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Poperon

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Posts posted by Poperon


  1. I'm watching from the shadows guys, you guys are blessed! Keep up the good work!

    MHO: I know there's still plenty of work to be done, but for now:

    1. Lightning still sucks;
    2. Textures look way sharp and "raw", guess AA is not yet fully implemented;

    3. Well, while some parts do look more vivid, building textures still look way "boxy" and dated. When i look at them windows, 2010 punches me hard in the face.

    Yet, i'm happy to see improvements. Can't wait (i actually can) to get back into playing this game. Miss ya Cookie! 😄


  2. 9 hours ago, Kewlin said:

     

    It's not necessary, they can just play with you in Gold, lol. There is no excuse for dethreating, purposefully dethreating means you're a selfish jerk, end of story.

     

     

    It's just you, this solution wouldn't work.

     

    1) I don't know where you're getting your idea from that veterans can't stomp newbies just because they aren't geared up, but it's not correct. Every time I've started up a new account I destroyed everyone the game matched me with until it decided I was Gold, and let's be honest, even once you get to Gold the only real downside you have is not having CA3, which isn't a huge deal breaker IMO.

    1-a) K Kewlin, no need to be passive agressive (rude) about it ok. Your ideas will be heard too, no need to put others down right away. Also, i threw my suggestion here for Matt and their team as it was asked by Matt himself, to "wonder" if it's somehow feasible or not. (Anyway, somehow I already knew/felt that you would turn my idea down, as you did the same the last time i posted about it on the old forums)... We are all here trying to help/save APB somehow... Ideas are cost free 👍


    1-b) My "idea of a newer system" isn't considering Green, Bronze, Silver, Gold. FORGET ABOUT THEM, you are already obsessed with colors. They would not exist as a matter of classification. It would be either a neutral color, just to show what "threat" symbol you are (Lieutnant, Hired Gun, rank names...), or the colors would just be... colors.

     

    And, as stated by yourself, if you "destroyed" newer players with newer accounts, you should not be doing it (sounds not much different from a dethreater for me). Since 2011, i already have the very same account that i started with, no need to go around creating thousand accounts. I'm wondering why are you going around "destroying" everyone with a newer character... BUT, as a countermeasure, Dev Team could create a system like: If you have 1 "advanced" character on your account, if you create a newer character, the system would see that you are already a "vet/experienced player" and it would not let you join the Beginner District. This way, destroyers like you wouldn't stomp beginners. :classic_love:

     

     

    2) This doesn't even remotely make any sense, because being bad at APB has nothing to do with rank. People can be legitimately Bronzes all the way up to 255.

     

    3) What do you mean threat icons stay but aren't considered as a skill factor? What does that even mean?

     

    People need to realize that under no circumstances should rank and skill be associated with each other, as there simply is no correlation.

     

    2) By rank, i mean the current system, that doesn't mean anything as much as you "advanced" throughout Contacts, not as a matter of skill. Right now, we have very skilled players low ranked, and very poor skilled players with top ranks. It really doesn't mean anything, and would be treated the same. The fact that matters with rank is just as much as you want to advance, or if you just want to go around doing missions, killing people, but not giving a f* about progression. A simple N-tec or a STAR may stomp even the best equiped veteran players as you stated. Again, i'm not treating RANK as SKILL, i'm treating it just as simple numbers to take a player from "DISTRICT A", to "DISTRICT B"; nothing more, nothing less. Just numbers.

    Rank would just mean progress, and that's it. Not as a "hey, i'm 255 i'm better than you" as you're probably wondering... It's the same as on GTA main story missions. You can either decide if you are ready to follow that path, or if you just want to play around, get to know the game a little better, its mechanics, than you get back on the main rails. (Also, if you just keep playing missions without any real commitment, you'll keep gaining EXP to NPCs, and you'll advance either way. So, you'll need to "get better" at the game, sooner of later...)

     


    3) By threat icons i mean these:

    BqnXjZc.png

    The talks here were that some people are asking to "HIDE" threat, and i may have misunderstood what they meant with that, but i took it as they are asking to go away with these symbols. And this would be devastating. I don't consider them as "skill" or anything, it just shows my commitment to the game, and my personal progress. Some people clearly treat these mere symbols as "skill" or if it's used as some part of the matchmaking's algorythm.

    Basically, it's just two pools of players: a "beginners" pool, and a "advanced pool". Advanced in game, not in skill.

    Just players against players. In a mission you could either get an enemy team with high skilled players, or a team with a mix of good and bad players, etc.
    The system right now tries to take the best players for your team and for the enemy team, and almost always it ends not so well...
    (Lots of algorythms just to screw things up in the end... meh)

     


  3. Is it just me, or i think we should consider a more simplistic approach?

    In my opinion, we should just have 2 kinds of districts:

    1) A Beginner district (tutorial/prep district), where only players ranged from R1 to R50 or R100 would be able to join, and this would serve as a preparatory district/tutorial district for players. Players higher than R100 (or any feasible number to be considered as a "ready" status for a player, meant that they already had enough time to "learn" about the game) would not be able to join. Here players would have the opportunity to learn about game mechanics, drive around, do their thing "in peace", in a slower pace. Even if rerolls (by rerolls here i mean players that already have other characters, creating a newer character) would not "stomp" players all that much, since their new characters are still "beginners". With this mechanic, the problem with dethreaters would cease, meaning that to join a "beginner district", a player would need to start all over again with a newer "fresh" character (meaning limited equipments), and just for a limited time period.

    2) A General district (after tutorial/prep district), where all kinds of players could join. Here, players that achieved R50/R100/whatever chosen Rank/ would be ready to fight against everybody else. And here's the special thing about it: Even newly created characters may join this district. If they are rerolls or, if they know a little more about the game mechanics(returning players) and think they are already "suited" for this district and its challenges, he may join by his own will. This would not force "beginners" or "rerolls" to stay in the beginner district, and that would prevent the case of players suffering with a low pop/empty beginner district. In this scenario, i consider a growing gaming environment/population, where we always get newer players.

     

    The threat icons would still remain just as a cosmetic/visual thing, without being considered as a "skill" factor for anything, and wouldn't be removed...
    Rank would just be used as a value to be considered ONLY while joining one of both districts, and nothing else...

     


    If you guys want to develop some other complex algorithm to add inbetween this concept, you feel free to do it.

    (maybe use K/D for anything whatsoever...)

    But i'm basically saying what i see in many online games, where they just calculate simple parameters and join people altogether. (Battlefield, COD, PUBG, etc)
    The more complex a system is, the more the AI will toast its brains, and the mess we already have now will just endure, but in a "newly different way".


  4. 12 hours ago, MattScott said:
    20 hours ago, image said:

    The fun fact is that Matt Scott is perfectly aware of what is allowing them to cheat so easily and that APB’s BattlEye version is literally the worse across every BE protected game.

    This last patch also included a significant BattlEye update. We don’t advertise anti-cheat improvements.

    And you guys should never make any news on what BE has been improved. If you guys make news about it, cheaters will obviously know what to search to countermeasure the changes done. 👍
    • Thanks 1

  5. I think it should be a thing tbh. Car windows should not be bulletproof unbreakable, but the damage players receive should not be 100% the same.

    Idea: As players receive damage thru car windows, the damage is decreased by X percentage. Example: Enemy shooting someone who's inside a car with an ATAC, once that target is hit thru the broken car window, that damage falls from 100% to just 25% per each hit done. (or whatever other percentage)


  6. 5 hours ago, Frosi said:

    Is a Blogpost in the works or planned right now? It feels like priorities have been all over the place recently and I myself and many others really want to know how the 3.5 update is coming along, screenshots / videos would be greatly approved.

    I guess that's what many of us have been waiting for so long. Good or bad news about 3.5, with screenshots about the progress

    The so called "Sneak Peek"

  7. 2 hours ago, MattScott said:

    Hi there,

    I actually have no idea what build this video was taken from. I can say that it isn't from any recent build of ours.
    Having said that, I think we should keep the expectations for the Unreal 3.5 upgrade realistic.
    We aren't remodeling the districts. The goal is to sync the codebase and improve performance on modern hardware.

    Thanks,
    Matt


    But let's talk about it not in the short term, but in the long term: will districts get remodeled at some point? Is it something that you, as the CEO and responsible for the game, would like to see?

    Maybe updated buildings? These square boxes with random windows are really outdated. We can get along with it for now, but sooner or later, we're going to need fresh buildings to look at while we go pew pew.
    (Even buildings where we can get inside, interact with, not just standing there for fancy looks)

  8. 6 hours ago, CookiePuss said:
    Someone explained it to me in this fashion...
    Current engine is like Spanish, and upgrading to 3.5 is like translating to French, but 4.0 is like Klingon.

     

    5 hours ago, Kiida said:
    Basically, the UE3.5 port can be done without too much rewriting needed (as far as APB goes at least... yikes, RTW), it's mostly for optimisation and some new content to tide us over.
    But an upgrade to UE4 will require completely rebuilding the game from the ground up as the two engines are so different. Though it will be far easier to update the game afterwards. Still gonna be a good couple of years away at least, here's hoping we're still going 🙂


    https://forums.unrealengine.com/development-discussion/content-creation/2596-transferring-from-ue3-to-ue4
    https://forums.unrealengine.com/community/general-discussion/101273-is-it-possible-to-upgrade-a-project-built-in-ue3-to-ue4
    https://wiki.unrealengine.com/UE3_to_UE4_Transition_Guide
     

    I can feel the pain

    We still have a long road to atone for RTW's sins...

  9. 10 hours ago, BXNNXD said:
    as far as im aware the ue4 upgrade isnt dependent on ue3.5, and the only reason we're getting ue4 is because epic is discontinuing support for ue3

     

    I'm not a coder, so i may be totally wrong about it, but doesn't it make sense that with a better/optmized code, with not so many screwed up lines, re-coding the game on 4.0 would make it a bit easier?

    By 3.5 i meant, they need "a base" to start building on.

  10. 1 minute ago, Noob_Guardian said:

    Arguable, depends on shredder modifications honestly IR3 makes it good at range but severely balances its ttk, and not sub 40m because shredder is jack crap past 30 normally due its recent changes, and takes a ttk of at least 1.1 at 26m. The reason its so good is because its a 3 hit weapon that doesnt need to stand in the open and fire, like all shotguns, against every other weapon that uses full auto.

    The community lost its edgelords
    7 shots at that range is a ttk of over 2 seconds with a cqc-mid range shotgun. Shredder is NOT to be thought of as anything near the csg or jg, if anyone dies at that range to a guy bunny hopping around they deserve to die.

    Sure, Shredder range is more forgiving than CSG/JG, but definitely not like that. The guy was bunny hoping, and the Shredder guy was far from him. So, imho, none of them should be dead that fast, considering all the bunny hoping and the lack of use of a secondary weap from shredder's guy.

    I certainly dunno why people are so resistent now to have shotguns reverted back. They are NOT balanced, from the moment almost EVERYONE decides to rely just on Shotguns and stop maining other weaps.
    Huge example of this, is dating back to when Whisper was THE smg, and almost everyone had it. If you didn't, you were an easy target. Now it still sees some use, its still decent, but you have to work hard for the kills.
    • Like 2

  11. Shotgun spread, range, all and all was just fine. If they were about to buff some other weapons for more damage, they could just have buffed some shotguns just a slightly little more damage, not so much but enough to keep up with other dmg tweaks. They were doing their job, being a CQC weapons to be used during fights inside alleys, while camping ladders during VIP missions, camping corners and for fast reaction.

    Now they are basically working as rifles. May not be effective up to 40m as some are saying, but they are truly inflicting a hell of damage. That blyat video posted here basically showed it, we get the guy was in wide open field like a senseless duck, but never a shotgun should be allowed to do all that damage after 7 shots, considering the guy was jumping, not fully standing still. (and he didn't even switched to secondary lol, just bam bam bam with the Shredder)

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