
BlatMan
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Everything posted by BlatMan
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The consumables and joker tickets need to be separate rewards from the random rewards. Currently I cannot unlock all the symbols on one character because of it.
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It's the same even when playing against players within my area. We all have under 30ms latency. I think the issue has to do with the way LO have the anti-ddos protection configured. They use Path.net. Their service supports Anycast Routing, which means you should be connecting to closest Path.net node. However, APB connects to the closest node to the APB server. If that node gets hit with a DDoS attack, there will be a noticeable lag spike for everyone. If it's bad enough players will disconnect instead of being moved to another node. This is just speculation. I can't say where the issue is without access to the servers. It could be an ISP routing issue, but I doubt all ISPs have terrible routing to only APB servers. I did run ping plotter with icmp, udp, tcp, on random ports and they all had good latency to Path's nodes, and APB's /latencytest looks fine so it's something between path and the APB servers that is causing the problem. Heck, with the amount of things G1 and LO broke and can't fix, who knows what they could have broke netcode wise.
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looking for APBCompat.ini low config
BlatMan replied to JeSuisSansoa's topic in General Discussion Archive
My issue isn't the ability to turn off various effects, it's that they took away the ability to do it via ini files, but also ignore their own TOS and let streamers play with unintended modifications. Turning off blood is necessary for players with GPUs older than the GTX 900 series that want 100+ fps during combat, but it doesn't increase visibility much. However, turning off all explosions is a huge advantage to visibility, and it's basically what you need to do if you just want blood gone. Also, having most of your streamers playing lower than potato is a terrible way to promote your game. These players have flagship hardware yet they choose to run it as if they're playing on a 10 year old laptop. Also, there's a high correlation between players who play on 1024x1080 and VAC bans. -
El Matto di deado; engine upgrado di stoppo
BlatMan replied to isaac-the-dad's topic in General Discussion Archive
Sold account? -
GMs be like:
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I kinda want a blacked out NCR with a dickbutt engraved instead of the current gold and red zerbra duct tape skin.
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Suggest what we should buff and in what ways. I put my suggestions up there.
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Most difficult/skilled players you have faced?
BlatMan replied to ItzKriz's topic in General Discussion Archive
I hope this is sarcasm because they've been more braindead than tk0 since their FF ban. -
[PC & Console] Un-Easter Patch Announcement
BlatMan replied to Ritual's topic in General Discussion Archive
An announcement for an announcement. Just like G1 would have done. -
looking for APBCompat.ini low config
BlatMan replied to JeSuisSansoa's topic in General Discussion Archive
@MattScott @Sakebee @Azukii Are modified .upk files allowed? -
No money to have stable servers, but somehow they have money to purchase the IP of another game? Where did that money come from?
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Yesterday I ate an OSMAW rocket without flak jacket on and didn't take damage.
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I get 144fps on live but only got 20fps on the engine downgrade.
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FAR got nerfed when G1 added the "curve" algorithm to the bloom on ARs. It's still not bad it's just not as good as it's meant to be.
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How about buff other less used sidearms? FR0G: - Increase max/min range from 10M/50M to 20M/60M. RFP-9: - Revert the last changes done by LO. Mountie: - 10% better base accuracy. - (Yukon) Remove "+50% equip time" from Select Fire mod. Colby RSA: - Increase minimum damage % from 30% to 45% (6 shot kill at minimum damage) ACT 44: - Increase minimum damage % from 30% to 45% (8 shot kill at minimum damage) - Increase ADS accuracy by 10%. S-AS PDW: - Improve base accuracy from 35.5 to 30. 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.
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US had the overkill servers. EU never got them or they arrived late due to a motherboard supply issue. While the servers did run smoother, they crashed often due to unstable overclocks, and that was before the free character slots were given out due to all the crashing. Seriously, they used consumer grade hardware and overclocked the CPUs: http://apbreloaded.gamersfirst.com/2013/02/optimization-magic.html 3930K overclocked to 4.25GHz. The motherboards for those CPUs are known for burned mosfets due to not being built to handle the high currents, despite the ads saying otherwise. I wonder if G1 killed any. They don't mention the RAM, which is more important than the CPU for minimum frametimes in single threaded apps. In APB, between 1333Mhz and 2133Mhz DDR3, there is about a 15-20% difference in average framerate, 30-50% difference in minimum frametimes (time between individual frames). That's not accounting for other factors like ranks, channels, and bit size. Speaking of channels, the pic in that blog post shows them only running dual channel, but the 3930K can do quad channel. They're starving those machines of memory bandwidth. But as G1 shown, server hardware is not optimized for single thread performance. Low CPU frequency and limited RAM speed. That's partially why the current servers run like garbage. For a while LO were using Amazon AWS, but since they switched to Path.net for DDoS protection I can't confirm if they still use them. The DDoS protection is also contributing to the performance issues. It's causing packets to arrive late and/or out of order. Many companies rely on them for DDoS protection. If any of those companies get attacked it can affect APB. Then there's the old engine with it's awful netcode, or more like broken due to G1/LO mutilating it. It's so bad that you run faster server sided if your movement packets get throttled. Found that out when I messed up my QoS settings on my router. Maybe that's why FairFight didn't ban for speed hacks. Too many legit players on Wifi teleporting.
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Sadly I think this is the case. I've seen them crash the mission districts to startup fightclub. Seen a GM defend a player who was spamming cheat advertisements in district chat. Sadly my screenshot didn't capture it. There's one streamer who aimbots on stream. They play with modified .upk files, not just custom configs. They also organized a witch hunt against another player. I've submitted reports to support with clips from their stream. Support got snappy with me when I sent them a new clip on an open ticket, then closed the ticket. They're 30s to 1 minute clips, and the few I couldn't clip I timestamped their stream. It doesn't help that the GMs are players themselves. They're going to have bias towards the current playerbase. We need a 3rd party who's into shooters that knows what to look for.
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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.