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Seadee

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Everything posted by Seadee

  1. i have to agree it's not the drop i thought, but that's not such an issue if you consider that, maybe you'd need to buy 1 gun every few months, over 8 years i have quite a few, but the overall costs are insignificant if you really think about it, i assume many people DONT buy that amount of guns, so money i spend on guns helps support those who dont spend on guns (see where this is going?) if the price was cheaper maybe more people would spend money on guns... the real issue i have with it is (as pointed out by others) there seems to be a quite inconsistent pricing structure... 3 open slot weapons, should be the highest price point, special mods + open slots should also be apart of this (integrated Silencer for example) Presets should be the next drop. secondaries i would personally put below mains, but i can see them being a similar price. i can see re-models being more expensive than the in game equivalents, but versions of the same re-model, i dont see why they would be more or less expensive than each other. Ntec is a good example. N-Tec - 2999 CR5 - 3199 VAS - 3199 That works, 3 Open Slots and they are re-modelled versions of the same weapon (i personally would love to see reskins as options for a base weapons, because here you need to buy 3 ntecs at full price + 400 g1c JUST for the reskins if you wanted all options) CR-5 PR1 - 2999, 30 day 359 CR-5 PR2 - 2999, 30 day 429 These two presets have the account value being the same, but the 30 day different, they are also objectively worse than the N-Tec Dvah yet just as expensive account bound weapons, true you dont have to buy the mods, but they are relatively cheap on the market and you can get them in game, seems like a daft purchase. VAS R-2 'Crown' - 2999 2 Open Slots and an Integrated Silencer, this price (relative to the other prices) is acceptable since the integrated mod can only be bought with this weapon (but thus is subject for P2W hate) ... if the mod was available in game it would fall into the same issue as the PR1 and PR2 which are over priced for the restriction they enforce. i'm leaving scoped Ntecs out of this because they are fundamentally different and need sorting out separately now compare this to the SR315 and the STAC ... SR315 - 2799 STAC Scope - 2799 STAC Tactical - 2999 why is the tactical MORE expensive! another example are the CR762 re-models CR762 - 2999 Hoplite - 2999 Broadside - 2999 Spartan - 2799 Hoplite,Broadside and Spartan are re-models of the CR762! both with 3 open slots, why is the spartan cheaper?! i'm not saying you've done a bad job, the store looks better and the drop in prices are welcome, just i think you need to do another pass at them and try to normalise the prices.
  2. Donald Duck, wears a towel when he gets out of the shower, because he has no top on... but the rest of the time, when wearing a top, doesn't wear any pants at all... what's that about?
  3. well then 2 step auth with email if you dont have a cell phone (but seriously 2018, no cellphone, how do you survive?)
  4. Seadee

    Vehicle Mods

    i would say it doesnt matter, but to some it does, so for the sake of argument they follow the same pattern. Armour/Weight = Green Active Ability = Orange Stability/Power = Red Endurance = Purple Passive = Blue something like that.. because you wouldnt put a mod on that took armour away, then add one that added it back right? Alternatively, there are no colours and you just adjust the stats directly, each car type allows a certain max and min adjustment, but you cant set all to max and all to min, you've got to make sacrifices when you adjust the sliders.
  5. i think they are making a positive impression with their attitude towards the betterment of APB, but then again G1 came out with the same stuff when they arrived (although they got out the rubber gloves and started milking this cash cow asap) anyone who changes a game to F2P clearly isnt doing it completely for the "love" for LO it's already F2P, they probably got this Multi Million dollar game (11th most expensive game development ever...) for a pittance ... they also have or seem to have Legit reasons for doing it themselves (make their company more than just a franchise game studio) if they pull it off successfully they earn massive kudos from everyone whoever played or complained about APB, which in turn boosts their credibility, which also directly effects any other game they develop or publish. TL:DR - taking on APB and doing a G1 on it is essentially business Suicide, LO HAVE to make good of APB or declare it dead in a dignified way if they want to be a Success in the future. i voted Yes, but more for the potential they represent and their attitude towards this mess that is APB and its community.
  6. I say, Yes, BUT do it as a Humble Bundle once 3.5 is released and proven to work. you'd get a huge boost in the player base and it would advertise the fact that the game is improving.
  7. @MattScott if you want a challenge, get Hanibat to sell the IP for Hellgate London.
  8. i fail to understand your aggression here, everything you wrote has literally nothing to do with anything i wrote...
  9. although i believe free players need to get a grip and realise they are free players in a game where other people pay for it for them, i agree that the cooldown is essentially a pay to win feature, not hugely effective, because how often are you using these mods that the cooldown different is noticeable? but for the odd person who does notice the difference it would be game breaking for them. Nice adding auto sub though, i could have done with this a few years ago.
  10. Did you just add a turf/gang war esk event with region capture and total domination win condition? edit : i am stoked btw, really, i will be playing this, wife and kids be damned!!
  11. Seadee

    Vehicle Mods

    That increases the ramming damage... and reduces the breaks, but directly, not in response to the change of weight that adding ramming plates has had.
  12. {"mod_effects": {"fmaxrepairtimesecs": 14.0, "nmaincargopipcapacity": 12.0}, "Category": "Vehicles", "icon_url": "https://db.apbvault.net/static/img/APBMenus_Art_VehicleIcons/SeiyoEspacio_Enf.png", "url": "https://db.apbvault.net/items/Vehicle_Truck_C_Carrying_Enf_Praetorian_T5", "VehicleItemType": {"id": 450, "einventoryitemtype": 9386, "sapbdb": "Vehicle_Truck_C_Carrying_Enf_Praetorian_T5", "efnmod_1": 18, "efnmod_3": 0, "sresource": "Enf_Citadel_PraetorianOR", "efnmod_0": 26, "efnmod_2": 5, "nreeditfee": 0, "bpreset": 1, "evehicle": 21, "sdescription": "Templeton has managed to secure a vehicle that was previously only available to Criminals. The "Defender " Citadel comes built to his specifications and with styling by Wilde Designs. Add a Mobile Supply Unit, Fast Fix Chassis 3 and a Brick modification to this already exclusive vehicle and the best gets even better."}, "VehicleSetupType": {"fwheellatasymptoteslip": 2.8, "f0mssteerangle": 33.0, "sshareddataobject": "v_c_carrying.C_Carrying_Shared", "ncargoareaseatpositions": 0, "ffrontlatfactor": 1.85, "epedestriandriver": 8, "f7000rpmtorque": 3.0, "framraiddamagemultiplier": 3.5, "ncabincargopipcapacity": 0, "fidlerpm": 1500.0, "bhastaillights": 1, "evehiclecategory": 0, "fgearratios_3": 1.7, "ncamerapitchmax": 53000, "fcargoheightreductionfactor": 0.2, "nmaincargopipcapacity": 15, "fwheellatasymptotevalue": 0.5, "id": 21, "sgolemobilebase": "v_c_carrying.C_Carrying", "ffrontwheelmeshoffset_1": 0.0, "frearwheelboneoffset_2": -18.1, "frearwheelboneoffset_1": 0.0, "ffrontlongfactor": 2.15, "bhasalarm": 1, "edrivetype": 1, "ninitialcampitch": 50, "nspawncost": 100, "evehiclemodelclass": 0, "fsuspensionstiffness": 135.0, "bhasrearseats": 1, "fmindust": 25.0, "frearlatfactor": 2.0, "fcambasezfar": 60.0, "f3rdgearspeed": 1200.0, "frearsuspensiontravel": 21.0, "ffinaldriveratio": 15.0, "fwheellongasymptotevalue": 0.4, "fsteerspeed": 98.0, "fdrivercamnear": 450.0, "frearwheelradius": 38.0, "svehiclesetupasset": "C_Carrying", "frearwheelboneoffset_0": 0.0, "fwheellatextremumvalue": 0.8, "svfxprefab": "vfx_vehicle.Templates.VFX_Vehicle_Van", "fsuspensiondamping": 1.5, "fwheellongextremumslip": 0.1, "eaudiotype": 19, "fgearratios_4": 1.0, "fmaxbraketorque": 1500.0, "fpercentdirty": 30.0, "fwheellongextremumvalue": 1.0, "fgearratios_0": -2.8, "ncamerapitchmin": 4100, "f4thgearspeed": 1500.0, "ffrontwheelradius": 38.0, "fblobshadowscale_0": 641.25, "egameplayobject": 43, "fmaxrepairtimesecs": 20.0, "fmaxspeed": 21.5, "freversethrottle": 0.8, "f22mssteerangle": 15.0, "fmaxreversespeed": 9.0, "fwheellatextremumslip": 0.35, "ffrontwheelboneoffset_1": 0.0, "frearlongfactor": 2.0, "fchassistorquefactor": 0.01, "sdisplayname": "Seiyo Espacio", "sapbdb": "CriminalCarrying", "ffrontwheelboneoffset_2": -18.1, "fredlinerpm": 6500.0, "frearwheelmeshoffset_1": 0.0, "fcollisiondamage": 0.8, "fblobshadowtranslate_1": 0.0, "frearsuspensionspeed": 50.0, "ffrontwheelmeshoffset_2": -18.1, "f2ndgearspeed": 900.0, "frearhandbrakelong": 0.8, "fbreakincsaduration": 0.0, "frearwheelmeshoffset_2": -18.1, "fcambaseznear": 60.0, "nmaxrepaircost": 0, "fgearratios_1": 3.1, "ffrontsuspensionspeed": 50.0, "euicategory": 0, "ffrontsuspensiontravel": 21.0, "frearwheelmeshoffset_0": 0.0, "fmaxdirt": 100.0, "fcomoffsetx": 28.0, "nsecondarykey": -667907669, "eexplosiontype": 12, "fwheellongasymptoteslip": 0.35, "evehicleanimationcategory": 3, "ffrontwheelmeshoffset_0": 0.0, "svehiclename": "Criminal Carrying", "f4500rpmtorque": 8.0, "fpercentperfectlyclean": 5.0, "euimeshviewersetup": 5, "fmindirt": 50.0, "fcomoffsetz": -10.0, "etempassets": 22, "fcargotorquereductionfactor": 0.2, "fmaxcargotorquereduction": 0.8, "fsteeraccel": 1500.0, "sphysicsasset": "V_C_Carrying.LOD_Base_Mesh_Physics", "ffrontwheelboneoffset_0": 0.0, "fblobshadowscale_2": 200.0, "evehiclesetuptype": 21, "frearhandbrakelat": 1.45, "f12mssteerangle": 21.0, "f5thgearspeed": 1700.0, "fgearratios_5": 0.7, "fblobshadowscale_1": 349.16, "fblobshadowtranslate_2": -29.0, "fenginebrakingfactor": 0.75, "fmaxcargoheightreduction": 1.5, "fblobshadowtranslate_0": 2.04, "fmaxdust": 100.0, "fgearratios_2": 2.8, "flsdfactor": 0.0, "bisplayeronlyvehicle": 1, "f500rpmtorque": 5.0, "f2500rpmtorque": 20.0, "nmaxhealth": 1600, "fdrivercamfar": 550.0}, "item_detail": { "einventoryitemtype": 9386, "screatorname": "Patriot Auto-fabrication", "ncostrewardtokens": 0, "sdisplayname": " "Defender " Citadel", "sapbdb": "Vehicle_Truck_C_Carrying_Enf_Praetorian_T5", "bcansellback": 1, "narmascategoryid": 0, "benforcer": 1, "bgifted": 0, "eorganisation": 0, "nminrating": 195, "elease": 0, "etrade": 2, "narmasproductid": 0, "bnodelete": 0, "id": 9386, "ehudimage": 2713, "ncostapbcash": 150000, "bignoresddvalidation": 0, "nsecondarykey": 622297281, "eunlock": 7862, "einfracategory": 124, "bistestitem": 0, "narmassubcategoryid": 0, "brussianonly": 0, "bisarmas": 0, "bcriminal": 0, "sdescription": "Templeton has managed to secure a vehicle that was previously only available to Criminals. The "Defender " Citadel comes built to his specifications and with styling by Wilde Designs. Add a Mobile Supply Unit, Fast Fix Chassis 3 and a Brick modification to this already exclusive vehicle and the best gets even better."}, "Explosions": {"id": 12, "ecamerashake": 8, "sapbdb": "MediumVehicle", "nstundamage": 600, "fsoftdamagemodifier": 1.0, "fexplosionradius": 850.0, "flifetimemaxdamagetime": 0.0, "enpcworldevent": 11, "fimpulsezmax": 1200.0, "eexplosion": 12, "svfxasset": "None", "fharddamagemodifier": 0.486, "fgroundzeroradius": 550.0, "fimpulsezmin": 500.0, "fminimumdamagepercentage": 5.0, "flifetimemindamagepercentage": 0.0, "fragdollradialimpulse": 200.0, "saudiotype": "None", "ndamage": 2000, "svfxasset_airburst": "None"}} This is the data from APBDB on a single car, quite a significant amount of stats to tweak in order to get a car to work properly, are any of these linked together or are they all individually adjusted ? as far as how we would like cars to behave, it doesnt matter, i'm just curious really.
  13. Seadee

    Vehicle Mods

    So to rope you into a greater discussion than just car re balance I'd also like to ask about vehicle mods. They didn't seem to get the same loving attention that weapon mods got/get. I put to you that it would be more interesting if vehicle mods directly effected the cars performance and stats. Increase armour - increases weight, reduced acceleration and effects handling Increase engine Power - Increases acceleration, top speed and effects handling Sharpen Steering - Increases Handling, might have adverse effects when travelling at high/low speeds etc by allowing the players to throw mods in that change the stats, things like Health, Top Speed, Ramming Damage, Transport Space would be effected as a by product, this all depends on the idea that those things are all linked in some clever system, if its all just numbers in a table with no correlation then it becomes more difficult to just adjust these things with mods.
  14. Hello me again. After a brief discussion about the cons of owning a Fresno (protip: there are none) we hit upon the question of "how do cars actually work", no not like in real life or like magnets, but how does the game handle cars stats? i'd like to think that they are some clever intricately entwined set of stats that combine to create the handling, speed, acceleration statistics, set a cars Armour which determines weight, engine power which determins top speed and acceleration, then combine them with the weight to end up with handling and suitably modified speed and acceleration. Logically a big heavy car with a large engine will be slower to accelerate but have a whopping top speed and ramming ability (think of a truck, MAAHOOSIVE ENGINE, slow AS, Kills you if you look at it funny) where as small light cars with a reasonable engine get a bit mental, Vaquero? light, no armour to speak of, high acceleration, low top speed. TL:DR - so my question to LO is, IS there a clever system behind all of this (like how it deals with the mods) or is it just random numbers punched in and fingers have been crossed (sometimes feels that way) with that in mind, Perhaps a visit down the list of cars and a good re-balance is due, Meta has for a long time been restricted to a few choice vehicles, with all the others being a poor choice, especially when the "best" vehicles can be obtained so easily and are really no more expensive than the others. vehicles should all have Pros and Cons (much like weapon mod choices) there should really not be a clear "best choice" in terms of game balance. you can get modern cars that have good handling by usage of clever aerodynamics, but you can also get them (GTR) which have good handling by virtue of the fact that it is heavy, it's fast because its got a whopping big engine, but its ability to stick to the ground and go around corners at speed is due to its weight. i cant think of and big, van like cars, that have a GTR engine in them (apart from that XJ220 mule in a Ford Transit) might be an EU/NA difference, but over here we dont tend to put a V8 in a mini van... Diesel torque to shift the weight... i digress, Lets open the discussion! What do you think of the current state of the Cars in APB and how would you balance them so that every car has its own niche?
  15. Seriously Seadee, you need to up your shitposting. Put some effort into it. sorry, i'm not as good as this lot, at least i am trying right?
  16. Seadee

    shaven porn

    Nectarines best flesh based fruit.
  17. Once 3.5 releases, put some free premium and a weapon pack on Humble-bundle, boom population increase for a bit, use the increase to show off how much it has improved (and god damn it it have best improved) then ride the high tide to 4.0 and do the same again.
  18. can someone correct me if this summary of the last 6 pages is wrong "Wah wah, APB is dead game, let it die, LO made a new website, lol resources, 3.5 will help, 4 will save apb but not for years, you are all wrong and you are all right, maybe boycott armas" and then throw in another "apb is dead" for good measure standard crap post, 0/10 would not read even once.
  19. i never thought about this, but now i must have an answer to this question.
  20. @Lixil is there any way to check if you have already transferred your characters (im pretty sure i already did it, but it would be nice to check)
  21. i'm sure they will see it, last suggestion i made was to use % based range increase for IR...
  22. most of that needs to be in as standard, worked really well in RTW days.
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