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Spudinskes

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Posts posted by Spudinskes


  1. The game needs matchmaking that selects from the pool of all players. As it is right now even if you fix rating that still doesn't solve the problem of the system only having a pool of 40 players to select from. We need phasing technology similar to how destiny 2 implements it.

     

    Also you are too optimistic if you think all players have infinite skill ceilings. Some people just aren't as good, and that's that. People have peaks.


  2. I think the thread started off on the wrong foot. The OP should have suggested the weapon drop mechanic with some modifications like only being able to have one primary, the weapon you trade disappears (to avoid having an arsenal on the ground), and fixing the performance issues guns on the floor presented.

     

    I think a lot of people are hung up on the actual old mechanic that was, from what I read, actually broken. Being able to carry two primaries? Broken. Bad performance, no good. But if fixes to these issues were suggested in the beginning of the thread we could have started on step 1 rather than step -2. Because now people, who have just read the topic name and OP, are posting about the broken-ness of the old drop system. I agree with them on their points, the old system should never be re-introduced in the state that it is right now.


  3. 12 hours ago, Excalibur! said:

    Can you share with me your source of information?

    In response to your edited asylum comment, it's highly unlikely that you get destroyed to the point where the 20 enemy members manage to all have it at the same time. Players lose the weapon after death, and the weapon pickup will only provide a few extra mags, like 2. However, if you play long enough then the chances that at least each enemy has held your gun at some point, increases. 

     

    You're living proof that there are people out there that dislike it.

     

    "i do not want that someone who killed me to take my legendary i spent so much time farming and enjoy it for free."

     

    As for proof that the number of people that currently hate sharing their legendaries is incredibly small, you got me there. I can't provide actual statistical evidence. But out of curiousity do you have a source of the counter-claim? Is the number of people with legendaries that dislike plebs rubbing their grubby hands on their virtually cloned weapons significant?

     

    I will say this though, we shouldn't allow legendary weapons affect the balancing of a game. That's a slippery slope imo.


  4. 3 minutes ago, Excalibur! said:

    So you are assuming everyone wants this added and legendary users want their effort spent in hands of everyone... yeah sounds about correct.

    I didn't assume that, you're putting words in my mouth. I clearly said there are people out there that don't want the fruits of their efforts in the hands of others, which is absolutely understandable.

     

    "The number that hate the thought of their legendary weapons falling into the wrong hands is incredibly incredibly small."


  5. Just now, Excalibur! said:

    Oh boy you keep pushing this even farther and replace YOUR primary with anyone else...

    God why im even bothering reasoning with you, i already told you about legendarys example.

    Woah I haven't said anything out of line, illogical, nor rude. Not sure where the anger is coming from.

     

    Anyways, what do you mean by "replace YOUR primary with anyone else"?


  6. Just now, Excalibur! said:

    OdS5MCD.jpg

    ???

    Its impossible not die, at some point you will allways die. What kind of logic is that?

     

    That you didnt been here for when it happened? You are registered in 2011, you cant fool no one. Meh i dont bother anymore you are obviously trolling at this point.

    The vast majority of players don't mind that one person's legendary weapon might get used by another person after they die. The number that hate the thought of their legendary weapons falling into the wrong hands is incredibly incredibly small.

     

    You think I've been following this game's forum discussions every year since 2011? You think I get a summary of threads in my email?


  7. 2 hours ago, Excalibur! said:

    Yeah... totally not really game breaking. Just another buff to defenders.

    Imagine the poor attackers droping their weapons and feeding defenders their weapons so they have multiple choices to corner camp xD

    Spend your whole magazine (droped from enemies), drop that weapon and keep firing your own... like carrying a shaw or alig.

     

    Lol trust me guys, this is not game breaking! I swear it. I know what i am talking about.

    I think it would be a buff to attackers actually (which imo need a buff). Defenders get to perch up in advantageous positions and require attackers to reach them. If they only have the gun that is suited to killing the defender from the position but not a suitable weapon to kill people from that position then they are practically useless until they resupply or run back to the objective (by that time the defenders will have respawned). But by allowing the attacker to immediately take advantage of the previous defender spot this buffs the attackers.

     

    Shouldn't the picked up weapon replace your primary? Why would you be able to hold two primaries? That sounds like it would be absolutely broken, game breaking even. Unless you mean pick back up the gun you dropped, in that case the gun you drop should just disappear. That's one way of balancing that out. Being able to switch back to your original gun from off the ground would be a bit unbalanced.


  8. 9 minutes ago, Excalibur! said:

    This been discussed in the past and ended with it being removed for a reason.

     

    For example: i do not want that someone who killed me to take my legendary i spent so much time farming and enjoy it for free.

    Responding with some information like this to your initial post could have avoided the posts above. I wasn't here during those times and I don't think they're searchable any more.

     

    There's a couple ways of making sure your opponent doesn't use your beloved legendary. One way is to not die to your enemy, another is to switch before you die if you know they're going to kill you, or don't equip it because you don't want your enemy to rub their tainted pleb fingers all over your precious legendary.


  9. 5 hours ago, Excalibur! said:

    You dont need to make useless threads... but here we are. And you are also quoting me, even more useless posts.

    You dont think at all, right?

    How is this a useless thread? This is the suggestions subform.

     

    When you're at a movie theater you have to tell people to be quiet or else they won't stop.


  10. 4 minutes ago, Lord Cashpoint said:

    I would not rely on such an assumption. You can test in game right now if you have any valentines boxes lying around. I am fairly confident weapon pick ups do not replace your equipped weapons. Also I'm fairly sure pick up weapons don't disappear unless they have been lying on the ground for a long time, or a player drops it after holding it for a long time. They literally are pick ups that you can use and drop whenever you feel like.

    I'm not talking about how it is currently implemented. There are issues like weapons not actually replacing your weapon. If it were to be implemented it into the main game it would absolutely have to replace your primary, not just give you an extra.

    • Like 1

  11. 4 minutes ago, AllFenom said:

    Well, we had that mechanic long time ago, I think it was on a event, and don't think it was very popular.

    I didn't experience it myself but I have been reading conflicting stories. Some say it was horrible without much explanation, while others are saying people disliked it because it introduced performance issues.


  12. 15 minutes ago, Lord Cashpoint said:

    If I remember correctly, weapon pickups don't occupy a weapon slot, you just equip them on top of your existing weapons. Which means a player can drop his sniper rifle that he picked up and then equip his own gun without having to pick it off the floor. It also means you can't pick up items or swap to a secondary with a pick-up weapon equipped. You essentially carry 3 weapons. This may have changed but I'm fairly sure that's how it worked.

     

    While the gameplay introduced might be more dynamic, I think that part of the experience of playing APB is that you somewhat have to plan ahead. So if you want to snipe people from a roof-top you need to get up there with a sniper equipped or switch when you get up there. All of these things take time, and since in-game time is often so limited this means you have to make decisions. Similarly if I take out the enemy sniper, I shouldn't expect the next guy behind to pick up the gun and be faced with the same problem. I understand what you are getting at, but I think in a game like CSGO where you don't have the opportunity to simply switch weapon on the fly, weapon pick ups make more sense. In APB where switching weapons is a designed mechanic, I think weapon pick ups erode part of the game uniqueness.

    Well I'm not exactly sure how the old system worked, but I would assume some common logic would be used when implementing this feature in prime time. This means only being able to swap out primaries for primaries, and the gun you traded in doesn't get put back on the ground. Also weapons disappear at the end of missions similar to how trial weapons do when time runs out.

     

    "All of these things take time, and since in-game time is often so limited this means you have to make decisions..."

     

    Since the player's original weapon would disappear once they pick up the sniper, the player would have to make a decision.

     

    I can already tell we are both heavily cemented in our opinions. I prefer more adaptive and streamlined gameplay while you prefer a more gameplay that contains very consequential decisions. Similar to RPG games where whatever decision you make will lose you something in order to gain another.

     

    Since both sides of this topic have their own opinions maybe this feature can be implemented in OTW or in a special district like open conflict. Once players experience this after it's been updated and tuned people can reconsider their opinions.


  13. 1 minute ago, Freewind said:

    Isn't CSGO a fundamentally different game though?

     

    I think it's kinda weird that for something that drastically changes gameplay for everyone people are okay with it, but the salt that I experienced when I brought up MAYBE removing crouch spamming (Something that CSGO has also done.) was pretty intense.

     

    Kinda strange, but w/e.

    Absolutely it is a different game, but the feature would be even more useful in APB where there are rooftops and other areas that are difficult to get up to.


  14. 3 minutes ago, AllFenom said:

    I would rather add loadout where you can set different setups, for sniper, close combat, etc, and only need an ammo box to change them. Without having to switch everything manually, wich takes a lot of time and your sigh view.

    That should also be implemented into the game. But I believe my idea should be as well. It takes a non-trivial amount of time for the supply box animations, as well as getting a workable amount of ammo. Like I said this is about adding dynamic-ness to the stale gunplay


  15. 9 minutes ago, Lord Cashpoint said:

    I really can't argue against the pick up mechanic enough. I felt it was a terrible addition to the game and I was relieved when it was removed.

     

    The main problem is, as others have mentioned is that it allows players to carry more than one primary at a time, which is a really big problem for balance. If you choose to use a weapon like the OSMAW, that should come with certain advantages and drawbacks. Allowing people to pick up other weapons really messes with this concept. This is without even mentioning players having two copies of the same weapon, allowing them to have effectively double magazine capacity. As Spudinskes mentioned it also allows players to effectively take up advantageous positions with weapons that can't do it normally. You can use an SMG to storm a building, reach the top and immediately switch to a sniper..

     

    You can only swap your primary weapon, I'm pretty sure no one here thought of allowing your secondary slot to pick up primary guns. That would be broken for the reasons you've stated.

     

    Being able to storm an smg and swap your gun for a sniper (your smg would disappear, it doesn't get put on the ground) would introduce so much dynamic gameplay. It's interesting that you see it as a bad thing. It's such an incredible feature in CSGO. I can't imagine not being able to switch up an mp5 for an awp and being forced to walk down long A on dust2 to take someone out in pit.


  16. 16 minutes ago, LaQuandra said:

    I think for a particular game mode it could be viable but I don’t want to see it in regular action districts. I think players should be forced to change their weapon if they choose to do so.

    If the weapon you traded in disappears after picking up the one on the ground it would be balanced. I would want to see it in only regular action districts. This would add so much dynamic gameplay to the stale gunplay.

    • Like 1

  17. I'm pretty sure you've run into this scenario before. The opposing team has a long range gunner in an advantageous position that is hard to dislodge with your own long range guns because he is able to break line of sight. The smart thing to do would be to go up there, with probably a CQC weapon, and kill. Mean while the rest of your team is fighting the rest of the enemy team, but unfortunately your CQC gun can't do anything from where you are. You have two choices: run back to the objective to utilize your CQC gun, or take 15 seconds to lay down your resupply to switch out to a long range gun. In both scenarios the battle could already be lost by the time you are able to do anything.

     

    Now imagine if the long range gunner dropped his gun when he died. You could pick it up and immediately support your team without moving. This adds a great dynamic to the game that will also improve the balance of hard to assault locations.

     

    If you pick up a dropped gun, the gun you traded will disappear. This ensures you can't lay down an arsenal on the ground and switch willy nilly. Also once the mission ends and you're holding a dropped gun the gun will be removed from your hands, similar to how trial weapons disappear once time is up.

     

    This feature is, for the most part, already implemented in the game for the Valentine guns. A few performance and ui fixes and the feature would be ready in no time. Maybe this could be implemented in special district mode and if the feedback is well received it could be implemented into the main game.

     

    Feedback and concerns?

    • Like 3

  18. 21 minutes ago, Songbearer said:

    It's an interesting mechanic but I think it should be up to the players to bring the correct weapons to the fight and to come prepared. The only part I really like and the reason why I'd use it is to try out legendaries I don't own if they're used against me.

    There's more to it than that. If a long range gunner is posted up on a high position that can't be killed easily from below (because he breaks line of sight when he's low or even has a shield down) you'll need to send in someone, probably a cqc gun, to kill him. After the cqc guy has killed the long range gunner he now has two choices, both of which waste precious time. He can go back down and run back into cqc where his gun will be effective, or take almost 15 seconds to lay down their ammo supply and switch to a long range gun. In the second scenario one can not always rely on their ammo supply being available, especially if they're not using premium.

     

    Now if the long range gunner were to drop his gun after he died the cqc guy could have picked it up immediately and provide support from where he is. This is one thing that makes CSGO so adaptive. In a shooter a lot of things can happen in a split second and every moment of time wasted is a lost opportunity.

    • Like 3
    • Thanks 1

  19. 1 hour ago, TrinityFSB said:

    When I say "vertical combat" I'm not just referring to most areas in the game having multiple vantage points, I'm also talking about how APB has an almost "parkour" like way of getting around. If you know the ins and outs of said area that is...

    There's counter strike and team fortress that immediately come to mind.


  20. 6 hours ago, TrinityFSB said:

    If you make APB more realistic, then it will slowly turn into something else... One of the things that makes this game unique is it's almost vertical sense of combat in certain situations.

    Vertical combat exists in hundreds of 3D shooter games created in the past decade. Combat between across large differing heights is not unique to APB.

     

    This is nothing about realism. This is about making jumping off from high vantage points have some sort of consequence when done with happy landings. The little animation when a character lands is negligible.

    • Like 2

  21. 19 hours ago, Fortune Runner said:

    the client receives from the server.....

     

    it cant receive any faster than what the server puts out......

     

    client side cap wont help until the game is fixed properly first

     

    the money for apb is needed to fix apb first.

    No one in this thread claimed that a client can receive packets faster from the server than the server is able to. How did you assume this? 


  22. 2 hours ago, ByeBye said:

    What about no?

    On friday LO has added BattlEye and it's free for all players. Isn't that rewarding enough?

    While a lot of players are glad BattleEye was implemented, there are tons of casual players that don't know or don't care.

    • Like 1

  23. 13 hours ago, TheAceNinja said:

    Just because you're playing at 120/144hz/fps doesn't mean the game's tick rate updates that fast. Lololollol

    He's talking about client side fps and not server tick.

    11 hours ago, TheAceNinja said:

    New forum account, numbered name, social skills of an angry turtle. Yeah, you aren't starting off strong.

     

    Since you don't seem that educated yourself, if a server doesn't update at a certain tickrate then you'll still only see what the server can output. Look up hz vs tickrate in games like csgo and battlefield. Then try and come back to me, child.

    Combination of fps and your monitor's refresh rate is a big factor on how fast you "see what the server can output".

    13 hours ago, Fortune Runner said:

    Its not that simple apb needs a complete overhaul or we would get nothing but lag and crashes from pushing it any further

    Little Orbit mad that very clear they aren't doing anything like this or anything else to apb unless its to fix apb first

    might want to think before adding salt sigh

    Raising the client side fps cap will not suddenly cause our games to lag and crash. Raising the fps cap really "is that simple", I'm pretty sure it's do able in the configuration files.

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