Reminder of event ESO Four Man VR Dungeon Runs on 2014-09-02 08:30:00 pm
If you are looking to run VR dungeons this is the event for you. Depending on turn out we will run as many groups as necessary. Members that sign up for th...
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Greeting Citizens

We have been working around the clock to have Arena Commander V0.9 ready for our backers. As of tonight, there are several remaining bugs that we feel would not provide the best possible Arena Commander experience and which would ultimately be detrimental to our process of community testing/feedback. We had hoped to have these ironed out and ready to go today (and in time for PAX Prime and Dragon*Con!) but have made the tough decision not to release until it meets the standards you’ve come to expect.

With version 0.9 we’ve added the Murray Cup Racing map and game mode, the Vanduul Swarm Coop game mode, and the now-flyable M50 and 350R. The patch also includes our first implementation of private matches and the option to select multiple control schemes (more control customization will arrive in another patch shortly after this one.) These features in particular have required that we concurrently add a number of new features to our nascent backend infrastructure to support their introduction. By introducing features we have not rolled out before, we are seeing new bugs with our backend for the first time as well. These issues include problems like being unable to join a private match, frequent issues connecting to servers with the new game modes and map, and some new gameplay crashes.

These are all major issues we want (and expect) to resolve shortly. The most major "blocker” bug, as discussed in the Gamescom presentation, is the introduction of the new Leaderboard system to this build. The leaderboards are going to be for all modes in Arena Commander, including the recently added Vanduul Swarm Co-Op and Murray Cup Racing (racing without placement scores isn’t much fun!) From a technical standpoint, Leaderboards are a big deal. They’re the first time the game will be consistently passing significant amounts of data between the client (what you download and play) and the platform (the web side of things.)

Even if you aren’t looking forward to comparing scores with friends, getting the back end of Star Citizen to talk to the backend of the Star Citizen website is a huge deal. What we’re hooking up today is also going to allow features like the Galactapedia, Interactive Star Map and the Star Citizen mobile app to communicate with the game. Our goal with Star Citizen is to build a universe with a highly connected community at its core and Leaderboards, along with the stat tracking and backend infrastructure that allow for leaderboards, are a significant step in building that experience. Allowing backers to get the first taste of a larger persistence in the ‘Verse is something we feel is very important.

We know that it is disappointing that we’re not quite ready to share our progress with the community, but today’s build is just not yet to a state where it achieves our vision. We will be working around the globe through the holiday weekend to deliver on the promise of V0.9. And for those interested in the process, we will be providing continued updates in the coming week on the status of the release. The entire Star Citizen team will be working as hard as possible to make sure you’re racing ships and taking on the Vanduul together soon!

A new NS vehicle is now available at standard aircraft terminals, the Valkyrie!

The Valkyrie is a six person aircraft used for close air support and transportation. It is crewed by a pilot and a forward gunner with room for four additional rumble seat passengers. These passengers sit in open seats on the side of the Valkyrie which allows them to use their personal equipment while in flight.

New Ribbons and Medals
  • Mentorship Ribbon - Awarded to players in a squad who are above BR 20. Awarded by being within 50m of a squadmate who is at or under BR 20 for every 200 squad bonus XP that squadmate earns.
  • Drill Sergeant Ribbon - Award

PS2 - Server Smash announced!

Azerin a posted Aug 20, 14  -  Planetside
G'day everyone, I come with news!

The next two Server Smashes have been anounced.
The crown jewel of PS2's very first smash will be against Connery, in a 288 vs 288 fight spread out across Amerish. This will be going down on September 6th at 22UTC (which I believe is 6pm EST, correct me if I'm wrong). We'll be getting more details as we can, so until then, sign up in the Server Smash thread and keep a close eye on it!

After our own smash, Briggs will be taking a crack at Connery as well in a 144 vs 144 on Hossin. Interesting choice of continent, what with the drop bears, snakes, spiders, dingos and dozen other nasty critters that are sure to be released there, but we'll see.
phuquall they better let us go for the ascent
Binary wew!

Citizens, Racing Teaser

Apocalypse a posted Aug 15, 14  -  Star Citizen
Racing is coming to Star Citizen! The Murray Cup is the big leagues of racing in the ‘Verse and now is your chance to get your name written in the book of racing legends. Racing will be available in v 0.9 and then you can start building your reputation. You have a long way to go before your name can be said in the same breath as the first Murray Cup winner Ian Rikkord but even the greats have to start somewhere. Get ready to tune, test, and race!

Hey guys!

It's been a while since I've done one of these, so I apologize for that.

Planetside 2 saw some pretty interesting changes for the July update. We've got Directives (an achievement system with unique rewards), the first stage of the Resource Revamp (with no more vehicle timers), new Continent Locking Alerts, and a new "Quick Spawn" system in place now. Many people saw a sort of change in the game's meta after this update, responding to it on reddit and the official forums. As a result, these things are still being improved upon this month, so look for changes in any future hotfixes and give feedback on your forum of choice.

In addition, this month we will be getting another exciting update. The Valkyrie, a 4-passenger small air vehicle similar to an ESF, will be the second vehicle to be added to Planetside 2 since launch. Intended to be a passenger transport vehicle that provides close air support or quick drop-offs, it holds one pilot, one forward facing gunner, and two exposed rumble seats. The Valkyrie boasts a unique flight model that closely resembles a helicopter, making heavy use of vertical thrusters and staying in a constant hover mode.

The current iteration of the Valkyrie is available on the Planetside Test Server, which you can download here. It will stay on the PTS for the duration of the month, so that players can give their feedback and adjustments can be made accordingly. I encourage you all to hop onto Test whenever you have the spare time and mess around with the Valkyrie. You can post critiques on either of the aforementioned forums and report bugs in-game (on Test) by typing "/bug" in the chat.
The Angry Pacifist We ask for a fighter, and they gave us another drop ship. :/
Dewindae It's the second vehicle to be released since launch. The Harrasser was the first. ;)
Apocalypse a That's cool.. BTW I added the planetside tag to your news post.. If you add those you can sort the news by category.. ...

Greetings Citizens,

As promised, Arena Commander is expanding! Now that multiplayer is available to all backers, we are beginning to roll out additional game modes. This process begins today with the launch of Capture the Core!

Patterned after classic ‘Capture the Flag’ games but with the additional challenge of operating in three dimensional space, Capture the Core is a team based game mode that rewards points to players for capturing ‘cores’ from the opposite side of the map. Players must capture the cores and then transport them to the other side of the map to add to their energy stockpile.

In order to capture a core, your team’s core must not be currently taken. You can steal the enemy’s Core by flying through it, either at their base or out in space if it has been dropped by a teammate. If a player carrying a Core is killed, the Core will remain at the location of his death for 30 seconds or until it is either returned by an ally or stolen by an enemy.

The game ends after one team has scored 5 captures, or 20 minutes have elapsed. Kills do not progress your team to victory directly, and spending your time trying to shoot down enemy pilots exclusively will be detrimental to your team! Points are awarded for picking up the enemy Core, Capturing a Core, returning your stolen Core or killing an enemy carrying your Core.

This mode is very objective based, and players will do best to focus on protecting their core, escorting their-core carriers, and taking down anyone who has stolen their core. When choosing a ship, it is not only toughness one should keep in mind, but a ship’s respective speed. Different ships can serve different roles.

Capture the core is available to all Arena Commander-eligible backers now. Please give it a try and let us know if you run into any issues; your feedback is essential to improving every aspect of Arena Commander.

Known Issues:

  • Sometimes when the player is spawned / re-spawned, the markers / icons used to denote the team rings and cores will disappear from the HUD.
  • If a player joins the game after a core has been removed from a ring and looks at the ring, the ring will still have the lightning effect displayed. If the core is returned to the ring, it will then begin to function normally.
  • In rare cases the particle manager will not cull old particles, which will lead to your PC slowing down over time. To fix the issue you will need to quit back to the lobby and re-enter.

Hello all!

Short meeting tonight....

Only Business covered was wavier for a PS2 Player.

Meeting Adjourned @ 10:10

Currently Streaming Live Streamers

we should go pvp soon
True as long as you're not zombie food you're ok in that game.
Don't hate, it's better than getting eaten :p
I got to see El Tanko and Nav's forts in 7D2D...Our hole in the ground sucks :d
Moo :)
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