Jump to content

Dopefish

Members
  • Content Count

    3991
  • Joined

  • Last visited

Everything posted by Dopefish

  1. I'd like to see every item becoming tradable, so I would want this being a bit restricted, to prevent players from duplicating their weapons. Only allow it to be purchased from the contact if the weapon have been deleted, and not if it still exist or have been traded away.
  2. Don't think any rebranding would be effective until the engine overhaul, and it should always be something with APB / All Points Bulletin, despite getting mixed up with the older game of the same name, or that terrible tv-show.
  3. +1 for this aswell. Another related issue is that sprinting seems to move the FOV to a set value instead of adding to it. So if you're fully zoomed in normally, the camera would zoom out when you would be sprinting, and vice versa. I believe the original intention was to increase the FOV to give you a greater sense of speed, but I'm not sure how that would be if you're already zoomed out a lot. Personally I would prefer to be able to disable the FOV changes while sprinting.
  4. It's important to be aware of that any multiplayer game stands and falls with its playerbase, and the F2P players are a large part of that. I don't believe that the lack of customization options early on is a big factor in the lack of player retention, but rather how unintuitive the game is, how poor the matchmaking is, and that it's hard to afford something simple as weapon leashes early on.
  5. I'd rather see that monetization focuses on cosmetics, so if people want to customize their looks they would have to go premium. Alternatively, commission another player for it.
  6. There's so much wrong with what's being described in the original post. - Blowtorch shouldn't be able to lean out of windows. - Heavy weapon users shouldn't be able to car surf. - The hold the truck mission shouldn't be in the game. It's actually the only new mission they've added to the game. There were a few others like 'Divide and Conquer', but I think hold the truck was the only one they kept.
  7. The reason for that is that you shouldn't have to grind a game mode that alot of people don't enjoy, and that aren't part of the main game, just to be able to try out a weapon. But if we ignore that and include Fight Club, how long would it take to farm enough tickets to try out one weapon? (I'm asking since I honestly don't know)
  8. Armas weapon trials are quite a hassle though, and requires going through several menus, your mail box and then finally weapon locker for a short one time test. That's if you even know about the weapon to test it, and you're unlikely to try weapons that seemingly doesn't interest you. Correct me if I'm wrong, but joker weapons are only leashed as well, right? Besides how long does it take to earn the required amount of tickets for one weapon, without doing fight club?
  9. I believe RTW had something close to this, but vehicles would drive faster than areas were loading in. I don't know if this would still be an issue on modern computers, or probably not anymore after the engine overhaul. It's a bit ridiculous that the top speed isn't even four times faster than a sprinting player. I also believe that faster vehicles would help against runners, since it would take less time to drive from one end of the district to the other.
  10. Those who are fine with car spawners, do you feel the game would become worse without them, and if so, why?
  11. G1 "temporarily" lowered it to 45vs45, and then "temporarily" lowered it to 40vs40, saying that the overkill servers would raise the player cap again. Bringing back 50vs50 would help the matchmaking in the district and make world feel a lot more alive again. Though I'm not sure how viable it would be with the current server and client performance issues.
  12. I'm pretty confident that you guys already have a plan for how to improve on it, and honestly, any change will be an improvement over what we have now. One reason for the reluctance about retiring weapons from the store is that it might create weapon exclusivity. But if there's another way to get those weapons, or they'll be rotated back in to sales from time to time, or simply be something that you'll solve in future updates instead, it's all good. In regards of a database being integrated with Armas, it was suggested because the store front don't currently give you a good description of what you might be purchasing. It could be fine if the database was something separate, and then would link you to the related Armas page if available.
  13. "As a side note, most of this early development focuses on PC for a number of reasons. APB console currently has a different publisher, so we have to jump through some hoops when submitting those builds to Microsoft and Sony. That slows things down. But more importantly, we're trying to align the PC version with the console versions to consolidate everything on Unreal 3.5." So that future updates could be worked for all platforms simultaneously rather than having to redo it for each platform.
  14. Thanks for actually sharing this, and hopefully keep us updated as you progress through the months I don't agree with "Dropping unpopular items from ARMAS", but rather like to see everything being available on the store. The problem currently is that it got terrible navigation and is extremely bloated, so it's hard to find anything, so with a proper redesign there shouldn't be a need to remove items from Armas. I'd love to have a proper database of every item, with descriptions, how to unlock, statistics, and preview images for each item, as part of their Armas page. So even if you wouldn't be able to purchase the item, everything would be listed so you could use it as a reference (similar to APB Vault/Database).
  15. Could you elaborate a bit more on this? APB's gameplay is indeed quite dynamic, but I'm not sure why that would be bad for weapon pickups or why respawning would be an issue? (You drop the picked up weapon upon death, and respawns with your original choice)
  16. I don't think the engine was ever mentioned in the Q&A, and if it was, it would've been much longer than just a couple of weeks. Also I'd be excited to hear that a roadmap is being planned to be released, instead of complaining about it being a few days late. After years of nothing happening to this game, one would think people would be a bit more patient.
  17. Dopefish

    Dab Emote

    Yes for selling new emotes on Armas. No for dabbing.
  18. The enforcers in APB are vigilantes. They're literally no different than the criminals other than what motivates them.
  19. It might've been that whoever you killed would drop the weapon they had currently equipped, so if you killed them while they were holding their secondary, that would've been what they dropped, and you'd then be running around with two secondaries and one primary. Either way, old system was terrible, but with some minor tweaking it would be an awesome addition to the game.
  20. I don't think there should be a specific competitive district, especially not with the suggestions posted in the original post. People are worried that competitive implies tryharding and would only benefit those type of players (and therefore make the experience worse for casuals), but in reality it just means balanced gameplay with more consistent mechanics.
  21. Normally I'd think asking for sales would be pointless, but you have a good justification for the suggestion and I think it would be beneficial for LO to have such a sale aswell.
  22. Actually, that's a really good idea if it's a bit forgiving so it doesn't cause additional frustration in normal gameplay. Macros would still be possible, but they'd had to be made on a per gun basis, greatly reducing their effectiveness.
  23. Events remove from the authenticity of San Paro, and completely ruins matchmaking in the districts which has them. If the intended gameplay isn't engaging enough, then there's work to be done to improve that instead.
  24. That would completely change the feeling of having differentiating weapons. If the intention is to reduce the gap between a normal player and a macro user, it would be much better to simply buffer any inputs that are within 150-200ms of the refire rate, wihch would then fire the weapon once it's ready despite you clicking too early.
×
×
  • Create New...