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Généralités
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Q: Qu'est-ce que Planetside 2?
R: Planetside 2 est un MMOFPS. C'est à dire un FPS massif, non instancié à univers persistant et avec un système de progression des personnages. Il est tri-faction et possède un gestion des véhicules. La principale différence avec un MMORPG est le rythme des combats, l'absence de pve et le système de performance en jeux principalement dictée par le "skill" (et pas le niveau ou l'équipement).
Source
PlanetSide 2 is a Massively Multiplayer first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Battles take place not between dozens of troops, but thousands; with air and ground vehicles slugging it out alongside squads of troops. Whether in open fields, tightly-packed urban centers or enormous structures, winning requires strategic teamwork and a quick trigger finger. [...]
PlanetSide 2 is an MMO FPS set in an online persistent world where the war wages non-stop and the balance of power shifts with every base and territory captured and lost.
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Q: Quand est-ce que sort Planetside 2
R: Il n'y a pas de date officielle. SOE viserait la fin de l'année 2012.
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Q: Est ce que PlanetSide 2 sera f2p
R: Oui bien que ne connaisse pas exactement sous quelle forme (semblable à LOL à priori).
Source
The game will be F2P. What form will it be? We're still working that out. But here's a hint - we like League of Legends a lot.
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Q: Quelle configuration matérielle faut-il pour faire tourner PS2?
R: La config minimale visée est un PC typique d'il y a 4 ou 5 ans.
Source
we're gunning for 4-5 year old machines as our low end.”
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Q: Comment se déroulera la Beta?
R: Peu d'information à part que les joueurs de PS1 auront un accès privilégié.
Source
We will ensure that PlanetSide players will be among the first in.
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Q: Les joueurs de Planetside 1 benéficieront-ils d'autres "goodies"?
R: Oui.
Source
We'll be taking good care of Planetside players who join us in Planetside 2.
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Q: Y aura-t-il un "cash shop" dans planetside 2 comme c'est beaucoup la mode en ce moment?
R: Oui (Sic...)
Source
There will be a cash shop for the game however the goal is not to sell power. For example we would sell things like customization because we would like there to be a massive amount of ways to customize your characters. So people could recognize you or your outfit out of a group. We will not sell a more powerful gun or vehicle.
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Background
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Q: Les trois factions du premier opus seront-elles présentes dans PS2?
R: Oui
Source
Terran Republic - An authoritarian government that leverages military might to maintain strict control over the colonial citizens. The Terran Republic is obsessed with the preservation of law and order and are thus seen by some to be an oppressive and dictatorial force, but many view the TR as the only hope for lasting security on Auraxis.
New Conglomerate - Rebels, freedom fighters or terrorists? The New Conglomerate operates as a loosely organized band of dissidents, vehemently opposed to the stranglehold that the Terran Republic has on Auraxis. Led by an unusual quorum of outcasts, industry titans, pirates and former military leaders, the New Conglomerate is unwavering and prepared to achieve their goals by any means necessary.
Vanu Sovereignty - Vanu has taught that only through technology can humanity evolve it's next state of existence. The Vanu Sovereignty is extremely advanced, employing powerful alien technology on the battlefield. Their singular purpose is to uncover the secrets hidden away in ancient artifacts scattered over the surface of Auraxis and they will annihilate anyone who interferes.
Personnages et système de progression
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Q: Pourra-t-on changer de faction sur un même serveur?
R: Pas pour l'instant
Source
The current plan is to lock you to one empire per server. This isn't something that we're going to be dogmatic about, if we find compelling reasons to open it up we will.
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Q: Comment se présente le système de progression?
R: C'est un système de progression semi-offline du type "EVE Online".
Source
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.”
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Q: Comment se passerons les recertifications??
R: Pas besoin puisque les certifications ne sont pas limitées en nombre sur un personnage mais simplement au chargement d'une "configuration".
Source
You're never stuck, capped or locked in to anything with the PS2 cert system. Recerting isn't necessary because there's no restrictions on how many certs you can have trained at a time, just how many you can take advantage of on any given loadout.
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Q: Mais à quoi servent les BR alors (niveaux)?
R: à ouvrir l'accès à de nouvelles branches de certifications.
Source
Battlerank is character based, unless you never actually participate in combat you'll be BR 20 (our current max, not necessarily our final max) long, long before you max out a skill tree. Once you're BR 20 the entire skill tree will be open to you.
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Q: Mais du coup les jeunes joueurs seront plus pénalisés par rapport aux anciens contrairement à PS1?
R: il y aura en effet au maximum 20% de différence de perfomance possible entre un jeune joueur et un ancien.
Source
Our system does a lot of the same things, but we've got a lot more stuff to unlock and the depth lets us have some power growth (~20% total potential power growth from a 5 minute player to a 5 year player is our goal) and long term reach goals for players.
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Q: Pourra-ton gérer ses skills en offline?
R: Oui, on pourra même les gérer sur des applications mobiles
Source
Smedley said there will definitely be mobile apps to manage offline skills. Nearly every single piece of gameplay data will be available, and SOE Wants players to make apps.
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Q: Y aura-t-il un système de progression de commandement comme dans Planetside?
R: Oui et Non. Le commandement sera une voie de progression comme une autre, à équilibrer en fonction du rôle que l'on veut jouer.
Source
t's not based on CR like in Planetside. There are a couple paths to being a commander. One is through the cert tree, there will be several leadership related skill trees that you can progress through - progressing these means sacrificing progressing in other, more direct combat orientated roles, so those players who want to be commanders will have to be dedicated.
You'll also be able to access some of this stuff through the outfits system
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Gameplay
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Q: Y a-t-il des classes dans Planetside 2?
R: Pas à proprement parler des classes, mais plutôt des rôles. chaque personnage peu endosser tous les rôles mais pas tous à la fois. Ces rôles (soutient, heavy assault, engineering, infiltration, commandement etc...) sont tous accessibles mais pas simultanément sur un même personnage. Les aspects extérieurs des différents rôles seront facilement identifiables.
Source 1
Players will be able to unlock diverse combat roles by advancing through the deep skill trees, including several classic roles from PlanetSide. As players unlock new roles, they can switch between them at will.
Source 2
The classes are designed to give a specific combat role to soldiers on the battlefield. This helps a few things: 1) makes enemies immediately recognizable, you see someone and you'll know what sort of bad things they'll be able to do to you 2) helps players understand their purpose a bit better. We'll have familiar classes like Medics, Engineers, Heavy Assault, Infiltrators, and MAXs. Each of these will have significant room to specialize and tailor to your playstyle
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Q: Les récompenses liées au "kill" (comme l'xp) seront elles attribuées à la personne qui acheve le joueur comme dans PS1?
R: non, il y aura un système de repartition
Source
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Q: Dans PS1, ou que l'on tirait sur le personnage (tête ou pied) les dommages étaient les mêmes. Cela va changer dans PS2?
R: Oui. Le système permet de moduler els dommages selon la zone ou on tire. MAis ça ne sera pas identique pour toute les armes. Par exemple il pourrait (pas encore fixé) avoir 200% de bonus de dommage à la tête avec un fusil de snipper (permetant de tuer en un coup), mais 0% de bonus selon la zone à la chaingun (notez au passage qu'il y aura toujours de la chaingun!), pour faire en sorte que les dommages avec ce type d'arme ne dépende pas de l'endroit ou vous tirez.
Source
The system allows us to have different damage bonuses for each weapon. This way we can make it so that sniper rifles give a 200% bonus making them OSOK on headshots and chainguns get a 0% bonus making it make no difference. Other guns like pistols or assault rifles might be somewhere in between based on how rewarding we feel precision should be with each of those weapons/weapon types. Vehicle weapons will likely have a 0% bonus.
Exact balance for this is not final, but that's the general idea that we're going with and we'll tweak as necessary.
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Q: Va-t-on enfin avoir un AA décent sur les grunts?
R: oui
Source
Yes, our goal is to have fully balanced Air-to-Ground, Ground-to-Air and Air-to-Air gameplay, that includes viable infantry anti-air.
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Q: Peut-on avoir un exemple du système de spécialisation d'outfit?
R: Si par exemple votre Outfit NC se spécialise en vanguard, cela vous donnera la possibilité de deployer au sol un vanguard pour le rendre plus efficace (à la Starcraft).
Source
Your heavy armor focused outfit can unlock the ability to use seige mode on your vanguards, now you can setup outside a base, deploy your tanks and while suffering a firing rate penalty you can attack over a greater distance with aoe bombardments. This is ability would be completely unique to NC outfits that have specialized in heavy armor.
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Q: Il y aura-t'il encore de la gestion d'inventaire?
R: non, seulement des configs de compétences
Source
Inventory won't exist in the same way as it did in PS1. There will still be loadouts, but you won't have to manage inventory space to trade-off ammo for medkits, etc.
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Q: A quoi donnera accès le système de commandement?
R: On ne connait pas les détails mais un exemple serait la possibilité de créer des missions propres à un empire, qui motiveraient les joueurs à aller à tel ou tel endroit (ce sytème de mission étant également alimenté par le jeux lui-même).
Source
here’s a new mission system which automatically generates missions to focus players and balance populations, as well as allowing veteran players to insert their own missions. This allows players to specify in some detail what troops they need, for example a mission requiring engineers to set up minefields or repair turrets at a base. The default missions, when no player-created mission is available, focus players on nearby territory that can be conquered, or needs defending.
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Q: Zero PvE donc comme dans PS1?
R: A priori oui sauf quelques events du type: toutes les factions contre les aliens. Ceci sera implémenté plus tard dans le jeux.
Source
Smedley hinted that PvE content could be added post-launch, although it will "never be EverQuest-style gameplay." As a hypothetical example, he asked the audience to imagine an alien threat that all three empires must face.
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Véhicules
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Q: Y aura-t-il des BFR (Mechas) dans Planetside 2?
R: Non (Ouf ! )
Source
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Q: Pourra-t-on prendre le contrôle de véhicules ennemis?
R: Non ca ça serait trop gourmand en textures (un jeux de textures par véhicule et par empire).
Source
Couple reasons, the one you mention is one, another is because we really want to push the empires to be very different in PS2, and getting ahold of enemy weapons and vehicles makes it a lot more of a balance nightmare.
Keep in mind that from a technical perspective, having to make VS and TR specific texture variants for an NC vanguard is as expensive to our texture budget as having two unique vehicles too (assuming we'd want to do it right, with a full skin not just a decal swap, which we would). Our texture budget is already stretched with all the unique armor, vehicles, weapons etc. I can't think of any other AAA fps game that would have anything close to our texture requirements.
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Moteur Graphique
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Q: Quel sera le moteur graphique de PS2?
R: Un moteur maison de dernière génération.
Source
They’ve built a new homegrown engine called Forgelight designed specifically for online MMOFPSes, critically incorporating Nvidia’s Physx.
“We’re talking 2011 AAA graphics quality"
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Q: Y aura-t-il une gestion jour/nuit/météo ?
R: Oui, et il vont essayer de faire en sorte que les événements météo ne soit pas facultatifs.
Source
the engine supports day/night cycle really, really well. We definitely want to take advantage of that.
We've got a really cool weather system design, I'm hoping we can squeeze it in for launch. Gameplay affecting things like volumetric fog/clouds shouldn't be able to be toggled.
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Q: Le moteur graphique aura-t-il une gestion plus réaliste pour la manœuvre des véhicules ?
R: Oui.
Source
The flight mechanics are a lot more realistic than the flying camera PS1 vehicles. We're using PhysX for all our vehicles.
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Divers
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Q: Est-il vrai que Planetside 2 (innitialement Planetside Next) était prédestinné à être une simple refonte graphique de PS1 avec une ouverture au f2p ?
R: Eeeeeeeeeeet Oui.
Source
SOE president John Smedley revealed at the Planetside 2 community panel at Fan Faire, being held this weekend in Las Vegas, that the game announced as Planetside 2 this weekend started off as just a graphical update and a shift to a free-to-play business model for the original game.
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Q: Fael, il pue des fesses ton Wiki. Fais péter les bons liens pour aller nous même chercher les infos miam miam!
R: Ok ok...
Un bon point de départ pour aller chercher de l'info
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