely true. Just sayin']]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958213#958213</link>
			<pubDate>Wed, 04 Jun 2014 18:44:00 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Mordelicius)---
No clue how hockey is played but again, it's a simple rule of reciprocity. Defense is allowed to put a Sunderer next to a capture point, yes? But as I've said before, the official reason is equidistant spawn for both defense and offense. A more reasonable NDZ would be 10-20 feet at most. The current NDZ is HUGE to afford that distance parity.

As for the hockey thing. I've seen this hockey video before. What if I implement a PS2-style no-sneaking-behind-the-goal-post-like-a-ninja-zone. That wild move would not ever happen ever. I read the Youtube comments and they are going crazy about this move.

Dropping a huge offensive no-skating zone circle around that goalpost would severely reduce alot of gameplay as well, I'd say. 

 I'm confused by this statement. It's just normal pvp gameplay, which is player to player interaction, which has risk and reward. If a player sees it, they shoot it (and the resource is wasted). If they don't, they blow up if they don't have mineguard.

Most pads are 5 feet away from the console. In a middle of a raging fight. you mean to tell me, 5-20 guys with line-of-sight won't spot it? Because that's the crux of it. I'm talking about mining it in a middle of a fight, especially at the crucial vehicle pad next to the Tech Plant SCU. I really doubt there's someone going around, randomly mining empty bases just to make alot of newbies quit.

Also, how is dropping an AV mine on a vehicle pad different from dropping AI mine on a stair or a doorway? The way you characterize newbies, means they will just die off these mines and they will quit as well. 

And I sincerely doubt you would call dropping AI mine on a stair, door or an elevator pad cheesy too. Because if it is, then as all slippery slopes go, the AI mines will be next to drop off the precipice.

 What about now? What's the biggest reason why newbies are leaving after OMFG?

I'm pretty sure Higby said kill-cam was added to stop newbs from being farmed or something to that effect, especially by Snipers. That's why imo, it's better off to just remove their stealth ability. Stealths are for infiltrators. Having triple advantage of ranged, stealth and 1-shot kill is broken.

 Let me explain what I meant by the phrase "hands off". It simply meant let players interact with players, and let that interaction be the pvp gameplay. NDZ is not Player vs. Player interaction. It's Player vs. Dev interaction.

If I try to park on the NDZ:
- Am I interacting with other players? No
- Am I fighting other players? No
- What gameplay is created? None
- Who is preventing me from parking? The Devs
- Then who am I fighting? The Devs
- Who is winning? The Devs
- Are the Devs a faction? No
- Is there a gameplay born out of this Player-Dev NDZ interaction? None

I could do the same comparison with the Vehicle pads, Jumppads and Death Cam. We're not talking about safezone areas like the Warpgate or Spawn rooms. It's in the middle of the battlefield.

Who determines what Continent will be locked? Player vs Player interactions. Who determines who parks in the NDZ? Developers, not Player vs. Player interation. Do players have any input to at least turn it off via generator? None. There is literally no player input, interaction or gameplay with this system. It's not like a Generator mechanic,  which has pvp and gameplay implications. 

Give us tools instead that effect the same NDZ using Player vs. Player interaction (which is gameplay). 

Example: I suggested the Sunderer Jammer as alternative even before NDZ was released.

- Offense deploys AMS Sunderer.
- Defense deploys Sunderer Jammer and prevents AMS Sundy from spawning player.
- That interaction has the same effect but is a Player vs. Player interaction (which is pvp is called Gameplay).
- Offense can move the AMS Sundy from the Sundy Jammer's AOE or just blow it up. 
- Defense can defend the Sundy jammer or attack the AMS Sundy or both.
- All of these Player vs. Player gameplay interaction. The Devs ideally would have just given us tool fight each other, while removing their "hands on" fingerprint in-game, hence "hands off".
---End Quote---

You put a lot of content in your posts, and again, I disagree with a lot of it from a game design point of view. 

You say No deploy zones is fighting the devs, and I disagree. Why, in soccer or hockey, am I not allowed to just stand next to the goalie and goalhang the whole game? The reason I can't is the offsides rule. Am I fighting the rule makers of FIFA or the NHL? No, I am playing a balanced game that gives people a sporting chance to win. If we let any strategy go, we start getting cheap no-skill tactics like that. 

I actually don't like Anti-Personnel mines either, and think they're pretty cheap too. I'd love to remove them from the game, or make them give more feedback so people have a better chance of not dying to them. But the difference is vehicles have a large cooldown and resource cost. If you mine a pad, they essentially waste resources, where you can just respawn as a player. And people can't learn to play vehicles in combat if they never get a chance to spawn.

If for a moment I agreed we should take stealth away from the infiltrator, the community would go berserk. People are invested in the game, and we can't just take a primary feature away from a class. Not to mention at the range they do most of their killing, the stealth wouldn't have a huge effect anyway.

The sunderer jammer is a neat idea, but it's not something we need right now. There are more pressing issues.]]></description>
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					Originally Posted by <strong>Mordelicius</strong>
					<a href="showthread.php?p=958200#post958200" rel="nofollow"><img class="inlineimg" src="/f_images/ps/buttons/viewpost.gif" border="0" alt="View Post" /></a>
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			<div>No clue how hockey is played but again, it's a simple rule of reciprocity. Defense is allowed to put a Sunderer next to a capture point, yes? But as I've said before, the official reason is equidistant spawn for both defense and offense. A more reasonable NDZ would be 10-20 feet at most. The current NDZ is HUGE to afford that distance parity.<br />
<br />
As for the hockey thing. I've seen this hockey video before. What if I implement a PS2-style <font color="DarkOrange">no-sneaking-behind-the-goal-post-like-a-ninja-zone</font>. That wild move would not ever happen ever. I read the Youtube comments and they are going crazy about this move.<br />
<br />
Dropping a huge offensive no-skating zone circle around that goalpost would severely reduce alot of gameplay as well, I'd say. <br />
<br />
 I'm confused by this statement. It's just normal pvp gameplay, which is player to player interaction, which has risk and reward. If a player sees it, they shoot it (and the resource is wasted). If they don't, they blow up if they don't have mineguard.<br />
<br />
Most pads are 5 feet away from the console. In a middle of a raging fight. you mean to tell me, 5-20 guys with line-of-sight won't spot it? Because that's the crux of it. I'm talking about mining it in a middle of a fight, especially at the crucial vehicle pad next to the Tech Plant SCU. I really doubt there's someone going around, randomly mining empty bases just to make alot of newbies quit.<br />
<br />
Also, <font color="DarkOrange">how is dropping an AV mine on a vehicle pad different from dropping AI mine on a stair or a doorway?</font> The way you characterize newbies, means they will just die off these mines and they will quit as well. <br />
<br />
And I sincerely doubt you would call dropping AI mine on a stair, door or an elevator pad cheesy too. Because if it is, then as all slippery slopes go, the AI mines will be next to drop off the precipice.<br />
<br />
 What about now? What's the biggest reason why newbies are leaving after OMFG?<br />
<br />
I'm pretty sure Higby said kill-cam was added to stop newbs from being farmed or something to that effect, especially by Snipers. That's why imo, it's better off to just remove their stealth ability. Stealths are for infiltrators. Having triple advantage of ranged, stealth and 1-shot kill is broken.<br />
<br />
 <font color="DarkOrange">Let me explain what I meant by the phrase &quot;hands off&quot;.</font> It simply meant let players interact with players, and let that interaction be the pvp gameplay. NDZ is not Player vs. Player interaction. It's Player vs. Dev interaction.<br />
<br />
If I try to park on the NDZ:<br />
- Am I interacting with other players? No<br />
- Am I fighting other players? No<br />
- What gameplay is created? None<br />
- Who is preventing me from parking? The Devs<br />
- Then who am I fighting? The Devs<br />
- Who is winning? The Devs<br />
- Are the Devs a faction? No<br />
- Is there a gameplay born out of this Player-Dev NDZ interaction? None<br />
<br />
I could do the same comparison with the Vehicle pads, Jumppads and Death Cam. We're not talking about safezone areas like the Warpgate or Spawn rooms. It's in the middle of the battlefield.<br />
<br />
Who determines what Continent will be locked? Player vs Player interactions. Who determines who parks in the NDZ? Developers, not Player vs. Player interation. Do players have any input to at least turn it off via generator? None. There is literally no player input, interaction or gameplay with this system. It's not like a Generator mechanic,  which has pvp and gameplay implications. <br />
<br />
<font color="DarkOrange">Give us tools instead that effect the same NDZ using Player vs. Player interaction</font> (which is gameplay). <br />
<br />
Example: I suggested the Sunderer Jammer as alternative even before NDZ was released.<br />
<br />
- Offense deploys AMS Sunderer.<br />
- Defense deploys Sunderer Jammer and prevents AMS Sundy from spawning player.<br />
- That interaction has the same effect but is a Player vs. Player interaction (which is pvp is called Gameplay).<br />
- Offense can move the AMS Sundy from the Sundy Jammer's AOE or just blow it up. <br />
- Defense can defend the Sundy jammer or attack the AMS Sundy or both.<br />
- All of these Player vs. Player gameplay interaction. <font color="DarkOrange">The Devs ideally would have just given us tool fight each other, while removing their &quot;hands on&quot; fingerprint in-game, hence &quot;hands off&quot;</font>.</div>
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</div><br />
You put a lot of content in your posts, and again, I disagree with a lot of it from a game design point of view. <br />
<br />
You say No deploy zones is fighting the devs, and I disagree. Why, in soccer or hockey, am I not allowed to just stand next to the goalie and goalhang the whole game? The reason I can't is the offsides rule. Am I fighting the rule makers of FIFA or the NHL? No, I am playing a balanced game that gives people a sporting chance to win. If we let any strategy go, we start getting cheap no-skill tactics like that. <br />
<br />
I actually don't like Anti-Personnel mines either, and think they're pretty cheap too. I'd love to remove them from the game, or make them give more feedback so people have a better chance of not dying to them. But the difference is vehicles have a large cooldown and resource cost. If you mine a pad, they essentially waste resources, where you can just respawn as a player. And people can't learn to play vehicles in combat if they never get a chance to spawn.<br />
<br />
If for a moment I agreed we should take stealth away from the infiltrator, the community would go berserk. People are invested in the game, and we can't just take a primary feature away from a class. Not to mention at the range they do most of their killing, the stealth wouldn't have a huge effect anyway.<br />
<br />
The sunderer jammer is a neat idea, but it's not something we need right now. There are more pressing issues.]]></content:encoded>
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			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958192#958192</link>
			<pubDate>Tue, 03 Jun 2014 22:10:35 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Figment)---
I got some questions:

1. Once a continent reopens, you'll find 100% in the hands of the enemy. If you take one base, that's likely to be lost again shortly after.

What treshold(s) or condition(s) needs to be reached before it can be locked again by the empire that locked it before?
   *  i.e. Is it unconditionally reopened for a certain period of time allowing an invasion to gain momentum?
   *  Does it require being pushed back to such an degree, you lose "dominance" over the continent?
2.  Is a lock immediate after the last base is captured?
   *  Or do you need to hold all warpgate borders for a certain period of time and can this lock be broken or prevented by a well timed counter-attack?
3.  Will players be rewarded with (temporary) extra exp or resources for succesful invasions or last stand defense to seduce them to fight till the end?



Asking, because you might discourage fighting at certain points where players give up.
---End Quote---
Disclaimer: All of this is subject to change.

When a continent lock is broken, the continent has it’s warpgates configuration incremented to the next and default territory split is set for all 3 empires, and spawning is reenabled.

Thresholds are set by designers. It will trigger an alert. When the alert is won by the conquering faction, the continent is locked. 

Last stands will be subject to alert XP like normal.]]></description>
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					Originally Posted by <strong>Figment</strong>
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			<div>I got some questions:<br />
<ol style="list-style-type: decimal"><li>Once a continent reopens, you'll find 100% in the hands of the enemy. If you take one base, that's likely to be lost again shortly after.<br />
<br />
What treshold(s) or condition(s) needs to be reached before it can be locked again by the empire that locked it before?<ul><li> i.e. Is it unconditionally reopened for a certain period of time allowing an invasion to gain momentum?</li>
<li> Does it require being pushed back to such an degree, you lose &quot;dominance&quot; over the continent?</li>
</ul></li>
<li> Is a lock immediate after the last base is captured?<ul><li> Or do you need to hold all warpgate borders for a certain period of time and can this lock be broken or prevented by a well timed counter-attack?</li>
</ul></li>
<li> Will players be rewarded with (temporary) extra exp or resources for succesful invasions or last stand defense to seduce them to fight till the end?</li>
</ol><br />
<br />
Asking, because you might discourage fighting at certain points where players give up.</div>
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</div>Disclaimer: All of this is subject to change.<br />
<br />
When a continent lock is broken, the continent has it’s warpgates configuration incremented to the next and default territory split is set for all 3 empires, and spawning is reenabled.<br />
<br />
Thresholds are set by designers. It will trigger an alert. When the alert is won by the conquering faction, the continent is locked. <br />
<br />
Last stands will be subject to alert XP like normal.]]></content:encoded>
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			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958186#958186</link>
			<pubDate>Tue, 03 Jun 2014 21:08:20 GMT</pubDate>
			<description><![CDATA[Here's a tiny update on continent locking. Image: http://i.imgur.com/6o0M20J.png]]></description>
			<content:encoded><![CDATA[Here's a tiny update on continent locking. <img src="http://i.imgur.com/6o0M20J.png" border="0" alt="" />]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958174#958174</link>
			<pubDate>Tue, 03 Jun 2014 17:19:00 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by BlaxicanX)---
Any argument that has the phrase "real gamers" mentioned in it is not an argument worth considering.
---End Quote---
I agree completely. So much so I made a flow chart.

Do you play video games? -> Yes -> You are a real gamer. 


---Quote (Originally by Rivenshield)---
I am also going to point out once again that PS2 still has no user's guide. That is just pure fucking insanity. You want to know why new users drop out at appalling rates? That's why.
---End Quote---
While it would be great to have a user's guide, most new players would never look at it. 


---Quote (Originally by Illtempered)---
Of course we need to get new players into the game.  Let's do that by making an amazing game that retains its veteran population with it's incredibly fun game-play.  Build it and the nubs will come.  Stop pandering to their every whim.
---End Quote---
Every veteran started as a noob. And if veterans mop the floor with noobs, why would they stay?]]></description>
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					Originally Posted by <strong>BlaxicanX</strong>
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			<div>Any argument that has the phrase &quot;real gamers&quot; mentioned in it is not an argument worth considering.</div>
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</div>I agree completely. So much so I made a flow chart.<br />
<br />
Do you play video games? -&gt; Yes -&gt; You are a real gamer. <br />
<br />
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					Originally Posted by <strong>Rivenshield</strong>
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			<div>I am also going to point out once again that PS2 still has no user's guide. That is just pure fucking insanity. You want to know why new users drop out at appalling rates? That's why.</div>
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</div>While it would be great to have a user's guide, most new players would never look at it. <br />
<br />
<div style="margin:20px; margin-top:5px; ">
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					Originally Posted by <strong>Illtempered</strong>
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			<div>Of course we need to get new players into the game.  Let's do that by making an amazing game that retains its veteran population with it's incredibly fun game-play.  Build it and the nubs will come.  Stop pandering to their every whim.</div>
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</div>Every veteran started as a noob. And if veterans mop the floor with noobs, why would they stay?]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958146#958146</link>
			<pubDate>Mon, 02 Jun 2014 05:14:16 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Mordelicius)---
I don't recall using the term holding hands, nor it's in that spirit lol. 

Think of another game, say, basketball. A referee would draw random circles on the ground where offense can't step on. After watching the offense dance around like clown just to get off a shot, the ball changes hands and now it's the other team to do it on the other side.
---End Quote---
Hockey for the longest time had something like this. It was called the goalie's crease. An opposing player wasn't allowed to score while in the crease. It made it so the goalie had a buffer zone of not being interfered with. The No Deploy Zone is also similar to a modern offsides. It prevents you from goal hanging, which is similar to placing a sunderer directly on the capture point. 


---Quote (Originally by Mordelicius)---
I think it is exaggerated how these mines affect newbie experience. Most of the vehicle pads are located about 5 feet from the console. I assume most players have use of at least one eye.  And it's no different that laying AI mines on stairs or doorways.

Instead newbies are leaving because of gameplay imbalances:
---End Quote---
Exaggerated or not, it adds very little to the game vs the amount of cheap and cheese for players who like to mine the pads. A variety of cheese is still cheese. 

The reason most noobs left was because of performance until OMFG. After that, it's usually one of these: not being able to find a fight, or dying a lot. Some players have no idea how they're dying and the feedback the game gave was very sparse and difficult to understand. That's one of the reasons we added the killcam. Personally, I wanted to go further with the killcam, but what we have is still pretty good. 


---Quote (Originally by Mordelicius)---
Finally, I reiterate that this is a philosophic battle whether the Devs should jump in or keep their hands off gameplay and leave player interactions to just the players.
---End Quote---
There's no "we keep hands off gameplay." Everything we do has some hands on or design direction. For the best games out there, it's really hard to notice the designer's hand in the game, because it all flows so smoothly. There are some rough edges where you can see the designer's hand, but I don't agree with your solutions to fix that roughness.]]></description>
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					Originally Posted by <strong>Mordelicius</strong>
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			<div>I don't recall using the term holding hands, nor it's in that spirit lol. <br />
<br />
<font color="DarkOrange">Think of another game, say, basketball</font>. A referee would draw random circles on the ground where offense can't step on. After watching the offense dance around like clown just to get off a shot, the ball changes hands and now it's the other team to do it on the other side.</div>
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</div>Hockey for the longest time had something like this. It was called the goalie's crease. An opposing player wasn't allowed to score while in the crease. It made it so the goalie had a buffer zone of not being interfered with. The No Deploy Zone is also similar to a modern offsides. It prevents you from goal hanging, which is similar to placing a sunderer directly on the capture point. <br />
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					Originally Posted by <strong>Mordelicius</strong>
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			<div>I think it is exaggerated how these mines affect newbie experience. Most of the vehicle pads are located about 5 feet from the console. I assume most players have use of at least one eye.  And it's no different that laying AI mines on stairs or doorways.<br />
<br />
Instead newbies are leaving because of gameplay imbalances: </div>
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</div>Exaggerated or not, it adds very little to the game vs the amount of cheap and cheese for players who like to mine the pads. A variety of cheese is still cheese. <br />
<br />
The reason most noobs left was because of performance until OMFG. After that, it's usually one of these: not being able to find a fight, or dying a lot. Some players have no idea how they're dying and the feedback the game gave was very sparse and difficult to understand. That's one of the reasons we added the killcam. Personally, I wanted to go further with the killcam, but what we have is still pretty good. <br />
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					Originally Posted by <strong>Mordelicius</strong>
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			<div>Finally, I reiterate that this is a philosophic battle whether the Devs should jump in or keep their hands off gameplay and leave player interactions to just the players.</div>
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</div>There's no &quot;we keep hands off gameplay.&quot; Everything we do has some hands on or design direction. For the best games out there, it's really hard to notice the designer's hand in the game, because it all flows so smoothly. There are some rough edges where you can see the designer's hand, but I don't agree with your solutions to fix that roughness.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958127#958127</link>
			<pubDate>Sun, 01 Jun 2014 02:00:12 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Mordelicius)---
All this does is make pvp stale. A player blowing up in vehicle pad is that player's fault because the pad wasn't checked for mines. In a middle of a fierce, contested Tech Plant fight, mines on the vehicle pads can mean a loss or a victory.
---End Quote---
Personally I disagree with a lot of your post, but this was the biggest one I disagreed with. There are lots of new players playing Planetside each day, and are learning how to play. The game is already really hard to learn, and having a new player blow up on a vehicle pad is a quick way to getting them to uninstall. Without new players, the game dies.

Call it hand holding or what have you, being able to place mines on the vehicle pad is one of the cheapest things you could do and added very little to the game.]]></description>
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					Originally Posted by <strong>Mordelicius</strong>
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			<div>All this does is make pvp stale. A player blowing up in vehicle pad is that player's fault because the pad wasn't checked for mines. In a middle of a fierce, contested Tech Plant fight, mines on the vehicle pads can mean a loss or a victory. </div>
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</div>Personally I disagree with a lot of your post, but this was the biggest one I disagreed with. There are lots of new players playing Planetside each day, and are learning how to play. The game is already really hard to learn, and having a new player blow up on a vehicle pad is a quick way to getting them to uninstall. Without new players, the game dies.<br />
<br />
Call it hand holding or what have you, being able to place mines on the vehicle pad is one of the cheapest things you could do and added very little to the game.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title>Cont Lock finally?</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=958099#958099</link>
			<pubDate>Fri, 30 May 2014 22:15:15 GMT</pubDate>
			<description>---Quote (Originally by Azzzz)---
Whats interesting about No Deploy Zones is...not one person asked for them yet they implemented it anyways.
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It would be severely limiting if we only implemented things that people asked for. Personally I think No Deploy Zones were a positive change.</description>
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					Originally Posted by <strong>Azzzz</strong>
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			<div>Whats interesting about No Deploy Zones is...not one person asked for them yet they implemented it anyways.</div>
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</div>It would be severely limiting if we only implemented things that people asked for. Personally I think No Deploy Zones were a positive change.]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Muldoon</dc:creator>
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			<title><![CDATA[So apparently "Twist" is looking into things?]]></title>
			<link>https://www.planetside-universe.com/showthread.php?postid=957802#957802</link>
			<pubDate>Mon, 19 May 2014 15:37:00 GMT</pubDate>
			<description><![CDATA[For the record, SOE_Twist is the CTO of SOE. It's about as official as it gets. :D]]></description>
			<content:encoded><![CDATA[For the record, SOE_Twist is the CTO of SOE. It's about as official as it gets. :D]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=2">PlanetSide 1 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title>Smed tweets about 64 bit</title>
			<link>https://www.planetside-universe.com/showthread.php?postid=954275#954275</link>
			<pubDate>Sat, 01 Feb 2014 02:40:39 GMT</pubDate>
			<description>---Quote (Originally by Calista)---
Sounds like you need to get to work on that firstborn :lol:
---End Quote---
He may cut you some slack, since you have chosen the correct faction (NC, of course).</description>
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					Originally Posted by <strong>Calista</strong>
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			<div>Sounds like you need to get to work on that firstborn :lol:</div>
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</div>He may cut you some slack, since you have chosen the correct faction (NC, of course).]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>CyclesMcHurtz</dc:creator>
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			<title><![CDATA[ReachCast Community Question #70 - "If you were John Smedley and you were making..."]]></title>
			<link>https://www.planetside-universe.com/showthread.php?postid=954007#954007</link>
			<pubDate>Mon, 27 Jan 2014 08:35:59 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by Deringer)---
This week's ReachCast Community question is ...

“If you were John Smedley and you were making a top 3 list of items your Dev Team needed done ASAP what would they be?”

As always, respond here or e-mail us at ReachCastShow@gmail.com or call us at (415)787-3224!
---End Quote---
Love this week's question! Can't wait to hear the call ins. :D]]></description>
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					Originally Posted by <strong>Deringer</strong>
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			<div>This week's ReachCast Community question is ...<br />
<br />
“If you were John Smedley and you were making a top 3 list of items your Dev Team needed done ASAP what would they be?”<br />
<br />
As always, respond here or e-mail us at <a href="mailto:ReachCastShow@gmail.com">ReachCastShow@gmail.com</a> or call us at (415)787-3224!</div>
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</div>Love this week's question! Can't wait to hear the call ins. :D]]></content:encoded>
			<category domain="https://www.planetside-universe.com/forumdisplay.php?f=65">PlanetSide 2 Discussion</category>
			<dc:creator>Luperza</dc:creator>
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