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Everything posted by MattScott

  1. Hi everyone, We continue to make excellent progress. As of today, there are 1,088 total tickets (unsolved) which is significantly down from last week. And there are 719 total tickets that have not been touched (contacted), which is down by more than 300 tickets from last week. I think it is important to note that we are now clear of a lot of tickets entered during the end of April and beginning of May due to the messy network data center move. Today we are answering tickets from May 10th, which means we are now at a 34 day response time. If your ticket is older than May 10th, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks, Matt
  2. Hi all, We are currently experiencing a network outage for both Jericho and Citadel. The networking team has contacted our provider for more information and resolution. The issue lasted for about 20 minutes and should be cleared up now. Thanks, Matt
  3. This is correct. However there is a bug that sometimes ends the match early. We are working on a patch.
  4. Hi all, Per the OP’s request, I am locking this thread. Thanks, Matt
  5. Hi all, We have a thread ready to go for feedback. The team wanted to nail down the fixes already in the works, so we can help focus the discussion. We’ll activate the RIOT feedback thread tomorrow. Thanks, Matt
  6. You make some great points. This patch was the largest thing we have attempted since we took over, and we just missed those. I agree that it's a shame that we didn't socialize the Premium and Objective text changes which were made for the community.
  7. No. While I also liked the idea of eliminating the P2W complaints, this isn't the way to do that. We have a number of things coming for regular mission play, but it's very important that we preserve how the main game plays.
  8. Hi all, The first item is a bug. I have posted on the issue here: Thanks, Matt
  9. Hi all, I have posted on this issue here: Thanks, Matt
  10. Hi there, I have posted about this issue here: Thanks, Matt
  11. Hi everyone, Just a quick note to say that yesterday's patch accidentally included the ability for players to drop their weapons when dying across all districts. Essentially we created a new flag for this feature that is a core part of RIOT, but that flag wasn't turned off on the other district types. This was not intended, and will be removed on the next patch. For those players that like this feature, I think the context of my decision is important. This topic was discussed a lot with the SPCT, and in the end I agreed with the position that choosing a strategic loadout is a fundamental part of APB, as it forces players to choose wisely and lean into specific play styles. The addition of dropped weapons trivialize some of those choices, and has the potential to reinforce gameplay we don't want to see. However now that we've seen this can actually happen, do you guys want this feature left on for Fight Club? Thanks, Matt
  12. Hi all, We are working with our provider on this issue. Thanks, Matt
  13. The plan is to migrate mail as well. This is one of the reasons we can't bring across the items one to one. Illegal mods will be removed before items are migrated to Nekrova.
  14. For the time being, we aren't going to be publishing any dates until we can get better at hitting them.
  15. Hi all, Many players have been requesting the list of new permanent Joker Store items. For context, we currently feel that Joker Tickets don't have a lot of value. The plan is to slowly rollout waves of items to the Joker Store, so players can get them without spending G1C on ARMAS. This is just the first wave. We are also working on a series of new systems that will allow players to earn more Joker Tickets. Most of those new systems will be for the missions in the main game. Here is the first wave of new Joker Store items: ATAC 424 JT2 (JT 8000 & APB$ 80000) Golden N-HVR 762-SD Dvah (JT 8000 & APB$ 80000) Unlock Clothing: Double Shoulder Holster (Male Only) ( JT 1000 & APB$ 7500) Unlock Clothing: Double Gun Holster Back (Female Only) ( JT 1000 & APB$ 7500) Unlock Clothing: Domino Mask ( JT 500 & APB$ 4500) Unlock Clothing: Glossy Full Length Leggings ( JT 500 & APB$ 4500) Unlock Clothing: High Heel Ankle Boots ( JT 500 & APB$ 4500) Unlock Clothing: Canvas Hightops (JT 500 & APB$ 4500) Unlock Clothing: Cigar ( JT 250 & APB$ 2000) Unlock Clothing: Cigarette ( JT 250 & APB$ 2000) Thanks, Matt
  16. Hi all, We have been waiting on Innova for any kind of player payment history, but they have finally come back and said they can't find any of the data we requested. Here was the original proposal for migrating Nekrova players: With the exception of a handful of accounts which were boosted above the normal amount, your APB$ and JT will be coming across with your characters. For those specific accounts, the ones we are removing APB$ and JT from, we will also not be bringing over their titles. All other accounts/characters get their titles brought across. Legendaries that are from Joker Boxes will be brought across with the character they are currently on as long as they are those exact weapons. This does not include any items that are limited by a lease time. These items will also be trade locked. Created symbols, themes, songs will be brought over. For symbols, there is a very small number of primitives that are not coming across. If your custom symbol was created using one of those, then the symbol will be missing that part of the symbol. Most preset Symbols and Themes will be brought over but there are some that will not, as they are not currently available on Citadel. When it comes to Nekrova ARMAS purchases, we will be redelivering all Account and Character bound items that were bought. We will be sending Joker Boxes to the character they were purchased on. If that character no longer exists, they will be delivered to the oldest character on the account. Any item purchased from Nekrova that has a lease time will be redelivered with the current lease time intact except for trial weapons, those will not be brought over. In an effort to compensate players for old purchases made through Innova, we have decided to use total account play time from before the Innova migration to Nekrova. G1C will be credited as follows for total Innova account play time: 0-10 hours = 0 G1C credit 10-50 hours = 500 G1C credit 50-100 hours = 1000 G1C credit 100-300 hours = 1500 G1C credit 300-500 hours = 2000 G1C credit 500-1000 hours = 2500 G1C credit 1000+ hours = 5000 G1C credit We know this is an imperfect measure of how to award G1C, but we are all in the same boat. We need to merge this server, we don't have the payment records, and it's not feasible to migrate everything 1 to 1. Hopefully you will see this as the gesture of goodwill that it is. For context, the total value of G1C that we are issuing for all ex-Innova accounts is over $22 million in G1C value. While I don't have the exact payment records, I find it highly unlikely that Innova players actually spent that much money on APB while it was under their control. Thanks, Matt
  17. Hi everyone, As of today, there are 1,254 total tickets (unsolved) which is down from last time. And there are 1,036 total tickets that have not been touched (contacted). Today we are answering tickets from May 2nd, which means we are now at a 35 day response time. If your ticket is older than May 2nd, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks,
  18. Hi all, We had made plans to do a limited release of RIOT on Nekrova for those players. However with the delay, we will try to get their migration completed. I need to make a larger post to walk through G1C compensation for Innova players who made purchases that we have no records for. Thanks, Matt
  19. Hi all, I have to make a difficult call this morning. This morning at 3 am, we got everything staged for all the updates, but during some final testing, we noticed a problem with Easy Anti Cheat. The team has spent the last several hours working with Kamu to address it, but I don't see a quick resolution. All four planned updates are intermingled into the same build, so there is no way for me to break out individual features. At this point I have several options: 1) Keep servers offline to do further troubleshooting for an indefinite amount of time 2) Launch without Easy Anti Cheat or BattlEye enabled. (No protection against cheating) 3) Roll back and delay the launch I have decided to go with Option 3 to delay the launch and make sure we do this correctly. Unfortunately, we will have to correct press releases and stop planned marketing efforts. We’ll try this again next week. Apologies, Matt
  20. Hi everyone, I forgot to post these stats on Friday, May 31st. As of today, there are 1,334 total tickets (unsolved) which is down more than 150 tickets from last time. And there are 1,117 total tickets that have not been touched (contacted). We are continuing to push hard to catch up and get the total tickets under 1000. I am happy to say that on May 31st we were answering tickets from April 23rd, which means we are now at 38 day response times. Still objectively terrible, but we are very close to getting under a month. If your ticket is older than April 23rd, and we have not reached out, then I recommend updating your ticket and asking for status. Thanks, Matt
  21. Hi all, I do try to stay current on the forums as best I can, and I’m tracking this conversation. Thanks, Matt
  22. Hi backers, As you may remember from previous updates, the narrative of Unsung Story takes place over multiple chapters, each featuring its own unique setting and characters from across Lasfaria. During your journey, you will ally with important figures who are trained in special jobs that are much different from the 20 jobs typically available for you and your party characters. We call these unique roles Prestige Jobs, and there are 5 of them in total. These heroic allies will often join your party as playable characters, allowing you to command the exceptional spells and abilities they have to offer on the battlefield! Let's take a look at some of the allies you will meet and the Prestige Jobs they ascribe to: Vanquisher Early in the game, you will meet the renowned soldier, Brienze Dupree, a skilled Vanquisher. The Vanquisher is an exceptional melee fighter, great at counterattacking and becoming more dangerous when either the Vanquisher or their foes are at low health. Trying to fight a Vanquisher toe-to-toe is not a wise decision. Here are some of the Vanquisher’s skills. Duel: The Vanquisher taunts an adjacent enemy, forcing that enemy to concentrate their attacks on the Vanquisher. The Vanquisher also becomes enraged, increasing their offensive potential for a few turns. Terminate: This melee attack deals strong physical damage, while guaranteeing a critical hit when striking an enemy with less than half of their maximum health. A great attack to use on already weakened foes. Lore Master In Chapter 1, you will be introduced to Lady Sirena Renfern, an experienced Lore Master. The Lore Master takes some inspirations from both the Librarian and Elementalist roles, employing a blend of offensive and supportive magic in a unique package. Positioning and targeting are crucial to a Lore Master, as well as keeping an eye on how much Focus they need to use. Now, let’s look at some of the skills you might see a Lore Master using. Verse of Air: This is a ranged, single-target, spell which deals a high amount of wind damage. It also grants a boost to the Speed of all adjacent allies when cast. Measure of Frost: A cross shaped 'area of effect' spell, which does a fair amount of ice damage to anyone caught in its path. Once used, the caster also has a high chance to apply a defensive bonus to themselves. Ranger Chapter 2 finds you alongside Asette Dupree, a female horned, trained in the ways of the Ranger. The Ranger uses a combination of ranged attacks and versatile support abilities. They are considerable offensive ranged threats, but are a bit more durable than the typical Archer. Rangers excel when they can stay out of the melee, supporting their allies, while biding their time to find the perfect moment to strike. They receive bonuses for dealing the blow that knocks-out the enemy. Gift of the Woods: This ability can target the Ranger or one of their adjacent allies. The target gains increased accuracy and a regenerative healing-over-time effect for several turns. Turn the Tide: A ranged attack, dealing physical damage to a single target. If this attack knocks-out an enemy, the Ranger may revive one of their own knocked-out allies, getting them back in the fight. Daggermage The Daggermage makes their first appearance in Chapter 3, when you encounter the talented Miriam Duval. The Daggermage is a stealthy caster, using elemental daggers to quickly tear and blast apart their enemies. They are the epitome of the ‘glass cannon’ concept and must rely on their stealth skills to avoid being targeted by enemies. Umbra Stiletto: A ranged attack, the Daggermage throws a conjured magic dagger at an enemy that deals Dark damage. Then they slip into the shadows, gaining Stealth until their next turn. If the hit is critical, the Daggermage remains in Stealth for several turns, instead. Meteor Blades: A melee attack that deals fire damage in an area-of-effect pattern after hitting the target. If the Daggermage uses this skill while in Stealth, there is a high chance to apply additional damage-over-time burning effects to each enemy hit. Crusader Our final Prestige class is the Crusader, championed in Chapter 4 by a singed named Sir Roderic Apresa. The Crusader has a wide range of abilities and are heavily influenced by their equipment choices. Capable of protecting both themselves and their allies, they also have the potential to unleash a sudden magical onslaught, but they must carefully balance their focus resource to do either. Convalesce: A ranged cross-pattern skill, which has a beneficial area-of-effect. Convalesce heals all units in the targeted area; units at less than half of their maximum health will be healed for more. Smite: A melee attack that deals magical Light damage, the attack has a chance to stun its target when used against an isolated foe. I hope you enjoyed this quick overview of the Prestige Jobs. We are excited to give you a more in depth look at these, and other jobs, in future updates! Kickstarter Reward Note Some of you may remember the Kickstarter Edition Elite Classes. I'm excited to announce that these Prestige Jobs created for some of our most memorable characters will also be playable for those of you who got tiers or addons that included the Elite Classes. If you would like to read the entire June 2019 Kickstarter Update, you can check it out here: https://www.kickstarter.com/projects/littleorbit/unsung-story-tale-of-the-guardians/posts/2524318 Thanks, Matt
  23. Hi backers, We've taken some time to refresh our job tree. Every unit starts as a Mercenary or a Physician. Those are the two starting jobs, and as they level up you can change jobs. If you look closely, you'll see a couple changes to some of the class names, and there are now more than 20 classes because we've added Prestige Jobs. You can read the full June 2019 Kickstarter update here: https://www.kickstarter.com/projects/littleorbit/unsung-story-tale-of-the-guardians/posts/2524318 Thanks, Matt
  24. Hi backers, Character Customization Mockups This process starts with Jessica, our User Experience (UX / UI) artist. She typically starts in Photoshop with a set of approved user interface elements, and then works through the various screens. As you can see, we've been working hard to establish what Unsung Story's interface will look like. Choose a Job As I said earlier, all units start as either a Mercenary or a Physician. Choose a Race Next we have to choose what race we want our unit to be. Each race has a couple stats that they excel at, so it's important that we leave room on the screen to talk about what makes them unique. Choose a Body Type and Skin Tone It's not shown here, but the body types will be a mix of male and female. Both the shapes and skin tones will be unique to each race. Choose a Face and Eye Color We want every one of your units to feel special, so they can have various faces. You wont see the face a lot in the battle, but for dialog sequences we get an animated portrait that talks. Choose a Hair Style and Hair Color Right now we have about 9-10 hair styles per race / gender combination along with one hair style unique to each job. Choose a Color Scheme At the end of Customization you can choose from a couple special themes for your color scheme. We're still working on these, but for anyone who got the Kickstarter Edition Classes then you'll get a special skin. Finally, we've put together a short Work In Progress video showing off some of those customization features. Right now we have most of the basic races, genders, and job outfits modeled in 3D. However, each of those models then has to go through a second "unification" step. This is where the vertices on the model are nudged and pushed to fit each body type so that it works correctly with our customization system. We decided to finish all of the female human models, so we could work through everything once before moving onto the next races and genders. To show things off properly, we cheated in this video and swapped the Physician for our Archer since that was one of the job outfits that has already been unified. The video is on our Kickstarter Update for June 2019 here: https://www.kickstarter.com/projects/littleorbit/unsung-story-tale-of-the-guardians/posts/2524318 Thanks, Matt
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