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Westford

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Posts posted by Westford


  1. 3 minutes ago, Svrcko said:
    They said they made some Improvements whit the Servers.
    For me it wasn`t an Improvement. Now my Latency is higher, i`ve got Packet Lost now, when i arrive in an Scenario where an heavy Fight is, the Latency sometimes jumps up to 200.
    And back to main Topic, they didn`t fired the old G1 Staff which can help them whit the coding etc. and as Matt said, there are things which are so close to be done.

    .... breathe ...... 1 ..2...3..... breathe ......

    Login Servers should be up momentarily .....
     

  2. 5 minutes ago, PETRONAS said:
    7 minutes ago, RiderZ said:

    Lixil said on weekly maintance post this: 


    Hello everyone,
    Please be aware that, even when there is not a new patch to go LIVE, APB will still be taken down every Wednesday for general maintenance. This will happen at 9 AM UTC / 2 AM PST. https://www.worldtimebuddy.com/pst-to-utc-converter
    Weekly maintenance is a lot faster than a standard patch deployment and should not take more than 2 hours (though we aim to have it done within an hour).
    Thank you for your patience and understanding.

    probably this is why.

    it's been way more than 2 hours lol and it's thursday
    Ahh. I re-read Lixil's post .. so the Downtime was scheduled..... although , they are running a bit late...

    Good to know.

     

  3. 18 minutes ago, ShadowXS said:
    There's no such thing as a login server for jericho. There's a login server, and then there's jericho on a different server.

    Everyone is having issues logging in, since the login server is down. Not just jericho.
    Ahhh, thanks for the  clarification,  most helpful. 



    So everyone is down ?

  4.  

    3 minutes ago, Zolerox said:

    The little widget "server status" is also missing
     

    Good point.

    If LO would provide server status , via their webpage .. would they also provide an App.. for iPhone & Android ?
    We shall see what LO has in store for the future.

    I'm sure they're taking notes.

     

  5. I hope we are talking about the same thing when discussing Reticle Bloom.
    If so, Bloom is a visual representation of the Reticle expanding after firing the weapon.
    So although your aim point is still in the center of that Bloom, with an expanded reticle, you no longer have a small crosshair on target.

    Given the appropriate time, after the weapon is fired, the Reticle Bloom returns to the original crosshair reticle when aiming.
    If you are firing a weapon either full auto, or w/ semi autos, and do not allow the Reticle Bloom to recede,
    then the player no longer has a tight reticle on target, but the center of that Reticle Bloom would still be the aim point.

    By using a custom crosshair, like a dot, you no longer need to contend with an expanded Reticle Bloom, which is your aim point.
    The dot, provides a perfect center aim point.

    I think we are talking about the same thing.

    EDIT:
    Not sure why anyone would downvotes this post.
    I don't think that I stated anything that was inaccurate.
     

    • Thanks 1

  6. 7 minutes ago, SelttikS said:
    16 minutes ago, Teardrops69 said:
    If I have a static dot I get 0 bloom every gun!
    gun will still have the inaccuracy applied. This isnt Rust yall
    What inaccuracy component/characteristics are you referring to ?
    The recoil of the weapon ?

    The standard NTEC is a great example of both expanded bloom when firing , plus recoil.
    Two characteristics that a player needs to contend with to use this weapon efficiently.

    If that person is using a custom crosshair that removes the bloom (and basically removes one of the characteristics of that weapon) ,
    then all that is left to counter, is the recoil.

    Was there another component/characteristics other than these two when you are referring to the "inaccuracy " ?


     

  7. 14 minutes ago, SpeedyCat said:

    Have found it:
     

    I'm curious as to the available features LO will add to "ingame" crosshair selections. (Other than Color / Size which Matt mentioned)

    In adding these new features ingame, will the current Reticle Bloom when firing a weapon in marksmanship mode be maintained ?

    Will the current weapons (mostly SMG's) that have an expanded Reticle Bloom when aiming be the same ?
    For SMG's , the current expanded Reticle Bloom makes sense, as these weapons are designed for close quarter combat,
    so an expanded reticle is not much of an issue when your opponent is a few meters away.

    Or will these two game mechanics be removed, resulting in every weapon to have more or less equivalent reticle bloom when firing as far as no bloom effect at all.

    Be curious to hear some more details at to what changes they have in mind.
     

  8. 3 minutes ago, CookiePuss said:
    Persistent center dots are also an advantage.
    Still doesnt change the fact that there is nothing LO can do about it.

    The "Persistent center dots are also an advantage." was my point.

    Also, there are some weapons (I think the OCA is one of them), that do not provide a tight crosshair reticle, but a bit expanded reticle.
    Where as a custom crosshair circumvents that particular ingame mechanic.

    "Still doesnt change the fact that there is nothing LO can do about it."
    The OP's initial post was pointing out that custom crosshairs do not provide an advantage,
    which I am not sure is an accurate statement.

    As far as LO's ability to stop people from using them, might be a different discussion.
     
    • Like 1

  9. The main difference that I see using a custom crosshair, is that the player no longer has to deal with "Standard recoil Bloom"
    of the APB vanilla bloom that occurs when firing.

    So with a custom crosshair, the player's crosshair can stay centered on target with no bloom effect.

    Is that not considered an advantage ?


  10. On 7/10/2018 at 7:40 PM, CookiePuss said:
    As Matt explained it in discord, it is a netcode issue, but at the time he couldnt go into more detail.
    Feel free to join if you want in on the LO staff shenanigans.
    https://discord.gg/NW5tv34
    Thanks.


    I do have access to the "Unofficial" Discord channel, but only hop on maybe once or twice a month, so I am sure that I & many others, 
    miss a lot of LO's comments there.

    Thank you for relaying some of that communication here.
    Not all of us "live & breath" over there on Discord, so this helps.

    One component that I had missed in my list of components that make up the APB application/infrastructure, was the software... hence the netcode.
    A slight oversight on my part.
     
    On 7/10/2018 at 7:44 PM, BXNNXD said:

    dev tracker is at the of the page

     

     

    top right under forum rules on desktop

     

    top right “folded page” symbol on mobile

     

    Thanks, I enabled the "Admin Tracker" , very useful.

    I suppose my post last evening had in some part be due to....,  a slight level of frustration.

    The game crashed on me twice last night, and one impromptu Restart broadcasted.
    One of the crashes,  I have also experience in the last few weeks (only the last few weeks), is a very small dialog box showing up with the msg..
    "Running out of Memory" .. (or something to that nature, with an OK button, which then brings you to the desktop.
    Of course I restart my own system after each APB crash.

    The other crash, is a bit more abrupt, just crashes to the desktop, with an added caveat of a Windows Dialog Box to send "A Crash Report" to G1,
    which I always do......   (doesn't everyone ??)

    Was hoping for additional info from the LO team, but perhaps the timing is a bit premature, as they are still in "analysis mode".
    Hence no official response to this particular post.
    No problemo ... (stuff happens)  😎

    I look forward, as I am sure many of us are, with some more details on the periodic restarts, crashes and root cause to correct the issues.
    I can only imaging that working with an application that is using two different versions of the Unreal Engine is a challenge in of itself.

    Yep.... LO certainly have their hands full;
    - Performance
    - Reliability / Stability
    - Player retention
    - Cheaters (... yes on ongoing battle, sad to say)
    - Unification (UE 3.5)

    - and then, finally some content


    I do not envy them with the tasks at hand, but, a tad more details on some of the performance and stability would be wonderful.
    Posted in the official Forums of course. :classic_happy:

    Regards



     

  11. 21 minutes ago, Hexerin said:

    Restarting the servers temporarily fixes the server-based lag problem. I believe it was mentioned somewhere that it's a memory leak issue they're having trouble isolating for a fix.


    Hey ,,, I admit, that I missed that post.

    OFF TOPIC: Is there an available DEV Tracker Link that we can use ?

    ON TOPIC: 
    "fixes the server-based lag problem. I believe it was mentioned somewhere that it's a memory leak issue "

    So you are implying that the "lag" is related to memory leaks, and not any netcode, or network issues?
    Good to hear.

    Thanks
    I'm sure a post from an LO rep, at some point, to let us all know the progress and our current status, would be a great.

    Looking forward to the future....


    Regards
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