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Dopefish

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Everything posted by Dopefish

  1. This is a valid point, and the enemy is probably positioning himself where the gun is most optimal for their use. Though this does require someone to be adapt with several weapons instead of only a select few, to be able to benefit from this. I also feel like this would benefit attackers more than defenders, like being able to kill a sniper on an overpass with your close-quarter weapon, and then switch to his sniper to take over his position. In other scenarios it would be plausible that you have similar weapons to begin with, or maybe you're the one with the more optimal choice for that scenario? I don't think this system would make the game less skilled, but rather require another type of skillset more focused on situational decisions instead of checking the scoreboard for what to switch to. Managing ammo might need to be balanced a bit if a system like this would be introduced, as you could most often pick up weapons with more ammo in them than yourself. The enemy might have wasted their ammo so you pick up an almost empty gun, but it's more likely the longer you survive, that you'll be the one benefiting from the exchange. But like you said, ammo management isn't much of an issue in the current state of the game either. It would benefit organized teams much more than PUGs for sure, and yes, randomness or variables out of your control would be detrimental to skill-based gameplay. I'm not convinced this is such a case though, and that when you get used to the system you'll be more easily able to predict it. If not being able to tell the current loadout of an enemy is truly the deal breaker, maybe weapon changes could be broadcasted through the kill feed? Also consider this system from a new player, low-skilled player, or a free-to-play players perspective, who doesn't have access or experience with all these weapon varieties. It would give them a chance to experience weapons they otherwise wouldn't have, help negate people's belief about P2W once they get a chance to try the weapons for themselves, or be incentive for them to purchase a weapon they like through Armas. I do believe a proper implementation would have alot merits and be beneficial to the game, so it wouldn't hurt to try it out for two weeks and see how things play out?
  2. I believe it's important to reward active players, or give incentives to keep them being active, but the daily missions promote specific gameplay which alters how people play the game in a detrimental way, like only using secondary pistol to get those secondary weapon kills. Nor do I believe it would be a good idea to give away G1C for free as it would inflate the value of their economy, and might be exploited by people creating multiple characters to farm with.
  3. I'm glad you took the time to reply with your concerns to the topic Kewlin Though I'm not sure how this would allow someone to have the optimal weapon at all times, other than being able to carry two primaries, which is just ridiculous and a reason why the feature got bad reputation the first time around. People seem to put too much weight into being able to open the scoreboard and seeing the enemies loadout to be able to equip a good counter for their setup. It would become harder to know what their current weapon would be, even if it would be displayed on the scoreboard after being picked up, but it would add another skill to be able to correctly read what they might've picked up. This could be based on seeing them killing your teammate, knowing what he was carrying and if the situation would promote the enemy to switch to that weapon, or if they'd be next to another enemy you just killed. Also, your teammates could give call outs based on the deathcam if they think they'll pick up their weapon after their death. It would take more effort and time to get used to, but I strongly believe the feature would add more depth to the game and new strategies. Remember to look from the other perspective aswell, like what the potential would be for yourself, not what it would mean for your enemies. I think any feature should be tested thoroughly before being a permanent addition to the game, or permanently removed. Let it be active for two weeks, and see how the feedback would be for it, and either update it based on the suggestions for another trial run, or scrap the idea after that.
  4. I think it was an official channel, but the video itself is just a concept.
  5. That would only be a workaround, and not fix the issue. Minor things like this should be fixed, since all of these small frustrations adds up, and this is quite a common one.
  6. The system would be terrible if you don't properly switch out your primary. Could make weapons despawn alot faster, so they only lie on the ground 5-10 seconds. If that's not enough by itself, there could be a limit for how many times you switch a weapon before the other one despawns entirely. I'm perfectly fine with if a CQC player runs up and kills a long range enemy, takes his weapon and fires off a few shots before switching back and attacking. What would be bad is when someone would be camping with two weapons constantly at the ready. I don't think it would be good with a delay to when you can drop or pickup weapons, especially if you would pick up a weapon by mistake, or pick one with little to no ammo left in it. That system wouldn't feel very intuitive either, and if you weren't aware of those rules it would feel weird why you were unable to perform certain actions. This could be alleviated a bit with proper UI feedback though. Though if you can manually drop weapons (for your teammates and such), there need to be some restriction that prevents you from simply standing next to an ammo resupply and spam drops. Maybe have a restriction like you said, that prevents players from equipping new weapons from resupply sources for like 10 seconds after dropping or picking up a weapon?
  7. 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. I didn't see much mentioning of any performance impacts. I really think that should be added aswell. 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.
  8. @Lixil I'm out of reactions, so I'll have to post to say that you're doing an awesome job instead. Keep up the good work!
  9. There might be some formatting issues if you copy your text from one source to another, so being able to edit the "code" for the post is very important for big topics that are written outside of the forums. I really hope these issues can get resolved.
  10. I don't remember it causing any performance issues, but there were definitely issues with the old system. However, I believe it would be a huge improvement for the game with only some minor tweaks to it; Whenever you pickup another primary weapon, you would drop yours instead. Weapons maintain the ammo of their former owners, so it might need reloading or refilling after being picked up. Weapon are kept until player death or it being switched again. Dropped weapon would despawn pretty quickly. There could be a keybind to allow for manually dropping your own weapon, in case you wanting to switch with your teammates. For some reason alot of the APB community are very conservative when it comes to changes to the game, even those that would severely improve it. This would add alot more dynamic gameplay, help players understand the difference between weapons better, which would then reduce the amount of P2W speculation and give incentive for people to purchase the weapons they might've tried this way. Not to mention the earlier examples which would improve the balance for the attacking team. I've linked this video below with the time where the old pickup system is being showcased. I've just picked up a JG off a guy I killed, and then I switch to a STAC 10 from the next guy I kill: EDIT: You didn't drop your own primary when you picked up the other players weapon, so you would literally be holding two primaries, until you switched to your secondary, which would then drop the weapon you picked up. So you could simply empty the mag of one primary, cycle the secondary to drop it, and then be holding your old primary with another full mag. This allowed for some terribly unbalanced gameplay where someone could be holding both a HVR and an OCA, and is probably one of the biggest reasons why people are opposed to this system.
  11. Hmm... this is odd and a bit unrelated to the topic, but if you're fully zoomed in and sprints, the camera zooms out, while if you're fully zoomed out and sprints, it will be zooming in instead. It has always seemed like an oversight to set it to a set value, disregarding whatever your zoom normally is, since I believe the original intention was to increase the FOV while sprinting to get a increased sense of speed. EDIT: Personally, I'd like to be fully zoomed out normally, without the sprinting affecting my FOV. So for me personally, it would work better if your camera is fully zoomed in, it will zoom out a bit while sprinting as normal, but then as you zoom the camera further back it will has less effect until it caps at the max value where there's no difference for normal movement and sprinting.
  12. Thanks for going through the effort in doing this Androvald!
  13. This was attempted in the past, and which was led to the massive dethreatening, and consequently why gold districts are empty nowadays. It felt like a punishment to be locked away, and be the only ones that were restricted. I'd disable the normal districts and go for Open Conflict only until they had time to rework the threat and matchmaking systems.
  14. "We're coming up on nearly 30 days, and I am excited to announce that we will be releasing the first patch for APB in 9 months." Read that as there will be another 9 months before the release of your first patch Patch deployment in 16h, with 6h downtime then.
  15. I'm having a hard time understanding the original suggestion of this topic, as merging every server into a single one would make the game unplayable for a large amount of players. But the suggestion to allow for any character to join any server would be interesting, and there used to be a language option in the district selection menu that I imagined could have been used for that purpose: It would require alot of work to implement though, and it would mean a loss of revenue for Little Orbit as people would have less need for multiple characters.
  16. Wouldn't it be better to have several district chats that it defaults to, based on their native language? We currently need more population, not more segregation.
  17. Market tax is an important function for the health of the economy in the game. Without it, pretty much no money would ever be lost from the game, and the economy just gets more inflated over time. Anyone asking for it to be removed are only thinking about making some extra bucks from each transaction, and don't consider what the long term consequences would be for the game. I rather think the opposite, that the game requires more money sinks. However, the economy in the game needs to be tweaked either way, so that free-to-play players are able to play the game and actually afford weapons to rent.
  18. That's because of their color correction, which make the sky look blown out. You can clearly see the sky with some shader edits:
  19. This would improve the game for a lot of people, and is an default option in most games nowadays. I'd like to see this implemented sooner rather than later.
  20. I'd also like to see the camera sway while driving, to make a return to APB with an option to turn it off. It made the game feel a lot more polished and dynamic, rather than the stiff camera which feel like an default implementation.
  21. The game has always had a day cycle, and there was night time, just that it was pretty bright due to the city lights and light pollution. Don't think the poll is very good without comparison screenshots in the original post for people to compare with.
  22. I think this sounds like a good idea. An unopposed solo mission combined with the tutorial, to go through the basics of the game. Anything that helps new players getting a better understanding of the game would be a good improvement.
  23. Refer a friend was terribly implemented unfortunately, and most people just abused it by making new accounts with their friends (who already played the game) to farm the rewards, so it was primarily not used for its intended purpose of bringing in new people. I don't have anything strong opinion for or against this, but it would need to be carefully balanced for the economy of the game. I'd love to see steam market integration but it can cause issues with Legendary weapons and "real money"-trading, aswell as it would some restrictions on what items would be available for trading. Giving incentives for people to come back is a good idea. Would be good with an improvement over the existing challenges you can do to gain joker tickets. "Most Russians play the Citadel. It is necessary to combine two servers with a small online Nekrova and Citadel - into one new one with great online. It will be convenient for the players and beneficial for the administration." I highly agree with this. Any unique items from Nekrova could be converted to G1C for those players to use on other things in the marketplace.
  24. I apologize, you're correct, most cars will either start smoking or be blown up by two frag grenades. I've not used or experienced people using those in a long while, so I was mistaken. This is not very relevant to the main topic though, and doesn't change the issues that have already been presented with the mods. Also, please don't make assumptions about me, especially when they couldn't be further from the truth. Game breaking is a matter of definition, but in the case of car spawner it's a dominant choice. Imagine your team playing without it, while all your opponents use it, and at how much of a disadvantage you would be at. In the case of remote detonator it's more a matter of frustration, since it can kill people without them being able to avoid it.
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