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Spudinskes

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Everything posted by Spudinskes

  1. I was looking at the stats in the APB DB, you're saying there's secret stats? Similar to how the whisper slightly reduces recoil? The CAP40 can be countered, every weapon, tactic and vehicle can technically be countered. I was saying it's stronger in a lot of situations where there are destructable and physics based objects. You're interpretation of pay to win seems a bit extreme, and to be honest I have never seen the bar set so high for it. Normally it's paying for some sort of advantage over a non paying player. This includes paying for statistical advantages, or getting access to more powerful items earlier than others.
  2. Ah so it's a legendary item, ok fair enough. There is technically a way to obtain it in game. But an oca wouldn't outclass it. it has an empty slot to use for reflex or cj. It has the same accuracy as the oca. It does more hard damage. It also has the same ttk as the oca. Also being able to penetrate items like I stated before is incredibly strong. I'll probably pick it up myself as I can see it being incredibly broken in the right hands. Pay2win does not translate to pay to instantly win though. It means pay to gain an advantage.
  3. Just remembered there's a gun called the CAP40. It has penetration through characters, destructables, and physics based objects like trash cans, barrels, wood stacks, and doors. In cqc being able hide behind cover and shoot through it is insanely strong. http://apbdb.com/items/Weapon_SMG_CAP40_Slot2_ArmasJB/ I'm not advocating the nerfing of the gun in any way shape or form. The game may need stuff like this for players to want to spend their money. I'm simply exposing the cold hard facts that there are indeed pay to win guns in the armas marketplace, despite what many people may believe. I scratch my head whenever I see people say there are no substantial payable advantages in APB.
  4. The reason you aren't winning definitely seems like a player problem. The guns don't just make you win, they give you advantages that increase your chances of winning. I'm not complaining, like i said I have the ability to destroy players that use regular or armas weapons. I am not affected by the current armas weapons in the game. I have a well paying job so i have the ability to just buy guns if I do believe they are pay to win. I am simply stating the fact, using actual numbers, that there ARE advantages to be had from the armas marketplace.
  5. THAT'S LITERALLY THE MEANING OF PAY TO WIN
  6. What do you consider a pay to win gun??? An item where you just press a button and you just win the mission? Don't take the term "Pay to Win" so literally. You pay to have an advantage, it doesn't literally mean you pay to instantly win. And don't go ignoring my CSG/TAS example.
  7. The CSG and TAS have a normalized spread while the JG has completely random spread. It also has less pellets so if a pellet misses due to the random spread it affects its damage dramatically. The normalized spread results in a more reliable two shot. The whisper pr1 (which is not obtainable through joker tickets) has a drop-off range of 50m while the oca has 30m. Even if you add a IR3 you only get 37m and it's accuracy drops significantly. That is a HUGE (26%) range advantage over the in-game counterpart. http://apbdb.com/build/Weapon_SMG_OCA_Slot1/?mods=FnMod_Weapon_ReflexSight3 http://apbdb.com/items/Weapon_SMG_OCA-Whisper_PR2_Armas/ I don't understand how people in this game can say the game is not pay to win? I think a lot of people are getting fooled into thinking that since there are only a handful of p2w guns in a sea of reskins and "think" the game for the most part isn't pay to win. I want to be clear though, i do not have any issues defeating players that use armas weapons. I am not speaking out of rage or anger, I am speaking with just facts.
  8. A trained solder with a toy knife would be able to kill a regular citizen that has a real knife. But if two soldiers fought and one had a toy and one had a real knife, the one with the real knife would be at a huge disadvantage. What I'm saying with this analogy is that you could be the regular citizen. Except you're in a military base (APB) where everyone else is a trained solder. I'm not saying this is the case with you, but it's an example.
  9. It's interesting to see that a lot of the argument here is that since it's obtainable through normal play it's not p2w, like 4 slot cars, three slot weapons, etc. Meanwhile EA had a whole fiasco with it's battlefront 2 loot boxes giving an advantage early on to players that paid. It was measured out that it took hundreds, nearly a thousand hours to get all the content normally. Thousands of players demanded returns and would be customers avoided buying the game. It hurt their bottom line so much that they were forced to change how long it took to unlock things. Battlefront's old style of unlocking content is basically how it is in APB. It probably takes hundreds of hours and maybe more than a thousand to obtain 3 slot weapons for every role and every 4 slot car. The contrast in what the two communities believe is p2w is interesting
  10. Actually, there is a blatent pay to win aspect of APB. With the game's vast number of situations that require you to switch weapons, and the fact that car spawners are a thing and require certain weaponry/grenades to disable, premium is very pay to win. It decreases resupply by 50%. that's two whole minutes which is a huge advantage. An example would be if a player is defending an item on a roof and needs nades but can't access an ammo machine. A player with premium would literally be able to resupply nades at 200% the rate. This is just an example and there are tons of situations where having a shorter resupply cooldown could clutch.
  11. The idea was for joker tickets to be a viable way to obtain armas weapons. Unfortunately with there only being one active fight club at any given time it's hard to get the first place joker ticket rewards for both districts.
  12. Do the RU servers already have this implemented? I can't tell if that channel is a fan one that reposts stuff or the official.
  13. I already said "Also what if we apply a swap time that's similar to the weapon's reload time, so people can't just pick up a weapon immediately after unloading and instantly fire as if you had double the mag size" in a reply to you earlier. The time it takes to pick up the new gun and begin shooting would be the exact same time that it would take if the player reloaded their old gun normally. Your reasons were that you don't want other people to benefit off of your grinding, and being able to shoot with double the mag size and I've responded to both. Do you have any other reasons to bring to the discussion? You're now just saying "I don't want it" with no argument behind it. I also wasn't the one that disliked your posts.
  14. Who said this couldn't be a negotiation? We're trying to find a compromise that would satisfy both sides of the argument in a discussion forum. And no it wouldn't be better to just switch, because like I said that is 10+ seconds, depending on how fast you can click the menus and scrolls through possibly many weapons. During this time your team could lose the engagement.
  15. Why did I assume that? Because you talk about them in nearly every post. Are you normally this defensive when you talk to others? Ok, for the sake of argument, mods don't get carried over to the dropped weapon. Only the base weapon.
  16. Do you have a software development background? I notice you think a lot of things require a lot of work to implement, despite that many of suggested changes already exist in other parts of the code base. I will agree if you mean't that there are more pressing issues for LO to focus on.
  17. Since you care about your legendary weapons so much, for the sake of argument what if legendary weapons don't drop? Also what if we apply a swap time that's similar to the weapon's reload time, so people can't just pick up a weapon immediately after unloading and instantly fire as if you had double the mag size. Also the Tas is pay to win when compared to the normal JG. The Tas spread results in a much more reliable two shot, where as the JG has a very random spread.
  18. Currently the only way of opening doors without getting destroyed during the animation is to do a flying glitch kick sideways. It would be a nice feature for satchel charges to also open doors.
  19. If one could choose their loadout before respawning then it would be ok. But currently you need to spawn next to a inventory machine, switch to an anti vehicle weapon, go destroy the car, then find another inventory machine and switch back to a weapon that's effective near the objective. Without premium the resupply box is 4 minutes. If I recall correctly it takes two concs to stop a pioneer's spawn mod. But then you would have no nades to use in actual battle if there are no inventory machines nearby and your resupply is on a 4 minute cooldown. They should make consumables a more integral part of the game. Maybe give them cooldowns like overwatch abilities. Then people could use satchel charges instead of their nades to disable car spawners.
  20. If consumables were permanent then it would be more balanced. I would just equip the satchel for every mission. Currently it takes two concs to kill a pioneer. If you don't have two concs then you'll probably need to use two frags and shoot two mags into it, which makes the pioneer effectively a radar tower while you shoot it. Then you will have no names to fight your actual opponents. You can resupply the first time, but afterwards it will be on cool down. And if you don't have premium you'll probably only get to use it once a mission. Since it's extremely easy to spawn near a car spawner and drive back to the objective you'll pretty much be grenade-less or forced to used an anti car gun if you really want to get rid of the cars.
  21. Cross district matchmaking would be leaps and bounds have an easier time finding closer matches with a large pool. It may not be perfect, but it would certainly be better than restricting the pool to 40 or 64 or 128 or even 256. Yea definitely would require a total overhaul of the district system, to which I have stated that I wasn't sure if LO has the capability to fix the integral problem of districts and matchmaking.
  22. 1) I don't think you read the edit that i made 2) Yes there is a reason why the district population is small. It is due to the servers currently not being able to handle more. But even if you get better servers and raise the player cap to 64v64 you still have the issue of 2 and 3. Hard segregation is having different districts that separate the matchmaking pool. 3) Even if you restructure the matchmaking and raise player caps you still have the issue of segregating the matchmaking pool, even for players that are the same skill level. I did read your post in its entirety and understood the solutions that you present. However, the last part of your last reply seems to understand what a possible solution is that would fix the issues that I've outlined. But you also believe that increasing the player cap and changing the matchmaking rank structure would solve the issues.
  23. I wish you didn't choose red, it's hard to read. Anyways, as for your response to point 1, you should look at point 2. I've also updated point 1 so have a glance at the edit. As for point two, 64 vs 64 would still present the same issue of having a hard segregation between similarly skilled players. As for your response to point 3, it repeats the problem stated in point 3. Except replace silver with bronze, and gold with silver. As for your second to last response, you still have the issue of point 2. It's all tied to the concept of segregating the matchmaking pool.
  24. The way that districts are designed results in an overall mediocre matchmaking experience. The consequence affects all players in some way. Here are some of the reasons that I believe the district structure is a detriment to this game. Feel free to disagree, and give an explanation as to why. I will be speaking with the assumption that the underlying matchmaking ranking system has levels 1-10 for each tier. Also I will be assuming that top 5% of players have ELO that surpasses gold 10 but are stuck in gold because there is no bracket for them. 1) Friends can't play together despite them having similar skill. A bronze 10 player is unable to play with his silver 1 friend due to silvers not being allowed in bronze districts. This results in the players having to choose one of out of three options. The bronze could possibly "get good", unfortunately he is unable to get better than he already is due to any number of reasons. The silver could dethreat, unfortunately every time he reaches silver again he must do it again. The last option is the two players branch off on their separate gaming lives never to play with each other again due to the district restrictions. EDIT: I may have misunderstood how bronze and silver restrictions are set since i have never had to experience it myself. Point number 1 may be incorrect, but even though bronzes and silvers can still play together in bronze districts, this still has the issues stated in points 2 and 3. 2) A pool of 40 players isn't enough to pick from. This often leads to longer than desirable wait times for opposition, and can even result in unbalanced matches as the system gets desperate to match people together as wait times get longer. Not only that, but teams often get matched against each other because the only balanced opposing team is the one that they just fought. So teams often fight against each other until one of them leaves. This can be seen as both good and bad depending on how much you like "rivalries" but for the most part this can cause the matches to get repetitive. Since the pool of players for the system to choose from is limited to one district, players are missing out on playing against opponents located in other districts. This is adding a hard artificial barrier even between players that are of the same skill level. 3) District tiers result in too wide of a skill gap amongst it's players. Due to how gold districts are virtually non existent, players from silver one to gold 10 and above are forced into the same district. This issue can not be fixed by a restructuring of the matchmaking tiers. Even if you add another tier like diamond, you'll still end up with the same issue of gold 1 players being stuck in a district with diamond 10 players. In many matchmaking games out there low ranked players very rarely get matched against top players. Unfortunately in APB due to how few players are available for the system to choose from it gets desperate and results in very unbalanced matches. In CSGO as a double AK you rarely ever run into a global elite. In Overwatch as a diamond you rarely see a top 500. In League as a gold you rarely see challengers. This is smart design because players do not get better by getting demolished by top players. Players can get better incrementally by overcoming players similar to their own skill level. A youngster that only took physics 1 in highschool doesn't become a PHD scientist by being taught post graduate topics that involve knowledge of many other topics. The guy needs to learn in steps, like physics 2, then AP physics 1 and 2, college physics, concentrations of undergraduate topics, etc. I'm not sure what LO is capable to do to fix the integral problem of tiered districts. Maybe cross realm/district matchmaking that utilizes phasing technology like in games in WoW or Destiny? Do you have a solution? What are your some ideas? And as always, be civil and be constructive.
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