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Sakebee

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  1. Essentially it has to do with how the database is set up. There is no easy way to do a capitalization change without messing things up on the backend. I would need to confirm with our engineers, but it is likely that name "a" and "A" are treated similarly in the database (though represent differently visually to the end user). Thus, if you want to change from "a" to "A," the sequence necessary is "a" -> "B" (placeholder name) -> "A" (hence the updated instructions in ARMAS).
  2. Hello everyone, A new patch is going up onto the Live servers for PC. This patch will be happening on Wednesday 11/25/2020. The patch is scheduled to start at 9 AM UTC and will last up to 6 hours. Console will have its normal maintenance starting at 9 AM UTC as well. OVERVIEW This update continues our ongoing weapon changes as we dial in on weapon utility and identity. Though we are continuing to sand out some rough edges at the top end, this pass sprinkles in some love to popular but less relevant weapon lines by bringing their stats closer to our established baseline. As always, this is a gradual process. We won't address every gun that needs work in this update. If there are guns you feel still need a pass, please be sure to politely outline which weapons those are and why you feel that way on our forums. PC CHANGES/FIXES Weapon Balance Percussion Grenade The Percussion Grenade has received the following changes: Stamina damage has been reduced from 350 to 200 Explosion radius has been reduced slightly from 5.5 meters to 5 meters. The radius in which the Percussion grenade deals its maximum damage has been reduced from 3 meters to 2 meters. Percussion grenades had their radius reduced to encourage accurate throws over spamming them. Users now need to be more precise if they wish to do full damage. The stamina damage was also reduced to prevent combining the explosion with Stabba - PIG in order to achieve a near instant stun of the enemy player. Stabba - PIG The Stabba - PIG has received the following change: Stamina damage has been increased from 675 to 750. Due to percussion grenades having their stamina damage reduced, the stamina damage of Stabba - PIG has been increased once again. R-2 ‘Harbinger’ The R-2 ‘Harbinger’ has received the following changes: It will no longer drastically decrease your accuracy when switching to it. The delay before bloom begins to recover has been reduced slightly going from 0.34 to 0.32 seconds. Its Health damage has been increased from 250 to 280. It has also had a slight reduction in it’s equip time going from 1.0 seconds to 0.8 seconds. R-2 ‘Harbinger’ will no longer be very inaccurate when switching to it. The recovery delay has also been decreased slightly, allowing for a lower time to kill at max range. The damage was also buffed, which increases overall efficiency and makes missing shots less punishing. Finally, the equip time was also reduced, increasing the overall versatility. Colby M-1922 (Tommy Gun) The Colby M-1922 has received the following change: Overall recoil reduced by 50%. The overall recoil of the Colby M-1922 was decreased, which will make it a more viable pick. Colby PMG The Colby PMG has received the following change: The PMG had its crouch modifier adjusted slightly going from 1.0 to 0.9 and making it so it once again gains a bit of accuracy when crouched. The PMG will now become more accurate when the user is crouching, thereby creating a tradeoff between mobility and accuracy. OCA / OCA-SD The OCA and OCA-SD variants (Whisper not included) have received the following changes: The OCA and OCA-SD variants have had their crouch modifier adjusted, going from 0.8 to 0.95. This means that they will no longer gain as much accuracy when crouched. The effective range has been adjusted. The dropoff now starts at 17.5 meters rather than 30. The dropoff range has also been adjusted, now dealing its minimum damage after 7.5 meters rather than 20 meters. This means these weapons will now deal their minimum damage of 37 damage per shot at 25 meters rather than 50 meters. Standing in contrast to the PMG, OCA variants are now slightly less accurate when crouching. Combined with their damage drop-off being shortened, so that it now starts dropping off at 17.5 meters, this makes them more appropriate for mobile gunfights. N-HVR 243 (Scout) The Scout has received the following changes: Its health damage has been reduced slightly down from 600 to 575. Its equip time has also been made faster to compensate now sitting at 0.7 seconds rather than 0.8 seconds. N-HVR 243 had its damage decreased from 600 to 575. This won’t dramatically change the weapon, but will punish the user slightly more for delaying between shots. Hitting the first shot, missing the 2nd, but hitting the 3rd will still result in a kill - but with slightly less room for error. This means accuracy when firing will be paramount. Since damage was reduced slightly, we've given it a faster equip time so you can begin firing that much sooner. N-HVR 762 (HVR) The N-HVR 762 has received the following change: Its health damage has been reduced slightly down from 800 to 770. We’ve decreased the damage of N-HVR 762 (HVR) to 770 in order to cut back on the number of 1-shot combinations with secondary weapons. AR-97 ‘Misery’ The AR-97 ‘Misery’ has received the following changes: Its jump modifier has been adjusted slightly so it’s in line with other assault rifles, now sitting at 11 rather than 8. The misery had its overall recoil reduced by 40%. We’ve decreased the overall recoil of the AR-97 ‘Misery’ significantly, but also decreased its jumping accuracy in order to balance out the changes. Colby RSA The Colby RSA has received the following changes: Its walk modifier has been adjusted from 1.75 to 1.5, meaning that it’ll now lose less accuracy when moving while aiming downsights. Its Fire Interval has been made faster. It now sits at 0.88 down from 0.9, making it a 1.76 TTK Revolver. Its equip time is now 0.9 seconds down from 1.0 seconds. Colby RSA is now more accurate when moving while aiming down sights. This should make the gun feel less clunky to use. It is also now capable of shooting faster, and the equip time has been lowered to bring it in line with the ACT 44. Scoped N-TEC 5 The Scoped N-TEC 5 has received the following changes: Its maximum bloom has been reduced significantly down to 1.55 from 2.1. Its crouch modifier has been changed from 0.9 to 0.8 making it more accurate while crouched. Lastly, the Scoped N-TEC had its Effective Range increased by 5 meters, now sitting at 55 meters rather than 50. We’ve increased the viability of the Scoped variety of the N-TEC by increasing the accuracy of its full-automatic spray. We’ve also slightly increased its effective range and made it more accurate while crouched to give it a distinct feel from its non-scoped brethren. Other We also wanted to call attention to a small addition to the text regarding name changes on ARMAS. We now clarify that the name change option is not designed for capitalization changes. If you would like to make such a change, you will need to purchase 2 separate name changes and completely log out of the game in between each name change. This post is cross-referenced in Game Updates for your convenience. Sakebee
  3. Hello everyone, A new patch is going up onto the Live servers for PC. This patch will be happening on Wednesday 11/25/2020. The patch is scheduled to start at 9 AM UTC and will last up to 6 hours. Console will have its normal maintenance starting at 9 AM UTC as well. OVERVIEW This update continues our ongoing weapon changes as we dial in on weapon utility and identity. Though we are continuing to sand out some rough edges at the top end, this pass sprinkles in some love to popular but less relevant weapon lines by bringing their stats closer to our established baseline. As always, this is a gradual process. We won't address every gun that needs work in this update. If there are guns you feel still need a pass, please be sure to politely outline which weapons those are and why you feel that way on our forums. PC CHANGES/FIXES Weapon Balance Percussion Grenade The Percussion Grenade has received the following changes: Stamina damage has been reduced from 350 to 200 Explosion radius has been reduced slightly from 5.5 meters to 5 meters. The radius in which the Percussion grenade deals its maximum damage has been reduced from 3 meters to 2 meters. Percussion grenades had their radius reduced to encourage accurate throws over spamming them. Users now need to be more precise if they wish to do full damage. The stamina damage was also reduced to prevent combining the explosion with Stabba - PIG in order to achieve a near instant stun of the enemy player. Stabba - PIG The Stabba - PIG has received the following change: Stamina damage has been increased from 675 to 750. Due to percussion grenades having their stamina damage reduced, the stamina damage of Stabba - PIG has been increased once again. R-2 ‘Harbinger’ The R-2 ‘Harbinger’ has received the following changes: It will no longer drastically decrease your accuracy when switching to it. The delay before bloom begins to recover has been reduced slightly going from 0.34 to 0.32 seconds. Its Health damage has been increased from 250 to 280. It has also had a slight reduction in it’s equip time going from 1.0 seconds to 0.8 seconds. R-2 ‘Harbinger’ will no longer be very inaccurate when switching to it. The recovery delay has also been decreased slightly, allowing for a lower time to kill at max range. The damage was also buffed, which increases overall efficiency and makes missing shots less punishing. Finally, the equip time was also reduced, increasing the overall versatility. Colby M-1922 (Tommy Gun) The Colby M-1922 has received the following change: Overall recoil reduced by 50%. The overall recoil of the Colby M-1922 was decreased, which will make it a more viable pick. Colby PMG The Colby PMG has received the following change: The PMG had its crouch modifier adjusted slightly going from 1.0 to 0.9 and making it so it once again gains a bit of accuracy when crouched. The PMG will now become more accurate when the user is crouching, thereby creating a tradeoff between mobility and accuracy. OCA / OCA-SD The OCA and OCA-SD variants (Whisper not included) have received the following changes: The OCA and OCA-SD variants have had their crouch modifier adjusted, going from 0.8 to 0.95. This means that they will no longer gain as much accuracy when crouched. The effective range has been adjusted. The dropoff now starts at 17.5 meters rather than 30. The dropoff range has also been adjusted, now dealing its minimum damage after 7.5 meters rather than 20 meters. This means these weapons will now deal their minimum damage of 37 damage per shot at 25 meters rather than 50 meters. Standing in contrast to the PMG, OCA variants are now slightly less accurate when crouching. Combined with their damage drop-off being shortened, so that it now starts dropping off at 17.5 meters, this makes them more appropriate for mobile gunfights. N-HVR 243 (Scout) The Scout has received the following changes: Its health damage has been reduced slightly down from 600 to 575. Its equip time has also been made faster to compensate now sitting at 0.7 seconds rather than 0.8 seconds. N-HVR 243 had its damage decreased from 600 to 575. This won’t dramatically change the weapon, but will punish the user slightly more for delaying between shots. Hitting the first shot, missing the 2nd, but hitting the 3rd will still result in a kill - but with slightly less room for error. This means accuracy when firing will be paramount. Since damage was reduced slightly, we've given it a faster equip time so you can begin firing that much sooner. N-HVR 762 (HVR) The N-HVR 762 has received the following change: Its health damage has been reduced slightly down from 800 to 770. We’ve decreased the damage of N-HVR 762 (HVR) to 770 in order to cut back on the number of 1-shot combinations with secondary weapons. AR-97 ‘Misery’ The AR-97 ‘Misery’ has received the following changes: Its jump modifier has been adjusted slightly so it’s in line with other assault rifles, now sitting at 11 rather than 8. The misery had its overall recoil reduced by 40%. We’ve decreased the overall recoil of the AR-97 ‘Misery’ significantly, but also decreased its jumping accuracy in order to balance out the changes. Colby RSA The Colby RSA has received the following changes: Its walk modifier has been adjusted from 1.75 to 1.5, meaning that it’ll now lose less accuracy when moving while aiming downsights. Its Fire Interval has been made faster. It now sits at 0.88 down from 0.9, making it a 1.76 TTK Revolver. Its equip time is now 0.9 seconds down from 1.0 seconds. Colby RSA is now more accurate when moving while aiming down sights. This should make the gun feel less clunky to use. It is also now capable of shooting faster, and the equip time has been lowered to bring it in line with the ACT 44. Scoped N-TEC 5 The Scoped N-TEC 5 has received the following changes: Its maximum bloom has been reduced significantly down to 1.55 from 2.1. Its crouch modifier has been changed from 0.9 to 0.8 making it more accurate while crouched. Lastly, the Scoped N-TEC had its Effective Range increased by 5 meters, now sitting at 55 meters rather than 50. We’ve increased the viability of the Scoped variety of the N-TEC by increasing the accuracy of its full-automatic spray. We’ve also slightly increased its effective range and made it more accurate while crouched to give it a distinct feel from its non-scoped brethren. Other We also wanted to call attention to a small addition to the text regarding name changes on ARMAS. We now clarify that the name change option is not designed for capitalization changes. If you would like to make such a change, you will need to purchase 2 separate name changes and completely log out of the game in between each name change. Sakebee
  4. Here is a list of changes for the 11/19 Alpha build. Please see our Discord server for more details on this update and for instructions on how best to give feedback. New character art has been added (now with more polished job outfits!) Character customization system is in. Currently we only have a few faces, hair, and facial hair alternatives. All options are unlocked right now, but the final version of the game will start the player with some basic options and colors and the opportunity to unlock more as they progress. We are nearly art complete for cinematics, but some audio is missing Improvements have been made to balance via stat and ability tweaking Sirena and Brienze have been adjusted to be less powerful Sirena has only one ability now Sirena is no longer controllable in Mission 3 Some enemy types in Mission 4 have been changed First pass of Chapter 1 itemization has been implemented. The following types are now available for purchase within the Hub: Weapons Armor Trinkets New potions have been added: Speed Potion Fire Resist Accuracy Updated stat screens now show more of a breakdown for units Bags have been overhauled. Different bags now have different slot capacities. Only Basic Bags and Medic Bags are in. Basic Bag – Can be used by anyone Slot 1 – 1 use Slot 2 – 1 use Slot 3 – 1 use Medic Bag – Physician only Slot 1 – 3 use Slot 2 – 2 use Slot 3 – 1 use Party size per mission now increases near the later part of Chapter 1 Song Book has been added for the Harmony System Play songs found throughout the world for team wide buffs (for EA we will provide a few songs from the start) Each ability has a color shown in the number slot on the action bar: Red = Attack Ability Blue = Defense Ability Green = Support Ability Follow the note pattern from your selection in the Song Book to get the corresponding team wide buff! Not following the song is ok; different combinations of notes provide different effects! Opening Main Menu/Title Screen is still placeholder World Map has placeholder elements
  5. The test is currently set up to best gather the information our team needs to chase down our remaining issues. The benefit of financial for a stress test is that this district puts some of the largest demands on our client. Having as many players in that zone at the same time should help us pinpoint where some players are having performance issues.
  6. That was the case for previous tests where we called that out. For this test, the client we have up now should be the client for the weekend. It is a good idea to update early if your connection is limited or slow and you want to make sure you can join on time.
  7. Hey everyone, We have our fourth Open Beta test the weekend of the 21st! This build includes several fixes to issues you helped us uncover in the last test, like characters baking incorrectly, game crashing on clan invite, and assorted audio problems. We’ve also put in a bunch of new data collection technology and will be running both a stress test and a longer Beta window this weekend to help investigate the latency and performance issues some players have reported. Check out our website for full details, and we hope to see you there! Sakebee
  8. This is a thread for bugs related to the 11/21 open beta playtest. When submitting bugs, we ask that you do your best to format them in the following way. This will give us the best chance of finding the issue you came across and making sure it gets fixed! Be sure to check out our known issues list and skim this thread before posting so we don't get a bunch of duplicate issues. Here is the structure we would prefer: Summary: A short description of the bug – think of it as similar to a newspaper headline. Game Version: This is important for tracking reasons. Including the version number lets us see how long a bug has been present within the game and where it was first spotted. Description: A detailed description of the issue that you’ve found. Try to stay concise and clear in your information while being specific. Steps to Reproduce: This part can be the most important part of a bug report. The steps that you took to reproduce this issue. Reproduceability: If you find the reproduction of an issue, how many times are you able to reproduce it following these steps you wrote above? You can use a percentage or a fraction (ie. 2/5 or 5/5 times. 25% of the time or 100% of the time, for example). Results: What’s actually happening when you follow these steps. Expected Results: What should have happened instead of the bug. Example - A bug report for a specific issue Thanks! We really appreciate everyone who takes the time to let us know about an issue they found.
  9. Hey all, This thread is for feedback on the Open Beta the weekend of the 21st. Please leave your thoughts, suggestions, and impressions here. Please note that thread is not for bugs or issues you discover with the build. We have a separate thread where we encourage you to post any issues that you may find. Thanks everyone! Sakebee
  10. Hello everyone, We have our usual server maintenance this week on Wednesday 11/18/2020. The maintenance is scheduled to start at 9 AM UTC and will last up to 4 hours. Console will have its normal maintenance starting at 9 AM UTC as well. This post is cross-referenced in Game Updates for your convenience. Sakebee
  11. Hello everyone, We have our usual server maintenance this week on Wednesday 11/18/2020. The maintenance is scheduled to start at 9 AM UTC and will last up to 4 hours. Console will have its normal maintenance starting at 9 AM UTC as well. Sakebee
  12. The 10/24 beta test only ran for that weekend. We will announce here, on our website, and on social media when we have details on our next testing window.
  13. Hello everyone, We have our usual server maintenance this week on Wednesday 11/11/2020. The maintenance is scheduled to start at 9 AM UTC and will last up to 4 hours. Console will have its normal maintenance starting at 9 AM UTC as well. This post is cross-referenced in Game Updates for your convenience. Sakebee
  14. Hello everyone, We have our usual server maintenance this week on Wednesday 11/11/2020. The maintenance is scheduled to start at 9 AM UTC and will last up to 4 hours. Console will have its normal maintenance starting at 9 AM UTC as well. Sakebee
  15. I am not going to list all the responsibilities and powers of a GM as I don't think that would be productive for general conversation, but I do want to step in here and address a few points of misinformation. Our GMs are our first line of community interaction in game and they are empowered to take disciplinary action in some cases. In others, investigation or coordination with the rest of the team is required, in which case they might ask you to submit a ticket. In either case, we ask that you do listen to them as they help everyone enjoy their time in APB within the bounds of our ToS. Implying that the hard work our GMs do is no different than submitting a ticket is not only incorrect, I feel it is a bit disrespectful to the efforts they put in to make everyone's time better.
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