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Everything posted by MsWolfy
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Alright, I am going to chime in on this one. First off, I completely understand your concern about cheaters in the game, and I respect that you’re looking for a way to address the issue as anyone else would. However, after looking at what you said I don’t think banning players based on kill counts is the right approach. Having played this game for over a decade myself (2010-2025), I can tell you that reaching 10,000 kills is simply a result of time and experience in the game, not necessarily a sign of cheating. It’s like having a lot of hours logged in a game—it reflects dedication, not foul play, would you really ban someone for having 500 hours instead of 100? Regarding the idea of temporary bans based on kill/death ratios, I see where you're coming from, but it might not work as well as you may think, hun. When you see a kill count of over 15 to 20 kills a match it might seem suspicious, but in fast-paced modes like Team Deathmatch, it’s actually fairly common, especially with certain missions or unbalanced teams. I’ve personally racked up 20 and 30 kills in matches where it was simply the flow of the game. Banning players just for high kill counts could lead to false bans, drama, and more tickets that lay on top of the already over-flown office of reports, on top of punishing legitimate players who aren’t cheating. Additionally, implementing such a system would require a lot of resources to monitor and enforce. Tracking players’ kill counts and ratios in real-time would take significant staff time and technical infrastructure—resources that could be better spent on improving anti-cheat technology or supporting the community in other ways. In my opinion, it would be inefficient and potentially ineffective at addressing the core issue of cheating in that regard of kill counts. What concerns me the most is the risk of false bans. If high kill counts alone became grounds for a temporary ban, many loyal players could be unfairly punished, such as myself. This would not only lead to frustration within the community but could also drive players away from the game, which is the last thing we want given the history of APB, especially with long time players like myself who want to teach the younger generation of APB players. We have to find a way to catch cheaters without harming innocent players in the process. Finally, I believe the best way forward is to focus on improving anti-cheat systems and reporting mechanisms as Little Orbit is planning on creating their own Anti-Cheat. Cheaters can be detected through more sophisticated software and methods, rather than relying on kill counts or performance metrics. This would allow us to address the issue directly without resorting to broad, inaccurate bans. Now, I am not trying to bash your idea, but its a very very VERY rough concept that has been brought up before in recent years, and while I appreciate your passion for making the game better, and I hope this gives you a bit of insight into why I think the current proposal you made might not be the most effective solution out there but it shows that players care more than just myself. Love your idea none-the-less. Of course, with a joke to that, if they somehow ban everyone for kills and deaths, and I mean everyone then you have a 100% of removing all cheaters and non-cheaters.
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The SG-21 is basically the Colby CSG-20 Mk2’s slower, heavier-hitting cousin. The main difference between the two is that the SG-21 reloads and fires a couple of seconds slower, but it makes up for that with raw damage... though at the cost of range. If you're the type who likes to get up close and personal, this shotgun is a solid pick. If you can land your shots, then you're dropping players in two to three hits.. Also, if their health is already low a decent shot can just one tap them. That’s been my experience with it at least. As for the inspiration of the design, it just looks like a shorter bulky version of the M1014 shotgun from the military.
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I do agree about the use of harmful names, symbols, and custom content in APB, it is undeniable that this issue has persisted largely unaddressed for years. The APB community has long struggled with players exploiting the customization system to create offensive, disturbing, or outright hateful content. It is appalling that certain names, which would be outright banned in other modern games, are still allowed to slip through the cracks. Many other online games have implemented strict, proactive measures to prevent offensive names from being used in the first place. APB, however, still relies on... rather sluggish or outdated reporting systems that requires players to take screenshots, submit tickets, and wait weeks—sometimes even months—for a response. This method is not only inefficient but it fails to keep pace with the problem at hand. Yes, there are certain filters in place that block obvious profanity like "fuck," yet somehow, names referencing figures like "Hitler" or disturbingly suggestive terms like "IFuckkids", (yes that name has existed) continue to exist without immediate consequence. Until APB enforces strict, non-negotiable policies on what can and cannot be used than it already has, this problem will persist. Perhaps one day, this glaring issue will finally be resolved—but as it stands, it's still an on going issue. Maybe in the coming years Little Orbit will update these things.
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Well, so far its pretty good I noticed a few things that stood out... like the overall connection stability was pretty solid, with little to no lag in the Financial and Waterfront servers. However, I ran into some serious issues in the Breakwater, the Social District, despite the fact that there weren’t many players around. I usually play with 50 MS and 98 FPS, but when I entered the Social District, my FPS fluctuated wildly—hitting 102 and sometimes even 200 while walking around. The real issues started when I tried using the clothing vendor or walking around the social area; the FPS would tank, and the game would stutter when I hovered over icons or tried to purchase items. It even glitched a few times, causing me to buy the wrong item because I’d accidentally purchase something below the one I intended to click on. I also tested the WIP Rifling 3, and while it felt more like a semi-burst weapon mod, I experienced some weird issues with it occasionally triple-firing, even when I was using single-shot guns like the sniper or DMR. It could be a bug with the mod or maybe something related to the OBEYR, Huntress, or Reaper, but it was definitely odd. On the plus side, the Waterfront and Financial districts were surprisingly smooth, even smoother than regular APB. No FPS issues there, which was great. Asylum did give me some FPS trouble around the far end of the map by the courtyard and water fountain, but Baylan had no lag whatsoever. All in all, the game ran really well for the handful of hours I played, though the Social District and some of the specific mechanics need a bit of polish as something like that shouldn't crash you as it never did before. I plan to update this later on as I play more, next time I plan to test out the weapons and the test mods.
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Thank you for the clarification
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Hey, quick question—how will this affect our characters on our accounts? Will we need to create new characters for the testing, or can we use our existing ones? If it's our already made accounts, will they be locked in the test server, or is this just a temporary thing?
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Well, there is good news! The APB network is finally back up and running, at least partly running for the most part, I cannot run the game quite yet as for the "updating" is just stuck in a constant loop. I am interested in seeing what the Little Orbit (LO) team does since we missed one of the events. Should be interesting to say the least,
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From the looks of things over on Matt Scotts Twitter and the APB Reloaded Discord, it seems that we might be getting the servers fully online sometime this weekend, or perhaps within the next few weeks in March. We can only hope for the best.
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To add on to what you said, I’m a 2010 veteran of APB, I still have the disc somewhere and I miss every single bit of this game. Back then, it was something special. The community was vast, diverse, and full of potential with a fun and active community. It felt alive, and the connections I made with people during that time? I’ll never forget them. I miss those days, plain and simple. Honestly, it’s heartbreaking to see how things have gone over the years, but even after more than a decade and a half, there are still a handful of amazing players out there. I won’t throw names around because there are far too many to list, but there are still passionate folks holding the torch. Despite the game’s fall from grace... so to speak, I can’t help but appreciate that dedication. Now, with the recent delays in APB Reloaded, I feel like it’s probably a good thing. It’s a much-needed break for everyone — maybe even an opportunity to “touch grass” and reconnect with life outside the blaring screen. But there’s something else to it too. it’s a testament to how much some players still care. It’s easy to forget how invested people are in the game’s survival, even in its current state. It speaks volumes about the community for those who play the game, both the good and the bad players like hackers or trolls. It’s not perfect, far from it, but APB was something different, and those who remember that still hold on tight. And for that, I’ll always be grateful as I play it for what it is, eventually the game will grow out to be more than what it already is.
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So, for those out there saying APB Reloaded is dead, gone forever, never coming back—just wait a moment... as in the official Little Orbit Discord that:
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To the APB Discord or just the general Little Orbit Discord?
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It feels like sitting in the waiting room at the dealership, watching the clock tick by while my car is being fixed or detailed—knowing it’s being worked on but having no control over how long it’ll take.
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Just to add to this conversation about the server migration—LA servers come with some serious challenges when it comes to migration and gameplay, and I don’t think a lot of people realize just how expensive this move could be. LA is a major tech hub, and that usually means higher hosting costs compared to other locations in the U.S. (though I could be wrong, as I’m not from the U.S.). But we’re not just talking about basic server fees—there are a ton of additional costs: data transfer, migration fees, DDoS protection (which they absolutely should have), and network optimization. All of that adds up fast, and for a game like APB Reloaded, we could be looking at anywhere from $10,000 to $100,000 or more a month just to keep things running. That’s money that could have gone into development, updates, or even just better infrastructure elsewhere. And let’s be real—this isn’t just about cost and fees of the game. Moving the servers to LA isn’t great for players either. East Coast and international players are going to feel the latency spike, which means more lag, worse performance, and potentially dead NA/EU servers if the connection isn’t stable. Plus, if that wasn’t enough of a headache, let’s throw in California’s shaky power grid and earthquake risks—because nothing says “smooth gaming experience” like unexpected blackouts or disaster-related downtime. Add network congestion and poor routing into the mix, and you’ve got a perfect storm for unpredictable lag spikes that’ll just frustrate players even more. I really, truly hope this migration goes as smoothly as possible, and that the dev team can pull it off with minimal issues. But I can’t sit here and pretend that I’m confident it’ll be problem-free when the servers relaunch. No game is by any means perfect, and APB is a great example of that, they all come with issues I just hope everything gets sorted out eventually.
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That makes zero sense of logic, but alright
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Server migration is the process of moving a server’s data, applications, and configurations from one location to another. This could mean transferring a game or certain code date from one physical hardware to another, shifting to a new data center, same applies for online multiplayer services from what I understand or even moving everything to a cloud service. It’s not about physically relocating an office or company, but rather ensuring that digital operations continue smoothly on to a new system or updated system. Think of it like you are trying to move a house or furniture—you pack everything up, transport it carefully, and set it up in a new place, hoping everything works as it should before finally just getting comfy. But instead of furniture, its codes, services, basically techy stuff... Its... kind of something like that in simple terms, but the migration of a game is not that easy to explain. Thats just a simple explanation. I hope that helps, hun.
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Honestly, it’s looking like this issue is going to last at least another day, if not a week—and in the worst-case scenario, we might be dealing with it for close to a month. I don’t want to jump to conclusions, but this feels like either a hacker threat or the server provider is facing some pretty serious technical problems.
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Transparency and Communication frequency
MsWolfy replied to MattScott's topic in Community Open Letter
I was planning on ignoring this topic, but as someone who has been part of the APB Reloaded community since the very beginning, I feel it’s only right to share my perspective. While I understand everyone's views on the idea of "transparency" from Little Orbit—especially regarding the APB Engine Upgrade, the SARD Anti-Cheat, and overall game development. I agree with much of what’s been said both on and off the forums, especially the sentiment that “there has been 0 transparency on the game” (Darkzero3802). And while I believe that’s mostly true, there’s more to this situation than just silence and broken promises. Little Orbit’s biggest issue isn’t just a lack of communication—it’s a pattern of overpromising and underdelivering. They’ve set expectations, missed deadlines, and given little to no follow-up on crucial aspects of development. The APB Engine Upgrade was one of the many questions to the development and meant to be the game-changer, the revival for APB Reloaded that just about every player wanted, but it kept getting delayed, then delayed again, until it became clear that it was never truly going to happen. That lack of clarity, of honesty about what was feasible, led to distrust. I feel that. Then there’s the SARD Anti-Cheat, which—let’s be real—feels more like a placeholder than an actual solution. Hackers still run rampant, and while it’s technically "still in development," you’d expect something functional at this point. Instead, it’s just another promise hanging in the air. Now, while I agree that there are issues of transparency, I don’t fully agree with the idea that Little Orbit has given ZERO transparency. Have they communicated enough? No, they haven't. But have they been completely silent? Also no. Since about 2018-19, they’ve at least attempted to engage the community through social media, blog updates, roadmaps, and Twitch streams. They’ve acknowledged their mistakes. Matt Scott, their CEO, has been more open than the previous management teams ever were—especially when discussing the serious technical issues with APB’s ancient Unreal Engine 3 build. And that brings me to something I know firsthand... As someone who works with Unreal Engine daily as part of my freelance job, I can say this with confidence: APB Reloaded isn’t running on a standard UE3 build. Realtime Worlds customized the engine so much that it barely resembles UE3 anymore. That alone makes upgrading the game nearly impossible. The code is tangled, outdated, and patched together in ways that make modernizing it a coder and game developers nightmare. This isn’t necessarily Little Orbit’s fault—it’s a mess they inherited from previous game developers and poor designers. Now, as much as I would love to have the game being transferred or made Unreal 4 or 5... the answer is simple; it wouldn’t work. The game’s entire networking system would need to be rewritten from scratch and that requires more time, more bodies, and more money. The custom UE3 code was made exclusively for APB UE3—it can’t just be copied over. The customization system, one of APB’s most unique features, would break entirely in a new engine. Attempting to migrate the game would cause so many crashes and compatibility issues that they might as well start from scratch and spend more millions of dollars. And that’s the truth Matt Scott eventually admitted briefly on Twitch. Do I think he should have said all of this sooner? Absolutely. But do I blame him for trying to hold it together? Not entirely. Little Orbit needs to communicate more—that’s non-negotiable. They need to be upfront about the reality of APB Reloaded and where it’s heading. The constant guessing game, the uncertainty, the waiting—it’s exhausting and frustrating. They don’t have to tell us everything, but they need to tell us something on a regular basis. By no means am I defending every mistake they’ve made. Because, in reality, they don’t communicate enough. But they do try, and that effort needs to be more consistent. The road ahead for APB Reloaded isn’t clear, but one thing is: Little Orbit needs to stop making promises and start having honest conversations with the player base and sit down and actually have a game-plan, then and only then, when things are made clear and a solution is there and a proper outline then I think making promises should be made again. -
[Showcase] Vehicle Customization
MsWolfy replied to vsb's topic in Breakwater Galleria (Creations/Fan Art)
Here are the updated photos of the car. I am not sure why the original photos disappeared -
[Showcase] Vehicle Customization
MsWolfy replied to vsb's topic in Breakwater Galleria (Creations/Fan Art)
Sure, feel free to message me privately or through here of the colour(s) you want -
[Showcase] Vehicle Customization
MsWolfy replied to vsb's topic in Breakwater Galleria (Creations/Fan Art)
Still a work in progress design, though this is what I have so far! These are all my logos presented in the car as always. -
Hey HamzaAfzal! I had a similar issue with SARD awhile back, and for me it was a whole process of elimination to solve the problem. Not sure if this would work for you but, for me, I found that some antivirus or firewall settings—like BitDefender or DcVPN—can block SARD from doing updates or preventing you from logging in. I had to temporarily disable them for a short amount of time (scary, I know) and try updating again SARD again. When that didn’t work for me (it worked for one of my friends), I discovered some of my files were corrupted. I used the APB Launcher’s Repair Game Files option, which normally fixes anything, but not this time. So, I decided to uninstall and reinstall SARD—a very dangerous decision as it can cause so many issues. Now, doing this can cause a whole set of issues, like needing admins privs' to install or launch SARD so make sure it has administrator permissions along with making sure you have the latest windows update so you dont get any errors and make sure you have a stable connection because if it stutters or you lose connection to re-install or update SARD you will have to do this whole process all over again. This can also cause APB to not load up and you just get a crash error, so do it at your own risk. Alright so... if you do decide to go down this path, here’s what I did: 1) Ensure Windows is fully updated and your internet connection is rock-solid, or you'll risk starting over from the very start or freeze locking your PC. 2) To uninstall, navigate to the APB directory (e.g., C:\Program Files\APB Reloaded) and find the SARD folder. Then open Control Panel > Programs and Features, find SARD Anti-Cheat, and uninstall it while not being in the APB Launcher or game. 3) After that, delete any leftover files related to SARD to avoid further conflicts. 4) Once that’s done, you can reinstall SARD. I recommend downloading it directly from the official APB website or the official SARD website (not the launcher—it caused login issues for me, but you can still try). Finally, restart your PC, cross your fingers, and try logging in again. It’s a process, but if it worked for me, it might work for you too. Now if for some reason that doesn't solve your issue then you better hope the APB gods help you because I am at a loss at that point.
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Alright, I found an easy fix... so here’s something I was final able to figure out that might help anyone dealing with crashes when logging into their Gamers First or Steam account for APB Reloaded. I went through this myself, and it was super frustrating to deal with, so here’s what worked for me. Sometimes, the game itself needs a quick repair before you launch it. To do this: 1) Start up the APB launcher but don’t click "Join" yet. 2) Look at the bottom-left corner of the launcher and click Options. 3) You'll see a Repair button near the bottom-middle of the panel—click it Then restart the launcher when finished repairing. (This checks for any corrupted or missing files and fixes them.) Now, if that for some reason didn't solve the crashing, here’s another step that also worked for one of my friends: 1) Drop your graphics settings to the lowest possible options in-game. 2) Disable VSync (this can sometimes cause issues.) 3) Close any unnecessary apps or browser tabs. APB is a bit demanding on your RAM, and having random stuff open can cause crashes when loading into districts and accounts. Once you’ve done this, you should be able to log in without crashing. (You might experience a little lag or stuttering when loading into a district, but it should pass fairly quickly.) If you’re still crashing even after trying everything I've said, your last resort is to verify your game files through Steam or manually. This can catch any remaining problems. I really hope this helps someone out there!
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Hey guys and gals, I’ve been running into a frustrating issue with APB Reloaded since this morning. The game loads to the menu just fine, but I’ve noticed way more stutter and latency compared to yesterday. The real problem starts when I try to log in with my Gamers First account—it freezes and hard crashes straight to my desktop. Oddly enough, when I use my Steam-linked account, it logs in instantly, and I can see my character. However, as soon as I try to load into the Social District or Waterfront, I crash to the desktop again. I’ve tried everything I can think of to fix this, but nothing seems to work. Here’s what I’ve done so far: -) Cleared cache-related files in the %localappdata% APB Reloaded folder (while avoiding saved settings unless necessary). -) Uninstalled and reinstalled the game to ensure the install directory was clean. -) Adjusted RAM usage to help the game load faster—but this didn’t fix the login or district crash issues. It might be related to the game servers or how they handle memory, but even with high-end components, I’m still stuck with these crashes. If anyone has insights, tips, or fixes, I’d really appreciate your help!
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Hey guys and gals, I’ve been running into a frustrating issue with APB Reloaded since this morning. The game loads to the menu just fine, but I’ve noticed way more stutter and latency compared to yesterday. The real problem starts when I try to log in with my Gamers First account—it freezes and hard crashes straight to my desktop. Oddly enough, when I use my Steam-linked account, it logs in instantly, and I can see my character. However, as soon as I try to load into the Social District or Waterfront, I crash to the desktop again. I’ve tried everything I can think of to fix this, but nothing seems to work. Here’s what I’ve done so far: -) Cleared cache-related files in the %localappdata% APB Reloaded folder (while avoiding saved settings unless necessary). -) Uninstalled and reinstalled the game to ensure the install directory was clean. -)Adjusted RAM usage to help the game load faster—but this didn’t fix the login or district crash issues. It might be related to the game servers or how they handle memory, but even with high-end components, I’m still stuck with these crashes. If anyone has insights, tips, or fixes, I’d really appreciate your help!