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Hexerin

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Everything posted by Hexerin

  1. You can't buy APB$, and the game doesn't supply enough APB$ through gameplay to support the excessively high $2,000 price tag on consumables. As I wrote out, a stack of 5 epipens is used multiple times over in a standard mission, and that mission gives at most $3,000 on a win (a fraction of that on loss). That per mission payout also pays for car spawning costs, ammo costs, etc, so you only get a portion of it that can be spent on something like consumables. Additionally, the after mission random reward thing is random, giving anything from literally nothing to JT to single consumables, etc. It is literally impossible to maintain a supply of consumables for active usage.
  2. Defense always has an innate advantage, so assuming teams of relatively similar skill, attacking the objective is technically a stalemate. In this kind of situation, one of the defenders getting rekt because of bounty could be all that the attackers need to push the objective. Which isn't just theoretical either, being something that happened often in practical gameplay. The issue is that this goes both ways. The attackers can also get bountied (because notoriety doesn't reset on death or between missions), and often this can happen with bad timing resulting in the bountied attacker getting rekt while they're attempting to do the objective. As a result, the defense gets a free win. The only way to make the bounty system actually work from a gameplay standpoint, is to: Only players assigned to defend an objective can accrue notoriety. Notoriety is reset: On death When a mission stage concludes. When a mission concludes. Notoriety accrues at a significantly faster rate. This, for very obvious reasons, wouldn't make any sense from a thematic standpoint, and thus would just be an ugly feature. There's no actual way to make the bounty system function as a whole feature.
  3. The system was disabled for good reason. Good riddance, and it can stay gone.
  4. Try reading the literal first part of the post.
  5. For any conceptual daily login system to have any relevance to a veteran like myself, it would need to give significant amounts of APB$ and JT. I already own all the weapons, cars, etc, so such rewards would not be incentives to me. That being said, "significant" in this context would also almost assuredly be more than LO would be willing to provide. APB$ is only relevant if it's given in amounts that makes it viable to use consumables (which is the only thing that such an income of APB$ has a use for at this point for someone like me). Since consumables cost $2,000 for a pack of 5, and you can very easily use that (if not multiple packs of that) in a single mission, such a login payout would need to be sizeable. Also no, you do not get enough consumables from end of mission rewards to actually actively use them. All of this is why I adamantly stand on the principle that LO needs to just convert consumables to actual permanent character mods, so that players can actually use them. The average full mission takes 15-20 minutes, which makes for 3-4 missions per hour. Let's assume an average daily play session of 4 hours, which makes 12-16 missions. Let's assume one pack per mission on average (epipen users generally consume more than one pack, while resupply users generally consume less). That would make for 12-16 packs, which costs $24,000-$32,000. So daily login payout would need to be like $50,000 to be viable as an enticement for me. I play more than 4 hours for a session, generally. Now let's look at JT. This is easier, because it would be entirely balanced around the legendary gacha. It costs 2,500 JT to pull once on a legendary. Gacha pity is 20 pulls, so 50,000 JT spent. I think it would be fair for a player to be granted a legendary once every 3 months as a reward for consistent logins. So you take the 50,000 JT and divide by an average of 90 days, getting you a daily login payout of 556 (rounded). However, you also can make 90 JT per day from the existing contact daily activity system. If you subtract that from the 556 JT, you get 466 JT. I would say a fair balance on the daily login would be 500 JT, since you aren't always going to min/max 90 JT from the daily activities (some of them are absolutely cancerous to complete, after all). I already own the weapons you say? Well yea, but legendaries convert into APB$ by selling to other players. Also, theoretically LO will add new legendaries in the future, etc. So tl;dr- Daily login would have to, at minimum, grant $50,000 and 500 JT, to be an actual incentive for me.
  6. Tracers were intentionally removed "for performance reasons", not bugged.
  7. Do you happen to know/remember what restrictions are imposed for the unregistered version of that?
  8. Literally illegal in many regions, so will never happen. Okay, see you in 5 minutes. https://www.vanillagift.com/ Only if the BRs get the boot with them.
  9. Which isn't a category in the list, so ultimately irrelevant to the point. This needs to be fixed, it's been an issue for literally almost a decade now.
  10. The trade locks are a bug from what I hear (and have personally experienced). Even people who have 2FA on their account (which is supposed to prevent trade locks, because secure account), like myself, have been hit with them upon entering Social since the 64 bit upgrade was dropped.
  11. His statement wasn't "because we can't stop you from using an overlay or bit of tape on the monitor" etc. He stated that he's okay with it because it's an expected feature in modern shooters (especially competitive ones) and something he wants as an actual ingame feature at some point anyways. The reasoning for telling us to not do it via file edits (shader crosshair, etc) is because the anticheat is watching for file edits (because shader edits can do things that are cheating like removing the obscuring dust cloud from grenade explosions, etc) and would likely slap the player with a suspension/ban if they did so.
  12. So we can expect that queue system for district joining to be fast tracked then, right? Cause that's probably one of the easiest to implement things out of all the promised features of the engine upgrade. Also, where are the tracers? Literally the one thing I was actually looking forward to...
  13. This has been an issue for years now, and is also an extremely easy thing to fix. Since apparently ya'll are pushing bug fixes again, can we get this one fixed please?
  14. If the crosshair is red, it means that your center pixel is on an enemy hitbox. In other words, you have a direct path from gun barrel to target flesh. This is common knowledge to anyone who uses mid to long range accurate weapons (for examples- AR-97, CR762, HVR 762, etc), as part of the usage of such weapons is to utilize this crosshair behavior to exploit the target's upper hitbox when they're crouched behind mid cover.
  15. It has an indirect influence on skill level due to the simple accumulation of game knowledge. However, knowing something and being able to act upon such knowledge are two different things. Thus, you are correct, that rating should have little/no impact on matchmaking.
  16. That required the engine upgrade, which LO has cancelled. Thus, it will never happen.
  17. Would do literally nothing, because phone number spoofing services exist (and many are free).
  18. Hexerin

    New updates.

    I will never understand why ya'll use this as your argument against Happy Landings. You've already lost the fight the moment you chose to forfeit a position of superiority by jumping down to the enemy. Additionally, if you're suffering the bracing crouch animation, it means you would've taken damage from that fall normally. This means that you would've given the enemy a shot or two worth of damage, same as being stuck in the animation. In other words, your argument applies both ways and is thus moot. The reason that Happy Landings is used twofold. Firstly, it lets you ignore height at near zero personal risk. Thus, you can take paths that allow faster objective completion. Secondly, it helps you escape from a bad situation. With it, you can jump off from high places to escape, whereas without it you would just be stuck and die. That is the power of the mod, not some fantasy of offensive usage. The only real alternative is Car Surfer, which is a decision of utility. It only matters in two situations: Your team has a car that can't fit everyone inside (considering the meta vehicle is the Vegas, this is common), or you need to use heavy weapons to take down pursuing vehicles (most obvious example being the armored truck escort final stage). Hard landing is, unfortunately, a trap mod. It offers no real benefits, while imposing a critical weakness that is very easily punished.
  19. ALIG would literally become the king of all weapons, as the only thing keeping it remotely balanced is its weight. As for the SHAW, absolutely. It was completely obsoleted the moment the AMG Stheno was made available. Technically when the AMG Euryale became available, but the cashwall mitigated that one for newer players.
  20. I don't think you understand how completely that would break the game balance.
  21. I mean yea, the game is designed around 4v4 (it's beyond obvious by the design of both missions and the gameplay map). I've always held the position that unopposed missions should never happen, and that matchmaking should always favor setting up 4v4 missions. To resolve the whole "group of 2, thus matchmaking tends to give them 2 opp for a 2v2" issue, just make it so that if a team has less than 4 players, they can call backup even if the two teams are technically balanced. You pay attention to the rating symbol? What an odd way to IFF.
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