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FluttershyI

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Posts posted by FluttershyI


  1. 22 hours ago, LilyV3 said:

    how exactly are 2 grenades that cannot even kill a person critical? yolos are way more worse when it comes to balance or gameplay issues, but even them wouldn't be rated as "critical".

     

     

    with rapid fire it blooms to a high inaccuracy.

    Actually 2 yolos are enough to kill somebody (575). But you might actually be right somewhat.

     

    They have the travel speed, fuse time and amount of 3 grenades going for them. With 6 seconds fuse timer you can deal 2 x 57,5% damage wich 115%, in 9 seconds 3 x 57,5% damage traveling into the direction of an enemy dealing 172,5% damage. Frags/concs deal more damage and have a larger explosion area. Concs for instance could deal 99% damage, in 5 seconds and 198% in 10 seconds with a slower travel with the benefit of doing more damage to vehicles. That seems somewhat fair since yolo's need to serve some purpose aswell. - I think though that reducing one of the apects above would still make them great grenades. Like 3,5s fuse or whatever, but I wouldn't know unless different aspects get tested. It's just the general opinion I saw a lot on the forums and I just added it to the list.


  2. 5 minutes ago, Fortune Runner said:

    its a shield..... its for shielding so I don't see the problem to have mobile cover.

    its not like it lasts forever and is vulnerable to grenades on the sides , so I do not understand the problem of living a few more seconds when your ops aren't supposed to lay down and die for you.

    It's a huge issue to get the ability to stay alive a few more seconds? I can think of many situations/objectives and fights with multiple players involved. Of course it's meant to give cover but it's just not a good idea in APB. You can just drop it almost instantly in any place to get almost 100% safety, certainly when your teammates are involved in the fight the enemy will have no chance to coock a nade in most situations. Also in case he is tagged aswell you can just peak over it quickly and kill him (an enemy would stand no chance), if you'de have to hold the shield it would also be really different.

     

    TTK of weapons is like over just half a second aswell, so a few seconds without piercing ability... I don't know.


  3. 21 minutes ago, Khakis said:

    I like your list but I will run down the few things I didn't agree with and my reasons why. Again, all highly opinionated so maybe I am in the wrong here:

     

    -Percussion grenades are VERY annoying. I get very upset when I'm in a good fight and I see a grenade popped at my feet with no time for me to react in cqb situations. The thing is that percs don't do enough damage anyway as upsetting as they are. In fact, over time you realize that when an enemy is throwing percs, it's their final resort and leaves them open to a rushing attack, leaving them dead easily.

    -Low-Yields are great in many ways. Low fuse timer (sometimes a disadvantage though), 3 nades, and a farther throw. What brings down their tier of power is the reduced damage and sometimes the lowered fuse timer. Everyone uses concs these days and I found myself long ago switching over to concs since the reward is great in comparison to its risk, leaving low-yields to just be...there.

    -Shields shouldn't really be touched. I never use them, but when you face an opponent using shields, its not hard at all to go up against. A simple nade will force the player to move, even destroy the shield itself. And usually a player using a shield is at low health, so shooting the shield enough (which a shield doesnt take long to go down) would spook the player enough to pop out and fight it out. Shields seem to have the most power when used to physically block an important passageway to an objective, like a ladder.

    Ehhh, it isn't hard to reach 195 and people enjoy games that allow a progression system to create advantages, which creates a grind feeling to committed enough players.

    The issue with shields is that in certain situations it's almost functioning like some kind of god mode when you are tagged or would normally die, unlike kevlar or the elpherine spray wich will allows you to run away more quickly or have (some) extra health there's no downsides to it either. Especially when you're level with your opponent or on higher ground placing the shield, it can be a challenge or impossible to kill the other player behind the shield since you can't pierce it or shoot over it unless you have a commander or cap 40. Taking the time to trow a grenade will allow the player to easially kill you or you'll already have been shot by his teammates in the time you try to re-position yourself behing the shield, wich of course also has allowed the player to re-gen his health fully. - Just an example here:

     

     


  4. 8 minutes ago, BrandonBranderson said:

    Yeah I'm still not buying it.  Crims as far as I can tell, never pay off their bounty, especially during a mission.  Why would one go through the hassle of putting aside their mission for the moment to go to a contact and pay off?  The only thing about this system I believe should be changed is team killing getting rid of the bounty.  About them killing other players in other missions, Why just disable it for the final stage then if they were free to do it earlier in the mission?  Nobody outside the mission knows or cares if you're on the final stage, and what's to  stop someone who's in an earlier stage of a different mission to come in and mess up your final stage?  Like I said before, this system is designed to keep skilled players in check, and does that fairly well.


    So I agree with you about teamkilling should not resolve the bounty, but I really can't get behind anything else you're saying.  The bounty system is (one of the few things) working as intended right now, and given APB's track history I feel like a rework of it would only break it, or a different rule set would only make things worse for everyone.  Nothing should be changed except for teamkilling reducing notoriety.

    Well my most important point is that it happends more than often that I as a relatively skilled player can survive like 50% of a mission killing less skilled players working on their objectives (so in that case it works the other way around) or even them being in their final stage of a mission. Instead of the skilled players being killed by others they are an additive challenge for less skilled players in different missions. You are just putting more skilled players into the mix who get the right to kill everybody they'de like outside of their mission. Also it's easy to become bounty so less skilled players will be bounty aswell.

     

    When it comes to notoriety, you pay off usually before new missions. - Also disabling teamkilling dropping notoriety would at least be something, so I certainly agree. Each part of rework would resolve these issues is something I'de like.


  5. 23 minutes ago, BrandonBranderson said:

    I guess I misread that.  In that case all it would do is make it so that the team that has been dominating the entire mission would be given a sure win because then they wouldn't have to worry about the rest of the district coming to kill them.  Changing this is just a bad idea.  It would just tip the balance in favor of the more skilled team which defeats the purpose of it entirely.  The bounty system was designed to keep skilled players in check.  That's why it's so important to have in a game that uses an asymmetrical matchmaking system where it has a chance to match newbies up against vets.  Removing the bounties during the final stage would just make matchmaking more punishing to the new players that it should be trying to help a little.

    I'm not sure about that tbh. It could just aswell be the players from the worse team wich reaches notoriety level 5 during the final stage. I feel like it shouldn't be random draw to decide wich team wins, just the better team. Also really pro players (only criminal chars) might pay off their notoriety wich gives them an advantage over enforcers. I think matchmaking should adress skill level and variation in opposition, the bounty system won't make that much more fair, a stronger (or pro) team will probably win no matter what or even have a negative effect on more missions because they'll dump even more players who are not even part of their mission. That will cause other missions with less good players to be negatively effected aswell. It happends a lot that players can dominate their own mission and finish as bounty while killing multiple other players trying to do their objectives. Therefor in my opinion the system just makes everything less fair and more random. - Last issue would be that teamkilling resolves being a bounty, so it's not only the opposite faction to worry about. In my opinion it's so many drawbacks... The money is cool and maybe in some cases it'll give players a chance to win, but it's not worth the current negative effects. I'de at least plead for a rework of the system!


  6. 18 hours ago, BrandonBranderson said:

    I think that would effect wins and losses just as much, because the final stage is the ultimate decider of whether or not you win.  I think the bounty system is good as it currently is.  Not being stubborn here, I genuinely think altering it will only lead to more problems and frustration. 

    That's why it would effect the wins or losses a lot less, since you wouldn't actually become bounty during the final stage of a mission

    1 hour ago, claude said:

    So you think these aren't "critical"

    Well, not critical as in ruining gameplay experience. Seing more variety in-game would be great but I don't feel like buffing a Norseman or whatever would be main priority at this stage


  7. 2 hours ago, BrandonBranderson said:

    Sorry, didn't get to finish typing and posted before I was done lol.  I like the current bounty system because A) It's one of the few remaining functional pieces of the original APB, and a crucial one at that.  I know I know just because something is from the original game doesn't make it great, but my B) point is that as strange as this may sound, it helps balance missions.  Say someone in your opposition is doing insanely well and there's no chance for you to take them down and you can't call backup for example.  If they're completely dominating then they'll get a bounty and anyone in the district could kill them, thus giving those who had no chance before a quick chance to get in there and finish the objective.  Plus it's just a nice way to get some bonus cash.  If it were removed then that would remove another element of the witnessing system too, which has been neutered over the years as well.

    New idea! Would you agree/like it if the bounty system would be disabled only for the final stage of a mission? Then it would effect less mission wins/losses.


  8. 1 minute ago, Goldtiger said:

    Not a bad list, just some of the things on the list are terrible (i.e. removing perc stunnability). I'm kinda glad someone is laying things out like this but i'd rather you have been general about things rather than specific about rebalances.

    Well, Maybe I went to specific in that case from what I've read. Will adjust it, it is also not necessarily my own opinion.


  9. Just now, Kylegrey2 said:

    Thats actually really interesting. Hard to say wether im on board or not... would have to test those sorts of changes myself to form a solid opinion. Way to think outside the box 🙂

    Certainly it'll have to be tested! I'm also really interested what it would do in terms of different ranges. It might be that only several metres is enough to fix the issues percs are causing (at least I encounter some issues with them)


  10. 18 minutes ago, Kylegrey2 said:

    I dont like the idea of nerfing grenades. Irl a grenade will take you out, no follow up gunfire necessary. Nerfing any further just reduces the realism. At most, i would agree with reducing the distance to cause damage. Hitting someone in the face with a perc should not do less damage than it currently does. As far as removing explosives from fightclub, nope. As much as my volcano or opgl pisses people off, i have little to no trouble dealing with others who use them. Its about adjusting your tactics. If its fair game to hide on a roof and snipe, its fair game to blow that person off the roof with a volcano.

    Thanks for your reply, I myself don't think explosives have to be removed either, it's something I added due to reading a thread about it. In case of grenades I sort of agree and don't agree. It wouldn't be that realistic either to nade yourself in case of trowing percs into the ground (or even them just falling after you die) right?

     

    But in terms of gameplay and balancing it just might not be right to have grenades wich do below 99% damage to have a fuse timer of 5 seconds, then grenades with a 3 second timer wich do 57,5% and percs just instantly doing 40% on impact or even when they  just drop to the floor after you have died. Just something I think of now, when you have the EOL Kickback, the grenades explode on impact further away but don't directly explode when you shoot/drop them right in front of you. Something like that might actually balance percs since you can at least run away from grenades wich drop from a dying enemy or give you time to at least move slightly in case the enemy throws from like 2/3 metres away since they would bounce before exploding at least once. Finding the right balance in that might take some time, but wouldn't be too difficult, it could at least have percs stay at 40% damage and funtion exactly the same after a certain amount of metres. - Anybody likes this idea or has a different suggestion? I honestly just came up with it so haven't considered all pros and cons.


  11. 3 minutes ago, NotZombieBiscuit said:

     

    Honestly can't agree 100%. As you can see it's under categories "finished" and "confirmed" for a reason. Of course they are already finished or being worked on. That's the point of this list, trying to create an overview of what's happening and we would like to happen in the future. Also in case of usables it's just very annoying and will absolutely not cause the servers to die, it'll be completely the opposite. It's just a number of 500 wich will have it's cap increased (could be whatever value) and not having the remaining missions rewards (usables) being send to mailboxes would actually save a lot of server space/load. And to me it's frustrating AF atm with hundreds of pages wich I can't remove. I can't even find stuff like themes/weapons etc. anymore since they are lost in between the rediculous amount of mission rewards.

     

    On RIOT I can 100% agree honestly as it wasn't something we wanted and isn't a succes or have it return as a seasonal thing with special rewards or whatever and I'm happy we agree on some missions aspects. You are 100% wrong in the case of backup though. Previous days I have been playing with a friend (we are both gold) and we get opposed to 2 other golds and they are repeatedly able to call backup, I don't know if it's either a bug, because they aren't grouped up and we are of that it's the real 'hidden' threat on wich the calculation is based wich allows them to call backup. Maybe somebody can clarify or knows the exact reason.


  12. Lets start first of all by saying this is not some kind of ranting post, but a serious effort to collectively provide critical feedback before going into the next stage of developing APB. Little Orbit has shown to be willing to make changes and fixes to aspects wich were never touched by Gamersfirst and are re-doing things wich haven't gone according to plan. Before the engine upgrade is going live there are quite some (and in cases very critical) aspects wich have been overlooked. I have collected those and combined them from community feedback. Keep in mind that everybody experiences the game in a different way and you might not agree to a small percentage of these changes, but it'll overall greatly improve gameplay experience - So don't just look at this (long) list from your own perspective or disapprove of this fully just because a single item (weapon/grenade or modification type for instance) is something you use and wouldn't like to have changed, leave constructive feedback in that case. I would like to fully update this list more based on community feedback and it would be amazing if we could eventually select the most important things together, by using a poll for instance. - Or maybe Little Orbit could have an updated public thread with a to do list so people don't endlessly keep creating these kind of threads. - I think it would decrease a lot of suggestion threads and reassure motivated players that their feedback has already been taken into account.

     

    Finished:

     

    N-HVR 762 - Quickswitching nerf

     

    Premium - Fix cooldown advantages

     

    Car spawn - Introduction of cooldown timer

     

    More active anti-cheat policy

     

    New GM's and SPCT

     

    RIOT Gamemode (Not at all as critical)

     

    Confirmed (rework comming soon):

     

    Ammo boxes (usables) - Decrease explosive capacity

     

    OCA variants - Re-balance

    NFAS-12 variants - Re-balance

    Showstopper variants - Re-balance

    RFP-9 variants - Re-balance

     

    Car gameplay (e.g. Pioneer) - Introduce counter / Re-balance > EMP grenade

     

    Districts - Cue system / crossdistrict matchmaking

     

    New contacts / increased level cap

     

    Engine upgrade

     

    Critical - To do in the future:

     

    Percussion grenades - Rework/Re-balance

    Low-Yield Fragmentation Grenade - Re-balance/reduce amount

     

    Shields (usables) - Remove or re-balance

     

    Usables - Increase inventory count to 2147483646, remove all (sending of) usables from/to mailbox

     

    Fix the possibility of recieving 1 v 1 missions

    2 v 2 or and 1 v 1 VIP Missions - Remove or rework the mode to have equal chances

    Fix ability to call back-up in a 2 v 2 with the same thread

    Scoreboard - Fix glitch wich causes old opposition to still be showing (It's a shooter, scoreboard has to be funtional)

    Mission stage timers - Re-balance to equal for enforcers & criminals

    Mission spawns - Rework spawn distances & in-line of sight (and behind enemy) spawns

     

    Not critical - To do in the future/posted suggestions:

     

    Weapons - Buff/change unpopular/barely used weapons, or revert certain unnecessary nerfs (e.g. Norseman)

    Modifications - Buff/change unpopular/barely used modifications (e.g. Cargo capacity)

    Vehicles - Buff/change unpopular/barely used cars (e.g. Slow/clipping or non-heavy vehicles)

     

    Modifications - Adjust required minimum levels to remove an unfair disadvantage for higher level players

     

    Inventory - Increase inventory size for certain items like themes/clothing

     

    Scoreboard - Add more load-out information of opposing team (Like secondary weapon?)

     

    Sort of critical but even more time consuming for sure - Rework difficult mission objectives/areas

     

    Under discussion (community):

     

    N-TEC 5 - Re-balance

     

    Remote detonator - Remove or re-balance

     

    Bounty system - Re-work (for active missions)

     

    Cevilians - Disable or add 100% piercing during missions

     

    Removing certain types of explosives/explosive weapons from fightclub

     

    ------------------------------------------------------------------------------------------------------------------------

     

    *Edited items

    • Like 6
    • Thanks 2

  13. How does RIOT compare to other APB game modes?

     

    It feels like a more standalone/seasonal event, not sure how well it would fit the game/stay popular if it's not being changed and updated regularly

     

    Would you encourage your friends to play RIOT?

     

    Depends on the final gameplay and changes, might be fun once in a while

     

    What ONE THING would you change about RIOT if you could?

     

    The gamemode desperately need some kind of mini-fightclub or objectives in the contaminated area for the players that have died! This game mode will die out very fast due to a lack of action, sometimes only 2 fights and 20 minutes of waiting. This would be acceptable for a short term event, but will decrease any changes of succes for this new game mode in my opinion. Certainly since it's aimed for newer players aswell to enter APB (players wich are less good), we have already seen what happends with those during the stress test. They do not stand a chance...

     

    What is your favorite aspect of RIOT?

     

    Weapon pick-ups/diversity

     

    What about RIOT do you like the least?

     

    Lack of action/gameplay (and grenades)


  14. 5 minutes ago, cheater said:

    "We have been working hard sine May last year to do something big for the community, and this first big step needs to contain something for everyone"

    This has to be a joke right?
    Not that I think its bad that you want to provide content with the new engine upgrade, BUT:

    You guys buy the game and first thing you go for is adding a new game mode while breaking most of the core mechanics that worked for years in this game: Car radar, Crosshair jittering, 144+ fps sliding bug, Break some attack missions with vandalize (Double cameras and store fronts that are breakable only with cars) and rejoining asylum from lobby causes missing some names of your team, object points or item.
    I dont know what is going on behind the scenes but at this point it just looks like you dont even care that you broke core stuff in this game and not even a single fix on the sight. 
    with 600 Citadel pop, with this game mode you are just trying to make it NA #2. Its already hard enough to get 2 full silver mission districts running as it is, With this new game mode you guys are going make it that we will struggle even to get 1 full silver mission district running.

    maybe I am just dumb but those are my 2 cents.

    Is joining Asylum causing it? Good to know...

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