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Are you sure? The ARMAS description still states it does. Perhaps now the premium CD is 25% of the original? Or is this a mistake on their part on the description?
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It was APB$ and on Fight Club Baylan. I'm not sure but the regular amount I got was around 1k and the premium was more than 2k. I no longer have premium but I'm pretty sure that when you don't have premium it even tells you that you get 125% extra with premium (up to 125%*). Also I think this information is showcased in some of the loading screen tips. ------------------------------ *Not an edit but checked this before posting: I just checked and you can go to ARMAS and see in the description of the Premium that it gives 125% bonus cash and 90% bonus standing. I took a screenshot but I don't see a button to upload it from my PC. You can go and see for yourself. "Bonus 125%" like they put it is not bonus 25%, it's actually more than double the cash, and almost double the standing (90% bonus). You also get 50% reduced cooldowns for abilities which is an obvious gameplay advantage. Pair that with ARMAS-exclusive weapons and you got yourself the true Pay2Win experience that APB has provided us with for years now. I just hope LO changes this in the future so the microtransactions focus more on customization options and cosmetics rather than blunt gameplay advantages. (Even though cosmetics also arguably influence gameplay experience but that's a discussion for another thread).
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I even got 125% extra rewards at times, and not 25% extra, I actually mean 125% extra. And about the /abandonquest, obviously you'll use it when not opposed, but it does not guarantee your next mission will be opposed. For newer players or players who play at less popular hours you might get an opposed mission once every hour at best... The game's rewards are built on a multiplayer-themed gameplay, but not the matchmaking and mission-structure itself (not always, but a large portion of the time it seems that way).
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Premium gives you more than double the XP, so if premium takes 400h, It'd wager it takes much more than 600h without. But to be honest, even 400h without premium might be discouraging for new players, unless there was another way to earn XP but missions, or if missions had more variety in terms of rulesets, objectives, locations, and opposition. Another point is that non-opposed missions give practically 0 XP. It will take a person years to reach max-rank if he plays without opposition. Playing 1v1 is not as fun, and playing without a pre-made team is a great disadvantage. Generally, the mission districts (which are the only way to rankk-up) might need a slight rework to appeal to new audience and pull the vets from fightclub. Adding the JT reward for missions was a really good idea and great at pulling vets from FC
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I think that locking mods to certain ranks is fine, it gives you an incentive to rank-up. I mean, as a new player, when you see a dude with OSMAW surfing a vehicle for the first time you'll go "Holy shit I gotta get this!". The problem is not mods being locked to certain ranks, in my opinion the problem is how difficult and grindy it is to get to those ranks without premium. The same play who went crazy for that car-surfer is going to give up on the game after not being able to reach it for weeks. You can argue that the same player will be "forced" to get a premium, that might be true for the whale players and spenders, but not for your average player. It might even be profitable short-term to say "the hell with average players" and focus on milking the whales, but eventually the population of the game will decrease and the whales will have no one to play with, which make them leave aswell (this all has already happened in APB numerous times before LO took over and it will happen again if they keep pushing monetization over progression).
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I think I might've suggested some of these years ago, But here are a few of my ideas regarding currency and general in-game monetization: TL;DR - Make APB$ account-wide, rework premium, remove loot-boxes, rethink how you add more clothing to the game. Make the APB$ account-wide, meaning it is shared between all characters on your account. Right now you can practically mail stuff between your character and transfer money between them with middlemen, so making APB$ account-wide is basically just a QoL feature at this point. Right now the game is at this state: You can rather easily rank-up early without premium up to around rank ~170, however, after that ranking up becomes extremely grindy unless you have premium. It's safe to assume that this is intentionally designed by GamersFirst and Reloaded so people are soft-forced to get a premium or stay behind and grind. About the difference in customization freedom, I can't complain because it has little gameplay effects. But generally the way that the monetization works in this game currently is premium and loot-boxes which both potentially grant gameplay advantage to paying players, And this right here is a giant flashing warning sign of any new or returning player who might be interested in the game. At these times there is (rightfully) a large amount of backlash and criticism against predatory and gameplay-affecting monetization, and I think this is heavily holding APB back. A new engine and more Joker Tickets were very needed by the community and for the future of the game as a F2P title, but those will not attract the desired amount of players to the game (or help keep existing ones) if the success of an individual in the game can still be determined by the amount of money they spend on it. What Little Orbit is doing right now with the new clothing shows their lack of understanding of this game's community and customization system and I'll explain: Putting out there custom pieces of clothing with a certain design means nothing for a game that allows it's playerbase to customize their clothing to the pixel, UNLESS you put out NEW clothing models, which means, instead of adding a buttoned shirt that we already have ingame but with a design, add a new type of shirt model that is not yet in the game, and CAN be customized further. Instead of adding already-customized items, add more customization options is what I'm saying here. So basically, some QoL with the APB$, some changes that will please the crowd, critics and community, and some food for thought about new cosmetic additions
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Does anyone know if LO said something about this in one of the Q&A sessions with Matt, or any GM or dev ingame? I want to know if LO has an opinion about this, even if it's a negative one.
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Xyro started following End of July 2018 Update (1.19.6 on OTW) and Suggestion: Account-Wide Currency
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Why?
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Well if they wanna prevent that they could make the fightclub and daily challenges account bound... with that i wanna say that it shares the progress of your daily's and fight club challenges across all characters Yeah, but what they mean is that doing this will harm people with more characters that default, because then those people would earn considerably less. The best way I see around it is making the JT account-wide but putting a weekly cap on it based on the number of active characters in your account. This might make it easier for people with additional character slots to earn JT in comparison to F2P players with less slots, but tbh people who payed for additional character slots kin of deserve the little advantage, the additional character slots need to have a bit more value than just another character in my opinion. I already wrote this above, but this time I wanted to add that the cap will be based on the number of characters in the account, which will balance it more I feel.
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Maybe a way around this is to limit the joker ticket earnings but make them worth more. Meaning that you can only do the assignments from each contact on mission districts and the Fight Club participation rewards once on your account, but you get more JT. Not a lot more so people with low character slots will get advantage and not a tiny bit more where people with high character slots get a lot less. There are multiple approaches to this. Even just making the cash account-wide and leacing the JT as is will be nice Also, people with more characters slots should get somewhat of an advantage. Character slots need to be worth something other than "extra options" in my opinion.
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Hi, this is gonna be just a short suggestion topic. I'd like to suggest making the in-game currencies such as normal $ cash and Joker Tickets account-wide, meaning the money and tickets you earn with each character will accumulate to one sum which is account-wide and parallel between your characters. This is the system implemented on a lot of other online games (such as Guild Wars 2, for example) and is extremely comfortable to work with. Even in APB, the G1C currency is account-wide. And since the trading-system update, it is possible to transfer cash between characters of the same account using a third-party (tested!). Basically, this means that cash is transferrable between characters of the same account already, but requires unnecessary extra steps. So, I'd like to know, do you like the idea? For players: do you wish for this to be implemented? For devs: will you consider implementing such a thing? Thanks.
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I'm having the same problem. Also, sometimes when it kicks me to login-screen, it get's stuck on "exiting district" and I have to force-shutdown the game and open again. It's really frustrating. It happened to me twice the last 2 hours and in both times it happened a second before the mission ended. I end up wasting 15 minutes playing and fighting only to get kicked a second before the end. This is extremely frustrating and I'm looking for Little Orbit to notice this issue and help in dealing with it.
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End of July 2018 Update (1.19.6 on OTW)
Xyro replied to MattScott's topic in General Discussion Archive
Hi, I believe that in video-games, variety is important. I've been playing APB for over 7-8 yeaers now (stopped counting) and it has a variety. APB has a variety in customization, vehicles, and modifications. The problem is, that APB does not have a variety in weapons. There are tons of weapons in the game, but most are unplayable due to some very few weapons that control the meta. Meta changes and I know that, but the reason I want to bring this to light is because of a weapon that was ALWAYS IN THE META. Nerfs and buffs didn't affect it, for the last 8 years or so, this weapon never ceased to see extensive play: N-TEC. The N-TEC is extremely good at medium range, but it can blast you off in close quarters AND from medium-far range. The N-TEC was never bad, and don't get me wrong, I don't want it to be bad. I just want it to be less good. In Fight Club and in Missions, the dominant weapon is N-TEC. It feels to me as there are more N-TECs in each round of Fight Club than all other weapons combined. So I just wanted to ask, are you aware of this? Do you think it should be changed or stay that way, and why? The N-HVR was also dominant, and this change sure opened a lot of spots for other weapons in the far and cqc range, but the N-HVR was never as popular as the N-TEC (at least, from what I've seen for the past years). Thanks for all you're doing for this game and the community, you saved this game and I was waiting for people like you for a very long time