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rooq

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Everything posted by rooq

  1. Obligatory: https://www.youtube.com/watch?v=4ddJ1OKV63Q&t=3m22s
  2. Background I spent most of last week writing an overly complicated localization generator (TLDR: The stuff you see on streams that displays the mission stages instead of the mission description text) This generator was based on consuming the API exposed by apbdb.com, which is parsed from binary dumps provided by Little Orbit some time after patch release. This gives us an insight into how information regarding stuff like missions is stored, but not how the code looks. We can only guess. The mission system is an absolute mess. While the most basic of missions contain comprehensive stages, you have random fields like etimeofdayavailability, fowningsidebias, nowningsideviplives which makes you wonder exactly what the mission system was supposed to look like originally. The scavenger last stages look like they were made using duct tape and crossed fingers. You have strange sometimes-unused variables scattered everywhere that may or may not impact how a mission plays out. I gathered with some help from the apbdb creator (Speed) that there's some sort of server side player distribution system which allocates mission stages based on which city blocks have ongoing missions. I believe this was made in an effort to spread out the population as much as possible, to avoid overlapping missions and terrible frame rates from a large amount of players being close in proximity. A stage is essentially assigned a city block, where the objectives for that stage are chosen. This is logical, and is the case for most missions - except that you may recall that some missions (DIVIDE AND CONQUER:JG_BEM4_Dis1) have objectives several city blocks apart. This is achieved by having two duplicate stages (two city block allocations) and marking the second one as bisconcurrent = 1. The server recognizes this and bundles them together into a single stage, seemingly on run time. It seems very hacky. This is one example of many confusing edge cases that seems to make up the mission system. The main topic That being said, after looking at this stuff for a few days I think that I could more or less comfortably balance missions or maybe even introduce new ones, assuming that my understanding is more or less correct. Mixing defend/attack should not pose a problem - to my knowledge these are just special stage types. In APB you have two sides: owner (attacker) and dispatcher (defender). There's no actual faction restriction to missions, Enforcers can do criminal missions just fine, they are just not offered by Enforcer contacts. When you are the owner and you get a defend stage, that is a special stage type: In Divide and Conquer the Enforcers will : Dispose a bomb on stage 1 (0) - This is stask: "Bomb Disposal" - owners are attacking Guard a bomb target on stage 4 (6) - this is stask: "Bombing / Armed Guard" - owners are defending Random info There are some missions in the game that are either unused or are insanely rare. Miguel Estebano and above offers this mission, but it's quite rare. In "Bookie On The Run", an enforcer mission, you: Hack a car's GPS (Hacking a vehicle target) and CSI an office building (Take pictures of a door) You break into a building and find a small item which uses a katana sword model, which you then deliver. I believe the only other place that you see these kinds of things are in the now disabled RTW tutorial missions. Some variance in where equipment is used would be interesting. I am being told by Russian players that the Innova developers experimented with having random last stages in the middle of missions. So on stage 3 you'd play a shortened version of Escort/VIP, and then continue with ordinary objectives. Would be cool to experiment with. TLDR I ASSUME this is not a lot of effort, it just takes time to sit down and understand the system which is terribly old and scattered with confusing patches + forgotten features. (+NA servers makes 70% of my bullets go through people, and apparently that makes me creative.)
  3. Если ты собираешься устраивать турнир, тебе нужно понимать как работает игра. Тот факт, что ты веришь в то, что разрешение экрана каким-либо образом влияет на отдачу показывает твою неопытность и нехватку знаний. Я предлагаю тебе заняться самообразованием, прежде чем подходить к такой задаче как хост турнира.
  4. All I've been allowed to release so far has been a few screenshots and this video: Hopefully more soon???????
  5. And you think this would result in fair treatment? Do you believe that an Overwatch system like in CSGO would be well run by a handful of people? Who would you trust to make those distinctions? What kind of experience would you expect from them? Would you feel justified in potentially falsely banning someone with thousands of hours and dollars invested in the game? The Overwatch system only works because it is accompanied by an insanely sophisticated machine learning based system known as VACnet. There's a good talk on that here: http://on-demand.gputechconf.com/gtc/2018/video/S8732/ In short: there is no solution. You can only try your best and hope that is good enough. Good RTS games do not have cheaters. Same goes for MOBAs. Due to computing limitations, transfer limitations etc.. That standard of anti-cheat simply is not feasible for FPS. This issue will not be solved in the foreseeable future in any game. Get your expectations in check for APB.
  6. I'll have to refer you to the same thread as above. As soon as we are allowed to speak on such matters as individuals we definitely will.
  7. rooq

    thanks for plugging in the eu servers lol

  8. Not against you yood. I am never comfortable around you.
  9. That is not true. The console versions are running on K2's engine upgrade, more or less.
  10. It is public information that all packages from current APB has been ported over to the engine upgrade - meaning that the same content exists across both versions. All of the SPCT group are testing these things until the point where (I assume) testing on a large scale is sensible, or when the engine is ready for release. It just makes little sense to release public builds that might be testing one feature, while all lighting is missing or the frame rate is atrocious. The average player is simply not capable of abstracting out that issue and focus on the matter at hand. At least that is my interpretation of why testing is performed behind closed doors for now. Waiting sucks, but that's all we can do. IMO it is better to release something good and stable late than to release something terrible early.
  11. How? Name one game that has successfully managed this. It has to be an FPS. Hint: Doesn't exist. It is an impossible task. It's coming. I've played it. Here are weekly updates on the development:
  12. Because they are difficult to get rid of. Also I would appreciate this too. It is my biggest dream to look like Zelda or Link. No h8.
  13. rooq

    GM's

    Because rank DEFINITELY correlates directly to skill. That's the most nonsensical thing I've read this week, and it's Friday. Every person who tears you apart is not a cheater. There are barely any cheaters in the game right now, and the majority of that TINY group are using macros that makes them over-bloom and miss you half the time. What we need is for threat segregation to return so I don't have to deal with being accused of cheating every mission I play. kthxbai.
  14. I think it's fairly likely. But then again I also seem to be the one person on earth who finds Witcher 3 to be mediocre at best. Also servers, wooo!
  15. But causes excessive input lag, and should never be considered. And HudSight is completely standalone.
  16. I can strongly recommend https://hudsight.com/ It uses the same library as PlayClaw but is designed solely for crosshair usage. Tiny one time payment. Works in every game. Lightweight. No bullshoot.
  17. I can't even fathom how long it would taken me to drop down to silver. I can assure you that those are not real gold players. Not to mention how offensively boring these past weeks have been. I need to start playing with a controller in the majority of my missions if I wish to remain sane. Threat segregation is severely needed or many players will suffer horrific deaths from continuous boredom.
  18. A very important factor when balancing is that the game should be approachable to new players as well. Every one of us wishes to see population growth, but balancing entirely around veteran players is likely a bad idea. I have no personal stake in any gun, so I would love to see some kind of meta shift happen. It would be magnificant for breathing life into the game once more, but terribly difficult to execute correctly. I am not against an N-Tec nerf, but it must be done in a way where surrounding competing weapons are also touched upon accordingly. I can spot a lot of pay to win scenarios appearing by overnerfing the N-Tec and ignoring other guns - this can be incredibly dangerous. But I don't think being unbiased or being able to identify accidents in balancing necessarily has a lot of overlap with being a good player. I think a decent mixture of skill levels is important in this case. My main concern is making an "easy" gun the meta. I like a high skill ceiling, and I would argue that the STAR has one of the lowest skill ceilings in the game.
  19. You don't need scripts for that. Scripts are used for reaction time or consistency. They can not alter how quickly a gun can be fired. JG kills in 0.73 seconds, so yeah.. Less than one second. This is incredibly easy to time for anyone with a couple of hours invested in the JG, you don't have to be an 'edgelord' for this. Read the stats, it's not rocket science. https://apbdb.com/items/Weapon_Shotgun_JG_Slot2
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