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  1. We won't know until they try it. Same goes for the other upgrade attempts. We didn't know that we were going to hit some impassable wall, now we do, so they stopped those attempts. We're never going to get anywhere without trying new approaches after one fails.
  2. Where are you getting those dates from? Not anywhere even close to being right. RTW ran the game for the first two months and then went bankrupt and sold APB to G1. Energizer was already removed in 2010, not 2015. Everyone has it on by default, and it no longer takes a mod slot. I think your perception of time is broken. Do you know what year it is right now?
  3. We're not trying to make actual art or anything useful out of these, it's just something fun to mess around with.
  4. I can weigh in on this. Remaking the game in Unreal 4 wasn't actually Ellix's work. That was the Phoenix Project by Nekrova, which I do the audio design for. We didn't get in any legal trouble, but we made the decision to make our own game as a spiritual successor to APB instead of just remaking APB because we came to the realization there would be no way that we could sustain it and we definitely would have gotten into legal issues if we kept going. When LO took over we had already changed our direction but we talked to Matt and Lixil directly in a Discord call to prove that we weren't using any stolen assets anymore. There's no bad feelings between LO and Nekrova and the call turned into friendly conversation about the future of APB once we got all the legal stuff out of the way. All I can really say about what Matt said in that conversation is that APB's future looks bright.
  5. Hoo boy. Yikes. Source Image: (Really old screenshot) Most accurate but still creepy. Corpse? Zuckerberg? How did we get to this point?
  6. I'd like bounties that are in missions able to be killed by players outside the mission unless those outside the mission are in a mission themselves. One of the things that was lost with the imho stupid change was that this feature was intended to balance players that were doing too good by giving them more enemies to worry about. So my suggestion would be to make it so bounties can be killed by players that are in free roam, but not by ones that are part of a separate mission, and that bounties can kill outside players that are not in a mission. The whole system is supposed to work as both a balance measure and a bonus to the person who has a bounty. If they're doing too good then they get rewarded with 2X rewards, but they also have a higher chance of being killed. This fits in perfectly with the game's intended risk/reward mentality. The only people I've seen complain about this system are the few that consistently get bounties. You know, the ones that it's supposed to be balancing. I explained to my friend who was somewhat new at the time about the change they made to the bounty system and they said that's one of the dumbest things they could have done to it.
  7. I'm a little confused about this. Does this mean that Boomboxes don't disappear after their duration or do they? Great patch though!
  8. APB doesn't use it anymore. One day it just started banning everyone that logged on so they disabled it.
  9. --Crashes-- -I only crashed Twice. Once when going to Asylum from Social, and the other when I was kicked from Social when the server were going down. Seems to be a problem with leaving Social. --Performance-- -Over all lower average framerate, but no stutters at all. Sat at around ~50-60 -Pressing the Pause/Break key (bound to screenshot) caused massive frame drops for the next ~30 seconds --Car Horns-- -Most of the car horns have incorrect looping points or the loop doesn't blend properly -Moirai horn doesn't have reverb so it's just an instant cutoff -Horns just cut off instead of having very short fadeout like on Live. I believe this happens with every car that doesn't share the Vegas' horn. --Animations-- -The landing animation for light-medium height falls seems to pause when you hit the ground, putting you in a weird Arms-out squat pose for a second --Physical Materials-- -The basketball in Asylum is now metal (shoot it and sparks fly off) -On the top floor in the front courtyard walkway on the west side, if you shoot the brick wall of the building it makes a wood sound and wood chip particles fly off, but not on lower floors. -Cars seem like they have more friction against walls than on live. I bumped walls with my Vegas 4x4 a few times at angles that should have allowed me to grind against it, but it brought me to a dead stop --Vehicles-- -The damage morphs appear to reset sometimes if you've been away from the car for a while (I didn't go near my fairly damaged car for a few rounds but came back and it looked new. Blowtorch took a very long time to repair it) -Vegas can't do wheelies --Social-- -Cars float above vehicle display points -For statue display points, the feet are in the pedestal -Symbol projection on character heads is messed up, but Skitty confirmed that so I'm assuming LO is aware. --Audio-- -Bullet impacts are way too loud, especially with shotguns -Joker Ammo Machines need the time between phrases adjusted. They speak way too frequently. It's really bad when there's two side by side. -The sensitivity from left to right ear is a bit too high. It acts as if the sound is going directly to the ear that is facing the audio source instead of bouncing around the room the way sound actually does. -Car engine audio does not work in certain parts of the hallways in Asylum, vehicle just goes silent but resumes when leaving that part of the hall. Mostly seems to happen on stairs. --UI-- -Font makes it hard to read, but that's already been addressed -If you are typing in chat, and a song in the music player ending and moving to the next track causes the game to lose focus on the chat box and you have to click on the line to resume typing. -Same thing above happens if you try typing when you are dead in the spawn select map. Pressing enter won't open the chat and you have to manually click on the line to continue typing. -Opening a menu causes the spawn select map to close and display a grey screen and you are then unable to pick a spawn and have to wait for it to timeout. --Servers-- -The servers seemed to be the worst part of this test. It was very hard to play with people teleporting all the time. I've had plenty of instances where I would walk into a room and everyone would stop shooting, start walking forward, then would all teleport behind me. It seems as though that happened on their end too. --Visuals-- -Looks way better than Live in general -Ambient Occlusion caused my framerate to dive when multiple characters were on screen, and it just looked weird. It looked like floating shadows around the character. -The contrast seems a bit too high. If you're facing the opposite direction of the sun then you almost appear to be a silhouette at times. Light should bounce off surfaces in the environment, or at least find a way to simulate it so the shadows aren't as harsh. The contrast is way too high in Social especially. -Thank you for getting rid of the Halloween 2014 leftover white upward ground light in Social, that shit was ugly. -The new Social and Asylum materials look great. The old RTW low res placeholder textures that are on live's Asylum just make the map look so unfinished. -The new foliage looks nice -The new skies are very pretty -Reflections and specularity looked great compared to live -Very happy to see tracers returned! Thanks for the beta guys. Despite all the little problems it was fun!
  10. Among the old missions being brought back, are any of them the crim vs crim missions?
  11. Have you been paying attention to what's been going on lately? Joker boxes are gone now. Forever. LO removed them and replaced it with a much better system.
  12. The reason they picked these two maps are because they are the most complete and perform the best out of all of them. How many times must this be explained to you? It's not like they're just working on them one at a time and can't move on until a district is complete and final.
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