
BlatMan
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Everything posted by BlatMan
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Another reason this "Event" is pointless. Shotguns are the most unreliable weapon due to hit registration issues. I was contemplating spending a few bucks to get the TAS-20 since it looks cool, but decided not to because it won't be reliable.
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It means you don't have admin rights. Try running your text editor as administrator, then open and save the DefaultGame.ini.
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Prof. Hexerin has higher standards for literature.
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You mean like every other 3 slot weapon? What's wrong with a business offering something for sale that people will actually purchase? This "event" seems like LO do not want to make money. You can get the preset Colby CSG-20/TAS-20 with IR3 for 4500JT. Why even buy it on Armas?
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The GMs in training are trolls, but that's because Matt and LO have a bad judgement of character. LO aren't purposely picking annoying people. Besides, what sane person would want to have a GM title with little to no power included? In all seriousness, if playing APB causes you to have seizures, stop playing now. I don't mean that as an insult. I had a friend die of a seizure a few months ago. He stopped having them, then all of a sudden a year later he had one and it was fatal.
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For #3, I doubt /report does anything, besides show a fancy UI. It for sure does not call in GMs. IDK why you're worried about the GMs. They're useless at best. A player was speed hacking in front of them, and the GM got nervous and signed out instead of doing their job. Just to confirm, I scanned outgoing packets with Wireshark. I don't see an obvious bytes per second increase when submitting a report. There might be a single packet increase, but it's not consistent. I could be filtering for it wrong. I don't know what IP it will be sent to. It requires the reported player to be online, so it's most likely the district server. Can Secrets comment on this? There's only 1 blatant cheater on. If the reports are done right, reporting the same player in a short time period would get filtered. I don't want to report innocent players either, so I can't accurately test.
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GM army? I'm lucky to see one GM in game, and its normally that useless one nanichi.
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You're just bad. You can't even tell the difference between the symbol editor and gun play.
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Technically correct. I doubt there's active players who don't use an exploit like jump-kick doors.
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I cannot connect to a district server with Cloudflare VPN or with USB tethering on mobile networks. I can login and select my character, but it gets stuck on "Connecting to district." All other network related services work. Web browser and Discord work. Other games work. Just more proof that the network problems are on LO's end. I bet you are blocking legit game traffic with your DDoS protection.
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What Vehicle would you like to see in APB?
BlatMan replied to Winter Shyvana's topic in Social District (General Discussion)
Small Car Maxo. The base model and a preset kit version is in the game. I'm not sure if the damaged sections were finished, but there's textures for them. I'll dig through the files to find the different kits. -
There's not that many but it's impossible to avoid them due to the low population. You can't hop servers. Waiting them out doesn't work because the matchmaking system won't give them other opp if there's closer to their threat players not ready.
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From my interpretation, you can make a new account if you haven't been suspended. Many creators have multiple accounts for extra space to store music and symbols. You can also purchase character slots. G1 isn't stopping you. During the "overkill" server era, G1 gave out character slots when regional worlds were down. I got 7 or so character slots from that.
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They don't enforce it. I know people who've traded accounts, then immediately had said account banned. Their mains were unaffected. There's lots of name trading too but people don't get banned for it.
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Edit: Tested each US East district server. IP address, port, and latency are taken from the /latencytest report. I only ran it for a few minutes. I restarted APB and rejoined Waterfront-1-US-East. The IP address is the same between Financial-1-US-East and Waterfront-1-US-East. There is only one Waterfront US-East and 1 Waterfront US-West, but there are two Financial US-East and two Financial US-West. Automatic district spin up is not working. Fight Club-Ambigton Towers-1-US-East: IP Address / Port: 205.220.227.73:12595 Latency: 31ms to 39ms Fight Club-Baylon Shipping Storage-1-US-East: IP Address / Port: 205.220.227.77:10467 Latency: 31ms to 39ms Missions-Financial-1-US-East: IP Address / Port: 205.220.227.75:10555 Latency: 23ms to 70ms Missions-Financial-2-US-East: IP Address / Port: 205.220.227.71:10563 Latency: 31ms to 39ms Missions-Waterfront-1-US-East: IP Address / Port: 205.220.227.75:12793 Latency: 265ms to 273ms Extra info. Here's my Original Post: It's even worse after maintenance. Did you fire up the servers in China? There's something wrong with your anti-DDoS provider, Path Network Inc, or your servers are starting in the wrong physical location. I don't see any incidents opened: https://status.path.net/history District: Missions-Waterfront-1-US-East IP Address: 205.220.227.75:12778 In-game Latency: 230ms LatencyTest District_Server Latency: 260ms-280ms /latencytest latency: Line 5: 30/08/2023 22:12:22,DISTRICT_SERVER,,,268,,Packet loss:,0,CCU:,19,22 Line 16: 30/08/2023 22:12:23,DISTRICT_SERVER,,,268,,Packet loss:,0,CCU:,19,22 Line 26: 30/08/2023 22:12:24,DISTRICT_SERVER,,,265,,Packet loss:,0,CCU:,19,22 Windows Trace Route (removed IP from first hop): Tracing route to 205.220.227.75 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms XXX.XXX.XX.X 2 2 ms 6 ms 6 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 6 ms 7 ms 7 ms B4325.NWRKNJ-LCR-22.verizon-gni.net [100.41.3.252] 4 * * * Request timed out. 5 14 ms 11 ms 12 ms customer.alter.net [152.193.0.114] 6 13 ms 12 ms 12 ms ae10.cr3-nyc3.ip4.gtt.net [89.149.140.182] 7 * * * Request timed out. 8 14 ms 11 ms 11 ms 205.220.227.75 Trace complete.
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I can only find that bit on suspended access. I don't see anything saying you can't have more than 1 account. However, I can see LO twisting their words to ban you for having multiple accounts, since they only say "account" and not "accounts" when referring to the end user's account.
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I losted my weapons and modifications
BlatMan replied to Mack da Maniak's topic in Social District (General Discussion)
Contact support. State everything that is missing and when you last had it. The earlier you report it the better chance you have of support restoring the items. -
He's running on the hamster wheel. I hope secrets remembers to feed him.
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The connection to US East is screwed up internally. This is obviously not routing to a US East location. Did you start the district server in the wrong datacenter? Regardless, that doesn't explain the +70ms variance and these random +200ms latency spikes. District: Missions-Financial-1-US-East IP Address: 205.220.229.40 In-game Latency: 30ms to 90ms Edit. Added Cloudflare traceroute to prove it's not an ISP issue. Obviously traceroutes don't show the whole picture, but they do show that both my ISP and Cloudflare WARP VPN are functionally the same. Both route to gtt.net on the west coast and then to 205.220.229.40. Cloudflare Trace Route: 1 9 ms 12 ms 11 ms 104.28.0.0 2 9 ms 11 ms 12 ms 104.29.106.1 3 20 ms 17 ms 8 ms 162.158.156.2 4 11 ms 11 ms 12 ms ae5.cr2-nyc4.ip4.gtt.net [208.116.240.225] 5 69 ms 70 ms 85 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 6 * * * Request timed out. 7 72 ms 70 ms 69 ms 205.220.229.40 Home Trace Route: 2 4 ms <1 ms 5 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 11 ms 7 ms 7 ms B4325.NWRKNJ-LCR-22.verizon-gni.net [100.41.3.252] 4 * * * Request timed out. 5 12 ms 13 ms 11 ms customer.alter.net [152.193.0.114] 6 63 ms 64 ms 62 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 7 * * * Request timed out. 8 63 ms 63 ms 64 ms 205.220.229.40 /latencytest District_Server: Line 5: 26/08/2023 18:59:09,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,25 Line 17: 26/08/2023 18:59:10,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,25 Line 26: 26/08/2023 18:59:11,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 29: 26/08/2023 18:59:12,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 38: 26/08/2023 18:59:13,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 43: 26/08/2023 18:59:14,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 46: 26/08/2023 18:59:15,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,25 Line 55: 26/08/2023 18:59:16,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,25 Line 60: 26/08/2023 18:59:17,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 63: 26/08/2023 18:59:18,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 72: 26/08/2023 18:59:19,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 77: 26/08/2023 18:59:20,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 80: 26/08/2023 18:59:21,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 89: 26/08/2023 18:59:22,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 94: 26/08/2023 18:59:23,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 99: 26/08/2023 18:59:24,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 106: 26/08/2023 18:59:25,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 111: 26/08/2023 18:59:26,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 115: 26/08/2023 18:59:27,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 123: 26/08/2023 18:59:28,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 128: 26/08/2023 18:59:29,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 132: 26/08/2023 18:59:30,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 140: 26/08/2023 18:59:31,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 145: 26/08/2023 18:59:32,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 152: 26/08/2023 18:59:33,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 157: 26/08/2023 18:59:34,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 162: 26/08/2023 18:59:35,DISTRICT_SERVER,,,253,,Packet loss:,0,CCU:,25,26 Line 169: 26/08/2023 18:59:36,DISTRICT_SERVER,,,253,,Packet loss:,0,CCU:,25,26 Line 174: 26/08/2023 18:59:37,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 179: 26/08/2023 18:59:38,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 186: 26/08/2023 18:59:39,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 191: 26/08/2023 18:59:40,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 196: 26/08/2023 18:59:41,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 203: 26/08/2023 18:59:42,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 208: 26/08/2023 18:59:43,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 213: 26/08/2023 18:59:44,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 220: 26/08/2023 18:59:45,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 225: 26/08/2023 18:59:46,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 230: 26/08/2023 18:59:47,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 237: 26/08/2023 18:59:48,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 242: 26/08/2023 18:59:49,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 247: 26/08/2023 18:59:50,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 253: 26/08/2023 18:59:51,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 259: 26/08/2023 18:59:52,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 264: 26/08/2023 18:59:53,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 271: 26/08/2023 18:59:54,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 276: 26/08/2023 18:59:55,DISTRICT_SERVER,,,66,,Packet loss:,0,CCU:,25,27 Line 281: 26/08/2023 18:59:56,DISTRICT_SERVER,,,66,,Packet loss:,0,CCU:,25,27 Line 288: 26/08/2023 18:59:57,DISTRICT_SERVER,,,62,,Packet loss:,0,CCU:,25,27 Line 293: 26/08/2023 18:59:58,DISTRICT_SERVER,,,62,,Packet loss:,0,CCU:,25,27 Line 298: 26/08/2023 18:59:59,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 305: 26/08/2023 19:00:00,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 310: 26/08/2023 19:00:01,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 315: 26/08/2023 19:00:02,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 322: 26/08/2023 19:00:03,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 327: 26/08/2023 19:00:04,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 332: 26/08/2023 19:00:05,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 338: 26/08/2023 19:00:06,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 344: 26/08/2023 19:00:07,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 349: 26/08/2023 19:00:08,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 356: 26/08/2023 19:00:09,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 361: 26/08/2023 19:00:10,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 ... Ping to 205.220.229.40 from PC, APB client during /latencytest: Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=74ms TTL=118 Reply from 205.220.229.40: bytes=32 time=60ms TTL=118 Reply from 205.220.229.40: bytes=32 time=64ms TTL=118 Reply from 205.220.229.40: bytes=32 time=60ms TTL=118 Reply from 205.220.229.40: bytes=32 time=62ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=62ms TTL=118 Reply from 205.220.229.40: bytes=32 time=65ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=61ms TTL=118 Ping to 205.220.229.40 from router during /latencytest: Min: 59ms Max: 75ms Avg: 63ms.
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I tried using Cloudflare WARP to bypass as much of my ISP's routing as possible. I can login, but I can't connect to any district. Is Cloudflare WARP VPN blocked?
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The latency is not the problem. The problem is between APB's servers and the DDoS protection run by Path Network Inc. Also, the in game latency is better described as a server population counter. It's impossibly low when the servers are empty. It slowly goes up as the population grows, but it's always lower than the real latency. There is packet loss or latency jitter on the upload packets from client (our PC) to server (APB District). Sometimes shots do not register, sometimes there's excessive delay, like 2s between shooting and getting a hit marker. Sometimes ghost shot, as in firing client sided but not server sided. Occasionally, the hit registration and firing is perfect. For me, every single time the hit registration was perfect on a US West server, the server went offline within a few hours. My issues are only on US servers. I have no issues on EU servers currently. In-game packet loss always displays 0.00. This counter only counts download packet loss, or server to client. Scanning APB's packets with Wireshark, the incoming packets are in numerical order and appear to be in line with the server tickrate. This means there is most likely no issues with packets going from the server to the client. I had support reach out to me a while ago. They asked to run a trace route. The trace route shows near perfect response time to the server's IP address. I also got no further responses. These are the same symptoms experienced during Reloaded Production's ownership. Back then, the servers were constantly under a DDoS attack. Reloaded would disable the DDoS protection after weekly maintenance. The hit registration was perfect, but the servers would go offline within the same day, sometimes minutes after maintenance. Reloaded would then enable the DDoS protection. The hit registration was terrible, but the servers would stay online. I didn't play much on EU, but I did play the Russian version with little to no issues with hit registration. Support staff created a pinned topic for players to post trace routes. There were no issues with the player's routes, and the problem was never fixed. Running a trace route is pointless for 99% of users. It only shows replies to ICMP packets with their time to live (TTL) value exceeded. APB uses UDP packets to communicate. ICMP can be handled differently than UDP. For example, Path's nodes do not respond to UDP packets with a TTL value of 0. This is most likely part of their DDoS mitigation. ICMP and UDP can be sent to different routers. The router responding to ICMP can be fine, but the one handling UDP can be overloaded. The only way to check is to monitor the game's traffic both client and server sided, with timestamps within the packets to determine if there's extra latency between packets. The in-game /latencytest does not do this. It runs a trace route to a US APB server, checks real latency between client and server, and shows the server's tickrate. The latency shown in /latencytest is always higher than what is displayed in game. Don't get me started on how the servers fail to run at 30tps. That's for another thread.
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They're a lot like the old Norton anti-virus. Annoys the crap out of legit players but misses obvious exploits. TBF, it's not EAC's fault game devs refuse to implement basic anti-cheat functions within the game itself, like not allowing modified files, and limit player movement server sided.
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They need to get rid of the $0 penalty. It's not your fault you got called into a mission 1000M away from the objective with only 20s on the clock.