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Dopefish

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Posts posted by Dopefish


  1. 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.


  2. +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.

    • Like 1

  3. 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.

     

    • Like 1

  4. 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.
     

    3 hours ago, Spherii said:

    Hold the truck is a very old mission and when G1 implemented these new modifications they obviously did not think once about how it would impact 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.


  5. 8 hours ago, Kewlin said:

    Well that's kinda' a harsh restriction. . .

    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)


  6. On 6/19/2018 at 4:16 AM, Kewlin said:

     

    Every non-legendary already has a trial option though, and most can be bought on the Joker store, and legendaries are mostly slightly modified normal guns anyhoo.

    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?


  7. 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.


  8. 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.

     

    • Like 2

  9. 14 hours ago, MattScott said:

    I'd like to see a proper database of every item as well, but the store isn't the place for that. We need to balance usability and align the stores across all platforms in prep for the codebase unification. Right now we spend lots of time administrating the each storefront differently. There is also a redesign coming.

    12 hours ago, MattScott said:

    Please bear with us. We need to clean up the store. This wont be a one-and-done effort. After this change, we'll see how the system works and continue making adjustments. There are competing goals at work here - show everything for advance players but make the store friendly enough to new and casual players. I'm not at all opposed to working out a way down the road where everything can be seen and bought.

    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.

     


  10. Just now, (Xbox)MortisedGuide said:

    What about xbox and ps4?

    "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.


  11. 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).

    • Like 3
    • Thanks 2

  12. 56 minutes ago, Haganu said:

    APB's combat is way too dynamic for a weapon drop/pickup system mainly due to respawning.

    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)


  13. 6 minutes ago, BingoBookBG said:

    U said roadmap in 30 days and now is 12 days later just sayn but its ok if tomorrow..btw what happened with this unreal update to 3.5 for PC in next couple of weeks u talk about on Q n A with kempington?

    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.

    • Like 3

  14. 14 hours ago, Darth_Whatever said:

    Considering factions, yes, crim vs crim is a quite obvious thing to be expected from this game. But with enf vs enf can not agree. No matter how much those two enf factions can dislike each other, they are still on the same side of the law.

    The enforcers in APB are vigilantes. They're literally no different than the criminals other than what motivates them.


  15. I think it's important to keep in mind how the old system worked. When someone died, they'd drop their primary weapon, which would have their current mag and spare ammo in it. You could then walk up and press use on it, to pick it up as an item you held over your normal primary, so you'd literally be carrying two primary weapons. It would be automatically dropped if you switched to a secondary or interacted with other items or objectives.

    I've been going through this topic here, to figure out what most of the feedback was about:

    Why people dislike the weapon drop system so much?

     

    Reasons for disliking it:

    - It doesn't feel like APB (similar to CoD, was released around the same time as Gun Mettle update for TF2, implementation felt like a gimmick)

    - The implementation was very buggy (several bugs, weapon pickup priority issues, accidentally dropping weapons when doing other interactions)

    - Lack of development focus (was added around the time with other badly implemented features such as the Butcher event, car spawner, consumables and such)

    - Other people using your weapon (my legendary shouldn't be touched by anyone else, it's embarrassing to get killed with your own gun)

    - Harder to be aware of your enemies loadouts (constantly changing, and wasn't being shown on the scoreboard)

    - No reason to buy weapons anymore (you could just be a new player with a STAR and keep picking up weapons from others)

    - Balancing issues with two primaries (NTEC + HVR quickswitch, CQC & long range at the same time, being able to empty a mag and just continue shooting with your second primary)

     

    Reasons for liking it:

    - It was fun (killing others with their own weapon, more weapon variety, made the game feel fresh)

    - Allow other players to try out different weapons (F2P-players testing premium weapons, new players getting more variety, veterans testing less common setups)

    - Added more depth to the game (decision making of picking up others weapons, switching between long range / short range, reacting to more varied loadouts, team communication becoming more important in regards of enemies weapons)

     

    Suggested improvements:

    - Picking up a weapon would instead switch it, so you would drop your normal primary while picking it up.

    - Display the currently held weapon on the scoreboard.

    - Limit the amount of ammo weapons carried. (Would matter less if you dropped your normal primary, but might still need balancing if you don't need to resupply)

     

    Don't misread this as more people were against it than it was people for it, since it seemed to be pretty even for both sides, while those who liked it agreed more about the things they enjoyed with it.

     

    People who said it didn't feel like APB were very vague about it, and seemed to be mostly about how badly implemented the system was. People who didn't like the idea of others using their weapons, didn't consider it from the opposite perspective. It would make it harder to know what weapon the enemy would currently be holding, but that would go for both sides, and be slightly alleviated by the scoreboard being updated. Instead of this giving people less reason to buy weapons, I think it would instead help people to try out more weapons and give them more incentive to purchase what they want (or how often would the enemies constantly be holding their preferred weapon, aswell as being forced to kill them each time before picking it up?).

     

    Alot of the negative feedback would go away simply by changing the system so that you switched your primary instead of simply picking up an additional one. Another suggestion would be to be able to bind a button to drop your currently held primary, so you could drop it for your teammates. Being the good guy who let's others try out his legendary would give it an additional status boost. The other thing would be that the weapons would despawn much faster, so you can't just stand around two weapons and keep switching between them.

     

    EDIT:

    There might need to be a restriction for how quickly you can equip a new weapon from a resupply source after dropping or picking up a weapon, to prevent players from spamming weapon drops. So if you picked up or dropped a weapon, there would be a 5-10 seconds delay before being able to equip a new one from you loadout, with an easily visible countdown on that screen to let you know why you can't switch.

     

    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.


  16. 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.

    • Like 1

  17. 8 minutes ago, Oilgod666 said:

    true it would ruin on some parts but it eliminated use of macros . but i personally would rather have a new shooting system in this game when you click your mouse the fastest you can the gun dont shoot that fast it studders more if you click the fastest in like bf4 on a pistol it shoot maximum speed since they have a set timing like 4 click per seconds will make the gun shoot maximum and it wont matter if you click 8 clicks per seconds but if you click 3 seconds it will shoot slower.

     

    I feel having this shooting system is way better never see any other game have the shooting style like apb has it kinda sucks not being able to click as fast as you want since clicking slow speed in close combat can mess up your aiming sometimes if a stressful area.

    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.


  18. 7 minutes ago, Oilgod666 said:

    If this is a big thing then if you wanna fix this problem its really simple make every gun shoot maximum speed by holding button like example (N-Tec} this wont change anything every player i fight in this game already shoot maximum speed with example FBW or AP pistol.

    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.

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