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MattScott

CEO
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Everything posted by MattScott

  1. Nope. We're batting a 1000 on this event. We swapped out the Butcher for the Autumn skin, sorted out how to make it account bound (wasn't trivial), and then never changed the post on the forums to let the players know. I have now edited the forum post to reflect the change. And GMs are mentioning that the skin is account bound at the start of matches.
  2. Yes. Yes. But we made the call to focus on 3.5 since it was a much faster timeline. More on this in the future. Yes. But we need to "walk before we run". More on this in the future.
  3. My mistake. I got it correct in the edit of the main post, but then said 9am accidentally in my brief reply. Sales starts in 5 hours which is Sunday 9pm PST. Apologies for all the confusion.
  4. Good catch. Not moved, but starts on Sunday 9pm PST through Tuesday 9pm PST. I guess we wanted to make sure players got the sale prices when they buy on Monday - no matter what part if the world you might be in. Edit: Corrected Sunday's start time. I got it correct in the main post, but incorrectly stated "Sunday 9am" here.
  5. Yes. There is no need to message me. If you purchased on or after November 12th and the Pack you bought ends up being in our Cyber Monday sale, then we will automatically give you back 20% of the G1C you paid.
  6. Hi everyone, We are looking at migrating Nekrova to Citadel, but there are several complicated issues we need to sort out first. Thanks, Matt
  7. Hi there, Just so I've answered this publicly, we are not moving forward with either Vendetta or Retribution at this time. Thanks, Matt
  8. Hi there, We are looking at bringing it back. But we need to solve the chargeback / abuse issues that forced us to take it down. Thanks, Matt
  9. Hi everyone, This year I decided not to run our standard discount G1C sale for Black Friday / Cyber Monday, mostly because I don't want you guys to think we are trying to grift money from you. I recognize the state of the game, and we haven't yet been able to finish the Unreal 3.5 upgrade or RIOT mode. However, many players asked for something, so after a lot of internal discussion, we've decided to reduce the price of the most sought after stuff in ARMAS. For 48 hours only starting on Monday the 26th, you can get up to 20% off the coolest items in the ARMAS Marketplace catalog and enjoy double loyalty reward points. Visit the ARMAS store from SUNDAY, November 25th – 9 PM PST through TUESDAY November 27th – 9 PM PST to enjoy double the loyalty reward points and get 20% off on: Keys to the City Keys to the World Select Packs Character Names & Character Slots ALL Joker Mystery Box (20 Packs) And more... I had already posted on November 12th that we would not be doing anything for Black Friday / Cyber Monday, so once the sale is over, we'll be going through any purchases from November 12-26 and crediting players back the 20% difference in G1C on any of the sale items they bought. Thanks, Matt Edit: Whoops. Corrected the dates.
  10. All good. You're fine. We'll honor the discount for you. Please message me, so I can get details.
  11. Yes. The 20% Premium does stack on top of the sale. I’ll have to vet this against the items that go on sale on Monday.
  12. The goal of the refund is to provide a discount for anyone I misled with my original post. Edit: See above. We are going to handle all credits automatically after the sale.
  13. I would not describe what we are doing as "future-proof". A large portion of the code will be exactly what is running under Unreal 3.0. The goal is make the game better, but also to consolidate the codebase so we can upgrade everything again.
  14. Hi there, Yep. This is a fair criticism. I made that post knowing we had just had an internal meeting where I told everyone we weren't going to be running a discount on G1C. Of course, within days of posting that, the main APB producer came to me with a Cyber Monday idea where we would discount a limited amount of "desirable" items on the store. It took several days to convince me this was a good idea.. right up to Wednesday evening. Ultimately I know players will be happier, so I'll eat crow for the final decision. Edit: There is no need to message me. If you purchased on or after November 12th and the Pack you bought ends up being in our Cyber Monday sale, then we will automatically give you back 20% of the G1C you paid. Thanks, Matt
  15. Hi all, We are working on a fix. This got broken during Epidemic. Thanks, Matt
  16. I keep meaning to look into this. It has dropped off my radar several times. I'm guessing there was a ratings issue when it launched that has never been addressed.
  17. Hi everyone, Just for clarity we do have multiple teams in-house and we multiple external teams working on different titles. For instance, Descent is being done by a studio in Austin, TX. We picked up Unsung Story in August 2017. We picked up Descent in October 2017. We picked up APB and Fallen Earth in May 2018. Descent launches in Q1 2019, so we're basically done and just polishing that title. I get a couple messages a week recommending titles that are being abandoned by other developers. But our plate is very full at the moment, so we are not adding anything new. Thanks, Matt
  18. Hi everyone, It's been a while, so it's a good time to update this thread with new stats. I mentioned back at the end of September that we were in the process of hiring 3 new CS staff. Their training is now over, and I feel like we can finally see the results. Here is a set of monthly stats from before they were hired: 1393 New Tickets 1282 Solved 4822 Interactions with players on tickets Net result: +111 Tickets On weeks like this, we actually lost ground, because we ended up with more tickets than we started with. Here are the monthly stats from 1 month after they were hired: 1224 New Tickets 1536 Solved 4038 Interactions with players on tickets Net result: -312 Tickets In this case, we gained ground by end up with 312 less tickets than we started with. Right now we have 2358 total tickets open (unsolved). 1944 of those tickets have not been touched (contacted). 208 of those tickets are waiting on responses from players. We have more changes coming to our Support site, that will help players properly categorize their issues to help get those tickets into the proper queue and addressed faster. Many players ask what our most common tickets are, so here is a breakdown: Issues getting into their account 31% Scammers / Reports on other players 25% Issues with gameplay 20% Issues with purchases 14% Tech support 10% Thanks, Matt
  19. Hi all, I'm waiting for results from QA, but we are working on a plan to alter the event into something a bit more fun. As soon as I have confirmation, we'll make a bigger announcement. Thanks, Matt
  20. Hi everyone, I've gotten several requests to talk about our progress on the integration of Unreal 3.5 and our goal to merge the PC and Console codebases. I'll do my best to breakdown for you where we are currently and where we are heading on our path to upgrade and sync the game’s core foundation. First, a little context: THE PC VERSION: Currently, APB is running on a heavily modified version of the Unreal 3.0 codebase. APB is made up of many custom systems including the personalization tools, symbol editor, music editor, and various modes of play. Due to supporting 3.0, this older version of Unreal only supports exporting these assets in a very limited number of formats. THE CONSOLE VERSIONS: Currently, this version of APB is running on Unreal 3.5. This codebase was originally created for Xbox360 and PS3. (Epic has since funded external development to port their engine to XboxOne and PS4.) Due to this and development constraints, APB on Console is a bit more limited in scope. It was released without the music editor and minimal usability in the symbol systems. This has resulted in rendering bugs, slow frame rates and inconsistent textures. The important thing to understand is that there is a significant difference between PC and Console versions. We are working to merge the two but still have some work in front of us to actually sync the codebases and align progression paths. Second, let's talk about where we are on PC for Unreal 3.5: As it has been mentioned before, I don't think this is going to be a massive upgrade visually. Some players may not even notice. However Unreal 3.5 is built for 64-bit systems, and it has a multithreaded renderer, so my hope is that it will take advantage of newer GPUs and computers. Reloaded had already done a lot of work on this upgrade before the consoles were released, however since the music editor was never included with console, it was also missing from the PC Unreal 3.5 code base. Additionally, there are also ~40 external libraries that needed to be upgraded. At this point, we have finished rebuilding the music editor and all but one of the external libraries are upgraded. After that we know there are several graphical issues, and some frame rate issues we need to address. Based on where we are in the process, I have recently started reaching out to specific community members about reforming the SPCT. Our goal here was to choose veteran players that covered a wide range of play styles who could devote time to testing with us and give in depth feedback. They are under NDA, none of them will be able to publicly discuss what they are working on. [ ON A SIDE NOTE, PLEASE DON'T MESSAGE ME ABOUT JOINING THIS TEAM - I'LL CONTACT YOU IF WE HAVE OPENINGS ] This early round of testing is to help us get performance stats across several hardware configurations, so we can compare against the current Unreal 3.0 PC build. It is my hope to start this in the month ahead on a locked down OTW server. From there, I really can't give an estimate on when we'll open access to that version of the game to regular players. It really depends on how testing goes. Even if we allow players onto OTW to help finish testing on Unreal 3.5 for PC in early January, I doubt this will be ready to launch publicly before the start of Spring 2019. Lastly, let's talk about where we are on console: You can read more about the XboxOne and PS4 project back in my July update. https://www.gamersfirst.com/apb/news/2018/7/30/end-of-july-update In order to update each console, we have to do the following: 1) Upgrade the projects to the latest Visual Studio compiler 2) Upgrade the manufacturer's SDK and integration 3) Upgrade all the external libraries 4) Testing end-to-end by our QA and then fixing the defects 5) Certification testing by Microsoft and Sony and if they kick back the build, we go through a round of fixing and testing again Last time I gave an update, we had already upgraded Visual Studio, and we had also finished the PS4 SDK. We were working on updating the XboxOne SDK, and we had about 32 external libraries to finish upgrading. As of today, we have finished upgrade the SDK, and we are down to ~11 external libraries remaining to upgrade for each console. Some of these are small and some are rather large. Unlike upgrading an external library for PC (which is mostly done), the process is a bit different for console: Add and configure new platforms and configs for PS4 and XB1 Get the code to compile for PS4 and XB1 Modify project files for maintainability to simplify upgrading in the future Hook up the game to use the new library Fix any compile or link errors It's difficult to estimate how much longer we have. There are several developers working on the external libraries now. Based on how our progress has been so far, my best guess is one more month, but it could take as long as two. That means we will potentially start testing early next year. If that happens, then we might be able to submit for certification in the February 2019 window with an update shortly thereafter. It's important to note that we just want to get the same build submitted and passed. There may be a couple small optimizations, but the plan is to pull in new content and fixes on our 2nd first party submission. That means we're currently looking at a March or April target for 2019. Given where we started, I am pleased with the progress. As we get closer, I will keep you up to date. Thanks for joining us on this exciting journey. Thanks, Matt
  21. Hi all, Bear with us. We are looking into ways to balance the rewards so that more people can get them. Thanks, Matt
  22. Hi all, We are reading all the feedback. Hopefully we'll have a chance to make some changes to help. I recognize we're riding a thin line between attempting to give the players new content and focusing on the UE3.5 integration. Thanks, Matt
  23. Hi all, I want to try and at least acknowledge the OP's post. Honestly, it's hard to think about raytracing or DLSS with the game in its current state. We've got to finish UE3.5 to consolidate the code. We have RIOT coming out next year as a big content upgrade. We have UE4 after that... My personal opinion is that players want the game to be fast, responsive, and accurate. It seems like they will sacrifice the graphics to ugly minimal settings in order to get that. So I doubt there is a lot of bang for the buck developing out either of these two rendering systems. Having said that, I think if APB was a PVE game, or had a mode that was less competitive, then it might be worth investing in either system. Just my 2 cents. Thanks, Matt
  24. Hi all, I appreciate all the feedback - even the ones that hate this event. Clearly what worked well with a small internal testing group, didn't hold up at scale. We are looking at everything, and hopefully we'll have a chance to tweak things to make these matches work a little better. Thanks, Matt
  25. Hi everyone, I believe we fixed this issue today. Please let me know if it continues to be a problem. Thanks, Matt
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