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  1. You fully admit that it's not fair, and yet you still think it's a good idea. What on earth makes you think the players in the bronze districts will want to stick around if threat restrictions are removed? It'll just drive down the already low player count. It's happened throughout APB's history and yet people never seem to learn from it. You reap what you sow.
  2. I only played for a short while, but things felt the same as they did in the October beta. I didn't notice the audio bug (where things sounded like they were coming from the wrong distance and direction), but performance is still not very good. The issue where the frame rate tanks when quickly moving the camera is still there.
  3. Like 95% of players use CA2 or 3. Not using it puts you at a disadvantage in comparison. Developers have to balance guns based off of the assumption that all players use CA. For anyone who says it's not OP or broken, name a single instance where you would prefer not using CA over using it, and if applicable, have you actually done so in practice?
  4. The fact that you consider having to fight people of an equal skill level "ruining the game" is beyond telling. Have you ever even taken the time to consider what it's like to be on the receiving end of being curb stomped? Judging by your attitude on the matter, obviously not.
  5. Destroying new players to feed off of easy kills ruins the fun for new players. No new players is why the game's population is struggling, ruining the fun for everyone else. It's okay though, because you're "technically allowed to do it". Say what you want about that other guy, but at least he has a concept of sportsmanship and common decency, which is more than I can say for the majority of this community.
  6. Specs: CPU: Intel i7-6700K (4.01 GHz) RAM: 16 GB DDR4 GPU: RTX 2070 Super (Driver version 446.14) Monitor: 1920 x 1080 @ 60Hz (I ran the game at Ultra settings with VSync turned off and double buffering enabled) Throughout my post I've linked screenshots within the text in order to prevent my post from taking up a bunch of space. Overall Impression: I didn't get a chance to test combat due to the times I was able to get on, but I did take the time to drive around and explore the mission districts. Overall I think the update is a step in the right direction, but there are some serious issues (mainly regarding performance) that need to be addressed before the update comes out. I understand the desire to take a "sooner rather than later" approach, but if the engine upgrade is pushed in its current state, then it's going to do much more harm then good for the game. Performance: I'm not going to beat around the bush here, performance definitely needs some work. I know the goal was to test the overall feel of the game without looking at frame rates, but that's kind of hard to do when that "overall feel" gets incredibly choppy. In some areas (especially ones with lots of level geometry, even without any NPCs or vehicles) performance takes a pretty big hit down to 35-40 FPS. There's also an issue with turning the camera rapidly causing extreme lag, sometimes down to around 20 FPS if done continuously. I also ran into an issue where after exploring a district for around 15 minute my overall frame rate started to decline to around 30 FPS regardless of where I was or what I was doing, and even looking at the sky so no objects were visible only brought it back up to 40 FPS. I know the graphics of the game have improved, but my rig is able to run games that look far better than APB 2.1 and at a much higher frame rate. I'll say it again, performance needs another pass, otherwise new and returning players will quickly be turned off from what appears to be horrible optimization. Visuals: Most of the visual improvements are good, the increased render distance helps make the city feel like an actual city, especially at night when I'm able to see lights way off in the distance. Aesthetically, I thought night time was far too bright. If someone looked at this image, do you think they would have even known it was taken at night? Here's an example of how I feel night time should look. In the example, I'm inside the buildings' shadows, so the area is darker, nothing is casting any shadows, and the brightness of the lights is (mostly) appropriate. And for comparison, here's the intersection just behind that area which isn't covered by the buildings' shadows. Here's another example in Waterfront where the building almost looks like it's an unlit material, but the building right behind it that are within some shadows looks (in my opinion) much better, while still maintaining that color contrast with the red paneling. The bloom effect is way overdone in some areas, leading to the excessive contrast that I've seen others referring to. The bloom seems to be effected by distances. Across the street from the garage the light appears to be way too bright, making a decent portion of that wall a white blob. But when I get next to the light, the bloom seems far more reasonable. Here's another example at far, medium, and close distances. Outside of Club Subversion straight up looks white when it's supposed to be blue. And here's one more example for good measure, at a distance vs up close. What I found interesting is that it doesn't effect all light sources, there were some where the lighting looked pretty good at all distances such as Club Subversion's parking lot and the evidence locker in Waterfront. Lighting indoors is a mixed bag too. On one hand, you have instances like these where the light on dynamic objects (such as my character) looks blindingly bright but the baked light on static geometry seems pretty average. On the other hand, you have the Waterfront sewer tunnels that look pretty cool with the help of the improved draw distance. I didn't have much of an opportunity to experiment while it was daytime in game, but I'll parrot what others have said about the contrast between light and dark being way too high. The overall "color palette" is alright in my opinion, though some areas could be toned down a bit, such as the inside of the boat on Waterfront. One last side note, while this effect on the boat is (hopefully) not intentional at night, if you added some lights that looked like they were reflecting off the water I think it'd honestly look pretty cool. Audio: I didn't have much of a chance to test it, but the audio seemed to have some issues. Loading screens were at normal volume (what it's like on live) while the actual game + in game radio seemed to be extremely quiet. I also noticed some issues when driving cars (especially ones I commandeered/stole) that the sound of the tires on the pavement was way too loud (even being louder than the engine in some instances). G1/LO, I appreciate you all giving players the opportunity to test the coveted engine upgrade. I still think it holds a lot of potential but there are some major kinks that need to be worked out first. If not, then I think you seriously run the risk of driving away current players while failing to pick up new ones, which is the opposite of what the engine upgrade is supposed to do. I hope you take the opportunity for more beta tests like this one that take place over a couple of days rather than hours.
  7. Sorry if this is a bit early, but I encountered this while making sure I had the beta downloaded in advance. I didn't see this in the known issues list (outside of a mention of dual monitors and refresh rate). Summary: Graphical glitched caused by VSync settings Game Version: 2.1 Beta (I think. I tested this using the beta client on October 23rd) Description: Graphical glitches/artifacts occur if VSync is on. This appears to especially effect the UI. These glitches happen regardless of if "Smooth Frame Rate" and/or "Support Variable Refresh Rate (Requires Windows 10)" are on or off. These glitches also seem to appear if "Support Variable Refresh Rate" is turned off. Things seem to go back to normal if the user turns VSync off at any point. Steps to reproduce: 1. Launch the game. 2. Turn VSync on. Other graphics settings don't seem to matter (except for Support Variable Refresh Rate, which causes similar issues when turned off regardless of VSync). 3. Graphics artifacting (mainly with the UI) occurs until VSync is turned back off. How many times have you recreated this bug: 3/3 Expected results: No graphical glitches. Hardware information: CPU: Intel i7-6700K (4.01 GHz) RAM: 16 GB DDR4 GPU: RTX 2070 Super (Driver version 446.14) Displays: Primary: 1920x1080 (native) monitor with a 60 GHz refresh rate Secondary: 1920x1200 (native) monitor with a 60 GHz refresh rate (Windows lists it as 59 GHz but Nvidia Control Panel and the monitor's built in menu say 60 GHz, for what it's worth) Video of me recreating the bug: The graphical glitches start off small but become much more severe after I change the graphical settings early on. I turn off VSync and start experimenting with other settings at 1:35. Of course since the third open beta hasn't started yet, I've only been able to try this on the login screen. Please let me know if you want me to test anything else or have other questions.
  8. Yeah, and how do you think it got to that point? Too many players in this game just come up with excuses rather than address the actual problem.
  9. Am I reading this right? The snub is going to have a higher equip time than a bunch of other secondaries without getting any kind of buff to even it out? There's not much of a reason to use it now (in my opinion anyways). The FBW and RFP-9 have a 0.35 second equip time, the N-FA 9 and S-AS PDW have a 0.4 second equip time, and the the .45 has a 0.45 second equip time and are all much better choices than the snub even before the patch. I can totally get behind the reasoning behind wanting to get rid of an exploit, but the fast equip time was the one thing the snub had going for it. It's damage may be slightly higher than the FBW but it can't hit the broadside of a barn past close range. I (personally) think that the equip time should be no more than the FBWs, and should have some kind of buff to even it out (slightly more damage or accuracy, something like that). Otherwise I think these changes are good, but a straight up nerf to the snub this hard makes it non viable in just about every aspect.
  10. There's a difference between babying and giving newer players a fighting chance. Relentlessly seal clubbing noobs isn't going to do a thing for their skill other than make them think the game is P2W. If they don't know all the mechanics yet then there's no way they're going to understand, let alone learn from, whatever hardcore pro tech people pull on them.
  11. The behavior displayed by an unfortunately large chunk of the APB community is a big factor as to why this game's population has fallen so low. The constant toxicity has driven away normal/average players, and prevents new players from wanting to get into the game. This leaves us with the riffraff who are more concerned with their KD and in-game "clout" than the longevity of the game itself. The other day I was in district chat with a couple of others talking about how the community should take efforts to help new players rather than farm them for easy kills (when encountered as opp). Some agreed, but some said that they shouldn't have to because it's the devs' problem and not theirs. If they get put up against noobs then it's all fair game. I was in a silver district where I got put into a 2 v 1 match with me (silver) and a green player against a gold player. My teammate was undoubtedly new, mostly just sticking next to me the whole time and not totally grasping the gameplay and mission mechanics yet. Our opponent still decided they needed to call for backup, all while wiping the floor with both of us. If it was just me then whatever, it happens all the time. But this guy was pulling out all the hardcore strats on some noob, killing them before they even had a chance to realize what was happening. I called them out for it only to be told "Stay mad, it's just a game." There was a match I was in (a 2 v 2) where one of our opponents was definitely new, easy pickings for my teammate who ruthlessly decimated him (again, probably before the even had a chance to realize what was going on). I said "Shouldn't you at least go kinda easy on the new guy?" with my teammate's response being "It'll teach him to get better.". These are just few instances of things I encounter far more often than anyone should. Are they anecdotal? Sure. But I highly doubt I'm the only one that's seen this happen. It's worth noting that I do see higher ranked players that will go easy on lower ranked opponents, but this is (from what I've seen) few and far between in comparison. Far too many of the game's remaining players are for some reason incapable of looking at things from the perspective of a new player, or possibly anyone else's other than their own. Their self-centered "I got mine" behavior just brings this game further into the cesspool that drives people away, only for these same people to complain about the population being so low. And the part that I imagine many don't want to admit is that it's a sizable portion of this community.
  12. For months now, it seems that there's about a 25% chance that I'll crash when I go to the respawn screen. I'll try verifying the integrity of the game's files on Steam again, but is this something else other people are dealing with? If so, is there anything in the works to fix it? (For what it's worth, I try to submit the crash log every chance I get.) Edit: I have learned that this might be an issue related to APB's compatibility with Nvidia 20 series GPUs.
  13. But if the mods are supposed to be like sidegrades (i.e. the benefits and downsides of the mod equal out) then not using a green mod at all should be just as viable as using one, right? Yet that's not what we see in game. Buffing the other green mods to be as competitive as Clotting Agent would arguably be even worse because then there's absolutely no reason to not use a green mod, further screwing over new players. These mods should provide a change in play style, not be an overall upgrade.
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