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  1. Today
  2. lets have a week of tick test. lets see what this engine can really do. can not wiat for thing such as players moving at light speed. flying vegases and guns firing fast enough to break the sound barrier
  3. I watch my ammo count. If it goes down it means the server processed the shot. If it doesn't change, it means the server didn't process the shot. I'm not going by hit registration, just the ammo count. I can't tell what caused the shot to not count. There's no way to monitor what happens to your upload data. I think the main issue is lack of action queuing, as in the server should hold the shot until it's ready to shoot, instead of dropping it if it arrives a little too early. As Frosi pointed out, it's probably the DDoS mitigations affecting hitreg, and it's most likely contributing to the ghost shot issue. I also wonder if the server tickrate itself is causing issues. I remember when we couldn't have the server run faster than 25tps, because it would cause odd physic behavior, like the ambulance doing a front flip when going in reverse.
  4. puts up market shuts down game gives apb TWO whole fucking events. imma challenge matt to a fist fight. if i win FE stays on FOREVER
  5. Yesterday
  6. I think if Matt truly didn't care about APB, he would've pulled the plug a long time ago. Seems to me this game is mostly a passion projects of his by now. Because I doubt it's actually profitable to still pour money for development into it.
  7. You're talking about the end-user problem, not the actual reason why this is occurring. Which is what my question was asking. Especially the fact that they've seemingly nerfed the RoF twice on 2 guns to "reduce ghost shots"? This would imply that the .45 AP was ghostshot gallore pre-nerf. Is it because specific RoF values (being below or above a certain threshold) are "incompatible" with some network-related construct? Is it because of the low tickrate? Is it because of insufficient server hardware? These are questions which I'd like to see answered. How are you evaluating whether a shot was registered on client-side or server-side? Do you have the tools which would enable you to have such insight? If not, all of what you're mentioning is just your guess. For instance, such as the game designer's developer tools, where you see the client-side and server-side bullets. https://imgur.com/a/apb-bullet-spread-change-26th-july-2025-XzaFFL0 This was to showcase the supposed hit registration fix applied around July 2025 (the game was "broken" for +3 years prior to that) The more you write about this though, the more it seems to be tick rate related....
  8. Ghost shots have always been a problem. The netcode is a mess. With semi-automatics, the weapon shoots client sided but not server sided. You can sometimes immediately shoot after the ghost shot. It will look like a full auto burst, but other players will only see 1 shot. This affects wind up timer weapons. Many times I've had the perfect OSMAW shot lined up, only to have the rocket not fire. With automatics, there's multiple things that can happen. - If you try tap firing faster than the rate of fire, you will appear to shoot faster client sided, but every other shot doesn't happen server sided. - If you double press then hold the fire button, sometimes your weapon will fire full auto client sided until it should be empty, but your ammo doesn't go down. - If you tap fire and stop pressing the fire button at just the right moment, your weapon will shoot server sided, but not client sided. There's also a server sided ghost shot that happens when you fire and switch weapons at the same time. If you fire an RFP-9 and immediately switch to your primary, it will look like your primary fired a burst shot to other players, but no projectile comes out. It fun to do with an OSMAW and Volcano.
  9. Last week
  10. We have fixed the issue causing the temporary bans and have unbanned all of the affected accounts.
  11. Hello everyone, we're currently investigating an issue related to temporary 3 day bans being applied to accounts and are working on a fix. If you are affected by this please send an Email to support@littleorbit.com stating that you are affected by this issue with your account email or character name and they will unban the account. Do not contact Customer Support unless you get the following error message: We're very sorry about inconvencience and our Customer Support team is instructed to handle these cases before any other Tickets meaning there shouldn't be much of a delay getting a response to your Ticket.
  12. How has adjusting the fire rate to a lower value (slow-down) supposedly increased the amount of ghost shooting on the .45 AP? By that logic, the .45 AP must've "ghostshot" a ton pre-nerf for the duration of it's existence. Not only that, if you've lowered the RoF even further, that implies that the TTK has been changed again. How is this the fault of the rate of fire of a weapon, when what you're describing reads like a server/networking related issue? Can we know what causes the increased amount of ghostshots and whether other guns in the game are prone to this issue in some way? Having another point of RNG into the mix with the already large bullet spread of most guns is concerning.
  13. horrible update. changing firerates that have been this way for years and nerfing all secondaries was not the solution. besides, the only problem with the 45 is that it's op if you cheat. maybe fix gfac instead.
  14. Ghost shots are when the bullet appears to be fired on the client side but not fired on the server side meaning that on the clients end the shot is fired, recoil applied and sound played but the bullet isn't being removed from the magazine as it was not fired on the servers end. It also appears that todays fix hasn't actually fixed the issue but only mitigated it slightly so I'll be doing another pass with a potential fix to the actual issue itself rather than trying to balance around it now that I have a better understanding of what exactly triggers it. Alternatively we'll be rolling back changes to affected guns and are going to keep adjusting in other ways.
  15. Agreed. The tick rate is dreadfully low in this game. However, I don't understand what "ghost shots" are meant to be. In my PoV, it's simply the bullet spread of the guns not playing well with how networking is handled in this game. Perhaps even the former alone... I don't know how the claim of "reduced rate of fire" (even further than what they've done in previous patch) will lead to less ghost shots? This would imply that AP .45 pre-nerf was constantly "ghost shotting"?
  16. Would be nice to solve ghost shots by having a higher server tickrate.
  17. When will we get the options for the mirage that are shown on the heatwave thumnail..
  18. Hello everybody, Our standard weekly maintenance will be held this Wednesday (06/24) starting at 9:00 AM UTC. The game should be back up and running in 6 to 8 hours. Patch notes Slightly lowered the Rate of Fire of the Colby .45 AP and FR0G Pistols to reduce the amount of ghost shots. Fixed an issue preventing the Double Weapon Role Event from working as intended. Fixed an issue with the Heatwave! Event Role description mentioning rewards twice. Fixed an issue with the Propaganda and Aggression Weapon Skins when applied to the Joker C9S. Thank you for your patience.
  19. Over the past few days, we've had time to crack down on crime in San Paro. Thanks to everyone who participated in our manhunts.
  20. I havent played APB in probably 2 years (or maybe a little more now), and I literally logged in to the forums just to say this. Anyone at LO who's delusional enough to think a 0.06ms time difference is going to be the deciding factor on what makes a gun overpowered or not, shouldn't be employed in game design. It's laughably out of touch, it showcases that there's absolutely no attention being paid to ANY OTHER CONTRIBUTING FACTORS. For reference, 0.06ms is literally a TENTH of a frame at 144fps. From my experience (playing since 2011/2012), the .45 has consistently been seen as overpowered because of its mechanics as a secondary weapon to be abused (accuracy, bloom, shot accuracy while moving, etc), and then its unnatural ability to be macro'd to hell and back because of it's high damage per shot, followed by the prior mentioned movement mechanics. They want to fix the .45? Change it's base accuracy and bloom per shot, and maybe lower the damage per shot a smidge. It's a .45, it's not particularly lightweight or a low-impulse round (not that anything in APB is "realistic" per say), but getting one or two shots off is fine. Being able to mag-dump and hit every shot perfectly while running is the problem. Then again, Im sure cheaters often skew that metric quite a lot too. God knows APB has no functional anticheat and whoever managed to sell LO on the idea of "cheat points" laughed all the way to the bank.
  21. yea thats why, him and others not becouse colby was op and LO great idea was to make another op pistol to solve that problem, showstopper its trash small mag small range - but in previous vershion it was op
  22. People like him & others in this thread are the reason why the secondaries got nerfed... bronze & silvers players are at the weapon balancing wheel by peer pressure
  23. The 45 has been 0.8s TTK since it's release. The hell you smoking?
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