BlatMan
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Everything posted by BlatMan
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Removing spawn waves would fix the fast spawning issue. They're kinda broken as is since you get to instant respawn when you die last. The function is currently on a timer. Delay it until the player dies or is in a non combat situation.
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True. 200ms just for the garbage collection to finish, then another 200ms or so for the game to catch up. An easy fix would be to manually trigger it. They could do one big dump at the end of missions, but I guess longer missions would cause crashes. Could run it just after death. It would look a bit buggy, but better than having it run during combat.
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It's not my fault you choose to play a competitive game with bad internet.
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When the servers are functional, the ttk is way too fast. Currently it's like your ghost shooting, but your ammo still gets used.
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Loads instantly No ear rape fog horn Artistically fits APB Shows characters in proper lighting
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NEW MATCHMAKING WAS A GREAT IDEA TO KILL GAME
BlatMan replied to JOSELA's topic in General Discussion Archive
The burden of proof is on the player accusing another player of cheating. That's not an issue. If you say something is true, you should at least have some evidence of it. But like you said, we have no support. I've submitted clips of a streamer snapping onto players behind walls. This was from their stream, from their perspective, yet that's not enough. Thing is, I can understand why support would skip these reports. If I was constantly getting spammed with reports with little to no evidence, I'd end up closing most of them with a copy/paste message just to get them off my queue. -
NEW MATCHMAKING WAS A GREAT IDEA TO KILL GAME
BlatMan replied to JOSELA's topic in General Discussion Archive
You can manipulate the treat system to get gold easier than to get green. To get gold you leave every match you might score low in. To get green, you have to play through every match, and get the worst score while still getting enough score to count towards the mission. There is a high percentage of cheaters compared to the total active population, but most golds don't cheat. There would probably be less cheaters if it weren't for all the false reports. Support has to go through every ticket sent in. If you report every player who beats you support isn't going to take you seriously, and it's going to make them less enthusiastic about looking into other reports. -
Who is Matt?
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I abandon missions to avoid playing with max rank veteran bronze players. They intentionally throw missions. The new players at least try to play.
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Sure why not. It's not like Battleye does anything useful atm.
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If it didn't block grenade damage I'd be fine with it.
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A lot more people would stick around if their first experience was mellow music instead of this 200% volume fog horn.
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I bet they add NFTs, cash out on what they can, then sell the APB:Reloaded title to that Chinese company too. Then another 8 year cycle of "engine upgrade is coming" from the new company.
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Did you take the servers down early accidentally? Social and US East are missing from the district selection. The district select menu also takes 5 seconds to load. Normally it takes less than 1 second.
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East servers are still screwed up. Here's waterfront 1 US East. 80-90 ms to the last hop, 60-70 ms to the district server. The last hop, 205.220.229.82, geolocation is in California.
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It looks like east was fixed with maintenance. Probably just needed a restart to correct the routing internally. I was getting like 80-90ms, Friend in Montana was getting 150ms or so. Now it's 20ms for me, 50-60ms for them. If it's over 30/30 population tonight I'll run some more tests. West is always bad, so nothing new there, but still it could be better. There shouldn't be constant 40+ ms server tick spkes, especially with a half populated district. Full I can understand. It's kinda neat that APB has a proper network diagnostics tool built in.
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I wouldn't doubt it. Remember consumables maxing out? Oh wait they still do.
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I'm leaning on servers. Here's charts from the /latencytest on Waterfront West, 10 minute time frame. 20/20 player pop. 205.220.229.82 is the last hop in the traceroute, District Server is the district. The last hop is stable, about 77ms average. The district however looks weird. Most pings are 99ms or 132ms. Not much in between. There's two routes and one takes longer, or I'm seeing the server tickrate due to the packet being received between ticks. 132ms - 99ms = 33ms (same as tickrate). If the latter, then the network might be fine. https://i.imgur.com/RTtiqLS.png Lets check out the server's frametime/tickrate. The average is 33ms, but it's constantly spiking over 35ms, often over 40ms. I don't know if those 200ms spikes are the server or the client performing garbage collection. This was only 20/20 player pop. If we're seeing spikes at half capacity, expect it to be way worse with more players. https://i.imgur.com/vXPpvQV.png
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The in game /latencytest shows stable ping on each hop until it reaches the district. If it had anything to do with my ISP, I would see latency variations on the hops before Path's IP addresses, not after. I would see packet loss in other games, not just APB. It's something screwed up on Path's side or Little Orbit's side. It started happening after this post:
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Why is NA East no longer hosted on the east coast of the USA? Is Path still performing maintenance? Server time is set to UK timezone (UTC 0). Server IP is 205.220.229.82 Latency to the server from the east coast is about 80ms.
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No fix for some of your US EAST servers being located in EU?
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Waterfront East is currently being hosted in Europe. The server time is set to the UK's timezone, and the /latencytest is pointing to a server in the UK or Germany. Here's the traceroute. I left out the first two for privacy reasons. 06/03/2022 01:35:25,PACKET_RECEIVED,3,67.83.246.22,9,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,4,64.15.7.186,11,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,5,65.19.120.210,11,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,6,62.115.153.104,12,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,7,62.115.167.205,11,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,8,89.149.187.102,95,11013, 06/03/2022 01:35:25,PACKET_RECEIVED,10,205.220.229.82,87,0,
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- You can combine it with medspray,
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fix the matchmaking or bring back the threat districts
BlatMan replied to Arianna's topic in General Discussion Archive
If it includes a 50ms ping limt, I would. I haven't seen a working anticheat that doesn't screw over the legitimate player. -
Remove threat? Hell ya! But seriously. The west cost location has at minimum 50ms of latency between the external IP address and the district server. Here's a few latency numbers captured from the in game /latencytest. First line is the server IP, next is the district server. 5th row/comma is the latency. I can send the whole latency test to support if anyone there wants to take a look. I think it's related to their anti ddos protection. G1 had the same issue each time they enabled it. External IP 81ms: 23/02/2022 03:13:09,PACKET_RECEIVED,10,205.220.229.82,81,0, District 135ms: 23/02/2022 03:13:10,DISTRICT_SERVER,,,135,,Packet loss:,0,CCU:,32,36 External IP 81ms: 23/02/2022 03:13:12,PACKET_RECEIVED,10,205.220.229.82,81,0, District 139ms: 23/02/2022 03:13:13,DISTRICT_SERVER,,,139,,Packet loss:,0,CCU:,32,36 External IP 81ms: 23/02/2022 03:13:15,PACKET_RECEIVED,10,205.220.229.82,81,0, District 128ms: 23/02/2022 03:13:16,DISTRICT_SERVER,,,128,,Packet loss:,0,CCU:,32,36