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KyoukiDotExe

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Posts posted by KyoukiDotExe


  1. 5 hours ago, EmptyPillow said:

    So after battleye is implemented, can we use these things (untill implemented in-game)?

    -Hold to crouch

    -Toggle sprint

    -Mouse fix

    -Overwolf/mumble  custom crosshairs

     

    Pretty crucial things imo.

     

    -Hold to crouch > is a text edit, shouldn't be disallowed.

    -Toggle sprint > is a text edit, shouldn't be disallowed.

    -Mouse fix > is a text edit, shouldn't be disallowed.

    -Overwolf/mumble  custom crosshairs >  this they want to implement in the game better, so you can choose your style of crosshair and color. (to a certain degree) and this method is an overlay which is current not disallowed.

    • Like 1

  2. 1 minute ago, Keshi said:

    Even if i already liked it... im quoting it...because performance over quality...

     

     

    Agreed this looks good enough. All it has to do is use the potential of our PC Parts to actually deliver the best performance and less stuttering,freeze and lag as posible. and give me the damn option to reach 144fps... my 1080 on 30% usage and 7700k on 35% usage when running apb(on minimum ofcourse) to try maintaining a stable fps even tho it barely stays at 120

     

    That's purely optimization magic, and a bit of dust from adding more graphical instensive tasks as right now APB loves CPU + Single core performance. (like the majority of games, actually)

     

    Why do you run APB on minimum if you can run it higher?


  3. On 5/30/2018 at 3:50 PM, Lord Cashpoint said:

    I think the new spawn system is probably an improvement over the old one. Being able to choose your spawn also gives you the ability to tell which direction you'll be approaching the objective from before you spawn. It's useful for planning. That being said there some major improvements I would like to see:

    • Introduce more spawn points, especially some which don't follow the strict rules about having to spawn on a road. Currently there are many areas (Southern Financial and Eastern Waterfront in particular) where roads are simply not laid out to support the 110m ideal distance. I'd love to see the ability to spawn on dirt roads or in alley-ways to ensure that there's always a spawn point an appropriate distance away. If nothing else, it would also cut down on instances where you spawn on a road only for an enemy vehicle to rock up instantly.
    • Attempt to put the opposing teams on opposite sides when it comes to spawning. Obviously we don't want entirely predictable spawns, but it is a bit silly when you can spawn at a 90 degree angle to an enemy on the same road.
    • Be far more strict when it comes to spawning players at map boundaries. Right now the system does not handle it very well, which is why you see players spawn behind each other in these areas. When it comes to map boundaries, the game will simply have to place teams at opposite ends.
    • Attempt to rotate player spawns during missions so that even if a mission objective is highly asymmetrical, both teams will have equal shares of poor spawn points. Many missions are determind by which team has easier access to a highway for example.
    • Possibly dial back the vehicle mod Mobile Spawn Point. I'd like to see the distance in which enemies can block the spawner be increased, as well as a radius around an objective in which they don't function. Mobile Spawn Point is currently very easy to use, but incredibly dangerous to ignore. (This is part of a wider issue to do with vehicles however).
    • Add the ability to que up spawn points via priority in case your preferred one becomes blocked or a previously blocked one becomes available.
    • Perhaps consider revamping Fight Club spawning entirely. Right now it is far too easy to run into an enemy spawn point and be completely overwhelmed instantly. From my memory Asylum worked better when you couldn't choose your spawns.

    These are just some of the aspects of the spawn system that need improving right now.

     

    I like this one, but I also would like to add that the radar tower mod should be higher coverage to make it more rewarding than a spawn car. I love the radar tower mod at times when people do use it. Even though I am a firebomb addict.


  4. Just now, Spherii said:

    I think both spawn systems were flawed, but I think I've already adapted to the new one. The old one was extremely annoying as you could have unlucky spawns but the new one still has this issue from time to time. The car spawner issue has mainly been solved so if I had to choose between the two I'd say the newer one just because I've already adapted to it.

     

    I still would like to see the range on car spawner that counts as enemy nearby to increase. Overall, the rest is OK just the distance spawning is really troublesome as you spend roughly 30-60s to get to a location if not by car but then they see you coming.


  5. 2 minutes ago, xmm0 said:

    dont spawn people 400m away from the point if there are like 20sec left.

    dont spawn enemies right behind / infront of people.

    It feels like a walking simulator when you spawn 200m+, even worse when you spawn somewhere and you cannot find any cover nearby and your just a sitting duck for a guy camping on top of a roof.


  6. 25 minutes ago, MattScott said:

    -snio-

     

    Matt, you're doing amazing. Thank you for the intense hard work you and your team put in.

     

    "We have provisioned several new servers. The player concurrency has doubled since we took over, and we are expanding our ability to host districts and provide a smoother in-game experience." Could you elaborate what this means?


  7. 39 minutes ago, MattScott said:

    Our intention is to build in support for what it does by the time the new engine upgrade is ready.

     

    Would be really nice if the options are further extended and explained better; so we can make good decisions on what to use.

     

    On the default APBCompat.ini it reads that every texture has a level of detail of 4096 max, but if you lower this value to 1024 you will gain some performance or frametime. And you won't notice a difference in image quality.


  8. 1 minute ago, Puffdragon said:

    I'm sure tobii will disagree with me when I say that the reason the ddos is so bad is BECAUSE of the server hardware.

    DDoS methods are very complex to properly combat there all; epically if it starts costing money. But it's been way better then before when G1 still was in control, the ingame latency doesn't seem to suffer that much lately.


  9. Beside the base game code, license, and perhaps staff.

     

    Did they also get the previous in service servers?

    If so, long time ago G1 disabled or removed the 100 player limit and set it to 80 per district, 40 crims 40 enf's. If the servers are run on better servers or different, would it be possible to up this number? Doesn't have to be specifically 100 total, could be more. This helps in getting more matches for all the players in the district.

     

    @Little Orbit, Are there any plans towards this idea yet?

     

    Thanks for doing a great job about communication so far, and looking forward to how the future rolls out for APB: Reloaded.


  10. 19 hours ago, Tobii said:

    It does more than annoy.

    People can't play the game, and it'll cost the company money.

    Exactly. Also I wanted to add to better server hardware also allows the district to have higher player counts where it helps with getting more matchs for people.


  11. 17 minutes ago, Tobii said:

    Of course having better hardware will improve such things.

    But that still doesn't matter if they are being hammered all the time.

    For what APB is, the tickrate isn't even that bad.

    What I am curious about is what it feels like to play on higher framerate, and higher ticks.

    I wonder if they can completely stop the DDoS attacks... Would help us all, whoever DDoS is an idiot as it barely does anything but annoy.


  12. 1 hour ago, Tobii said:

    Pretty sure the current issues are not the server related but ddos related.

    That's been the issue the last 1/1½ years.

     

    Regardless, having better server hardware does help the server's tickrate or framerate to stabilize.

     

    "As a general rule, we want the server to perform a full pass of computations for all the 100 players and 18,000+ district actors 30 times per second (giving each CPU core at most 33ms to complete all computations in that one frame). If we achieve 30 FPS on the server, then connected game clients can easily run at 2X-3X the server tick rate (60FPS - 90FPS) without any noticeable loss in accuracy. At 1:2 or 1:3 server-to-client ratio movement prediction and frame-interpolation provide a very smooth game experience. "

    https://apbreloaded.gamersfirst.com/2013/02/optimization-magic.html

     

    Right now it seems like most gaming systems can reach much higher framerate, so having a higher tick would help in increasing this server-client ratio prediction and gameplay.

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