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Everything posted by R3ACT3M
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script kiddies and cheaters as SPCT still 🙈
R3ACT3M replied to FakeBungo's topic in Social District (General Discussion)
Hey I didn't there was a party going on in this thread -
pretty sure it was to avoid the sliding bug people are having
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I think the matchmaking would put silvers against silvers if it could. But when you hit K it puts who ever's available against who ever's available. hopefully a better solution can be created like phasing over just blocking people from playing.
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Dont expect support to undo their mistakes.
R3ACT3M replied to NotTheEnforcer's topic in General Discussion Archive
dw I agree. Why even chance it if you love your account so much -
Did another small play session. One think I noticed in social is those shipping container located in the back of social were now properly shaded. Hope this is a good sign that lighting changes are much easier to accomplish now. Or if it was always easy and those containers were left unshaded cause "engine update more important". Which yes it is. But it's kinda funny how long they were left on the more broken side. Next, im assuming it's a problem in the normal game as well. But when looking towards the ocean in Waterfront I was getting 300FPS but when firing the Ogre fps went from 300 all the way to 100 which is a HUGE drop. Of course the hit wasn't as hard if fps was hovering around 150. But still FPS drops like that need to be solved along side the hitches and stutters that occur a lot when playing. But the overall feeling? It might be placebo or maybe I am feeling that the game just plays a little bit smoother compared to live. I don't what it is, just moving around feels a little bit better. But yea if the stutters and hitching can be ironed out this would make as a great base to do more with. Hopefully some day we can see the LOD changes that were in the Unreal Engine 3.5 version of the game. I also hope that we will also see 2.2's version of social. I for one really liked the new look (outside of the harsh lighting that was present in 2.2). I do also hope that hiding threat from player eyes will come sooner rather than later. Lots of hopes and dreams but I guess this is a good first step that leads up a flight of stairs. P.S I also played around with the character customizer (the kiosk in social) and was met with some pretty long freezes when trying to navigate through the menus that I don't remember being present in 1.20 . I didn't play around with car customization.
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Yea, agree, I mean. It also doesn't have to match make those who don't want to rematch. it could just try and pull in new players as a replacements.
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I for one was definitely more curious of the next steps over this foundational change.
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Yea unopposed missions should never be a thing. I feel like they are left overs of an original idea that RTW had. Where maybe criminals needed to be witnessed to start a mission with opposition. I also think 2v2 missions should be last resort and the game should shoot for 4v4 priority. Hopefully if phasing becomes a reality this sort of thing can be more achievable. Because 2v2s and 3v3s are awful every time. Because if you're even slightly better than your opp it's just a slaughter fest, if you're worst?... That's where abandoning a live mission and putting a cool down on the opp you faced could really help with minimizing repeat matches. I mean a feature for voting for a rematch could also 100% be a thing (might be abusable so maybe no more than 1 rematch per time). As for it backing off per mission should shave off less than given if you abandon a live mission. The feature should really only be there as a sort of last resort if the matchmaking just really screws the pooch again. I also think a weekly reset would be better than a daily. Punishing enough, but not too forgiving (which can encourage match leaving all the time ( > < ; )
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NEWS: Blizzard, Toxicity, cheating and more.
R3ACT3M replied to MrLek's topic in General Discussion Archive
Did you read this news? -
For sure
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well not logging in, that's too much. More like, after X amount of abandonactivemission's in a row start a matchmaking cooldown starting at 5 min then increase it by 10min for every active mission abandoned then have the timer reset every week. This should immediately put a matchmaking cool down on the opponents the player abandoned from. To avoid repeat games and making the active abandon useless in the long run.
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Yea I would happily take punishments while also having a choice to leave a mission
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They already said it's not as simple as turning it back on or off. That the whole log in would have to be remade. I also wouldn't be surprised if those files were encrypted. But hey who knows
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It loads fast
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Just a deepfaked image some AI generated during those AMA
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An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
So I went sliver inevitably, as trying to be a top player in APB is not fun. I think really what needs to be changed (not nerfed but gameplay changes) are a lot of the exploits/techs that are in APB. I found that a lot of silvers don't use these techs to give them advantages like a gold player would. Stuff like pop-shooting, moving medium objectives at sprint pace, abusing certain weapons, and going to spots on the map that give an advantage to defending teams by a huge amount. I think a slightly longer TTK could be good. But def not super long -
Neither would I, if it's all in the name of fun I put it alongside the rest of the chaos that happens in APB.
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Questions about Apb Game situation past and future 2023
R3ACT3M replied to PingOVER9000's topic in General Discussion Archive
All I know right now, is I'm in the mood to play APB. But I simply can't play in mission districts for very long due to the crashes. I love the game's art style so I've been actively moving away from anime/or characters dressed in all black, and going for designs that make my characters look believable in the world and even as far as affiliated with one of the factions. -
An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
agreed I still wouldn't mind having an event where everyone's health is 200. Just to get an idea of how a high ttk would feel to play. -
An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
Good argument. I guess what I was thinking more of is game design then. And how to discourage cheating/make it less beneficial if cheaters were to breach the anti-cheat. -
An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
I never played during the rtw era so I would not know how it used to be. But this is what I was thinking of for making TTK at least a bit longer. Guns are more accurate but take more shots to kill across all the guns in the game. I feel this would be a lot better solution over trying to nerf all the guns in the game. Because right now you have a lot of guns that have low ttk but because of the accuracy nerfs they were given now take longer kill (generally speaking, I'm fully aware a pro player can still make an NTEC sing and dance and no nerfs will ever change that.) I just feel like it would be more satisfying for players if death was not always instant in gunfights as they are now. The spawn system can make it really frustrating to have to have to run a long distance just to get kill in less than a second. A video that was posted on the forums once had a really neat quote. That APB makes you FEEL badass. I think the tracers being removed kinda removed that hollywood part of gunfights seeing the bullets fly all over the place. But since gunfights are usually settled really quick this feeling can never really take hold unless you're dominating. Going off someone else it sounds like G1 thought that a lower ttk was a good idea. Now I'm just speculating but I imagine it was to appeal to the twitch shooter call of duty crowd. I could be wrong but wasn't call of duty huge around that time when G1 took charge? I can only imagine they tried to bring more players in by appealing to that massive audience even though it does not fit the rest of the game. p.s : im trying to watch some APB (RTW era) footage. It's really hard to tell what the ttk was as most people can't aim as well as i've seen players and myself aim today. But I will say guns generally look more accurate but the TTK looks pretty similar to now. But again it's hard to tell when watching a 480p video in 4:3 with players who don't know all the techs yet. -
An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
very compelling response ill make sure to heavily analyze this before continuing to ever post again -
If it's just a straight up road block randomly placed, sounds funny af. But if it's intentional......
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An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
Yea I think my bigger gripe is that there are weapons rn that you don't have to aim, get full movement speed and take nothing to aim them. Is this something an animated transition could solve? Doesn't have to be a slow one. but a delay so players can't just run towards their camera then snap aim. Yea really, I hate how much of a necessity clotting agent 2/3 is. You are literally at a disadvantage for not using it. And New players will have no idea about it's abilities. This one im kinda 50/50 on. I think cars can make escapes really clutch. I supposed to "fix" this would be to allow shooting drivers but that would be a can of worms to open for sure. Maybe longer TTK isn't the core issue then, but maybe the fact that matchmaking can really screw the pooch. Some of the worst games to play are the 1v1 2v2 or even 3v3. 4v4 and up is when the games are fun imo as there's a lot going on and will be harder to coordinate a camp spot. Yea it really could go one of two ways I really feel like players would try to be more aggressive since it requires a little more effort to try and get rounds down range. Keep in mind I like the idea of a longer ttk in exchange for better weapon accuracy. Right now it feels like the TTK is shortening due to weapons being less accurate which makes just about all of them feel really bad to play with. + Pre-nading is already a thing that players do so I don't know how that could be too much of an issue. Sure grenades will also have to be tweaked to fit a higher ttk. Maybe instead of them dealing a flat amount of damage have them deal a percent amount with range having an effect on the maximum percent (just an idea, dunno if it's a good one or not) The other way it can go is players will be more defensive. I guess in this case CQB would be the popular option because as of now these weapons typically dish out the most amount of damage fairly quickly. I don't think anyone would really know how players would behave until a test environment is set up. I'm just keeping an open mind to the idea, I can still play apb with it's short time to kill, but I recognize the issues with boths sides of a long ttk and a short ttk. -
An Open Letter from the APB community
R3ACT3M replied to MattScott's topic in Social District (General Discussion)
the fact that you assume that I'm someone who assumes everyone is cheating is plain wrong. I was simply stating it as an obvious fact to why people *would* macro not that everyone does it. Don't be so narrow minded, LO have already addressed that maps need spots to mitigate the diluting into king of the hill situations. TTK has nothing to do with defending or attacking, it has to do with the lack of routes the player has available and the lack of cover to make an approach. There are a lot of dead spots on both financial and waterfront where players can see another player coming from a mile away. I don't see the corsair making any waves yet. (and it's one of my favorite guns to play) Cheating should absolutely be considered in balancing an online game. This is exactly what I'm trying to advocate for. The core mechanics for apb's gunplay need to change. Right now the game is in a state where TTK is low like you said ntec has been .7 for years. Many players including myself don't like having to run for 100m dying in ~1sec just to respawn and start it all over again. On top of that most the gun nerfing in APB atm has been around bullet spread. And if this low TTK is so great, how come servers have been dwindling for ages now? One of the problems you have right now is there are a good handful of guns in the game right now that are too easy to play. I think that CQB weapons should be encouraged to ADS so that way movement debuffs can be made. Make the OCA and PMG superior at close range combat. But it's incredibly annoying for players to have to fight someone who just has to hit A and D in a pattern while holding left click. You could fix shotguns the same way by having penalties be placed if the player chooses not to aim the shotgun. This could really help prevent someone from corner camping with a shotgun. (talking about where they jump in and out of cover) This is why in APB's case, a lot of guns just need slight buffs. You have the NTEC, OCA, PMG, JG, JOKER CARBINE sitting on top of the throne as top picks (which is fine) But after the FAR nerf i've only seen one person actually play it, so it's an example of a gun that needs a slight buff same with the cobra/adder. The free 2 play guns should remain the top most played weapons.