BlatMan
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Everything posted by BlatMan
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I can consistently car glitch. Not sure if you fixed it to begin with.
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Jericho's dying atm - 19 April 2023
BlatMan replied to Hexerin's topic in Social District (General Discussion)
It was fine for me till about 23:30 Eastern time. Then hitreg went down the pooper. Other players were micro teleporting. I was missing shots that should hit, but occasionally hit shots that should have missed. -
EasyAC vs BattlEye vs FairFight
BlatMan replied to MrLek's topic in Social District (General Discussion)
There are players who were banned multiple times under fairfight, but Gamersfirst kept unbanning them. Sadly, the FFBans site didn't track repeated bans. Each anticheat is a tool. It comes down to how well the user uses the tool. Battleye can be programmed to block just about anything if Little Orbit felt like it. One thing APB does not block, but other games block, is the ability to run APB in a virtual environment. Battleye can't detect what's happening outside the VM. You have to be careful with what you block, because you can prevent legit players from playing. With PUBG, they blocked VMs running along side the game, because cheaters were using them to scan network packets for external radar. Worst part is you get kicked mid match, instead of getting the blocked message at startup. Meanwhile, cheaters switched to using separate hardware, like their phones. PUBG and Rust block specific mice due to built in hardware macro capabilities. Again, it blocked legit players from playing, but cheaters found workarounds. -
The devs seem to ignore the SPCT too.
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FR0G: - Increase max/min range from 10M/50M to 20M/60M. RFP-9: This weapon has been sitting in my inventory unused for years due to the massive nerf to it's accuracy. Revert back to about the date 2019-02-15. This was when I purchased the RFP-9 'Fang'. Pistol_RFP9-SD - Keep the fRampDistance at 4000 Mountie: - fRadiusAtTenMetres 28 > 26 - (Yukon) Remove "+50% equip time" from Select Fire mod. Colby RSA: - Increase minimum damage % from 30% to 45% (6 shot kill at minimum damage) - Increase fMinDamageRange to 2000 - Decrease fRampDistance to 6500 ACT 44: - Increase minimum damage % from 30% to 45% (8 shot kill at minimum damage) - Increase fMinDamageRange to 2000 S-AS PDW: - Improve base accuracy from 35.5 to 30. OCSP: - Increase fRampDistance to 4000 Remove the -1 magazine capacity penalty from the pistol suppressor. The Nano does not have this downside, neither should any other sidearm. Remove the equip time penalty from Mobility Sling mod. 3 Point Sling does not have a downside, neither should Mobility Sling. This would buff all the sidearms with this mod equipped. Primary weapons generally don't suffer from the downside since well, they're your primary. And the obvious one, revert the Colby .45 changes made this patch.
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Can you remove the slowdown when half damaged on the Kurai and Sentinel? These are SUVs, but they can't take a little damage without loosing half their speed.
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Sounds good to me. We have the anti-cheat discussion thread. Don't need more than that.
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Corsair says "What about me?" LN9 says "Hold my beer, watch this"
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Nerfing the .45 doesn't fix balance. This weapon will still have faster TTK and less bloom than the FBW. It will be more accurate than the majority of close range secondary weapons. Decreasing the jump multiplier on the Star and Far won't fix the balance issue with them. They take too long to recover from bloom and have lower overdamage, compared to the N-TEC. 35M and 45M, according to the APB:DB update. Still makes it better than the FBW 99% of the time, although having only a 10M difference between min and max damage is stupid. It makes the damage change too rapidly during combat. If I were doing weapon balance the minimum range between min and max would be 20M, that way weapons don't go from useful to useless in a few seconds of running. https://apbdb.com/items/Weapon_Pistol_Colby45AP
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The real priorities are others, but...
BlatMan replied to DouglasFalcon's topic in Social District (General Discussion)
It happens when the server receives too many movement packets at the same time. It should be easy to block by checking for too high of a data rate and latency jitter. More than 200ms jitter? (not ping) Kick the player. Aussies have less jitter than that on US East. -
The real priorities are others, but...
BlatMan replied to DouglasFalcon's topic in Social District (General Discussion)
If it was the servers themselves the problem should be consistent among them all, not just a few. -
I don't have many games to compare to, so maybe my perception is skewed. PUBG and Dayz are far worse, Rust is unplayable on official servers. HL2 has sniper bots every match, but at least you can vote kick them. But, I'm also not silver, and haven't been since they changed the threat icons. I probably spend more time focusing on the mission that playing detective. Fightclub is a mess though. Seems to attract the majority of the cheaters.
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The real priorities are others, but...
BlatMan replied to DouglasFalcon's topic in Social District (General Discussion)
Fyi support reached out to me a few days ago so it's being looked into. It's not poor aim. Most players seem to have issues with US West, but I've experienced issues with US East as well. Best way to tell if there's going to be issues is to run /latencytest and check the district_server latency. The normal values for me are 33ms for US East, and 99ms for US West. If those values are higher, the server will have hit registration problems. Running traceroute to the server's IP doesn't show any issues. The latency for the server's IP is within +-5ms. If the issue was on my end, it would show up on all servers, not just a few. -
The real priorities are others, but...
BlatMan replied to DouglasFalcon's topic in Social District (General Discussion)
We can't judge weapon balance with the current state of the servers. It doesn't matter what the weapon's stats are when only 1/5 of your hits register. -
One of my complaints with the matchmaking system is that it ignores group threat on backup calls. I understand there's a small player pool, but I rather have it not find backup than call in a 4 man group. It's normally a loss for the offending team due to the number of players spawning within line of sight.
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With APB, a cheater server would be obvious. If they group with other people they'll notice they're not in the same server, and if they have any knowledge on networking they'll notice they're being sent to a different server, even if the phasing feature appears seamless. I doubt LO have the funding to host more server instances. I don't think APB's cheating problem is that bad, it's that the low hanging fruit is touching the ground and LO ignore it. At least APB controls most things server sided. GTAO from what I understand it's mostly client sided. Same issue with PUBG. Players can fly blown up boats and loot from range.
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I hate the way San Paro looks at night with the current shaders. The night time looks dead. You can't see most of the skyscrapers. When you remove fog and turn off the instagram blue filter, it looks alive. If only LO let use do this through the in game options instead of using grey area configs.
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Hell no. Preventing the reported player from playing without an investigation is only going to negatively affect legit players. Cheaters will hop on their 10th alt account till the temp ban clears. They'll mass report anyone who can beat them. PUBG has this feature. Players get mass reported all the time. Temp bans are handed out left and right, but the majority of the temp bans do not become permanent. If those players were cheating, it only stopped them from playing on that account for a few days. Now, if they want to use reports as part of Fairfight to analyze players, that would be fine. For example, if a player rarely gets reported, and all of a sudden there's a bunch of reports from players who rarely file reports, than flag the account for investigation. I wouldn't auto-ban them, just in case. I'd also not want them to know other players are reporting them, that way they don't try to hide their behavior.
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can we have asia server on jericho?
BlatMan replied to Modernism's topic in Social District (General Discussion)
Florida is probably the best location while the population is low. It would give the lowest ping difference between NA and SA players. -
Considering last stage deathmatch shows nametags further, and we used to have the option to see enemy vehicle mobile spawners on the whole map, it wouldn't surprise me if player position is always visible to your client. Plus, your client needs to see at least 120M or so to smoothly draw players coming into range at 100M.
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can we have asia server on jericho?
BlatMan replied to Modernism's topic in Social District (General Discussion)
Three gamers, a South American, Australian, and North American, are hanging out on the same server. A GM jumps in chat and grants them each one thing they really want in game. The South American asks if he and all his South American friends could have their own local server. POOF! All of the South Americans are now on their own server in Brazil. The Australian gets excited and asks for their own local server as well. BOOM! All the Australians get phased to a server in Sydney. The GM /w's the North American and asks what they would like. The NA asks the GM, "Did you really migrate all the South Americans and Australians to their own servers?" The GM sends them a smiley and says "Yes." So the North American says "Well in that case, can I have a 'Thumper'?" -
Not receiving random rewards in opposed missions?
BlatMan replied to BlatMan's topic in Social District (General Discussion)
My latest max rank character, with 480 action district hours, only has page 1 complete. The other symbol pages have less than half of the symbols unlocked, and no decals unlocked. My older max rank with 430h, created before consumables were added, has every page unlocked, including decals. Symbol unlocking chance was severely reduced, or it is not possible when completing opposed missions. If phasing ever gets introduced, we will not be able to unlock random rewards. THIS NEEDS TO BE FIXED! -
can we have asia server on jericho?
BlatMan replied to Modernism's topic in Social District (General Discussion)
You threatening me with a good time? -
Not receiving random rewards in opposed missions?
BlatMan replied to BlatMan's topic in Social District (General Discussion)
I noticed a reduction when consumables were added, but we also had the higher level contacts added which don't give you any random rewards. I don't understand the consumable idea. All it did was add overpowered features that are inaccessible to new players, as if they didn't have a rough enough time starting. Making them normal mods makes sense, It's a huge waste of resources having them be consumable, since every character has consumable data. The inventory limitation doesn't make sense programming wise. A single byte can count to 255, and two bytes to 65535. Technically you can't store less than a byte into memory, so why even bother with the 500 limit? It's using the same amount of memory, bandwidth, etc as a 65535 limit. -
I noticed I do not receive random rewards from opposed missions. I only receive joker tickets. This makes it impossible to unlock symbols, fonts, emotes, etc. I don't know if this was always a thing, but currently it's impossible to unlock symbols if you don't have at least 4 players, two per faction, to join an empty district to start unopposed missions. For example, I don't not have the majority of the symbols that Arlon Benjamin unlocks through random rewards, like 'poop' and 'money'. https://apbdb.com/contacts/Financial_C7# I have done 100s of opposed missions while pledged to Arlon Benjamin, but most of the symbols are still locked. I did 3x unopposed missions today, and unlocked a random symbol each mission.