Jump to content

MattScott

CEO
  • Content Count

    1285
  • Joined

  • Last visited

Everything posted by MattScott

  1. Hi everyone, Busy holiday week for us. Many of the staff were off on the 4th, and nearly everyone had extra work prepping and running the week long event. We've had more support in-game watching server performance, which takes away from our CS time. However here are the current CS stats this week: - 7,088 total tickets have been created for APB since the new portal went up on 5/25 - 4,233 of them have been closed. - 17,886 interactions back and forth on tickets. - 1,592 of them are untouched. Even with the downtime, we still cleared nearly as many tickets as we received. That's a lot more than we cleared last week. I hope everyone is having fun in-game this week. Thanks, Matt Edited: Bad grammar
  2. Edited the main post to clarify that while the shotgun change is broad, the sniper rifle change is only for the N-HVR 762.
  3. Hi all, We will be putting these changes on OTW soon for players to test. This system is updated every time you boot APB. We also make small tweaks to our own internal systems every patch. Thanks, Matt
  4. Hi everyone, In the spirit of transparency, here are the changes we are implementing for weapon balance in the coming couple weeks. The development has all been done, we are just testing internally to make sure things work as intended. To start we have two general changes to the Sniper and Shotgun categories: 1) 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. 2) 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. Now for the smaller tweaks to specific weapons: 1) AR-97 'Misery' (Apoc Famine) Improve damage to give it some overkill, and improve the tap fire ability. 2) COBR-A Remove the accuracy curve and improve accuracy recovery rates. 3) ISSR-a Low recovery time for accuracy loss, so you can wait less time after taking a shot to fire again. 4) 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. 5) SBSR (Rifle) We want to give this weapon a unique recoil pattern that's significantly less harsh than the sniper variant. 6) H-9 'Curse' We want to give this weapon a new recoil pattern that has heavily reduced horizontal recoil. 7) 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. 8) NCR New crosshair (from existing asset). Removing the accuracy recovery curve that the HVR has. Thanks, Matt Edited: added clarity on weapon names mentioned in comments.
  5. Hi there, We’ll definitely look into this. Didn’t even occur to me to check Youtube Gaming to see if APB was a valid game. Thanks, Matt
  6. Hi there, We did get a couple support tickets from players who said that as of our Tuesday patch they were seeing degraded performance (worst frame rates than before). Would you mind running /latencytest in the game and then emailing that to support@gamersfirst.com along with the server and region you were playing in? That can help us diagnose the issue. Thanks, Matt
  7. I understand the OPs frustration. I'm locking this.
  8. Hi all, We were in the middle of a DDOS, and we are still on mitigation. However we rebooted the servers after the OP's post. Thanks, Matt
  9. Hi all, I think flipping the toggle between a male and female character wouldn't be terribly hard. But the clothing and sliders are completely different between both genders. There is no way to correlate between them, so none of that would work properly. Thanks, Matt Edited: Bad grammar.
  10. Hi all, We analyzed the logs and found a fairly significant source of latency, and we put a fix into the last patch. I don't think there is any one silver bullet that will fix the lag, but I'm curious how everyone's experience has been so far during the Holiday Event. Thanks, Matt
  11. Hi everyone, We know we've only just started getting new builds out for Fallen Earth, and honestly there is a long long way to go. I'm still working to build a strategy for the game to create a meaningful way forward. But now that Little Orbit has had a chance to run things for a bit, we want to show our appreciation for the players who have stuck with us. I am pleased to announce that starting at 12pm PDT on Tuesday the 3rd and running through 12pm PDT on Monday the 9th, we will be implementing 6 Days of Free Commander as a way to show our appreciation for the players of Fallen Earth. If you already have some form of premium, don't worry. We'll be giving you an additional 6 days, so everyone gets a little something. The Commander Premium gets you all sorts of cool things like improved xp, harvesting, and crafting along with a 20% discount on the store. For those of you that have been eyeballing something in the store, we will also be running a 30% off sale. Since everyone will have Commander, during these 6 days you can get up to 50% off. Lastly, In light of where the game is at, we will be dropping the cost of all Premiums for good. Survivalist was $9.99, and we have lowered it to $4.99. Wastelander was $14.99, and we have lowered it to $9.99. Commander was $29.99, and we have lowered it to $14.99. I also want to be 100% transparent about what is going to happen once this event is over. Effective 12pm PDT on Monday the 9th, we will be adjusting the amount of G1C that you get for each $1. Right now $1 gets you 80 G1C. I don't like that. It makes store pricing confusing and hard to figure out. Moving forward $1 will get you 100 G1C. Not only does that make the pricing much easier to understand, but it lowers the cost of all store items by 20%. Permanently. I hope you guys enjoy the holiday. See you in-game. Thanks, Matt
  12. Hi everyone, Little Orbit has now been running the game for nearly 2 months, and during that time I've gotten two common questions: When are we getting a sale? When will I adjust the prices in ARMAS? Honestly, it's taken a while for us to learn how all the systems work. As much as I would have liked to run something sooner, we just weren't ready. I also feel that only running a sale sends the wrong message, because you have to spend money to benefit. Instead for the upcoming holiday, I wanted to show our appreciation for players and give away something that wouldn't require them to spend money to enjoy. I am pleased to announce that starting at 12pm PDT on Tuesday the 3rd and running through 12pm PDT on Monday the 9th, we will be implementing 6 Days of Free Premium as a way to show our appreciation for the players of APB: Reloaded. It doesn't matter what platform you're on or what region you play in. All you need to do is log in and enjoy it. If you already have Premium, don't worry. We'll be giving you an additional 6 days, so everyone gets a little something. Here is what Premium gets you: Up to a 90% bonus to all Contact Standing (XP) gains! 125% bonus to all APB$ (in-game currency) gains! 50% reduced cooldown on activated abilities! Advanced access to customization suites (up to 100 layers)! Extended duration for free Armas trials! We're prepping our new squad of GMs to get in-game and run some special events on Friday, Saturday, and Sunday. Lixil will be announcing details in the next couple days. For those of you that have been eyeballing that next weapon or looking at some new gear, we will also be running a 30% off sale on ARMAS. Since everyone will have Premium, during these 6 days you can get up to 50% off. Lastly, during the Q&A I mentioned that I wanted to adjust the pricing in ARMAS. So this event is just the beginning, and I want to be 100% transparent about what is going to happen once it is over. Effective 12pm PDT on Monday the 9th, we will be adjusting the amount of G1C that you get for each $1. Right now $1 gets you 80 G1C. I don't like that. It makes ARMAS pricing confusing and hard to figure out. Moving forward $1 will get you 100 G1C. Not only does that make the pricing much easier to understand, but it lowers the cost of all ARMAS items by 20%. Permanently. I hope you guys enjoy the holiday. See you in-game. Thanks, Matt
  13. Hi guys, We have rebooted servers to adjust after the attack. Thanks, Matt
  14. Hi all, I've posted on this issue here: Thanks, Matt
  15. Hi everyone, Let's talk about yesterday a little. I just got back from Melbourne on Friday, and finally had a chance to get back in the game yesterday. A player alerted me that the game was running poorly, but we had been on mitigation, so I got on but wasn't sure what to expect. I started with Financial and started running around with the other player. You'll have to excuse my ignorance, but I had not actually experienced rubberbanding. Until yesterday. The game was literally unplayable, and I'm sorry for that. It's inexcusable. I'm sure many of you experienced the same frustration and terrible issues during your missions and attempts to play. I spent the better part of the day doing latency tests and pulling my dev and network team in on a Saturday to look at the problem. All total I played on 4 different servers across PC and PS4, and at one point I was on a server entirely by myself. The rubberbanding was just as bad. We finally decided it was better to quickly reboot the Jericho servers to continue testing. After the reboot, I got on again. I even played in a couple missions in green. (Yes. You may have seen me running around Financial and Waterfront. I got my patootie handed to me. I think I got one kill the entire time.) Here are a couple things I want to acknowledge from yesterday's research: Mitigation for DDOS causes latency.. maybe 20-30ms extra on Jericho. Less on Citadel. It certainly affects the game, but nothing like what I saw. We run real hardware not cloud servers. And while it's entirely possible that our servers aren't strong enough, after rebooting, the servers I played on ran great. In my opinion, this is clearly an issue in the server code, and my team is working through the server logs from yesterday to determine what happened so we can fix it. Unfortunately in our efforts to try and clear more support tickets, we had more of our GMs handling tickets. Going forward Lixil has re-tasked them all with staying in-game to help report latency issues, so we can quickly reboot servers is there are issues. I had something of a celebration planned for this week, and we're still going to run it, but given the circumstances I'm going to change that theme to something else. Ultimately we appreciate you guys for hanging in there. I'll post tomorrow with more details. Thanks, Matt
  16. Hi all, It was just a quick reboot. Thanks, Matt
  17. Hi all, I was on earlier working with the network team to see what the problem is. We are rebooting Jericho servers now, and my team is looking at the logs. Sorry, Matt
  18. Hi everyone, It's Friday evening again. Here are the current CS stats: - 6,282 total tickets have been created for APB since the new portal went up on 5/25 - 3,489 of them have been closed. - 15,388 interactions back and forth on tickets. - 1,542 of them are untouched. We completed our re-training this week, and some of that will continue into next week over the holiday. We added 3 more members to the team that will be immediately jumping into tickets for players who are unable to access their accounts. Thanks, Matt
  19. Hi there, I can shed a little light on this for the OP. Fixing the lag and DDOS issues are complicated. There isn't a single silver-bullet-fix that can clear everything up, otherwise G1 would have done it ages ago. LO is biting the bullet and messing around in the underlying core network systems of APB. This affects everything you do in game, and changes require lots of testing. We have implement 2 parts of the lag/DDOS fix so far. One seems to be stable, but the other ran into issues in production this week and caused a bunch of problems which had to be rolled back. We will continue to push builds until things are running smoothly. Thanks, Matt
  20. I derailed this thread. Locking this. You're welcome to discuss it further under my explanation.
  21. Hi everyone, This one is on me. I spent the last two weeks meeting with a portion of the team for 12 hours a day to map out the future of APB: Reloaded. I got excited about some things we have been playing with, and I made a vague/not-so-vague comment in a thread that completely derailed it. I usually don't delete or remove forum threads, but in this case I've decided to do it, because the information I gave was poorly handled. Ultimately I shouldn't have said anything at all. Not because of the negative reaction that followed, but because I didn't provide enough information. My comment made it sound like Fight Club was being removed entirely and sooner than the new mode will be ready. I'll do better with information in the future. Here is where we're headed: - There is a new mode coming fairly quickly. I'll be posting more details as soon as possible when I get the final feedback from development, but I intentionally want to wait till we have completed work on the servers and lag. - Internally the new mode is being called "Riot". It will go to OTW long before we add it to production, and we can run it as a replacement to Open Conflict. - I'll take a harder look at Fight Club to create a better strategy for fixing the issues I have with it. Nothing is going to change without a lot more discussion with the community and testing. We are new, and I want to start adding new content, but that should never involve destroying anything that players are having fun with right now. Sorry, Matt EDIT: I went ahead and made the original thread visible for reference. I have locked it, just to insure that players don't continue to read it and panic.
  22. Hi all, Just for clarity, I think we've designed something that fills the spot that FC was intended to from a gameplay / reward stand point. The problem with FC is in the implementation. It's using a small corner of an existing district, and frame rate will always be a problem till we fix it. Ultimately we'll let the players decide. If they really like FC and want it to stay, then I'm 100% fine with that. We can run the new mode in place of OC, but I'm super excited to get players feedback on something entirely new. Thanks, Matt EDIT: Nothing is getting removed till the new mode is ready, and we'll likely beta test the new mode long before that.
  23. Hi guys, Spoiler: I am going to get rid of Fight Club and Open Conflict. Besides the awkward FPS problems, I don't feel either of these are fulfilling their role in the game at all. We're 100% focused on cleaning up the lag and server performance right now. But as soon as that's done, and the game is playing smoother, then I'll announce the new mode that will be replacing them. EDIT: FC will stay in until we fully release the new mode, and we see a significant drop off in FC players. Apologies for upsetting anyone. My excitement got the better of me in this post. Thanks, Matt
×
×
  • Create New...