Online shooters are ten a penny, but online shooters on the scale of Planetside? They are a rarer breed, and with good reason. The demands of creating a world that can both support huge numbers of players at once and match the latest first-person shooters in the visual department are enormous, but Sony Online Entertainment believe their new Forgelight engine, specifically designed for massively multiplayer FPS action, is up to the task of powering Planetside 2.
“It’s only recently that we’ve had the technology that allowed the dream of where we need to bring Planetside in the future,” says SOE Creative Director Matt Digby, and it’s been the tech that has held back the sequel to the cult PC game for so long, with SOe having been desperate to do another Planetside. Higby believes Forgelight is not only a match for any modern shooter engine, but that its utilisation of Nvidia’s Physx system is crucial.
“We’re talking 2011 AAA graphics quality… We wanted to allow the AAA visual effects and physics that you see in today’s AAA FPSes – in an massively multplayer game,” Higby told Rock, Paper, Shotgun, and confirmed that, despite the visuals and world physics, the Planetside experience will still see thousands of players fighting it out across the same battlefields: “we’re only limited by how many can physically fit into a small area.”
No word still on a release date, but it will be PC only, and I cannot wait.
Have to wait till I'm home for the video, but screenshot's look 'OK'. Nothing spectacular though.
Notice the use of Physx in the article below. Hmm.. is this just code being run, or something that requires an Nvidia card?
A graphics update to the original & a relaunch would do me just fine. Well, aside from the mechs
There’s also a new skill certification tree. “It uses an offline time-based learning method – if you’re familiar with Eve Online, how they unlock skills, it’s similar to that.” Each skill is locked to a battle-rank though – a player can’t progress past a certain point unless they actually play. “It allows players with not much time to game to keep up with friends who have nothing but free time, and it allows us to have bonuses for players who are actively playing.”
The skills tree is extensive, to say the least – Higby mentions thousands of skills. “Every vehicle will have its own skill tree, every weapon will have its own skill tree. You’ll be able to completely customise your soldier to the exact playstyle you want”. Squad leaders will retain their separate advancement tree, allowing them to command larger groups, whilst outfits will both be able to specialise further and customise their appearance. Higby envisages a purpose-built outfit for air cavalry with customised reapers and bonuses to air combat, or armour outfits so that “if you see these guys coming over a hill in customised prowlers, you’ll know who they are.”
The problem I see with a time based skill system is that in EVE you can continue to train offline and never play, but if you don't play you won't have money to do anything, so basicaly the hardcore gamers still get something out of just grinding away as money is used for everything. In planetside 1 everything was free, there was no currency, so by the sounds of it they are putting in specific limits that you have to reach by playing to allow further skill progrssion. The problem with this is that hardcore gamers don't gain anything from it, they may unlock the battle ranks allowing further progression but the time based skill stuff will be heavily slowing them down, and won't gain anything beyond a casual player who plays just enough to keep his battle-rank and skills in pace with eachother.
It could be a good system, but there is just too little info on it currently, and with any luck it wont have the downsides I mentioned.
I just logged on for free.
Sweet.Get yourselves online.