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Frosi

SPCT
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Posts posted by Frosi


  1. 11 minutes ago, N66 said:

    I think last official stance was it's a gray area, mostly not bannable sadly.

    Very wrong, macros are strictly forbidden as per APB's EULA

     

    8e1bb311a090b146ad1916bcc000a109.png

     

    Also I want to let OP know that macros can not make weapons shoot faster than the rate of fire enforced by the server and that very experienced players can get pretty damn close to shooting at the max rate of fire on semi auto guns even without macros. In the end its a hard thing to detect but still very much against the rules and EAC / FairFight in the future should hopefully help detecting them faster.


  2. I think Daarin is making a couple of good points and is pointing out some obvious flaws that LO will have to take into account especially when it comes to phasing. I don't think LO wants to take away from the current social experience APB has right now, it would feel bad seeing ppl just disappear as they're moved to a different district, however, Matt has also already stated that the new system could simply sort players into a district with players of similar MMR which would then mean they could stay on said district to get missions much like segregation worked in the past but working like a rubberband where matchmaking gets stricter and more accurate the more players are in the pool where as threat segregation simply made the game unplayable at off-peak times for a lot of players, especially on NA.

     

    15 minutes ago, Krapler said:

    I had strokes while reading the new roadmap, I do not know who thought of such stuff to be added, but more important is who accepted them? There are some really useless ideas that makes no sense at all and implanting them, will make the game even worse than it was previously. I do hope they pay some attention to topics like this one before starting working on anything from that list.

    It'd help if you were to mention the things you feel iffy about.

     

    29 minutes ago, iRawwwN said:

    phasing sucks and is not the solution that should have been chosen.

     

    also when i leave one district to join another, then another, then another my UI ends up all fucked. matt you gonna solve that issue or?

    Obviously that'd have to be fixed first, so would any sort of performance degradation coming from swapping districts, although in my experience it tends to be less when swapping between the same type of district rather than going from WF to Fin.

    • Thanks 1

  3. 8 hours ago, BlatMan said:

    EAC technically is compatible with 32 bit

    I'm not quite sure this is correct, I believe Epic dropped 32Bit support ENTIRELY when they moved to their new "Free to use" format for EAC cause this format now REQUIRES Epic Online Services (EOS) integration which is what Epic is currently working on.


  4. There's no simple solution to the issues players are facing right now, you either have 5 playable mission districts (on EU) which keeps the game playable at all times but has matchmaking issues or you turn threat segregation back on which then makes NA less playable at all times for Gold players as well as reintroducing the issue of dethreating which then causes frustrations for the players playing against dethreaters getting a boring missions as well as the players on the dethreaters team since they are now getting actively griefed and are playing a mission one man down.

     

    I don't know if there are any plans to bring back threat segregation but I can see why they would not want to bring it back and create extra work which would then delay the actual solution for matchmaking issues which is Phasing, something Matt has talked about a lot and is now possible thanks to the 64Bit update. Phasing for those that aren't familiar with it allows for cross-district matchmaking meaning that all financial instances are connected and the system may now match players from Financial 1 against players on Financial 3, one of the groups will then seamlessly (no loading screen) be phased over to the district of their opponents where the match will take place.

     

    Right now the matchmaking system is simply crippled by the fact that there's only 50 players to match against, some of which may be afk or not ready, ram raiding, in an existing mission, too high of a threat to be considered for an even match, in a group bigger / smaller than your current group etc. There's SO many factors that play into matchmaking that if they were enforced any stricter than they currently are players would find themselves not getting opp at all or at least waiting for opp a long time, because Phasing expands the pool beyond 50 players they can then work on a system that enforces stricter matchmaking rules the more players are online meaning that around peak times you shouldn't feel like you're constantly getting put into poorly match made missions which should then hopefully also make it so players don't feel like they're forced to dethreat just to increase the likely hood of getting "fair" missions.

     

    APB is over a decade old, some systems simply don't work as initially intended anymore as well as the top players exceeding levels of skill RTW / G1 never thought possible and therefore didn't account for, I don't enjoy playing against silvers either but for the time being even if its not the best experience it is simply down to the fact that the game is in dire need of updates to its core systems and LO can now actually get those updates into the game and I would expect Matt to talk more about the things they have planned in his upcoming roadmap which he will hopefully post soon.

    • Like 1

  5. 46 minutes ago, R3ACT3M said:

    they are?

    Matt has stated that the community wants them and he's fine with them being used as long as they aren't editing files like shader files to add them to the game because most gaming monitors nowadays let you add one, they can't stop you from taping something in the middle of your monitor etc. So yes, using programs like Hudsight is permitted and is EXTREMELY unlikely to be what got OP banned.


  6. They are going to replace the current anti cheat "BattlEye" which has had mixed results but was the only option for the time being with "Easy Anti-Cheat" in the hopefully very near future. Easy Anti-Cheat has worked very well for APB in the past with just its client side solution, however, this time around we'll be getting both Client and Server side components to the Anti-cheat which should make it even better. From what I know the timing of EAC is however out of their hand right now as they're waiting on Epic to finish their integration of the anti-cheat, once that is done it should be good to go and will be added to the game.

    • Thanks 1

  7. 3 hours ago, BlatMan said:

    /latencytest shows 80ms for the district server, while playing on US East. In game latency shows 1ms. Something is screwed up on Little Orbit's side.

     

    EDIT: Oh good I'm not the only one who noticed.

    If its an empty district it'll do that, the /fps menu is simply not reliable on lesser populated districts and hasn't been in a long long time.

     

    NA has also experienced atleast 1 major crash in the last 48 hours and Matt stated that they're looking into whats happening on the LO discord so it is possible that something may be going on with the servers themselves or possibly another round of DDoS attacks causing issues.


  8. 54 minutes ago, AutumnSan said:

    BattlEye is doing absolutely nothing to stop them

    I agree, its very clear that some cheats have gotten updated to support 64Bit already but that's why EAC is coming in the hopefully very near future, when is out of LO's hands right now as they're apparently waiting on Epics part of the integration but I'm sure LO is well aware that the sooner they get EAC going the sooner they can start actually tackling the cheating issue APB is having. Cheaters will always be a thing tho, its just a matter of how fast you can detect their cheat and ban their accounts, its basically impossible to keep them out entirely, even if they got banned in the past.

    • Like 2

  9. 8 minutes ago, BlatMan said:

    This needs to be added to the in game options. Most people look in the options to find optional settings, not files in the installation folder. It's counter intuitive.

    They want to make it an actual option ingame but for now their plan was to get 1.30 out but also include the ability to uncap for those that really want to, same goes for sliding and the ghost bloom stuff that happen on higher fps values so it'd make sense to fix those things and make it an ingame option in the same patch.


  10. 2 hours ago, nattsvart_katt said:

    Remove the f*cking fps cap

    You can do it yourself now, to do so go to your APB install directory and navigate to Engine\Config and open the file called "BaseEngine.ini" in there search for "MaxClientFrameRate=128" to whatever you want the cap to be up to 500 and then start the game with the APB.exe found in the Binaries folder and make sure you have "Smooth Frame rate" and "Vysnc" turned off ingame.


  11. As of this patch you will be able to increase your clients FPS cap by yourself, to do so head over to your APB install directory and go to Engine\Config and open the file called "BaseEngine.ini". In there you want to scroll down or search for "MaxClientFrameRate=128" and set the value at the end to whatever you want your cap to be, to restore the current behavior if you have a 144Hz monitor set the value to 145 although you may now also exceed said cap up to 500.


    !!!You will have to start the game with the APB.exe located in the Binaries folder to keep the changes set in BaseEngine.ini!!!

     

    Raising your FPS cap above 145 will make existing issues related to running above 128 fps worse although sliding will only happen if your fps is too stable aka running at cap. There's an issue related to high framerates that makes your crosshair open and show an inaccurate accuracy value, this is however a purely visual bug and does not actually affect accuracy.


    If you want to keep using your existing BaseEngine.ini from last patch as part of a config it is advised to add the new "MaxClientFrameRate=" line yourself just under the "MaxSmoothedFrameRate=" line in the .ini, make sure to add a value as well!

    • Thanks 3

  12. 2 hours ago, Nickolai said:

    I want to go EU and test there, but it keeps saying EU is offline when I try to make a character.

    Is this test only for NA?

    There's little interest in testing these things so its usually best to just do it on one server regardless of ping just to have everyone on one server, things would likely be unplayable / testable if there were 2 servers cause it'd be like 10 ppl on one server and 10-20 on the other.


  13. 2 hours ago, BlatMan said:

    I doubt EAC will make a difference at first. Anything client sided can be bypassed. Maybe the server sided part will help, but it sounds like it's about as good as FairFight. I don't mean that as a good thing. The game devs would need to fine tune it's detection, and you saw what happened with G1's methods. Than again, I didn't expect Matt to have a working 64 bit version this soon, so who knows what else his team can do.

    What I heard is that EAC was waaaaay faster to patch things and that cheat providers would basically have to maintain their cheat with weekly updates else it'd run into being detected. In the cases they were too slow it was detected and players got caught. Putting pressure on cheat providers is huge cause keeping things updated are work hours and in a game with a population like APB they may run into the whole thing simply not being profitable anymore. As for the server side, if anything it'll help with detecting private cheats / closets since server sides can give away who's cheating so the client side can look into said flagged players.

    • Like 1

  14. 3 hours ago, Uhtdred said:

    yesterday i saw a mod/dev saying nobody can cheat on this beta...

     

    I just faced a triggerbotter.

    Color based Triggerbots may still very well work, however, cheats that inject into the game will have to be updated to 64Bit which is a big task and therefore means its unlikely anyone has done so in such little time.


  15. The 64Bit update is an entirely foundational change, its not meant to change the games looks but rather modernize the engine to a 64Bit standard which then allows them to backport things from 2.x and more reliably work on the games issues and therefore steer it into a better future. In other words, 1.30 is so they can continue to support the game and actually develop things. 64Bit also fixes the RTX crash and increases the memory ceiling which allows for future game optimization, one such example being a new approach to garbage collection and texture streaming so stutters aren't as frequent or don't happen in active gameplay scenarios.

    • Thanks 2

  16. 38 minutes ago, MonkaS said:

    Could you guys maybe make a basic in game benchmark for 1.20 and 1.30 something that'll make it easier to compare the different builds side by side and run to run. It doesn't have to be crazy complex just a camera on a track with some premade scenes/actions.

    1.30 looks identical to live, nothing has changed in that regard, its a foundational change without any visual impact, however, I can still provide you with the data of 3 of the benchmarks I ran, you will quickly notice that the first two are basically identical with the third one being a run with uncapped fps that I however can't mirror with a benchmark from Live since Live obviously has capped FPS.

     

    Specs are as follows:
     

    Intel i9 12900k (Stock)

    2080 Super

    32GB of 4000Mhz Ram

     

    Live 1080p Max settings (145 FPS Cap)

    image.png

     

    1.30 1080p Max settings (145 FPS Cap)

    image.png

     

    1.30 1080p Max settings (Uncapped FPS)

    image.png

    • Like 1
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