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Everything posted by BrandonBranderson
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It was an interesting way of doing it though. You were still able to go to Social and customize and trade n' stuff, but you were locked out of action districts. So if you were a good designer and your stuff sold well and would cost RTW points then boom, unlimited premium. Er- I guess it wasn't premium, it was just Action District time since nothing was barred off as far as customization goes if you didn't have any RTW points.
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If I'm remembering this right, there's a hard cap in the game's database on how many clothing slots a player can have. I'm maxed out at 95 slots and I still feel limited. As much as I'd love this to be a thing, LO would probably need to make some major changes to the database. Just a guess though. I really would like to buy more clothing capacity.
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I saw a review for the RTW version before and they compared driving to riding in a shopping cart full of excitable dogs. Oh and another thing I'd like brought back, the tire smoke for the Vegas. The Vegas used to churn out a ton of smoke when they drifted, now it just kicks up a few puffs of dust. All cars did this but the Vegas did it the most because the thing is pretty much in a constant burnout until it hits 2nd gear and the tires catch. I think a problem with the current Vegas is that it's acceleration seems a little disappointing, but if it still had the smoke to indicate that it's actually doing a burnout then that would feel a lot more satisfying. G1 claimed it was removed to help performance but I didn't notice a difference when they did it.
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I really miss the high quality bloom. We used to have stars, now we have blobs. One other thing I noticed is that it looks like bloom is rendering on the wrong "layer" during most of the night cycle. If you look at a window on the corner of a building that should be glowing, you'll see the glow beside the window, not on top of it. During this time period bloom is only visible against the sky and all 3d geometry blocks it. Pay attention to when bloom stops affecting your headlights, and go to the highway next to Grayson Fell's place and look at the blue neon sign on the roof. You can see it really well here. The bloom is shown behind the sign, not in front of it. Pretty sure they are, an SPCT could probably confirm that, and the death screen just basically gave you some info about who killed you, like what guns they have equipped and stuff to look at while you respawn back before you could choose a respawn point. It still took just as long to respawn as it does now, and instead of going to the spawn map the screen faded to grey.
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Yes this is my main issue with it! In APB the fastest cars top out at about 53 mph. That's not really too fast, so it needs some sort of visual effect to at least give the illusion that you're going fast. Maybe they could make it so it slightly widens the FOV based on your speed too.
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Ok now the topic is what 3 things we would bring back. 2) Vehicle Stats. They were crazy and would flip easy but looked like a hell of a lot more fun than a few of the solid bricks with no suspension that we have now. That includes the dump trucks so they could actually be flipped over easily. And the Moirai would actually have some power behind it. 3) The old way that audio worked. That's one area where APB used to shine in the final RTW version. When you fired a gun you could hear it echoing throughout the city and pretty far away too. I got to experience it in early Reloaded. You don't realize what you have til its gone. :') And to piggyback along with this one I'd say the old weapon and vehicle sounds. The RSA and ACT44 sounded badass. We can keep the current Ntec sounds though. The old Vegas sounded more powerful and aggressive, and I think I remember the Cisco sounding a lot better too. Now the Vegas sounds like it's carrying too heavy of a load and the Cisco sounds so weak.
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First off, lets not worry about what needs to be done first, or what other features/suggestions should be implemented first. That's all up to LO, not us. Something I would really like to see come back is the camera sway when driving, but now with an option to toggle it because I remember some people saying it made them a little nauseous. This feature was removed seemingly by mistake back around 2012-2013 because if I remember correctly, when it was brought up to G1 their answer was "That video is edited" as if they didn't even know it was in the game. Here's an example of what I mean. It's a very subtle effect, and may be hard to notice with how often he readjusts his camera. It can be seen in pretty much any instance where he is driving in a straight line and then turns. When he turns the camera kinda leans that way as if it has a little bit of weight to it, and when driving straight it kinda gently hovers around behind the car. This made driving look a bit more dynamic and less boring instead of the camera we have now which basically just pivots around a center point and stays completely motionless unless we move the mouse, or if it's within the threshold that will cause it to re-center behind the vehicle. It also helped give the player a slightly better sense of speed when driving. Despite how subtle the effect is I can see how it would make someone feel a little sick, so I would like it to return with a new option to toggle it on or off in the options menu.
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May Blog is up including RIOT launch date & EAC
BrandonBranderson replied to MattScott's topic in General Discussion Archive
Skip to the 41:00 mark in this video and Matt explains how ridiculous of a process implementing clothing to APB is. And uhh... more people asking for something doesn't make it easier for the team to do it. -
Ok then, guess they did. My bad, must have missed that. v(^u^)v
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Citation please? The public tests of RIOT had full districts, not just 15 people. That's what OTW is for.
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Yup Advanced Launcher is still allowed.
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Why the hell do people keep saying this? Matt never promised, or even implied, that RIOT was supposed to come out in March or May! March is when the first public testing for it on OTW was planned but it was postponed until April because they hit a few snags. Matt also gave his reasoning for not sharing screenshots. He said he doesn't want to hype it up too much and that he wants the screenshots to be as representative of the final product as possible. He said in Jenz's livestream a few days ago that the main engine upgrade itself is basically done and they currently have an artist going through and adjusting the shaders to make the game look better. He said that the SPCT will have some more testing to do really soon.
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These are some good ideas. The only one I have issue with is reworking the map's size, but I'm all for increasing the player cap. Maybe they could also add the customization kiosks back to the faction clubs too? You know how in Trespass in the entrance there's that row of spotlights shining down on the blue carpet as you walk in? Under each one of those lights used to be a kiosk back in RTW. I don't know where exactly they were in Rendezvous. G1 just removed those so everyone is now forced to that one balcony at the south end if they want to customize their character at all, which incidentally makes it the only hangout spot.
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How 'bout no? Without them the city would feel even more dead than it already does. Don't ruin the experience for everyone else just because you have a low end PC that can't handle a few NPCs.
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It didn't. And Google translate didn't seem to know what to do with it either. Soooo... Are you saying that LO should pay you royalties because your last name is Villanueva just like the hotel in Waterfront, or the other way around? I'm confused.
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What music are you listening to?
BrandonBranderson replied to gamergoggles's topic in Off-Topic Section
Ayy that's one of my favorites by Acumen Loved that whole album. They also had a pretty on-point parody of the band Deaftones called Tone Deaf on that album and did a great job mimicking their style. -
Not a bad idea for balance actually. Maybe each could start with like 300 rounds/fuel per belt/canister. Trying to imagine how a flamethrower would work here. Would it just catch the environment on fire, like walls and the ground, and then just eventually burn out after a few seconds? Or do we want the players themselves to catch on fire if they take the spray directly too? It's kinda hard to imagine in APB, probably just because of knowing how the game works and has worked for the last 9 years, but with everything that would be possible on the new engine I could see it working so balance really seems to be the only issue with it. Maybe because of the flamethrower's limited range and dealing damage over time exclusively the movement speed could be slightly faster than the OSMAW or Minigun.
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She got a Corey Taylor neck.
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Engine Upgrade Pictures
BrandonBranderson replied to YeOldLegends's topic in General Discussion Archive
Matt said a few months ago that the performance had a much more stable and consistent, but slightly lower average frame rate. I don't know about you but I'm willing to sacrifice a few frames off the top as long as it brings stability and gets rid of all of those micro-freezes. But that was a few months ago, maybe they fixed the slightly lower frame rate since then. -
Could be neat, that's what the True Ogre's windup sound was originally made for anyway.
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Tiggs, its you? Little Orbit does not exist
BrandonBranderson replied to vfterlife's topic in General Discussion Archive
He didn't promise RIOT would be out in March or May, that's when the testing of it on OTW happened. So you're just flat out wrong on that. Sure there's no new engine or screenshots of it yet, but he gave reasons for that. Matt has made it a point to never promise a release date. About the screenshots, he said that he wants it to be as close to the final product as possible before he shows it off. So for all we know he could be planning to release some screenshots and then the engine on OTW the next day. Seriously man, read what Matt says in full and don't just skim over it, you're missing the important details.