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Dopefish

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Posts posted by Dopefish


  1. The ammo vending are one of the worst mechanics in the game, where you need to go through several menus to fill out your ammo, and then you play until you respawn without ammo. It's an additional step that creates frustration, and makes it harder for new players to get into the game.

    Having a cost while resupplying is good, it's just the unnecessary steps needed that are bad.

    • Like 4

  2. Really neat, and hopefully it can be used as a base for a new district in the future. Though I miss your old topic with level design balancing for the existing districts:
    https://forums-old.gamersfirst.com/topic/329214-not-so-lazy-ideas-for-map-changing/

    I believe there's some work being done on the levels at the moment for the upcoming UE3.5 update, so I think now would be the most optimal time to post suggestions for improvements.

    • Like 1
    • Thanks 1

  3. 1 hour ago, Talla said:

    Trade delays usually are a layer of security in case your account gets hijacked, but it's irrelevant here since you can already bypass it via player-reserved offers in the marketplace.
    Player-reserved offers are also a way to bypass the gold sink since the market tax scales according to sale price (if you are willing to resort to multi-step trading or middlemen).

    Now with the trade system in place, it probably would be best to remove the ability to put up an item for a specific player through the marketplace. I also believe that lack of taxation will have an longterm adverse effect due to inflation.

    Does anyone know if you need to refurbish items before you perform a trade with a player?
    • Like 1
    • Thanks 2

  4. 16 hours ago, Weeb TheEpicGuyV2 said:

    I can see one problem with this and it's the nfas-12. If heavy barrel reduced spread on shotguns as you wish it to, putting it on the nfas-12 would essentially make it a shredder 2.0 (and we all know how that turns out).

    NFAS have 10-20m drop-off range.
     
    13 hours ago, BXNNXD said:

    this would essentially allow shotguns to have a longer range while circumventing the downsides of improved rifling

    It retains its short drop-off ranged, and gets a damage nerf, while a smaller spread also makes it less forgiving up close. I feel the drawbacks are appropriate.
     
    16 hours ago, Weeb TheEpicGuyV2 said:

    LO plz test

    I second this. I'd like every mod to be viable, or atleast have an effect on all weapons.

    People are just a bit sensitive about shotguns right now.
    • Thanks 1

  5. It's very common that people use the same mail and password across several sites, so if just one of those gets breached, your credentials would become available for every service you used them at. You could try checking this page, and then consider if you've been reusing your login anywhere:
    https://haveibeenpwned.com/

    Even if you have throw-away mail, and unique password for each account you create online, the regular user doesn't, so any compromised account will take up alot of time and resources for support. APB doesn't even have a multiple attempts lock-out, so it's quite vulnerable for brute force attacks.


  6. I'm bit late to the party, but even though some already brought it up, I'm very concerned about the lack of market tax for trading. Does this also mean that items wouldn't need to be refurbished?

    Those two systems are in place to prevent inflation, where money is being constantly added, but never removed.

    This would also reduce the use of the marketplace, and increase chat spam for all districts.

    APB economy already needs a big overhaul, since there's infinite supply, but minimal demands (partly due to player rank restrictions).

    • Thanks 1

  7. It would be a fun and usable mod, and I don't think there's a problem with car accessing areas that's normally blocked off for cars. It doesn't make much sense though, and would make the game even more unserious than it already is. I'd like to keep the game world feeling authentic.

    I'm also completely against adding invisible walls, since they make no sense and are just annoying. Just look at how weird it is to drive up the skateboard park ramp and hit some random invisible wall 50m up in the air. If there's a problem with the level design, then that's what should be fixed, and not take the lazy way out.

    • Like 1

  8. 1 hour ago, Signarly said:
    I'd love to hear your rebuttal as to why being able to see names/red crosshair through smoke/solid objects is considered a great game mechanic instead of just downvoting.
    I'm not against a change like that, but I'm against the idea of changing it because of triggerbots. I'd also be against removing the crosshair turning red when aiming towards someone near cover, as it would promote creating smaller characters to hide your presence.
     
    14 hours ago, YakuzaStyle said:

    It's funny that you guys don't want to remove the red crosshair for cheaters, yet people agree with having the Random Number Generator/RNG recoil (also known as "win by luck") for cheaters.

    Random spread doesn't stop people from aimbotting, and if anything, only makes it less obvious that they do. APB always had the spread, so it was never a decision made to prevent cheating. I wouldn't mind changing the game to use recoil patterns more similar to games such as CS, which would be an additional way to improve gun feel and give more characteristics to each weapon.

    The one change they did though was to remove the server side hitmarkers, to prevent people from calculating the random seed and making aimbots that accounted for it. People weren't happy with that change as far as I remember, and as usual G1 never listened to any kind of feedback.

  9. 18 hours ago, Kewlin said:
    I was saying that there is no issue with CA3 gameplay, so I don't see a reason to change it to 2s and 80hp/s, not that default regen shouldn't be changed, albeit, I think default regen should be changed to something more like CA2. Changing default regen to 2s and 80hp/s slows down gameplay for no apparent reason, as that's slower than current CA3, and I still think the concept of CA as a choice is good, and that you should be able to choose faster regen start and slower regen as opposed to Flak, Kev, or Fragile.

    Hence my suggestion of a default delay between 4 and 6 seconds.
    The problem with 1.6s is that it let's you regen midfight (same reason why it was nerfed in the first place) without even having to use cover, which pretty much gives you the benefit of additional health during the fight. 2s would make sure that regen only kicks in when either the opponent stopped engaging or when you use cover properly, and it also balances it out with the faster regen speed, which was an issue when being tagged by HVR.

    It doesn't matter if you reduce the default regen delay, as it will not be comparable to the additional survival you get from the regen of CA3, while all the other mods will still seem like they have both their own downsides, and the downside of not having CA3. You should also consider that CA1 and CA2 should be viable.

    Being able to take cover uninterrupted for more than 4 seconds is the niche here, and avoiding to get hit for 1.6s is way more common. Mods shouldn't be upgrades, but rather be something that makes you focus on your niche at the cost of something else.
     
    18 hours ago, Kewlin said:
    Kevlar basically doesn't belong in APB, and as such will always work better in the game when its effects are smaller than large.

    Not only is this because APB should stay a relatively fast paced game, and Kev fucks that up, but because it unnecessarily fucks with guns differently. A good example of this is that your proposed version of Kev 2 makes the .45 a drastically better counter-weapon than the FBW, with the FBW getting a 15% more increased TTK than the .45. The reality of the way increased health or damage resistance works is just that it is an unreliable change and as such is, quite honestly, bad for gameplay. Even take the fact that the OCA and PMG have a 163% and 175% TTK on your Kev3 respectively, the fact that it so arbitrarily effects these two guns to such a large extent, which both should be just as valid in this circumstance, is absurd.
    So you basically don't want Kevlar to be an viable mod in APB since you don't think it belong in the game? This game has a very low TTK (especially with the creep caused by every new weapon being introduced), so any benefit is still less than a split second already. If it's not able to increase the amount of bullets needed to kill you, it won't change how fast you get killed anyway, so it would be utterly useless. 

    It mainly slows down the gameplay for whoever is using it, and I think variety is better than every match being exactly the same.

    The change isn't unreliable just because there's a difference between weapons. It's like saying that you can't play the game because every weapon is different. The resulting numbers are always the same, so it would just be a matter to getting used to it, and it would normally go pretty quickly once you're actually fighting a Kevlar user. To make it easier for initial expectations, you can just assume that Kevlar 1 adds one extra bullet to kill, Kevlar 2 makes that two, and Kevlar 3 would be three. Alternatively that Kevlar 3 requires 50% extra bullets (rounded down), and it takes ~0.42s (+/- 0.1s) extra time to kill someone.

    I'm also not sure having to hit 6 out of 7 bullets with the 45 AP, is such big benefit over the FBW with Kevlar 2.

    But since you're clearly set against Kevlar already, what's your thoughts on the Fragile or Flak Jacket changes instead?

  10. Most common ones just read the color and automatically trigger a mouse press, but I'm sure there's others who read memory values for the same effect.

    But the game shouldn't be changed based on the possibility of cheats, and it would be better for fairfight to get tweaked to check for consistency instead.

    Crosshair turning red is an important mechanic when aiming under cars, over covers, through smoke and similar things.

    • Like 13

  11. 22 hours ago, Kewlin said:
    I suppose you're correct about the 0.4s delay vs 17.5hp/s thing, still, I don't think one is worse than the other, so I'd rather stay with what we currently have and doesn't have any issues. I don't find current matches based around CA3 to be inherently broken, so I don't see what about it needs fixing TBH.
    We do have issues with how things are currently, as almost nobody is using anything other than CA3, while it's a major upgrade from unmodded players, aswell as taking 15.2s to be able to survive the 2nd shot from a HVR. Matches where everyone are using CA3 gives everyone the same conditions, but that case isn't the same for new players that can't equip it. Mods shouldn't make you stronger than unmodded players, but rather focus you in a specific niche. I think we both agree that having 8s as default regen is what's ridiculous here.

    The gameplay works well and is enjoyable with low regen delay, hence why I think that should be the default as to make people's first impression be a better one, while I feel it would also benefit from having lower total regen time. This would of course not work with the current Clotting Agents, hence why I suggest reversing their benefits, as they can still be useful, instead of removing a mod from the game.

    Most importantly, it would make all the other green mods more viable, and make for an more interesting meta.
    22 hours ago, Kewlin said:
    Note that with your numbers Kev3 still has effectively 49% bonus health and 49% more healing per second. Some examples of the effects of this, combined with your proposed default regen, for perspective are:
    • Be safe from an HVR shot in 3.74s.
    • Effectively regen 1000hp (including damage reduction as "bonus HP") in 8.375s.
    • This is already somewhat the case, but large damage reduction (or health bonuses) on average, extremely random effects on enemy guns, which is an undesirable. Basically the TTK increase of Kev3 on most guns would range roughly from 50% to 75%, and that's a deviation of roughly 12.5% TTK increase. On top of a 62.5% TTK increase being ridiculous, such a large deviation adds a bizarre element of game knowledge required in choosing a gun that is most effective against a particular level of Kevlar based on how it arbitrarily effects the TTK of a gun.

    - 3.74s before being able to survive the second shot from the HVR, enough to shoot twice more with the HVR.
    - It would take 9.12s (incl. the regen delay) to fully regen one HVR hit, enough to shoot five more times with the HVR.
    - There's only a few weapons where the effect is extra profound, and those are mainly the same ones as they are with the current Kevlar Implants 3. 33% bullet damage reduction isn't meant to be the same as 1300hp, and is intentionally meant to be an improvement, to make the mod both scale better and making it more viable.

    Here's an reference for how it would affect some of the weapons:
    HVR: 2 > 2 shots (1.75s > 1.75s TTK) +0s
    ACES: 15 > 22 shots (0.63s > 0.945s TTK) +0.315s
    Euryale: 10 > 15 shots (0.59s > 0.91s TTK) +0.32s
    Manic: 9 > 13 shots (0.64s > 0.96s TTK) +0.32s
    ALIG: 5 > 7 shots (0.72s > 1.08s TTK) +0.36s
    OCA: 8 > 12 shots (0.64s > 1.012s TTK) +0.372s
    ATAC: 8 > 12 shots (0.7s > 1.1s TTK) +0.4s
    Obeya: 5 > 7 shots (0.84s > 1.26s TTK) +0.42s
    Curse: 10 > 15 shots (0.77s > 1.19s TTK) +0.42s
    N-TEC 5: 6 > 9 shots (0.7s > 1.12s TTK) +0.42s
    STAR: 6 > 9 shots (0.75s > 1.2s TTK) +0.45s
    CAP40: 7 > 11 shots (0.7s > 1.16s TTK) +0.46s
    Raptor: 7 > 11 shots (0.75s > 1.25 TTK) +0.5s
    PMG: 5 > 8 shots (0.7s > 1.225s TTK) +0.525s
    Ursus: 5 > 8 shots (0.704s > 1.232s TTK) +0.532s
    N-ISSR-B: 4 > 6 shots (0.9s > 1.5s TTK) +0.6s
    Scout: 2 > 3 shots (1.75s > 3.5s TTK) +1.75s

    .45 AP: 5 > 7 shots (0.8s > 1.2s TTK) +0.4s
    ACT44: 4 > 5 shots (1.5s > 2s) +0.5s
    FBW: 6 > 9 shots (1.0s > 1.6s TTK) +0.6s
    RSA: 3 > 5 shots (1.7s > 3.4s TTK) +1.7s


    Again, keep in mind that with my suggestion, the Kevlar user would be as vulnerable to explosive damage as someone who isn't using Kevlar.

  12. 5 hours ago, Dopefish said:
     It's not as simple as doing direct conversion, but it's closer to estimate the amount of bullets needed to kill with each weapon. I don't have enough time right now to do the math, but would you be kind and elaborate why you think 23% damage reduction would be more similar to 1300hp?
    @Kewlin Alright, I did the math, and you're entirely correct. 23% damage reduction is very close to the actual comparable damage scale for 30% additional health. I was mainly calculating the amount of bullets, and didn't account for overdamage. That's why discussion is good since it can bring new perspectives or potential issues.

    I've now updated my suggestion with this in mind, and I think it makes it a bit more balanced but still scale good:
    K1: 15% > 11%
    K2: 25% > 22%
    K3: 35% > 33%

  13. On 6/1/2018 at 6:32 PM, Dopefish said:

    It's a little bit messy at the moment, where people are still posting in "Game & Forum Suggestions" head forum, and only a small amount of posts have been moved to the corresponding sub-forums. This makes it seem like you can go to the head forum to view all posts, but instead end up missing out on topics that have already been moved. I'd suggest disabling the ability to make any new posts in the head forum, find and move the topics for forum suggestions, and then move the remaining ones to the game suggestions board.

     

    Not sure what could be done to make it less tedious having to go through 800 topics.

    @Lixil People are still able to post in "Game & Forum Suggestions" head forum, which means suggestions are being spread between that forum and their subsections. This will only become more of an issue for the longer it persist. Maybe the easiest would be to remove the sub sections again, and just move all posts to the head forum? There's not really that many forum specific suggestions to justify it having its own suggestion.

  14. 4 hours ago, Kewlin said:
    Yes, but if you make CA3 default then you get into essentially mixing mods, and it becomes. . . awkward. . .

    Also, you're suggestion for base regen to be 2s delay with 80hp/s is insane, that would have extreme and unpredictable effects on overdamage requirements because an additional 20hp/s is worth WELL more than  an additional 0.4s on your healing delay TBH.
    Awkward, as in you don't know how it would affect the gameplay? Then it wouldn't really hurt to just add it to the testing districts just to see how it plays out? 🙂

    Current CA3 is 62.5hp/s after 1.6s delay, which means it will heal 25hp within the 0.4s extra I suggest to add to its delay. It will have healed 87.5hp after 3 seconds, while my suggestion would only have healed 80hp in the same time. At 4 seconds, original CA3 would've healed 150hp, while my suggestion would start to overtake it with 160hp at that same time. Doesn't seem as insane anymore, does it?

    I initially had alot more conservative suggestions that were closer to how things are now, (just because bigger changes are less likely to happen), but after thinking about it I'd rather suggest what I think would be the best for the game instead of trying to be restricted to how it is now. I don't know exactly how these changes would play together, but I'd like to have them tested and actually see them in action. I do attempt to think about them from every scenario, but I don't pretend to know the exact outcome of it all.
     
    5 hours ago, Kewlin said:
    Also, the reason that damage reduction is better than more health is that you then regen faster. Fall damage I can see keeping the same, but keeping nade damage would make Kevlar honestly useless because you already have  harder time fighting nades because you can't dodge them as easily, plus. . . it's not an issue normally that you still have increased health versus nades. . . so. . . why would it suddenly be worse with damage reduction? (Also, you can't just convert from 30% bonus health straight to 30% damage reduction, 30% damage reduction is more equivalent to 43% extra health, you'd want more like 23% damage reduction.)
    It's not as simple as doing direct conversion, but it's closer to estimate the amount of bullets needed to kill with each weapon. I don't have enough time right now to do the math, but would you be kind and elaborate why you think 23% damage reduction would be more similar to 1300hp?

    Reason why I restricted my suggestion to bullet damage reduction only (instead of any kind of damage), is that the movement is improved, it have faster regen, it have more damage reduction, it shouldn't invade on Flak Jackets or Happy Landings territory, and it would just be more logical. So explosive damage would be one of its weaknesses, aswell as it shouldn't gain benefits that's supposed to be gained from other mods instead.

  15. 12 hours ago, Nitronik said:

    Why not make Clotting Agent 3 the default?

    Due to how the mod works, even the slightest bit of waiting can break the TTK of some CQC and long range guns. It's mostly a matter of not allowing players to stack the mod with kevlar, flak jacket or fragile.
    Kevlar users would be able to exponentially pad the TTK of some guns, while Fragile would let you get to cover even faster, making the issue more prominent (so same result for opposite reasons)

    I've added a slight delay to my suggestion to make it harder to regen midfight without cover, so Kevlar users would still be easy targets with their lower movability.

    Previously, Fragile would need to stay in cover for 8 seconds to even begin regen while combined with the lower health they need to take cover more often, which negates the whole point of faster movement to begin with. I believe that lower regen delay would make fragile a much more viable mod.
    6 hours ago, BXNNXD said:
    my issue with this is that the upside that makes CA so universally used is the low regen delay this rebalance - while certainly beneficial to other green mods - would likely remove CA from regular use
    This is the biggest issue from what I can tell without properly testing these changes. I've tried to negate it somewhat with better scaling for the CA mods, and it will still be a viable for the long range players. The alternative to make CA more viable in these suggestions would be to raise the default regen time (not delay) further, but it would make it extremely tedious to regen, and wouldn't be good as an default.

    I do believe that the trade-off is worth it for the sake of making every other green mod a lot more viable. It's important that those mods aren't restricted to R195+ players only though.
    3 hours ago, Kewlin said:

    No matter what, don't make CA3 the default, that just fucks everything up totally.

    Sure. . . you could make CA2 default. . . but that kinda' messes with every mod pretty fucking bad.

    Instead of changing CA or default regen, we could just slightly buff Fragile's movement speed, change Kevlar's health increase to damage reduction, and make Flak Jacket slightly more effective. . . Though don't expect major changes with Kevlar, because Kevlar is basically just inherently contrary to the game.

    In the current meta, CA3 is the default. The only difference with my suggestion is that it would let you use any of the other green mods. I've increased the delay slightly to compensate for this.

    I've already suggested all three of your ideas for Fragile, Kevlar and Flak Jacket. Though 30% damage reduction isn't much difference than 30% additional health. I suggested it would only reduce bullet damage, meaning grenades would be as effective as for normal players, and you would still take fall damage as normal.

  16. Clotting Agent
    Item_Vacant.png Default regen (14.5s total)
    12.5s health regen time (80hp/s)
    2s health regen delay

    FnMod_Character_ClottingAgent1.png Clotting Agent I (11.5s total)
    8s health regen time (64%, 125hp/s)
    3.5s health regen delay (175%)

    FnMod_Character_ClottingAgent2.png Clotting Agent II (10.75s total)
    6.25s health regen time (50%, 160hp/s)
    4.5s health regen delay (225%)

    FnMod_Character_ClottingAgent3.png Clotting Agent III (10s total)
    4s health regen time (32%, 250hp/s)
    6s health regen delay (300%)


    Kevlar
    FnMod_Character_Kevlar1.png Kevlar Implants 1 > Kevlar Implants I
    -11% damage from bullets
    69% of sprinting speed threshold before additional acceleration. (414cm/s)
    - Requires slight effort to reach sprinting speed. (2s from threshold to max speed)

    FnMod_Character_Kevlar2.png Kevlar Implants 2 > Kevlar Implants II
    -22% damage from bullets
    46% of sprinting speed threshold before additional acceleration. (276cm/s)
    - Requires moderate effort to reach sprinting speed. (3s from threshold to max speed)

    FnMod_Character_Kevlar3.png Kevlar Implants 3 > Kevlar Implants III
    -33% damage from bullets
    23% of sprinting speed threshold before additional acceleration. (138cm/s)
    - Requires considerable effort to reach sprinting speed. (4s from threshold to max speed)


    Fragile
    6qxhV1P.png Fragile I

    +10% marksman speed (302.5cm/s)
    +10% sprint speed (660cm/s)
    +10% run speed (454.3cm/s)
    -5% health (950hp)

    2Hnbut3.png Fragile II
    +15% marksman speed (316.25cm/s)
    +15% sprint speed (690cm/s)
    +15% run speed (474.95cm/s)
    -10% health (900hp)

    iEjs1Pd.png Fragile III
    +20% marksman speed (330cm/s)
    +20% sprint speed (720cm/s)
    +20% run speed (495.6cm/s)
    -15% health (850hp) [Would require HVR damage nerf]


    Flak Jacket
    FnMod_Character_FlakJacket.png Flak Jacket

    -50% explosion damage taken
    -1 Grenade count


    EDIT:
    Remove rank requirements.
    • Like 2

  17. Just now, mynd said:
    Aren't they already once you make that link?
    You can still access the account without Steam as far as I know. I meant mandatory Steam connection for everyone.
     
    1 minute ago, Keshi said:
      i thought this was supose to be implemented with the trading system tbh
    The roadmap seems to imply so, yes. Hopefully we'll see it next patch already then 👌
    • Like 2
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