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BlatMan

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Everything posted by BlatMan

  1. I can't tell if this is sarcasm or not. To prove you wrong, Brazilians and Australians are still allowed to play.
  2. So many sock puppets you can audition for a children's show. But you are right about the administration not enforcing the ToS when players openly break it.
  3. Something is screwed up between Path's nodes (ddos mitigation provider) and US-West servers. The majority of my shots do not register on players while aimed directly at them. Meanwhile, I got a few hits and then a kill when I smacked my keyboard with my mouse and fired a burst over 5 meters away from a player. None of those shots should have hit, but the server thought they did. District: Missions-Waterfront-1-US-West (205.220.229.52) In-game Latency: 60ms In-game packet loss: 0.00 latencytest district latency: 99-107ms CMD Ping to district IP Address: 67ms Traceroute to district IP Address: 1 <1 ms <1 ms <1 ms 192.168.1.1 2 1 ms 6 ms 5 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 6 ms 11 ms 11 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 69 ms 78 ms 66 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 7 * * * Request timed out. 8 68 ms 64 ms 66 ms 205.220.229.52 Near perfect score for bufferbloat on Waveform: https://www.waveform.com/tools/bufferbloat?test-id=94f035ba-0819-4a2a-8c33-a4ba92ef8ec9 Where is the extra 30-40ms coming from in the /latencytest result for the district server? It's not much latency, but it's showing a problem. The server shouldn't be located that far from the node, considering the USA coverage Path has. Is traffic being routed to the wrong locations internally? I checked the packets with Wireshark. I don't see any packets arriving or leaving my network out of order, that's if the IP.ID is accurate. I cannot check if there's packet loss from client to server. The in game packet loss counter only counts packet loss from server to client. EDIT: Tested EU Server. There's a different problem on EU. My latency randomly goes from about 90ms up to over 300ms, and stays there for a while. However, despite the significant latency spikes, the hit registration is overall better. Most shots hit. The few that miss are edge cases where the bloom was a little high, or the player was about to get behind cover. District: Missions-Financial-2-EU-West (205.220.228.181) In-game Latency: 90ms average. 200ms spikes. In-game packet loss: 0.00 Latencytest district latency: 135ms CMD Ping to district IP Address: 95ms to 317ms Traceroute to district IP Address: Tracing route to 205.220.228.181 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms 192.168.1.1 2 28 ms 17 ms 4 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 13 ms 7 ms 15 ms B4325.NWRKNJ-LCR-21.verizon-gni.net [100.41.3.250] 4 * * * Request timed out. 5 8 ms 12 ms 11 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 85 ms 93 ms 82 ms ae11.cr6-ams1.ip4.gtt.net [213.200.117.178] 7 * * * Request timed out. 8 145 ms 148 ms 147 ms 205.220.228.181 Trace complete. Tracing route to 205.220.228.181 over a maximum of 30 hops 1 <1 ms <1 ms <1 ms 192.168.1.1 2 15 ms 12 ms 10 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 11 ms 7 ms 15 ms B4325.NWRKNJ-LCR-21.verizon-gni.net [100.41.3.250] 4 * * * Request timed out. 5 8 ms 40 ms 20 ms &#10.0.193.152.in-addr.arpa [152.193.0.114] 6 115 ms 93 ms 100 ms ae11.cr6-ams1.ip4.gtt.net [213.200.117.178] 7 * * * Request timed out. 8 85 ms 86 ms 95 ms 205.220.228.181 Trace complete. I'm leaning on there being a problem with Path Network Inc. APB is configured improperly for their service, or their service sucks major donkey dong.
  4. I agree. I don't even own the weapons, but 99% of the time I feel like I'm not taking damage fast enough, compared to other SMGs and ARs.
  5. I don't remember all the details, maybe another veteran can fill me in. In early G1 days, 2011/2012, it was locked to 60 fps, with the option to unlock in the config file. I don't know if it was limited to 101 fps. Another patch removed the fps cap. Some users complained about poor performance. Another patch added the 145 fps limit for +120hz monitors, but limited the framerate to 101 fps on lower hz. There was a workaround to trick apb into thinking you have a 145hz monitor. I had wrote a guide for Nvidia GPUs. Currently, the fps can be unlocked in the config file. The max is 500 fps. What I don't get is why they decided to use the config file, when they can add it as an option in game. They've added other options recently, it shouldn't be a problem.
  6. I would call that mod Technical
  7. That's impressive. It makes sense the extra cahce will have a drastic effect on performance since most of APB's performance problems are from texture streaming and garbage collection.
  8. Trailer Hitch - Temporarily weakens players who walk too close to the rear bumper of your vehicle. Reduces stamina by 80%. Reduces HP by 10%. Plays the voice line of Fred from Spongebob, "MY LEG!" when activated.
  9. They need 3rd party payment statements to prove you're the owner. There really isn't much support can do without that. If you contacted support with the same IP address that your account was originally on, you might stand a chance, but most ISPs have Dynamic IP addresses, meaning it changes. LO need to improve their account security systems. The dual factor authentication requires you to install an app on a smart phone, or have the technical knowledge to maintain an Android virtual machine. Maybe set up a system to send SMS or call any number, like how Microsoft and Google do it? Not as secure, but better than no dual authentication.
  10. I'm just going to focus on Progression for now. 1. Progression - I don't think progression needs to be faster on the lower tier contacts. The first 4 go by really fast. The 15lvl and 20lvl contacts do need their standing per level reduced. - Customization unlocks need to be adjusted. Currently we can't unlock symbols due to Joker tickets and consumables interfering with random rewards. There's no information in game on how unlocking assets works, so new players will not know what they need to do to unlock X item. My suggestion is to have a list of every single item that can be unlocked, and where to unlock it, similar to APB:DB, but as an in game interface. - Low tier vehicle unlocks need to be adjusted. Currently you unlock the higher tier vehicles at the same time as the lower tier. What's the point of limiting free to spawn 4-slot vehicles to R195+ players? A 4 slot Han Veo is kinda pointless when you have 3 and 4 slot Pioneer available, or 4x4 Vegas through Joker tickets. I think the slotted variants of free to spawn vehicles should be unlocked by default, but kept at the same price ($50,000). Add some kits that are unlocked through the lower contacts, or through the tutorial. Allow the front end of these vehicles to be interchanged. The visual models line up perfectly, and there's examples done by RTW in the vehicle packages.
  11. You need to limit the framerate to 120fps or lower.
  12. How do you know your IP is blocked? There's no regional restrictions from what I can tell.
  13. New players can't afford high end cars due to getting lower rewards from the lower tier contacts. Max rank players will still spam high end cars like they do consumables.
  14. Still no information on what was broken and fixed? Is the dev responsible locked in your basement? Afraid they'll leave the company if you give them public access?
  15. It was only like 20% more fps prior. It seems to have been fixed with the last patch. Why aren't there any updates posted on the forums?
  16. Same. No fix for the low fps. In Financial around the construction yard just south of Seung Bloodrose, I only get 100fps during a 4v4 mission. I used to get over 140fps. The fps gets lower the more players are within the area. Turning off the HUD increases the FPS by about 30% to 50%. Something is screwed up with the HUD. Waterfront has no players so I can't run the same test.
  17. Same issue with the fps for me. I joined Waterfront US West and got a mission near docks next to the giant anchor. The game was choppy, and my fps was around 60-80fps. Prior to this update, my fps was 100+ in this same area. EDIT; GPU and CPU usage are lower overall. CPU cores are all under 70% usage. GPU never reach 100% utilization. Pre patch, at least 2 CPU cores would reach 100% usage. Something is limiting the fps software wise. It runs similar to turning off double buffering, in the graphics options.
  18. In all seriousness most mice are the best for APB if you play with lower sensitivity. If you increase the DPI and compensate by lowering in game sensitivity, you'll reach a point where the game stops registering mouse movement. It's more pronounced at higher dpi, such as 6400 dpi. I'm guessing somewhere in the input logic, the value gets rounded down, or values below a certain threshold are ignored. There's also a really high minimum camera rotation. It makes it impossible to precisely aim. It's probably why hitboxes were made so excessively large. Multiply mouse DPI by in game sense and then marksmans mode sense. In my testing with a Logitech G400 and MX518 Legendary, if this value is below 2000, slow mouse movement will not be detected. DPI * Sense * MM >= 2000 For my current sensitivity, it's: 800 * 10.8 * 0.35 = 3024
  19. The threat system as a whole is garbage. Phasing won't fix this. The lowest threat, green, is impossible to hold onto without intentionally dethreating. Your teammates completing objectives gives you enough score to reach bronze. Mid silver to low gold there's a small difference in skill. Mid gold to max is where you see the player skill drastically increase, and where you see distinct play styles. I don't know how to fix it, I just know adding on loading times will not help keep the mission districts alive.
  20. Phasing will ruin matchmaking. No one wants waiting times in a game that's basically team deathmatch.
  21. You do not login with "google". G1 did not delete the account if you can open a ticket from it. This is a fresh forum account. The user AMolinaLamatta created their account the same day, and immediately replies to this thread. No offense, but this thread looks sus.
  22. Braindead vs average gamer. Sounds like a zombie survival game.
  23. Premium matchmaking? NO! HELL NO! We don't need to split the playbase even more. The threat system as is limits matchmaking. Having an option for private matches is a good idea, but I'm not sure if it can be done in a financially sound way with the current APB server/district configuration. I know this is far reach, but I really like the ability to host a private instance on my own hardware. APB is not popular enough to support this, it's just something every multiplayer game should have to keep it running if the main servers ever go down.
  24. The ones I play with have a better connection on current US East compared to West and the old Dallas location. New York isn't that much further. The problem with BR's isn't the latency, it's a mix between netcode and poor infrastructure on Little Orbit's end. It started when G1 implemented their ddos protection. The servers would run great, then they'd crash due to a ddos attack, then run like crap until the service was disabled again. I think it's the same problem today. I found this in the Fornite Subreddit: https://www.reddit.com/r/FortNiteBR/comments/awagpo/packet_reordering_technical_post/ In short, the unreal engine dropped out of order packets. Since it was an issue in UE4, I'm guessing the same issue applies to UE3. The symptoms I experience in game match up. It's like I have packet loss, but it says 0 in game. Hits don't count or are randomly delayed. Getting behind cover and still getting hit, even by players who have less than 50ms latency. I had the same issues PUBG on US servers, but less so on EU and Asia servers. My hit registration in SEA was near perfect, despite the 250ms latency. Little Orbit's current ddos protection is run by Path Network Inc. I'm guessing the packets are being spread between multiple locations, and are arriving out of order due to the slight latency differences. A nanosecond is enough to put a packet out of order. This is all speculation of course. I don't have access to APB's servers to do a proper test.
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