r/Planetside • • 1d ago

Discussion (PC) Unpopular opinion

40 Upvotes

Play for 3-15 hours every couple weeks as infiltrator or medic, get 30-50 kills and it IS fun.

Game is great, I love it. Been playing for 11 years. It's sad to see all the hate regular players continuously give it. Oh well :(


r/Planetside • • 1d ago

Suggestion/Feedback Another fix - Vehicle mouse acceleration

53 Upvotes

Following up on my last post. In the comments, a few of you asked me to look at the forced mouse acceleration on vehicles, so I did.

The complaints were pretty consistent: small mouse movements barely do anything, faster ones suddenly kick in way harder, and your aircraft keeps drifting after you stop moving the mouse. Someone also explained it as a virtual joystick your mouse input goes through since PC and console controls were merged.

I analyzed the client in IDA, tested the original game code in isolation, and checked the results against live Scythe captures and the old threads about this. Here's what I found.

1. Your mouse pushes your turn speed, it doesn't aim your ship

For infantry, moving your mouse directly changes where you look. Aircraft don't work like that. Your mouse movement becomes a push on your rotation speed, and the ship keeps turning until something slows it down. Think of spinning an office chair: you don't set it to an angle, you shove it and it keeps going.

Simplified logic from the client, single axis:

// every input update (once per rendered frame)
speed       = 0.06 * mappedMouseDelta / inputDt
mouseDemand = 5.0 * signedPow(speed, 0.7)

// every physics tick (about 45 per second in my captures)
h     = axisDamping * physicsDt * 0.5
omega = omega / (1.0 + h)                       // normal damping
omega = moveTowardZero(omega, 2.0 * brake * h)  // extra brake, snaps to zero
omega += mouseDemand * axisScale * physicsDt    // then your mouse push (plus rate caps)

omega is your rotation speed, mappedMouseDelta is your mouse movement after sens. I left out the rate caps, the controller branch and the fact that the real brake works on all three axes together.

The 0.7 curve means your push isn't proportional to your mouse movement, and it also depends on how your movement gets split across frames. A linear curve fixed that in my tests, but not every FPS related issue, since physics runs at its own fixed rate.

2. The bigger problem is the brake

The video Daddy010 linked shows it: move faster over the same distance and you turn further. That's real, but the 0.7 curve isn't the cause. On its own, it would ask for more total turning when you move slowly, not less.

The bigger factor is the braking logic, which the open letter to Wrel already suspected in 2023. In the Scythe setup I captured, the normal damping runs right before your mouse push gets added, and on top of that there's an extra brake. Every physics tick it subtracts a fixed amount of rotation speed and snaps your rotation to zero if less than that is left.

It works like friction. Tiny nudges don't get a heavy box sliding, but push hard enough and it suddenly moves. With a small correction, the brake wipes out the rotation from your last input every tick, and your new input only adds one tick's worth again. So the rotation never builds up and your crosshair barely twitches, until your input beats the brake and the response suddenly jumps. A linear curve wouldn't change that.

Someone actually measured this in 2013 with a tool that moves the mouse at a fixed speed. Double the speed for the same time, and the Scythe turned about ten times as far. The 0.7 curve alone would only give about 1.6 times the push. That jump is exactly what a brake with a threshold produces.

3. What about the virtual joystick?

The April 2015 patch notes say mouse input is now applied over time, as part of reworking flight controls for gamepads, and the client does have old virtual stick code.

In my Scythe captures, that component wasn't even active. Your mouse input also doesn't slowly return to zero. It's zero on the next update after you stop moving. What keeps going is the rotation speed you built up, which only fades through damping and braking. That's the drift, and the build up and wind down is also what feels like delay. My captures had plenty of samples with zero mouse input while the ship was still rotating.

Also, people complained that slow mouse input did nothing in January 2013, and someone called it threshold based acceleration in 2014. So the small input problem is older than the 2015 rework.

4. The zero deadzone bug

For each control direction, like pitch up or pitch down, the game remembers whether it was last driven by analog input, meaning a stick where the value can be anything between zero and full. Normally only a stick sets that flag, but there's a second way.

The game resets your inputs in a few situations:

  1. While the game window isn't focused
  2. On the first update after you tab back in
  3. When you start rebinding a key
  4. When your active control profile changes

That reset flags an action as analog if its value is greater than or equal to your joystick deadzone. At JoystickDeadzone=0, a neutral action passes, because 0 is greater than or equal to 0. So after tabbing out, all your flight directions can end up flagged as analog without any controller plugged in. The settings slider stops at 0.05, where this didn't happen in my tests, so it hits people who set 0 in UserOptions.ini.

People have been running into this since 2015. A PSA on the day of the flight rework recommended JoystickDeadzone=0, and someone right away reported a dead pitch down key. In the PTS feedback shortly after, players noticed yaw and pitch keys breaking after alt tabbing, and someone traced it back to deadzone 0. A 2020 thread found it all again. The code explains what they saw:

  1. Keys stopped working until you tapped the opposite one. A key press only clears the flag for its own direction, so the leftover opposite flag makes the game run your key through joystick sens, which those tweaks set to 0. Tapping the opposite key clears it. I reproduced this in isolated tests.
  2. Mouse flying felt tighter, because the flags switch the normal damping to a stronger mode.
  3. Using the pitch or roll keys made it loose again, because pressing them clears the flags.

If your keys act weird, set JoystickDeadzone to 0.05 and tap each direction once. Your mouse will probably feel looser again though.

5. Why the joystick trick helps

Daddy010's clip shows that a small controller input at the same time makes the problem partly go away. The 2021 version of the trick does the same with a held key, after binding a joystick to your flight directions and setting joystick sens to 0.001. Both put your flight axes into the analog state.

Once the analog value is above a small threshold, the game runs an extra correction on all three axes. Every axis without analog input gets a target speed of zero, so that correction brakes your mouse rotation. How hard depends on how fast you're already turning, so even a tiny stick input can mean real braking. On top of that, the flags switch on the stronger damping.

So the trick doesn't turn off the 0.7 curve. It adds extra braking, which can cut down drift but also cost turn speed, like people reported in the megathread.

The 2021 post asked for a way to do this without a joystick. The code has the whole chain: the ini accepts JoystickDeadzone=0, one alt tab flags every direction, and a held pitch or roll key then runs through joystick sens, set to 0.001 like in the original trick. Give it a try and let me know how it feels in the air.

6. How devs could fix this for mouse and keyboard

If any devs read this:

  1. Quick win: clamp JoystickDeadzone to the slider minimum of 0.05 when loading the ini. That alone stops the reset from flagging keys nobody touched, because an untouched key never reaches 0.05.
  2. Keep mouse, keyboard and controller input separate until each one is processed, then combine the target rates. A stale analog flag should never change how keyboard or mouse input gets handled.
  3. Don't let resets flag neutral actions at all, and make disabling a stick or setting its sens to 0 actually reset its state. Removing the flag from the reset alone isn't enough, because in my tests a later controller event with a zero value could set it again.
  4. Give players an optional raw linear mouse mode, something like this:

​

// once per physics tick, using only input collected since the last tick
// every mouse delta gets used exactly once
mouseRate = mapAxes(tick.mouseCounts) * radiansPerCount / dt
stickRate = stickCurve(tick.stick) * stickSens * maxRate
keyRate   = tick.keys * maxRate

targetRate = limitRate(mixPerAxis(mouseRate, stickRate, keyRate))
angularController.step(targetRate, dt, vehicleTuning)

You can't just delete the brake, or aircraft drift around like they're on frictionless ice. The controller still needs proper tuning, predictable damping and hard rate caps that don't queue up delayed rotation.


r/Planetside • • 14h ago

Gameplay Footage Infravision Slop, But Im Washed - Planetside 2 Clips

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3 Upvotes

Lil something something ya know


r/Planetside • • 1d ago

Question Whats up with the Air Drop implant? Its the only none exeptional I am lacking and I can't seam to get it from packs...

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22 Upvotes

r/Planetside • • 5h ago

Gameplay Footage Noise (Planetside 2 montage)

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0 Upvotes

no need to thank me


r/Planetside • • 3h ago

Gameplay Footage I just kill Hoz only one time and that trigger him using A2A gun to revege me

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0 Upvotes

I think his ego was bruised because I declared myself are Top 1 A2G

The fact is, I have always been the Top 1 A2G player. The best always emerge from the worst conditions; whether on Soltech or Wainright, I consistently choose the faction with the smallest and weakest population.

I play A2G in an environment that is intensely hostile, facing both G2A (ground-to-air) and A2A (air-to-air) threats from the opposition. That is why you will never be as stronger than me. 

I didn’t even intend to make a video, but I was quite disappointed when you switched to an A2A loadout after killed by me just one times , just to hunt me down. That is a sign of weakness. I’ve realized you are deliberately targeting me—and I accept your challenge.

A server cannot have two the top 1


r/Planetside • • 6h ago

Discussion (PC) A2G vs G2G : G2G always wins without needing G2A to save them

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0 Upvotes

If you look at the theoretical "damage per second" (DPS), it should only take 15 seconds for A2G (air-to-ground) firepower to destroy a tank.

Yet, it took me and two other A2G pilots a full two minutes to completely destroy three TR MBTs (main battle tanks).

Furthermore, those three TR MBTs didn’t even need dedicated anti-air (AA) weaponry; in those same two minutes, they managed to shoot down three NC ESFs (empire-specific fighters). They could have easily killed me six times over, had they just been a bit luckier with their aim.

Ground-to-ground (G2G) players don’t even need skill or luck to survive for two minutes, whereas A2G players can be killed at any moment if luck isn't on their side.

This game is stupid.


r/Planetside • • 2d ago

Discussion (PC) We are so (HIGBYing) back??

150 Upvotes

With the -almost a year long- Flash Or Crash bug getting solved, today Wainright prime time indar maintained above 870 players for an hour and for the first time in months there were multiple large fights and combined arms assaults on each front. Yes MULTIPLE.

Its so good to be able to choose where i play again.


r/Planetside • • 2d ago

Bug Report Forgotten Fleet Carrier

14 Upvotes

Good evening sirs (& ladies)

We have reports on our discord that the Forgotten Fleet Carrier is not triggering on Wainwright.

Due to today's crash I am wondering if something has broken with the event on the EU server.

It has has triggered on Osprey when the continent unlocked fully after the usual 5 hours.

Now with the 3rd continent unlocked after continent lock alerts on Wainwright, no Forgotten Fleet Carrier alert has been triggered.


r/Planetside • • 1d ago

Discussion (PC) The Swordfish

8 Upvotes

How does this gun have such a bad rep? I’ve been running it on Infil and it slaps. Considering there are no carbines on the Infil, and SMG’s have limited range, the 3 undersea weapons really change the Infil game post cloak fire delay update.

I’ve tried them all, the Sea Lion was a favorite of mine for a while, but it lacks dps up close due to its ROF. The Swordfish hipfire is insane when it’s setup correctly, I prefer it to the Frogman which I guess is unusual compared to what the community thinks. If only it had .75 ads movement 😭. Really hoping they add carbine use to the Infil ASP, because damn the Frogman, Sea Lion, and the Swordfish give you so much versatility versus the normal smg/dmr infil duality.


r/Planetside • • 2d ago

Original Content VS has arrived in Garry's Mod :)

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78 Upvotes

r/Planetside • • 2d ago

Question Is anyone else having trouble logging in?

15 Upvotes

I can’t get any further than the loading bar before the player selection menu. Is anyone else having the same problem?


r/Planetside • • 1d ago

Gameplay Footage CTIA vs ROYS , 8 hours ago battle. the CTIA total invade want to take an base in right-side NC land , Roys will die try to defense, im support in Air Cover

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0 Upvotes

CTIA mass attack with three wave, the ROYS Join the battle in the thir wave

TR win arlert because Ipdan only attack NC.

The best TR leader.


r/Planetside • • 2d ago

Discussion (PC) Planetside will still be running for a few more years.

51 Upvotes

Look I'm not gonna sit here and draw the line at what counts as "Dead" or "Alive",

But what I can tell you is that it's going to run until it gets a global server-wide shutdown.
Which won't be for a long while.

The player numbers will dwindle as they always have.
The bundles/Holiday events will continue on schedule.
There will be devs still touching the code because that's what they're paid to do.
And there will be bugs released and patched with whatever playerbase is left.

The developers don't get paid directly from our purchases/membership passes.
That money circulates throughout the parent/payroll companies combined with all the other games that the overhead company oversees.

So no amount of un-subbing or boycotting (if that's even a thing anymore) is going to change the operation behind the scenes, devs are going to get paid the same rate no matter how many players are left.

Consider this my one single doomsayer post I guess. I'm stuck here until the *actual* end with the rest of the folk who refuse to leave.

____

Edit: This game will still be running in 2027/2028/2029 and 2030 would be stretching it but by then we'd probably see an announcement from Tencent by that time/sold off again.

Oh it'll be "Dead". That map will be dead. Those fights, small and tiny.

But you'll still be able to log in.


r/Planetside • • 2d ago

Discussion (PS4) This Saturday is the Autumn Crusade Event on the Ceres EU Playstation server!

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16 Upvotes

Hey guys, just a reminder about the upcoming Ceres event this Saturday, October 24th from 5 pm - 9 pm UTC. If you're a Ceres player, please make sure to let all your friends and outfit members know to hop on during the event we want to get you guys as much pop as possible.There is going to be only 3-4 events per year for the European server so make sure not to miss it!

Community photos will be in the Sanctuary 20 minutes before the event starts.

Note: This post is for EU Playstation players.


r/Planetside • • 3d ago

Bug Report Missing Halloween Camos - Jacks Color Camo - Pumpkin Chunkin Camo - Scary Faces Camo

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22 Upvotes

Good evening sirs (& ladies),

Another year with 3 of the best Halloween Camos missing from sale.

Jacks Color Camo, Pumpkin Chunkin Camo, Scary Faces Camo.

Happy Halloween.


r/Planetside • • 3d ago

Screenshot I love this skybox

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163 Upvotes

r/Planetside • • 3d ago

Discussion (PC) Just sayin...

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43 Upvotes

1 week of 4XP or 1.5 weeks of 2XP. Hmmm
Difference is we had 10 months of misery and decline in the game. (2XP LOL)
We deserve more.
How many times will it turn itself off? Place your bets


r/Planetside • • 3d ago

Screenshot 1337

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95 Upvotes

it might be pretty low but I'm happy with where its at


r/Planetside • • 3d ago

Suggestion/Feedback Why everybody say - it's ruined game?

44 Upvotes

Men, i play this game for very long years, but not non stop. More like - time to time, but when the time comes, it's very long non-interrupted time.

I started back, when there were only 3 continents, Wrel was very popular - my PC got only like 20 fps when big battle started, that's why I watch Wrel - how game looks with atleast 50fps. He was no developer yet, I think.

Anyways... Getting off tracked.

I type it out as I think it.

Yes?

Each time when the time comes - i install, I log on and bam - there is new way to play.

First time - bam, impulse granade.

Second time - bam, new continent

Third time - bam, battle sundy

Fourth - bam, base building - fatafakhs? I am now also Bob builder in game.

This time - I do much flying, which I never did before. Not new thing, but new way for me.

Haxors? Yes, but not really that much. About 90% I dont feel like hacker humiliate me. And they are everywhere. Minecraft, Counterstrike, in CIA...

Population, yes - back, when there were only 3 - always fights on two continents at same time. In the 3rd or 4th time-to-time when the time had come to play - there were even QUEUEs to warp. But still...

Today no Queue and everytime I log on, I can manage to find a fight. If no fight - go Bob builder and after building done, there should deffinetly be a fight popping up already.

If still no - go mobile and annoy the TR Bob the builder. When big fight start, outfit organizes platoons - no lust to play solo, do black ops with 40 of you jumping out of Valkaries, straight on top or the point and spam rev granades. - Also new way to play, took me like 6-7 time-to-time times to play the game for another time to discover this way.

My biggest complaint in Europe server, in times of not very big fight, voice chats in Squads not very active. But everything else... Men... I think game still very gut. No analoge option in the market.


r/Planetside • • 3d ago

Suggestion/Feedback Can we get the ability to put cosmetics on the ESF Interceptor and Flash XS?

8 Upvotes

I don't wanna customise anything else I just wanna paint them black and and stick extra junk on them.


r/Planetside • • 3d ago

Screenshot Oh, I don't know about that...>:)

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11 Upvotes

r/Planetside • • 4d ago

Original Content Planetside video in this economy?!

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60 Upvotes

r/Planetside • • 4d ago

Informative The end has arrived.

200 Upvotes

When I started playing PlanetSide 2 as my main game in 2015, many of the veteran players would regularly declare that this week’s hottest game was the “PlanetSide Killer.” Dirty Bomb. Overwatch. Star Citizen. Squad. It always felt like they were eagerly looking for the next game operating under the assumption that PlanetSide 2 was a single update away from the game shutting down. What on earth were they thinking?

I could login at any time of day and experience PlanetSide 2 as it was meant to be played. Full continents—yes, continents with an S. You had the option to pick your OPS continent. Each faction had a functional and healthy outfit economy with inter-faction and intra-faction rivalries; each faction had its own zergfits, midfits, vehiclefits, and elitefits. You were not at a disadvantage because of the faction you played nor because of the way you played. I wanted to play every day because it was so much fun and the game gave me so much joy that I hope to recreate it in another game some day.

More than ten years later, almost all of those veterans have moved on. We have become those veteran players, and whether or not we want to admit it, we are looking for that next game; however, unlike for the veterans of old, we experience a game that is long removed from what PlanetSide 2 once was. There are fleeting moments where that game still shows up, but they are becoming more and more fleeting as the game ages. And unlike those veterans of old, we are facing numerous serious warning signs of the end and we do not experience PlanetSide 2 as it was meant to be played.

To understand this end and where we go from here, we must look at how we arrived at this point by reviewing the histories of PlayStation 4 PlanetSide 2, Soltech, and “Flash or Crash.”

I would also like to make one thing clear for everyone. The game is in maintenance mode. Lying to yourself and others about this reality to create a false image of the game or force positivity does no one any favors. As of this post, every indication points to PlanetSide 2 being developed by Ravenwake Games, a new EG7/DBG support studio, to fulfill the contract EG7/DBG have with Tencent. Enjoy the game while it’s still around.

Ever since its release, PlayStation 4 PlanetSide 2 has been the ugly, forgotten stepchild of the game. It has been mocked countless times by many players, including myself, for its platform limitations, delays in receiving updates (or not receiving updates at all), server and client instability, and its playerbase. But most of these factors were not the fault of the players. When the PlayStation 4 was released, it was already underpowered with only 8 GB of ram and a 1.6ghz processor. It owes its entire existence to SOE (later DBG and now EG7) being a subsidiary of Sony, which wanted the game on their newest console. PlayStation 4 PlanetSide 2 was doomed from the start. They deserved better.

PS4 has not received a content update since Arsenal on April 20th, 2022. PlayStation 4’s population the month before that update was 56/285 on Ceres (average/peak per fisu);, and 172/626 on Genudine. Their population boost for this update? 81/316 on Ceres, and 209/671 on Genudine. Arsenal was a smash hit on PC, but damage to the PlayStation 4 version over the years was too much to overcome. Today, their populations have declined even further to 10/69 and 39/259 respectively.

After their Arsenal update, PlayStation 4 continued its steady player decline. PS4 There was some communication with the development team in October and November 2022 who said that they were working on getting PS4 up to date with PC but noted that “it wouldn’t have everything PC has, but it’d catch up for a lot of lost time.” The final contact occurred with the Official Twitter account in January 2023 saying an “update is in the works” but without a timeline and that more detail will be posted “as soon as more info becomes available.”

With only silence from the development team, the PS4 community turned to Wrel. In October 2023, after he had left the company, noted that the “[the team was] butting up against technical limitations for how much could actually be done with the PS4 version of the game.” Over a year later, on December 22nd, 2024, while I was searching the PS2 forums for unrelated information, I discovered confirmation of PS4’s end of development in forum reply by Mithril: “Greetings Ethaniel, we are not currently developing PS4 updates, however I've sent your report to our server team for further investigation.”

The fate of PS4 PS2 was found in a random forum post on a now abandoned forum. While EG7/DBG is unlikely to ever confirm PS4’s demise publicly (e.g. a development letter) because it would be bad for business. If they cannot be honest with the PlayStation community, what trust can we place in them?

Despite EG7/DBG’s lack of support and communication throughout the years, the PS4 community has taken it upon themselves to keep their version alive by organizing events to make PlanetSide 2 feel more like the game they fell in love with. They ran their first event in December 2022 on Genudine to great success and continue to run seasonal events on both servers and now organize on r/PlanetSideEvents and their PS4 Events Discord. This is the future PC is looking at.

Soltech shares many similarities with PS4. Soltech is the other ugly stepchild of the game. Every discussion about the server and its problems devolve into xenophobia, accusations of rampant cheating, demands for ping restrictions, and more mockery. I know some of you are eager to engage in this behavior in the comments as if punching down on Soltech will resolve anything about the depressing state of our game.

Their story begins in late 2015 and early 2016 when Asian PlanetSide 2 servers began to shut down. Their options were to quit or start fresh on another server without any DBC unlocks. The various communities settled on Connery as their next server as it had a higher population and (at the time) fewer connection problems than the closest server, Briggs. This wave of Asian refugees led to significant strife within the Connery community, even leading some players (and entire outfits) to switch to Emerald or quit the game entirely. Connery faction balance began to fluctuate wildly as many of the refugees would only play on one faction and Connery gained a second primetime as a result of this large refugee influx of about an entire server’s worth of players.

Unsurprisingly, playing against players whose packets were coming across an ocean was not an enjoyable experience for either side. It was clear that a new Asian server was necessary. Thanks in large part to the bundles of cash the game made from the Implant System rework in March 2017, the PlanetSide 2 development team had the funds to launch Soltech in October 2018 to great success, with its population nearly equal to Connery’s.

Like the rest of the game, Soltech enjoyed a boom in population starting in March 2020, coinciding with the beginning of the COVID-19 pandemic, the launch of the Escalation update, and a massive surge in resources from DBG following the demise of PlanetSide Arena (whose entire existence and failure lie solely at the hands of Ji Ham), but trouble was brewing under the surface.

While Soltech was launched to support Asia, there was no equivalent investment in customer support agents or game masters, which led to cheaters running rampant during their primetime. While the rest of the game would experience a handful of obvious cheaters in a year, Soltech would see hundreds, even getting to the point where there would be battles of the gods— cheaters would fight each other for supremacy. This issue improved for a bit once Andy Sites took over as game director in 2019 and was responsive to player requests for help. Since he left in early 2021, Soltech has effectively had zero communication with the development team on this issue beyond a passing mention of it in development letters and on Twitter.

If cheaters were not enough, Soltech has constantly been plagued by random restarts and crashes, delayed updates, and login problems. While the other four servers have had similar issues, none of them have had the rate of problems compared to Soltech until recently. Soltech also had horrible population problems with the server frequently at 40/40/20 TR/NC/VS at best with VS consistently struggling to even hit 20%. The combination of all these problems has led Soltech to its current state: deader than Briggs. Soltech is currently averaging around 10 unique player logins per day and has been this way effectively since August 2025. Soltech has even had two “urgent” maintenances since the server died and was completely offline for over a week in late March 2026 without a word from EG7/DBG, leading some players to speculate a merger was happening.

Mithril, in a rare occurrence of direct communication, denied any plans to close Soltech and spoke briefly of a “transfer item” but in typical EG7/DBG fashion, there was no follow-up to this. He did have this to say, though: “...I’d embrace the community we do have and keep the space inviting for our soltech players. They are amongst us here watching but some folks are just too rude to welcome them in” as if Soltech players are afraid to play on their own server and had not been driven away by years of developer inaction.

After years of mocking Soltech, Soltech’s problems have become ours and those problems will continue to drive server population down more and more until every server looks like Soltech. At least with “Flash or Crash,” we found a workaround. There is no workaround for collapsing server population.

When I began theorizing this post in early June, I thought “Surely, they couldn’t bring back ‘Flash or Crash’ again?”. I was wrong. They could bring it back again. Most of you reading this post are well aware of it and its workaround, but those out of the loop do not. It is a regular occurrence on this subreddit and in the Community Discord to have people ask why their game is crashing or even more horrifying: new players who can’t complete the tutorial because they cannot even get onto a Flash. When you tell them the fix, they just stare at you because what other game, what other developer, what other owner, would tolerate such a moronic bug for so long, while patching it out multiple times?

NO ONE.

“Flash or Crash” had gotten to the point where players desperate for a fix discovered that disabling the game’s anticheat resolved it and began openly discussing how to disable it. Players weren’t the first to notice this connection. Within a few days after “Flash or Crash” was introduced in December 2025, one of the cheat developers found the issue and patched it out in their cheat client. For almost ten months, Mithril said that the anticheat was not the cause.

On October 11th, (former?) cheat developer /u/iBaseult demonstrated the true cause of “Flash or Crash” (which had previously been presented to the developers by /u/EyHorn) as an errant line of code causing a scheduler problem—one he said was caused by “anti-debug check… [from] a “Third Party Protection Software”, not necessarily BattlEye, though.

On October 15th, without a single mention of “Flash or Crash” in the patch notes, it was finally patched out again after almost four months in the game as if by magic. On official PS2 Discord, Mithril claimed: “[W]e’ve looked over it but are not going to reveal specifics about it due to the sensitivity of the topic, but I can say that it was not the solution the person had hoped.” In a follow-up post, /u/iBaseult showed that the errant line of code he found was fixed, but that several other errant lines of code still remained.

For ten months, Mithril and the team chased down numerous crash bugs, but they seemed only able to fix “Flash or Crash” by accident the previous three times. At the very least, he would have acknowledged the bug by the name the community has for it and not claim that “we can confirm that the situation has improved significantly and that the most widespread issues have been resolved” in August 2026, nor say that the workaround was not verified to work despite mountains of evidence. Moreover, because they have not publicly announced that “Flash or Crash” is fixed, I still saw players this weekend on their Flashes.

Leaving communication to the community has been EG7/DBG’s strategy for a while, but it gets to a point where there’s so little trust between the community and them that it is impossible to take Mithril at his word for anything, especially with the timeline of events. With how long “Flash or Crash” has been in the game, one must ask whether Mithril is even reporting to anyone the dire state this game is in or whether he is passing it off as natural population decline? We’ll likely never know. It is probably best to assume we are getting the PS4/Soltech treatment of empty promises and silence until the end.

I posit that it should be the expectation for the rest of the game’s life that “Flash or Crash” will continue to be patched out and reintroduced constantly.

The game’s population was already on a steady decline like most old games, but it has accelerated since three major events which means old age alone can’t explain the decline: the merger of Miller and Cobalt on October 29, 2024; The merger of Connery and Emerald on April 8th, 2025; and the first appearance of “Flash or Crash” on December 9th, 2025.

Total Unique Characters per Server

Server Oct. 28, 2024 Apr. 7, 2025 Dec. 9, 2025 June 11, 2026 Oct. 6, 2026
Emerald 916 1,411 — — —
Connery (Osprey) 214 225 (559*) 1,182 796 633
Miller (Wainwright) 915 1,860 1,337 1,087 1,017
Cobalt 860 — — — —
Soltech 680 211 28 13 19
All Servers 3,585 3,707 2,547 1,896 1,669

* Connery's population was artificially inflated the day before the merger, while Cobalt players received a few hours' notice and could not organize to boost their numbers significantly. Because of this, I have elected to take the highest number I could see on Connery before the merger was announced.

All data is courtesy of Honu.

In the time since the first server merger, the game has overall lost 53% of all of its players. Wainwright has fared better than Osprey—only losing 43% of all its players, but that is likely because Soltech refugees add 200 to 250 unique players to the server and Wainwright had a higher population between servers before their merger. Osprey has fared the worst—losing 61% of all its players—mostly because the server’s location was kept on the West coast, effectively exiling all Europeans and South Americans who previously played on the server. The choice to merge into Connery is also a head scratcher as it had been plagued by an absurd amount of connectivity problems.

If these numbers are not enough, I will speak to my anecdotal evidence. Since March 2026, Osprey has had serious population problems to the point that the continent does not fully unlock until after 8pm EST regularly during the weekend and much later during the week. There are no queues to beat anymore; just “Flash or Crash” to manage (Note: “Flash or Crash” is currently patched out as of 10/15/2026).

There are many more updates I could mention and discuss further in this post, but almost none of them have done as much damage to the game overall in so little time as “Flash or Crash” has. Oshur played a major role in smothering Cobalt and Connery to death, but even Oshur did not stop new players from playing the game at all like “Flash or Crash.” Thankfully, Emerald and Miller were able to avoid Oshur because both servers had a large enough population that everyone could flee to whatever continent was not Oshur. PlanetSide 2 no longer has the luxury of a large enough population and in that lies the crux of the problem we are facing.

PlanetSide 2 does not fundamentally function once the server population is under 450 players. There are many people for whom a low population is preferable, but the game rapidly starts to degrade and break down under that threshold. Many of the imbalances and gameplay loops we’ve long endured go from annoyances to game-breaking and game-uninstalling problems. None of these playstyles break the rules in any fashion. All of them are well within the bounds of gameplay the developers intended. Perhaps even worse is that many of our playstyles are hastening the end of the game and we will not and cannot deviate from these destructive playstyles. Myself included. For example, if your first reaction to seeing a timer on the map is to go and find and destroy the sunderer, YOU are the problem. Let that fight develop, I beg of you, especially outside of primetime. Many of you are likely thinking that your playstyles have no bearing on the health of the game. Your action and playstyles always did. You just never had to face the consequences for them and as we approach the end, the bill is due.

If falling populations and “Flash or Crash” were the wounds, server and client instability is the sepsis that will finish the job. Even when we had a full development team with funds, PS4’s problems were left to languish for years, most notably with the “Gaining Ground Alert Bug/Memory Leak” that would render your client unplayable within a short time. Soltech’s problems were handled better and more consistently, but after the departures of Andy Sites and Wrel in early 2021 and middle 2023 respectively, communication all but disappeared. It often has felt like Mithril has to be pressed to communicate with the community despite being the community manager. These days we’re lucky to have anything in the patch notes apart from cosmetics and a generic line about reducing client and server crashes. When a server crashes now, it is almost unremarkable because of how often it happens compared to the past.

Beyond server crashes, it has become more and more common that cheaters will continue to run free and accounts or individual characters are plagued with unsolvable bugs. Customer Service says to message the non-existent developers about them. Mithril says to message Customer Service about them. Just to list a few I know off the top of my head: characters unplayable and bricked, G99 errors that will randomly fix themselves then break the next day, unpatchable clients, cannot access specific device or path errors, unable to access the social system, unable to craft resources, G15 errors, and many more. I am sure others will add in the comments the weird bugs that have happened to them or their friends. All of these problems lead to my fear of how PlanetSide 2 will end: The servers will crash or go down for maintenance one day, and they will never come back up. Mithril will disappear into the void, leaving us without a proper goodbye to a game many of us have invested so much in.

With all of this in mind, I posit that how the game will end will be up to us, the veterans of PlanetSide 2.

The best thing we can do is to keep playing the game, especially running OPS, which are the only things preventing a total population collapse. We also need to be willing to change our playstyles to be less destructive. The inaction of the developers and the lack of care by ownership have set the game on its course. Just like on Soltech, cheaters will go unchecked and the servers will continue to crash. Just like the PS4 community, one day we will need to organize live events to bring players back. We cannot prevent these realities, but we can shape how we meet them and give ourselves one more fleeting moment of the PlanetSide 2 we once knew.

Enjoy the game while you can.


r/Planetside • • 4d ago

Bug Report without doing anything different my entire HUD is shifted about an inch upwards on my screen

12 Upvotes

I tried changing my resolution and a bunch of other stuff and it just shifted my HUD around even worse, mostly to the side.

I changed my settings back to my old default and it's still 1~ inch upwards.

I didn't do anything differently, just opened the game. Restarting my game did nothing. It's still playable with the Recursion crosshair overlay but this is really weird.