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  1. They come out of random drops from monsters, so technically yes if you approach it from a certain angle.
  2. Probably LO or the marketplace itself. Presumably the price brackets would also be somewhat dynamic in that if a lot of X legendary is being sold at minimum cost the maximum and median cost would slowly start to trend downward and lower the overall price of the legendary.
  3. I'll be brief. Trading in APB is an awful pastime and some players (no names, please) seem to go out of their way to hoard legendary weapons in order to charge absurdly high prices for them, and some other players (again, no names please) seem to always expect you to overpay them in order to actually get them to part with a weapon. When I first started playing (2014) trading an Ogre for an Ursus was a fair deal, but now I've heard at least one story of someone having to give someone two Ogres for an Ursus. Now, granted, this is probably due to balance changes and the like, but player manipulation, price gouging, and downright scamming has become the norm in the legendary trading market. Thus, I would like to propose one of my most controversial ideas yet: Regulation of the legendary trading market through a centralized marketplace based "grand exchange" (Yes, I'm totally stealing from Runescape.) where people will be able to buy and sell legendary weapons at fixed or mostly fixed prices. Preferably, this market would be connected across all regions. The primary purpose of this market would be to remove "NPC Shopkeeper" habits from players. (Shopkeeper sells sword for 4000 gold. Shopkeeper will buy that exact same sword for 7 gold) and will "normalize" prices for legendary weapons in order to provide a reasonable benchmark for people to refer to prices and stop "word of mouth" price quotes used in scamming. Obviously, this will provoke a massive change in the way trading is done and how the market is structured, but I think that this would be an overall net positive for the future of APB, especially if we get a swarm of new players with the engine update that don't know what they're doing when it comes to trading.
  4. Controversial idea time: The fang is a major problem in that as it exists it warps the game around it, but changing it to anything else essentially just destroys the gun or is entirely pointless. Well... Why not just go with the practical thing and delete it? If it can never be good without warping the game, then maybe it should just go? I'm reminded explicitly of League of Legends, in specific of champions designed by CertainlyT. They're frequently loaded with so many passive abilities and other gimmicks that having the champion be "good" means that the champion is brokenly overpowered, and thus for the champion to be "balanced" they have to basically suck. The Fang feels the same way. If it's "good" that means it's destroying the secondary balance. If it's "balanced" that means that the Fang is awful. I would personally favor deleting it and giving the option of a G1C refund or picking something else out from ARMAS. If it's going to be this problematic why not just be rid of it? And yes I'm against removing content from the game, but being honest... We're not losing much. We still have several other RFP variants that aren't problematic and losing one variant that is problematic to balance doesn't mean we're losing out on the RFP as a whole. So deleting the Fang is fine to me.
  5. One thing I would like to see is perhaps a ping-based filter for choosing an action district that's enabled by default? And preferably takes a small amount of work to disable so it's not easy to just bump it? That way we don't have everyone just trying to join the most full district at the time and keep pings relatively equal.
  6. I haven't gotten a chance to play yet, but I wanted to give some first impressions based on what I'm reading here. RFP: First impressions of the RFP changes are negative. The big issues most people have is the range to it, so making it longer ranged seems like a step in the wrong direction even with the damage nerf to be 4 bursts (which is frequently shown to be like 5 bursts tbh.) Generally speaking I feel like a better change would be to push the RFP ranges in-line with the RFP-SD's old range (30m) and then maybe tweaking bloom a bit so that you have to have more precise timing before it begins to bloom on you? That way you can't just crap out bursts with no penalty in the general direction someone is standing in. I would also personally keep the BTK at 3 and tweak the damage only a little bit so that you have to hit those 3 bursts quickly in order to get a kill. Something along the lines of 115 damage? Or maybe 120? This would push the skill floor (Skill Floor = Base level of competence needed to use the weapon effectively) of the RFP a lot higher since you'd have to be careful not to just throw bursts downrange without thinking due to the increased bloom gain, but would still need to be quick to get kills. OCA: In general, these seem alright. Right now the OCA dominates CQC and other short range combat due to the fact that it allows you to empty your magazine into someone without really thinking about controlling the weapon. On the one hand this allows for newbies to pick it up and pick up kills with it no problem, on the other hand, this also allows even decently skilled players to rack up kills with impunity due to the excessive ease that the OCA gives. Additional thoughts: I honestly kinda think that if we're going to start changing around weapons again, especially weapons that are the bases for so many different reskins, that it might be time to consider making some of those reskins stand-alone weapons. Now, granted, I'd want to get what we have balanced first before we just start throwing a ton of 1% different weapons into the mix, but it might be nice to help flesh out some categories of weapons that feel like they're 90% reskins of the OCA, the JG/CSG, and the NTEC. But that's just something that feels like a nice idea and not something that is totally flawless and should be done instantly. Take it with a grain of salt. Speaking of off-the-cuff ideas, I'm going to plug the thread I made a while back now: I'll take a look at the test districts when I can and I'll post some more feedback.
  7. There's a lot of things that bug me in APB. Here's a bunch of fixes for them. I'll update this thread as I think of new things. Feel free to disagree, most of these ideas are rather off-the-cuff and so not everything is going to be perfect. Changes to Gameplay Remove all heavy items from missions. This would be things like PC's, barrels, and other stuff like that. They're tedious to deliver. Make stance changes (crouching, leaning) increase bloom akin to firing the weapon. Change the minimap icons to be circles for same elevation, up arrows for people above you, and down arrows for people below you. Add shot buffering so that clicking too fast simply fires a weapon at its maximum existing fire rate (Akin to clicking perfectly as it stands) instead of halving the fire rate. While sprinting, civilians are pushed aside. Add in an option to disable environmental voiceovers. This would be things like the GA5 station voice clips and the Tastyburger voice clips. The ability to adjust individual sounds overall would also be nice. Improve the stun animation so that you remain crouching for the entire duration and get up quickly when the stun animation is done so that there is a clearer visual indication between who can and cannot be arrested and to cut back on "last second" arrests where the character is visually ready to fight but is not yet back in the players control. The ability to open menus and potentially change weapons while dead would be nice to have. Imagine if someone on your team decides to go teamkilling. You are their first victim, but you're also team leader. You know that they've got a second before they can reach and teamkill your teammates. Unfortunately, you cannot open the team menu because you're dead. By the time you're alive, your other teammates are dead and the mission is irreversibly lost. This would be one of the benefits of being able to open menus while you're dead. The ability to sort, favorite, and otherwise organize the weapons in your inventory. When a vehicle is highjacked, add in a minute-long cooldown so that other not-in-mission players cannot get in the vehicle. This would help prevent intentional or unintentional griefing by someone randomly getting into a vehicle. Extend the "bad cop" detriment you get for killing arrested criminals to killing stunned criminals as well to discourage people from abusing instant stuns (pig+perc) and then just killing you with a primary weapon. -------- Changes to Character Modifications Rebalance Kevlar into a better position and remove Kevlar 2 and 3. Remove Clotting Agent 2 and 3. Rebalance Clotting Agent to be between the two. Delete Happy Landings 2 and 3. Rebalance Happy Landings to be between the two. Add the "Marked on Radar" penalty to spotter, similar to Radar Jammer. And also make it more obvious to people that they've been spotted. -------- Changes to Weapons. N-TEC 5: Change ammo to be 30 per magazine with 120 in reserve. Reduce damage to 180. S1-FA 'Frenzy': Revert to original launch stats. COBR-A: 1 less shot to kill, reduce bloom build up slightly. Star 'LCR': Add it as a rare daily activity reward? With open slots perferably. SG-21 'Strife': Rework into a double-barrel shotgun. Shredder: Make the damage more consistent and the drop-off more forgiving. It frequently feels more like a 4STK than a 3 STK. Also increase the fire rate a little. ACES (SMG and Rifle): Reduce the overall "vibration" of the recoil. Perhaps also shrink the bloom a little bit so that the gun is a bit more accurate and less dependent on RNG? Colby M-1922: Reduce the recoil by a lot. Perhaps a bit tighter bloom so that it's less RNG dependent? Norseman: An overall damage boost and STK reduction, smoothing of recoil shake and tightning of bloom so that they're less RNG dependent and feel like they respect the direction you point them in. Troublemaker: A reduction on bloom buildup. And open two slots. Whisper/Kris: Remove the crouch benefits. Joker RFP-9 "Talon": Increase the range to match the other RFP-9 pistols. Fix the bugged silencer mod, or just make the bug official. S-AS PDW/N-FA 9: Slight damage bump/STK decrease to improve effectiveness. ----------- Changes to The Map Limit access to the tan rooftop in Financial - Eastside - Ferjandro Shipping as it has only one way up to it and it's difficult to attack properly due to the complexity and jumping required to get onto the roof. Add a third ramp to the broken highway near new cross, or change it so that there is one large unified ramp across the entire gap. --------- Changes to Game Features Limit the amount of social billboards that one person or clan can purchase at any given moment to prevent abuse. That's generally it for now. Again: These ideas are not super-well thought through, and many will probably be controversial. These are naturally also moderately opinionated since I'm basing most of these changes on personal experience using and facing these weapons.
  8. Honestly, I get the idea that if something is that OP it needs to be nerfed (Like the old Troublemaker debacle) but at the same time I can agree with the idea of compensation in a full refund of G1C or an exchange for something of equal or lesser value. It's basic courtesy, and would be good PR.
  9. I'll be quick: We should replace the temporary weapons in Joker Mystery Boxes with Joker Tickets. What this does: 1: Removes a lot of the tedium of collecting and deleting a bunch of temporary weapons one at a time. 2: Gives players the option to choose what they want from the joker store in the event that they didn't get the legendary weapon they wanted thus putting more choice into a players hands. 3: Would allow for the expansion of the Joker Store as there was a reliable way for people who didn't want to play Fight Club or grind daily challenges to get Joker Tickets. 4: Provides cash-flow to Little Orbit.
  10. When I engage people in CQC, more often than not I've noticed that the people I'm fighting seem to be able to move a lot more naturally than I can, and can jump back and forth in front of my crosshair and often my attempts to track them end up hitting mostly the scenery and making it so that just swinging my mouse around and shooting in every direction would be more profitable. So, I have two questions: 1: How do I get a smoother strafe that covers more ground? Even with mobility sling I feel like I'm walking through knee deep syrup compared to them running around with jet powered ice skates. 2: How do I track strafing like this better so that I'm not looking like a kid playing with a garden hose when it comes to CQC fights?
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