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Everything posted by Revoluzzer
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How did you overlay them? Might have to try different blending modes or, given the colour coding of the different pieces, define them as a particular colour channel.
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Im sorry but this is under the belt
Revoluzzer replied to Mozie's topic in General Discussion Archive
Looks like typical G-Kings artwork. -
You make that sound like it's bad. Clans have been neglected too much in APBs history, at least they might get something to do now.
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End of First Quarter update blog
Revoluzzer replied to MattScott's topic in General Discussion Archive
That statement held true ten to fifteen years ago when the game was originally made. Nowadays the code is more complex than necessary (because it's crassly outdated), while the systems this code produces are hardly worth emphasising. Even the customisation system, albeit rarely done as complex as in APB, could be streamlined a lot. As @Snubnose says, it's time for a (technologically modernised) APB 2. And it would've been time for this four years ago, too, when the engine upgrade turned out to be a nonstarter. With modern technology APB could play better, run better and, quite frankly, look a lot better. Of course Little Orbit isn't to blame for continuing the work that started under Gamersfirst, but I honestly don't think it will carry APB much further. The real treasure they acquired is the lore. -
FWIW that's basically how this gamemode could be explained? One corporation deciding they can do the job better than all the current players involved. Since some Criminals and Enforcers are only in it for the money anyway they might get paid by RIOT now instead of the other four.
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You've got a false friend there. Eventually & eventuell Got nothing to add to this thread besides you guys keep on trucking, spectacular finds so far!
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Fight Club minimum rank change
Revoluzzer replied to MattScott's topic in General Discussion Archive
Originally playtime was only recorded in action districts, not in Social. And idling in action districts gets you kicked. If the former is still the case and rudimentary systems to prevent simple walking/movement scripts to count as actions exist (which I believe they do), going by playtime might actually work. -
APB condensed into a single sentence. Bought from a third party, I'd assume. At least that's the kind of software I'm working with which gives me the biggest headaches.
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The Impact Combat Gear was only briefly awarded to Enforcers at release of the pack. This issue was resolved within hours and you only got those items if you retrieved your mail before the emergency patch was rolled out (for example I bought the pack before, but couldn't retrieve the items in time and thus missed out on those sweet clothes). It's probably still in cross-faction because technically the gear can be owned and equipped by both Criminals and Enforcers.
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Matchmaking = placing players from a pool against each other, ideally based on their skill Distribution = putting players into a matchmaking pool, ideally based on their skill The former currently exists and technically works. The latter currently only exists in a rudimentary and flawed form (district threat labels). They're independent systems which ideally work in tandem.
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About to hit 100,000th kill, I have a Personal Request.
Revoluzzer replied to Zolerox's topic in General Discussion Archive
To think getting the 'Hitman' achievement was a noteworthy thing once ... I think ripchen was the first to ever get it? Which, I guess, was 7 or 8 years ago, lol. -
Progress with UE3.5 / Integration
Revoluzzer replied to MattScott's topic in General Discussion Archive
Is the overpass in Waterfront still using grass/dirt particles and sounds, though? As the story goes the original developers came up with a lot of mechanics for APB which weren't state of the art at the time, e.g. seamless world-streaming and day-night-cycles. I doubt they didn't understand how half the stuff worked, they probably understood very well how fickle the whole construction was. The clothing simply extrudes the body to assume the desired shape, as far as I'm aware. They'd probably have to recreate (i.e. import a higher poly version of) every single clothing "item" from the original zBrush file, assuming they still have access to those. -
that’s just a consequence of having static threat levels instead of dynamic, since a majority of players will improve over time it’s only natural that threat distribution will be skewed towards higher threats - especially in a game like apb where the population is stagnant at best In a closed group the threat levels shouldn't gradually increase, since every time one players gains threat, another loses an equal amount. As many players who try out APB will only spent some time getting their behinds kicked, increasing someone else's threat in the process and then leave the game, the overall average threat most likely does gradually increase. And only those who can consistently beat weaker players remain active. Assuming the matchmaking system is based on Glicko. I wouldn't be surprised if it's based on the actual threat levels, however. Either way, matchmaking really was never the issue. Distributing players into the correct districts was and is to this day the major flaw in the system,
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Is UE3.5 some bastion that cheaters haven't conquered yet? I'd expect working cheats to appear within minutes of release, assuming there is no "mole" in the testing group(s). Otherwise they'll probably exist long before release. Bottom line it should be trivial to use existing cheats for UE3.5 in APB, no?
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Action districts have never accommodated more than 100 players total (50 Enforcers, 50 Criminals).
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Threat inflation only occurs in poorly designed matchmaking systems to begin with. I've laid out before in this threat that a dynamic threat distribution system could easily combat this issue, removing the necessity for resets like the one suggested altogether.
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From a purely technical point of view I would expect FairFight to be the best suited anti-cheat for APB (or most games, for that matter), simply because it's server-sided and as far as I am aware the servers already check for a bunch of things (e.g. accuracy and weapon damage). I would also expect a server-side, statistics based anti-cheat to be much more difficult to be circumvent compared to client-side anti-cheats. And concerning privacy and data-security I'd much prefer a game not to pollute my system with software that rummages through my files and inspects processes at will. Anyway, I can see why FairFight did not work as expected in APB, given that several missions essentially provide players with wallhacks and certain bugs also made player names visible through some objects. However I'd consider changing these missions for the sake of improving gameplay (I don't think wallhack-deathmatch is a lot of fun), as well as giving FairFight the ability to better monitor players. And of course MrEpicGoat showed that APB is mechanically very exploitable, which hopefully gets fixed with the engine upgrade. Even that out of the way, client-side anti-cheats are probably still bypassed with a bit of effort.
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If this would actually fix anything, it would've done so in the past. The underlying system needs improvement, threat won't "re-calibrate" itself because it currently doesn't have the means to do so. What you suggest is only a short-lived reset.
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Bold strategy, Cotton, let's see if it pays off.
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Using the best weapon the game has to offer is certainly more fun than using an inferior alternative. The STAR is also free and you get a permanent version, but you hardly ever see anyone use it. If the N-Tec and STAR were on the same level both would be a common sight in high-rank play, right? You made a very solid argument explaining why the N-Tec is better than all other assault rifles. You could've gone even further and laid out how it beats several SMGs and rifles in their niche. Nonetheless you came to the conclusion that the N-Tec is not op? And how would balancing the N-Tec break the game at all!?
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They did originally deal the same damage, which implies they do. Obviously one is an unwieldy, but accurate long-range sidearm, while the other is a quickly drawn, inaccurate CQC shooter and that's what sets them apart. Buffing the SNR to 350 damage would make it a more viable choice again. Combined with the attempt to make shotguns more reliable, while dealing less damage, the original reason for lowering its damage (iirc, shotgun -> SNR quickswitch) would be less of an issue, too. Is that wall at a 10m distance? Because that's what the crosshairs represent: The weapon's accuracy at 10m.
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Since you are well aware of the drastic range limitation in APB, why do you suggest a minimum damage range of 30m for lethal weapons? It compresses the range way too much and leaves no room to create distinct CQC weapons. In APB 30m is essentially the limit for 'short range'. As shotguns are generally supposed to be CQC weapons that carry an advantage over SMGs the closer you are to an opponent, their minimum damage range should be fairly low, just like their maximum (either with a hard limit or spread).
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I'm well aware of that. But it was an attempt at taking the APB lore and do something new with it, instead of working on the same old game that has a rough reputation. Hey, good to hear. That's something I was just really curious about.