-
Content Count
1297 -
Joined
-
Last visited
Everything posted by MattScott
-
Hi all, We did just have a significant outage in Jericho, Citadel, and OTW. I don't have details to share yet, but we are in the process of rebooting servers and making sure everything is running properly. Thanks, Matt
-
Hi there, We have contacted Amazon - several times - and no one responds. Unfortunately none of the staff we brought over was ever involved in setting them up. My advice: Please complain to Amazon so they will remove them. In the meantime, we will keep trying to get them to respond. Thanks, Matt
-
Hi all, The price is purely there to put up a barrier for players to abuse other players and then quickly change their name. We are already eliminating the monetization around the ignore/friends list extender in the next patch. Thanks, Matt
- 31 replies
-
- 10
-
-
-
Hi guys, This was a DDOS attack. We've done well for the last week mitigating various issues, but tonight was a back to back hit on Jericho one hour and then Citadel the next. We're working on rebooting servers. Thanks, Matt
-
I assumed Cookie was messing with us and joking. If anyone wants max rank on OTW just post here, and I'll have the team review it tomorrow. We appreciate everyone's help and feedback.
-
Upcoming Weapon Balance changes
MattScott replied to MattScott's topic in General Discussion Archive
Hi all, Lots of good discussion on this thread. I'm going to unpin it, but only because we have a lot of pinned messages right now, and my original post is a bit outdated now. But feel free to continue discussing here. Thanks, Matt -
50/50 OTW - Smooth, but not a full test
MattScott replied to tennogrineer's topic in General Discussion Archive
Hi all, Selali's post was designed to try and encourage more customizations on players in the 50/50 test. We did get very positive results, so we will be pushing this new code live on the next patch. Regardless of the next patch, we'll keep working on it, because I want to open districts to 100 players again. It's critical in the short term for better matchmaking and the overall health of the game. Thanks, Matt -
Hi guys, Apparently the internal system for advancing rank to 255 is pretty intense on the servers, and we didn't want to skew the results. Also there wasn't time to upgrade everyone, but we appreciated the help, so at my direction Lixil took names so we could upgrade those accounts after the test was complete. I'll check with her tomorrow to see where we are in that process. Thanks, Matt
-
Hi all, @Hexerin I'm going to politely disagree. Stripe is a PCI Level 1 payment provider who services Lyft, Slack, and many other farther larger companies than GamersFirst. Under PCI and GDPR they are absolutely prohibited from mining your data. If anyone has a problem with them, please send the issue to myself or Customer Support so we can address it. For context, we had a number of complaints during the July 4th sale related to poor service with one of the other providers. I chose to investigate other options and make an alternative available. Thanks, Matt
-
Hi all, I've reached out directly to the OP to see if we can troubleshoot their issue. I don't see much value in this thread at this point, so I'm going to lock it. If the OP feels that we haven't addressed their concerns, then they are welcome to start another thread. Thanks, Matt
-
The State of the Game (Updated 06/15/2018)
MattScott replied to MattScott's topic in General Discussion Archive
Hi all, I've been working on an update for the Fallen Earth community. The server code is frustrating. We're currently hunting down an issue that is causing all the lag. I'll look into daily reboots for the time being. Thanks, Matt -
Hi everyone, It's that time again. Apparently my math ended up being wrong last week, as I attempted to unravel the tickets from our support provider being spammed. Clearly the total tickets was wrong. This is the corrected number as it stands today. Here are the current CS stats this week: - 76,560 total tickets have been created for APB since the new portal went up on 5/25 - 6,767 of them have been closed. - 94,310 interactions back and forth on tickets. - 1,369 of them are untouched. We had another stellar week in CS. We only got 409 new tickets, and we closed more than 700 old tickets. Thanks, Matt
- 80 replies
-
- 17
-
-
-
Hi there, We removed it until we can fix an issue with how that DLC is redeemed. There have a number of customer support issues related to it. Thanks, Matt
-
Hi everyone, I can respect the OP’s position. But I think this topic has gone as far as it’s going to go. We do have at least two other threads already discussing this, and more OTW changes are coming. Gonna lock the topic. Thanks, Matt
-
Where is the Pinned Sever Lag Fix Topic?
MattScott replied to Sykc's topic in General Discussion Archive
Locking per the OP’s request. -
For me a good report system needs to have limits so it cant be spammed, and ways of prioritizing data from players who use it well. It also needs to provide us with actionable information. We have mountains of server-side data. We just need to get solid player reports to inform where to focus. Ultimately I dont want any cheat systems in the game that we ignore. That’s why we removed /report for now. I didn’t want the illusion that we were actually getting anything useful from it.
- 34 replies
-
- 10
-
-
-
I didn't update it in the Roadmap, but a new /report system is in the works. The old system was.. useless.
- 34 replies
-
- 17
-
-
-
Perhaps a solution to APB's networking issues
MattScott replied to KyoukiDotExe's topic in General Discussion Archive
Thanks for the info. I'll look into this.- 6 replies
-
- 11
-
-
-
Where is the Pinned Sever Lag Fix Topic?
MattScott replied to Sykc's topic in General Discussion Archive
Hi there, For the OP - I removed the pin because we have newer topics in the forum that needed to be pinned, and we need to rotate out older pinned topics. Otherwise we end up with too many posts locked to the top of the forums, and no one knows what's important. We have made significant improvements to the lag, and we will continue to work on it. The disconnect issues are a different problem that we are looking into. Thanks, Matt -
Any tips for preventing OTW from crashing so much?
MattScott replied to CookiePuss's topic in General Discussion Archive
We figured out that the crash was related to adding friends. Thanks for the heads up. Going to lock this. -
Hi all, Looks like we'll be able to leave your friends lists intact, but we will need to wipe any non-reciprocal friends (open friend requests). Thanks, Matt
-
Yes. I just posted an update yesterday here: https://apbreloaded.gamersfirst.com/2018/07/end-of-july-update.html Patch notes here:
-
End of July 2018 Update (1.19.6 on OTW)
MattScott replied to MattScott's topic in General Discussion Archive
Just a note on this thread that we have patched OTW with fixes. Full patch notes here: -
Here is a comprehensive list of changes: Original 7/30/2018: Improvements to networking: This is an ongoing effort to help clean up some of the last changes G1 made back in September of 2017. We've made several changes that need to be tested in a larger environment, and we're going to experiment with opening districts back up to 100 players. Fixes to Friends system: We found several bad problems with this system that allowed players to grief other players. You will now need to accept friend invites before a friend is added to your account. No other players can see your exact location till you accept the invite - including on the player search feature. Alongside this fix we are opening the ignore list for all players to the max size instead of continuing the practice of charging for expanded slots. NOTE: Originally we thought we would have to wipe friends lists. We don't think that will be necessary now, but we will still need to wipe non-reciprocal friends to reset the system. New weapon - Showstopper: We've introduced an entirely new gun. This is our first piece of new content. It's important that it was small and manageable for us to learn how to get it in properly. We'll be providing more details on this gun shortly. Stats are not final. We'll be adjusting these over the next couple days. Weapon Balance changes: Linking accuracy to damage on the HVR 762 - Reducing the damage of the HVR 762 when it's not perfectly accurate allows us to reduce the ability to fire it at close range / snap shot and still be effective. Sniper Rifles, particularly the HVRs, are particularly hard to balance because they are currently effective at point blank range and also devastating at a distance. G1 tried a few rough balance measures in the past with initial inaccuracy and movement cooldown, but it’s still quite possible to use the HVR in CQC. We feel this change will preserve the HVR 762's place in our matrix of weapons, but make it less desirable outside of actually sniping. Shotgun Damage Pellet Damage - We're adjusting how shotguns do damage, to allow for more damage for partial hits (the first pellets to hit a single target do more damage than the last ones). This allows them to be more forgiving without buffing their overall damage. Again, Shotguns are hard to balance. Currently we feel they are powerful but very inconsistent, and some of this is because how our servers perform at higher latency. AR-97 'Misery' (Apoc Famine) - Improve damage to give it some overkill, and improve the tap fire ability. COBR-A - Remove the accuracy curve and improve accuracy recovery rates. ISSR-a - Low recovery time for accuracy loss, so you can wait less time after taking a shot to fire again. SWARM - Reduce horizontal recoil amount. We're also investigating increasing the time it takes to recoil to slightly higher than the recoil time, making the recoil smoother. SBSR (Rifle) - We want to give this weapon a unique recoil pattern that's significantly less harsh than the sniper variant. H-9 'Curse' - We want to give this weapon a new recoil pattern that has heavily reduced horizontal recoil. S-247 'Oblivion' - Attempt to make the weapon a lot snappier when using it as a fire and reposition weapon. This would heavily improve snap fire by reducing the time it takes to gain accuracy after moving, and allowing you to switch during re-fire timer. NCR - New crosshair (from existing asset). Removing the accuracy recovery curve that the HVR has. Fixes for today's patch 7/31/2018: Fixed a crash when receiving a Friend Request Fixed an issue causing the weapon stats to be incorrect Changed prototype district display names to 'Weapon Prototype A' and 'Weapon Prototype B' to distinguish between them Fixed a crash at shutdown Updated chat and HUD text for Weapon Prototype Districts Weapon Prototype B now correctly spins up the prototype minigame (simple Kill enemies) Added multiple Anubis variants. Now that the exponential recovery gain has been removed (which fixes the jump bug) the reduced accuracy loss on each shot wasn't really having an effect. Adjusting the curves for the accuracy loss to be more noticeable, with the B variant being significantly more so. Also this requires reducing the recovery rate of the weapon to have pretty much any effect, but we've also reduced the cap at which the weapon can bloom to the same as the per shot modifier, so recovery time shouldn't get out of hand. Fire rate is also improved on both variants, to differing degrees. Fixed CSG using DOW stats in Weapon Prototype District B. Fixed an occasional issue getting stuck loading into a district Thanks, Matt
- 1 reply
-
- 22
-
-