10/25/22 2:24 PM
End of the Road...map
Despite keeping pretty good pace with our initial ambitions toward the start of the year, the development of the 1v1 version of Outfit Wars took longer than anticipated, putting us on the back foot for subsequent releases. After taking most of September to get realigned and generally slow down, a lot of what was originally intentioned for the last leg of the year has at this point been put on the backburner. Don't despair though, because we've still got a lot of important updates and fun stuff in the works for November. Before we get into that though, Outfit Wars.
The number of upcoming redacted is, unfortunately, also redacted.
Outfit Wars
With the first Nexus season of Outfit Wars now officially behind us, it's safe to say that this event was a mixed success. A solid format that creates a clearer competitive venue, those who have played on Nexus seem to really enjoy it, and the casting of each event by community members was top notch. On the flip side of that, the first three weeks were marred by issues with hitching, team sorting, and UI readability problems; the map has at least a couple areas that can use some cleanup; and there are some functionality improvements we can make for squads and platoons getting organized in the zone, among other issues. That said, based on the number of participants and the quality of teams making their way to the top, it seems like we have a solid foundation to build upon for future wars.
Congratulations to the winners of this first 1v1 season!
Connery:
- Gold: Recursion
- Silver: IRON FORGED ALLIANCE
- Bronze: Un1ty
Emerald:
- Gold: GOBLIN JUMPERS
- Silver: Recursion
- Bronze: Vanu Sovereign Katz
Miller:
- Gold: 1e Regiment des Para Commandos
- Silver: Los Piratos
- Bronze: Dignity of War Tactical
Cobalt:
- Gold: Big Men
- Silver: Hydra
- Bronze: CHRISTIAN DIOR
SolTech:
- Gold: Onslaught Union
- Silver: The Last Ravens
- Bronze: WECN
Shining, Shimmering, Splendid
A big part of what's coming in November pertains to improving the visual feel of the game. We're not trying to reinvent the look, and even to call it an overhaul would be reaching a bit beyond our targets, but we are pushing the art style forward. The intention here is to drop a fresh coat of paint on the existing game, which is possible thanks to some new tech, revisions to existing art, and a lot of work behind the scenes. Standard disclaimer: What you'll see below is in almost all cases, a work in progress, as tuning, polish, and testing remains to be done.
Anti-Aliasing
When it comes to anti-aliasing (the smoothing of jagged edge visuals,) PlanetSide 2 has used "Edge AA," which is realistically about one step above not having any anti-aliasing at all. With the November update, we'll be adding options for TAA (temporal anti-aliasing) FXAA (fast approximate anti-aliasing) and a combination for TAA+FXAA.
An example of TAA+FXAA turned on, eliminating a lot of the jagged edges you'd typically see in Sanctuary.