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illgot

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Posts posted by illgot


  1. 14 hours ago, Fortune Runner said:

    crims can go N5 easily and make bank faster

    enforcers make money by arrests.

     

    Unless you are going against low skill players, it is easier to make more killing players than arresting them.  Arresting moderate to higher skill players is hard mainly because the arrest only counts once per spawn and ltl weapons have massive drawbacks.


  2. 3 hours ago, Noob_Guardian said:

    No seg IS better, HOWEVER, there should be some sort of rank lock for "new accounts" (not new characters) to help newbies. Roughly Rank 50-85 would be fine.

    85 would be perfect as most would have access to the basic level 3 mods.  If they would drop all the mods to rank 85 things would be a lot better for new players, we may even retain a few.


  3. 17 minutes ago, KawaiiAlice said:

    There are many bronzes even high ranks  but the low ones just give up on the game because its too hard for them , ive seen many left apb cuz they had to face golds and i  can udnerstand their pain

    right I 100% agree with you, they should be isolated from silvers and golds so they can learn and enjoy the game; thus retaining players versus playing against rank 255 silvers in the bronze district and quitting out of frustration.

    • Like 1

  4. 42 minutes ago, KawaiiAlice said:

    How about Bronzes playing vs bronzes only? ,  , why a bronze should fight a silver or gold ,  Think about it ,

    plus  we are not just looking for wining a mission , we wanna have fun and no fun when u get killed all the time , and your gold mate will carry u , thats a game for golds only , and we are  just some baits for the pros  x) 

    A player who doesnt know how to shoot vs player who have been playing for  5+ years ,  something golds will never understand obviously 

    there probably aren't enough bronze to play against bronze only but they should be low enough in skill to play with trainees.  Sadly I'm not sure there are enough bronze and trainees to have one district to themselves.


  5. 7 hours ago, Solamente said:

    that doesn't solve anything since you're still mashing two different threats together, each of which have their own massive skill gap

     

    the average gold will wipe the floor with the average silver - maybe it's just me but going super easy on opp so they don't ragequit and stomping opp into baby powder i can use to absorb my sweat are both just not fun apb gameplay

    There are not enough golds or silvers to fill one waterfront and one financial.  There may not be enough bronze, silver or golds to do so but we should at least try to separate bronze and trainees from silver and golds.


  6. 2 hours ago, Solamente said:

    i finally did some solo missions today on jericho, i think i had about 4 missions (out of probably 20 i think?) where i didn't have to put on kid gloves to knock around silvers, bronzes, and even greens - of course those 4 missions were the ones where my team of silvers (and sometimes bronzes) were placed against other golds putting on kid gloves, so not really much better

     

    i eventually just force closed the game when i got matched against 2 fresh r9 trainees who didn't even know what objectives were

     

    no idea why anyone thinks no segregation is better, and if you do you lose all rights to complain about matchmaking tbh

     

    Trainee and bronze should be placed in a green trainee district only they have access to and hidden from the rest of players.

     

    Then have no threat districts for silvers and golds.


  7. On 12/3/2019 at 6:53 PM, Ai-Zhú said:

    Hate me on this, but for the first time in my 320 hours of active mission district playtime, I have had a balanced 40 to 50% win rate thanks to no more threat segregation. Before, I got constantly stomped and regurarly went out of a session with like 2 wins in 12 missions.

    I prefer the open districts myself. Better games overall.  Plus I can easily do dailies in waterfront and financial instead of being locked to one active district open to gold threats.

     

    Sad to see threat restrictions go back.

     

    I was excited so see what I thought were threat free districts and was ready to drop more cash but knowing this is just a temp fix due to missing hardware... blah.  Going to have to stop trying to win fights and again drop to silver to focus on dailies.


  8. 4 hours ago, KyoukiDotExe said:

    Snapping is something a lot of veterans can do as well, very well. Without it being tool assisted.

     

    Read the following from back in 2011:

    https://apbreloaded.blogspot.com/2011/09/entering-open-beta-home-stretch-part-i.html

    at "Issue (2): Cheaters - and the Perception of Cheaters"

     

    Still very relevant today.

    You don't instantly snap between 3 players in less than a second and return fire every time you are tagged.  No human swaps targets that fast with perfect precision.  He didn't kill anyone because he kept snapping back and forth between the 3 of us.


  9. On 12/2/2019 at 5:26 PM, Sentaii said:

    Interesting.
    How can you see they use an aimbot?
    Aside you are a silver player ..

    I have seen people hard lock on players or even snap between different players every time they take damage.  One guy was hanging out of a car window and snapping between at the 3 of us before he died.  It was obvious he was using an aimbot programmed to automatically lock on the last person to do damage to him.

     

    You can also tell people are using hard locks when their aim perfectly follows their target through walls.  The death cam though extremely short and only available from your point of death has been a great way to spot obvious cheaters.


  10. 1 hour ago, Solamente said:

    because this shitty (but unique haha xDDDDD) game cost 100 million dollars to develop and bankrupted the company that developed it, who in their right mind would want to copy that?

    I'm not sure THIS game cost 100 million, I am pretty sure RTW was trying to develop a lot of different systems along with APB.  Their lack of foresight on how to properly run APB and monetize it is what did them in.

    • Thanks 1

  11. 1 hour ago, Lign said:

    Your comparison doesn't make sense. By that logic LO can add every unintended and stupid feature that can ruin the gameplay completely just because apb has a customization that other games don't 

    you wanted to take something out of the game because other games didn't have that function.  That is never a good argument unless the games you are comparing are exact copies of each other AND one system has already proven to work better than the other.


  12. 51 minutes ago, Lign said:

    So, if I spent more time to get better why am  I not allowed to be better. None of the modern games have a

    feature that diminish your skill.

     

    Most modern shooters are also not third person, do not allow you to customize your character with your own designs, do not allow you to customize your vehicle with your own designs and do not allow you full access to all your earned equipment during a mission.  Should we dump those features because "modern games" don't have these features?

     

    Also the bounty status doesn't diminish your skills.  It in no way effects your combat capabilities. 

    16 minutes ago, Evagelyne said:

    illgot's vision of good balancing:

     

    1. Play the game and generate threat.
    2. Get punished for playing game and die.
    3. Potentially lose the entire mission if it happens at inopportune time.
    4. ???
    5. "Balance."

    That is how notoriety/prestige has always worked and it serves the game well.  You gain by killing, completing missions objectives, or faction related actions.  You lose when killed or committing actions against your faction (there are/were some odd faction penalties for Enforcers like falling from a high location).

     

    This is why lower skilled players in missions do not gain the bounty status.  They die too often.  This is also why the much better players gain the bounty status, they are killing constantly, completing mission objectives, and rarely dying.  This is also why a balanced missions rarely has people going bounty, everyone tends to die and get a few kills.

     

    Not sorry that your one sided fight was interrupted because you were given opposition well below your skill level.  If you only lost a mission or objective because YOU were killed while being bounty it says something about the mission.  That you were probably carrying the team against an opposition that stood very little chance at defeating you.  /fake tears.


  13. 16 hours ago, Pwnimon said:

    Yeah as the title says i'd like to get a mission would even pay for it.

    Must be at least 700 days of login with only one mission, could be a bug? 

    I hear people had like 10 missions and more....well i am unlucky or buggy.

    I have seen it four times since they released it and I have logged in about 20% of the time since then as well.

     

    Sad part is I missed it once because the district was not available to me as a gold threat.  No one joining the silver or gold waterfront so I missed my Assassin Nano.


  14. 1 minute ago, Fortune Runner said:

    If you tk or suicide 5 times you get kicked

    I wouldn't mind a 3 strike rule on this , if the rule affected a few hours time span and had a punishment that fit

    anyone can relog , so it wouldnt be enough to just kick

    Would be funny to watch a bounty kill their own faction so much they get booted to the log in screen but I think becoming bountied to both factions is a better punishment. They only kill their own faction to drop the bounty status.  Take that away and I don't think many would bother attacking their own faction.


  15. 2 hours ago, Solamente said:

    this is all well and good but as has been repeatedly pointed out, notoriety/prestige are not dependent on current mission performance

    umm... how else are you gaining N5/P5?  For Enforcers you have to play the mission to gain.  I think you could gain prestige by turning in stolen NPC cars but I haven't done that since RTW days and I'm not sure how fast that will turn you P5.  For crims you can mug NPCs and smash/grab but that takes about 10-15 minutes and you will certainly gain the witness status long before going from N4 to N5.

     

    So mission performance does not equal notoriety or prestige?  I'm completely lost at what you mean.  Are you saying that doing well in a mission such as going 15/0 and doing objectives has no impact on how quickly you reach N5/P5 status?  Because it does; getting kills, avoiding deaths, doing objectives, they all increase your notoriety and prestige because you will be constantly gaining points.

    2 hours ago, Solamente said:

    so in match type 1 you could have just shifted the tides yourself only to go n5/p5 and have everything go to shit, in match type 2 you can get a lucky kill on significantly more skilled opp and go n5/p5 (with all its disadvantages) and now not only are you getting rolled but your opp gets an extra bonus for beating up scrubs

     

    Example 1, yeah, if both sides are equal in skill level going bounty can cost the mission objective if you are taken out by a passer by.

     

    Example 2 is where you are facing an enemy well above your skill level. You talk about getting "a lucky kill" and going N5/P5.  When was the last time you ever saw a rank 40 bronze "get a lucky kill" and suddenly go N5/P5?  That just doesn't happen.  If the bronze player is getting steam rolled by a much higher rank/threat player, they are never reaching N5/P5 no matter how hard they try... because they are constantly dying and not completing objectives.  I can't remember ever seeing a low rank bronze player going bounty, hell, any bronze player.  They die so much they are lucky to gain any notoriety/prestige at the end of a mission.  I really don't know what game you are playing where bronze players are going N5/P5 against gold players or even silver players.

    2 hours ago, Solamente said:

    nor do any of these scenarios account for random n5/p5 players interfering with your mission, or the fact that in reality most of these "balancing" n5/p5 deaths are caused by faction killing (i assume you aren't advocating that faction killing is actually a good balancing mechanic), or the fact that these "balancing" n5/p5 deaths often never actually happen because the n5/p5 player immediately faction kills the nearest unfortunate victim

    Bounties that interrupt other missions can be annoying and rarely helps (can't remember the last time a bounty killed my opposition without trying to also kill me).  There should be a harsher punishment for killing your own faction once you gain a bounty.  The only thing I can think of is dropping their notoriety/prestige to 0 instead of 4 or keeping them a bounty but making them open season to all factions once they start killing their own faction.  Let both sides hunt them down for bonus money and standing.


  16. 6 minutes ago, Solamente said:

    you seem out of touch

     

    your proposed change would only increase the factionkilling - getting n0/p0 is a reward for players (except you apparently) because it means more time until the next shitty n5/p5 situation

     

    no one is worried about the trivial money decrease from enemy kills when not going n5/p5 could mean winning a mission and getting exponentially more money

     

     

    impacting a mission is not synonymous with balancing a mission, no need to pretend otherwise

     

    as already stated notoriety/prestige have no real relation to how well a player’s current performance is, anyone actively contributing to every mission will pop n5/p5 regularly

     

    people are “upset” because the n5/p5 system is just another layer of unhealthy rng on top of all the other suboptimal rng of apb - there’s no controlling whether other n5/p5 players interfere with your mission, there’s no controlling whether other players will interfere with your mission when you’re n5/p5, and 50% of the population can’t even control when they go p5

     

    notoriety and prestige have no real place in apb anymore tbh, they haven’t affected mission rewards in years and open world activities have been a rare occurrence for a similar amount of time 

    On my crim I maintain N4 status.  It helps with the cost of rockets and buying weapon mods/legendaries.  If I am too close to N5 I just drop my notoriety at a contact and blow up a few cars to regain N4.

     

    On my enforcers it's a little harder.  I just go P5, if I survive the mission I go around arresting people until I get killed then queue up for more missions.  I don't know of a way to quickly drop prestige like crims can.

     

    For you the money may seem like nothing but ignoring the multiplier bonus seems like a waste of credits to me.

     

     

     


  17. 8 hours ago, Evagelyne said:

    AKA good players being arbitrarily punished for performing well in a mission for no good reason other than a gimmicky mechanic to enhance 'fun'. You keep clamoring about it's benefit as a balancing mechanic, but cannot seem to grasp how unbelievably idiotic that sounds.

     

    There's a reason more people want it changed/removed over keeping it. It sucks.

    Good players?  Better players, maybe better equipped, higher rank, etc.

     

    Most of the bounties are placed on reroll gold players, maxed out gold players that will dominate against the greater majority, or maxed out characters pounding on low rank bronze or low silvers in the bronze district.

     

    Sorry but you get zero sympathy from me because you are a much higher skill level and often 10 times better equipped than the rank 40 bronze team you are destroying in the bronze district.  (you have been playing since 2013 so should have a maxed out Enforcer and Crim).

     

    I get killed all the time at crucial moments due to bounty and you know why?  Usually because I am destroying the opposition who stands no chance at winning without outside interference.

     

    You never see low ranked bronze or low threat silvers going P5/N5.  They aren't the ones in this thread complaining about losing a mission or getting killed due to being bountied.

     

    The bounty system helps the lower skilled players advance their missions.  It acts as a system of balance.

    • Like 1

  18. 3 hours ago, Solamente said:

    yes it goes both ways, and it should be punishable both ways

     

    just the fact that this is an issue shows that the n5/p5 system is poorly implemented currently

     

     

    third situation, you performed well last mission and randomly pop n5/p5 during the current mission regardless of performance

     

     

    it doesn’t balance the game at all really, your example of a bounty death helping low skill players complete an obj just means that they’re going to be farmed for another entire mission stage instead of the mission ending and both sides (ideally) finding more equal opp

     

     

     

     

    The issue I find is when a P5 tries to kill me (enforcer) to drop their bounty status.  I have two choices, either run and abandon my mission or let them kill me.  If I defend myself I lose all my prestige which is a severe punishment if I am only defending myself.  It takes me a few missions to get back to P4.

     

    The who shot first mechanic maybe impossible with this game so I don't expect the system to ever be able to differentiate between an Enforcer killing a P5 for fun or one defending themselves from a P5 looking to drop their bounty status.

     

    The only change I want from the bounty system is that killing fellow crims or enforcers while P5/N5 drops your status to P0/N0 instead of P4/N4.  If you want to kill a team mate or someone from your faction to drop your bounty, it should come with a punishment.

     

    The bounty system helps balance games.  I have seen people win or lose missions because the bounty system kicked in at the right moment.  People here wouldn't be as upset as they are in this thread if it didn't impact their missions.


  19. Just now, CookiePuss said:

    I wish that was the game's only problem.

    But to say something shouldn't change because its always been that way, is just a lazy argument, especially with a failed product.

     

     

     

    it doesn't need to change.  It helps balance the game, especially now that our population is less than 100 players in mission districts during prime time.

     

    Without N5/P5 you would have players with a much greater skill level dominating every game against those with a lower skill level.  The bounty system interrupts one sided fights and allows the lesser skilled team a chance to complete an objective once the top opposing player is taken out by randoms.

    • Like 1

  20. 11 minutes ago, CookiePuss said:

    And how has that worked out for APB?

    do you actually think that the current state of game and its low population is all because players were killed at P5/N5?

     

    yeah, I'm sure that's why people quit.


  21. the bounty system is fine as it acts as a way to balance missions.

     

    Talk to your contacts before/during a mission to drop your notoriety if you are crim.  Enforcers, not sure there is a way to drop your prestige other than blowing up a lot of cars and killing NPCs.

     

    APB has never been about isolating yourself from others in the district.

    • Like 3

  22. 23 hours ago, Solamente said:

    have prestige/notoriety reset at the start of every mission, remove the minimap star, and heavily punish players for killing n5/p5 players of the same faction 

     

    fixed 

    There is more of an issue of N5/P5 killing random players to lose their wanted status.  For enforcers the punishment forndefending yourself and killing a P5 is losing all your prestige.

    • Like 1

  23. The only thing I would like to see changed about the system is if a P5 Enforcer kills another Enforcer the P5 should instantly drop to P0.  Right now P5s just kill any random Enforcer to drop their P5 status with no real punishment but if the random Enforcer fights back and kills the P5, that defending Enforcer drops to P0 which really sucks.

     

    It should be the other way.  A P5 that kills another Enforcer should drop to P0 and an Enforcer that kills a P5 should drop to P4.

     

    The same change should be applied for Crims.  Luckily Crims can just blow up a few cars to go back to N4.

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