VanilleKeks
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What Happens If Battle Eye Is Not Enough?
VanilleKeks replied to VanilleKeks's topic in General Discussion Archive
No problem bro -
What Happens If Battle Eye Is Not Enough?
VanilleKeks replied to VanilleKeks's topic in General Discussion Archive
Well I know of their plans to improve software solutions, but I would argue that a human based system is equally necessary. It does cost a good amount of resources but improved software based solutions will lower the workload. Hell, I need a fulltime job. I'd sit there the entire day banning blatants for minimum wage. Hit me up Matt. Well, as I said in the last paragraph. I'm proposing a short term solution. If anything this could be a temporary solution that comes in whenever there seems to be an influx of cheaters. Per se, leave most of the stuff to software solutions but when there is a bigger breach like right now, have a small team of staff help out with manual bans until the breach is sealed. -
What Happens If Battle Eye Is Not Enough?
VanilleKeks replied to VanilleKeks's topic in General Discussion Archive
Except that isn't what I said. Come on zombie, I expected you to atleast read the first paragraphs. -
Hey, Today I want to adress & discuss the way you currently handle the cheaters in APB. First off, I do want to say that I think we are overall improving when it comes to this matter, but as of the last few weeks there's been a breach that is leaking cheaters into the game. I don't think it's reasonable to claim the game is infested with them, but for someone that is new to San Paro it can certainly give that impression. So what is going on then? To keep it simple, there has been a major increase in cheaters recently. I'm specifically referring to the obvious blatant cheaters, stuff you see in every game. Without access to the proper tools I can't make a reasonable statement on the closet cheaters, so I'll keep them irrelevant to this thread. While it's pretty clear that Battle Eye has improved the situation quite a bit, it isn't perfect, like any anti-cheat for that matter. Now I'm not sure whether what I'm about to say has any confirmed sources, but apparently we are using a 32bit version of BE which is inferior to the standard. I would assume this is a limitation of the engine and I have heard that with the engine upgrade we will get 64bit Battle Eye. Now this could all be bollocks so if it is, please do point it out. The problem I have with your current policies isn't about Battle Eye itself though. The issue is that you seem too reliant on it. At the point of writing this, there is always a blatant cheater in one or multiple fightclubs on citadel. We're talking wallhacks, aimbots, even speedhacks and/or lagswitchers sometimes. Some of these people have reached ranks of over 150, allthough keep in mind there is a large possibility that these are simply bought/stolen accounts. These same cheaters are here for days and some are closing in on weeks now. This is obviously not healthy for the game and to the players it looks like no one cares. - - According to Matt, you prefer to detect the cheat over time instead of straight up banning cheaters which would allow you to prevent more cheaters from entering with the same tools. This is indeed a very solid strategy for the long term and I can imagine that all of the bigger games do this to some degree. The problem is that you don't have the luxury that is a large playerbase. We are only a few people compared to the big fish. Not to mention that the higher up in threat you go, the less players become available for reasonable matchmaking. This means that higher threat players have to consistently face the same cheaters. Now, of course playing against cheaters isn't exclusive to high threat players, but it makes the game essentially unplayable for them. As an example, there have been groups of what seems to be 6-7 blatant cheaters in the action districts over the last week. Reminder, we're talking walls, snaps, speedhacks etc. These players obviously go up in threat fast with their cheats, which means that if high threat players group, they will face the same cheaters over and over again. This forces them to either split into smaller groups or switch districts, neither of which is particularly enjoyable to repeat a couple dozen times a day. Since you're running this "detect the cheat first" strategy, there's nothing we can do. Once the high threat groups are done "taking one for the team" over and over, someone else will play the cheaters and it just keeps going. If we had the population of Fortnite, obviously it wouldn't be as noticeable, but we don't. What you're doing here is a gamble, and a risky one at that. What will happen first? We detect the cheat or the players leave? Is that really a gamble you can afford at this point? - - I don't want to just complain, so here's a proposal that isn't too resource heavy (I'm assuming you guys are busy with Unreal). Get your volunteer GMs to respond to players distress and then record these blatant cheaters atleast. No need to play detective here, you can see that these people are cheating within a minute. Have one or two people in your staff team look at these recordings and then ban the cheaters. I understand you want to detect the cheat but as I said before, I don't think you can afford to play this gamble. You're on a timer Little Orbit, and I'm sure you realize that. At least for a while, consider the short term solution that is banning cheaters before cheat detection. Even if they all reroll instantly, you are showing the players that you're working on it, which should give you more leniency from them. Kind Regards, Vanille
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weapon balancing should be your top priority
VanilleKeks replied to Parthian's topic in General Discussion Archive
I used the nfas the other day and it was pretty good. Nowhere near overpowered though. That video you posted is also completely pointless. You'd be suprised how many guns can kill you in an instant if you're shooting a guy thats standing still. In reality, you should only get those mow downs when the fight starts in your favor. The nfas relies on a combination of corner popping and the surprise factor most of the time. Nade them, bait them into peaking and use spotter, or even use an OPGL to force them out of their comfort zone. You coulda had a legit discussion about the NFAS if you spend more than a minute typing this garbage. -
Bronze District For Years And Years!
VanilleKeks replied to Delete884943468320878423's topic in General Discussion Archive
> join 2011 > complain about golds in bronze district > pick one You are part of the problem, just because you're somehow incapable of reaching gold (how), doesn't mean you're a fair match up for a new player. Shut your mouth and solve the problem by getting better at the game. Such hypocrisy lmao. -
Well like I said, in itself it's not really a problem. There should just be a cooldown to promote smart usage instead of spamming until it works. Even if you don't die to it and take zero damage, having to dodge a remote det every fight is just annoying in general.
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Quite amusing how some people here can't comprehend that there is a much better way to use remote det than to drive up to a person and jump out. We all know that that is very predictable and avoidable. The problem arises when someone uses it smart, blocking specific hallways and key points on the map with a pioneer/espacio and then detonating it when convenient. You don't need to average 10 kills a mission with a remote det for it to be considered broken. One smart use can win you the round. This in itself wouldn't even be a problem, but when there is essentially no cooldown on such an effortless way to kill, it just becomes frustrating to play against. I could admire a smart use of such a mechanic if there were any drawbacks to messing it up, but currently you can just do it over and over, which makes it more annoying than admirable.
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can you add a 4th poll option - remove remote det
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PogoTheClown is the mozart of APB themes.
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That's true actually, it's called APB Rewind and we're time traveling back to 2010
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BattlEye attention to new accounts?
VanilleKeks replied to LittleCritique's topic in General Discussion Archive
if this guy was in charge I'd be banned 3 times over for simply restarting on citadel monkaS -
Well good luck to everyone. Any news regarding SPCM revival while we're on the topic of volunteer programs?
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give me reason why removing muzzle flash is bannable
VanilleKeks replied to Kariiim's topic in General Discussion Archive
Because it gives you more visibility, especially in marksman mode fights, giving you an advantage over the enemy. I personally don't mind such config edits but I'd assume LO thinks something like that. If it even was confirmed to be banable, haven't found a source yet. -
The next step is faster response time to what does get through as well as cleaning up the garbage in /d. I've seen volunteer GMs tell people a bunch of times that hackusations aren't okay and it generally does seem to work, but I think that is because a good chunk of ingame only players don't know they have essentially 0 power, yet.
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Oblivion is a beautiful gun, becoming one of my favorites quickly. NSSW is also criminally underrated. If you are looking for hidden gems, I suggest paying attention to players that are using non-meta weapons. If they are doing well with them they probably know what they are doing and you should ask them for advice.
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Should the yukon be reverted under one condition?
VanilleKeks replied to virginiavirgin's topic in General Discussion Archive
To counter out the wind up timer the NFAS atleast has a decent amount of ammo so you can mow down a couple people in a row. Adding a wind up timer on sommthing that empties out in like 1 second seems pretty counterproductive. You'd have to windup > Shoot > Reload in like 3 second intervals during fights which would be incredibly frustrating. Not to mention a wind up yukon would make it worse than the current one, which kind off goes against the entire idea of your wish to make it better. It was stated by the devs that the yukon fire rate was bugged. Whether that's true or a just a quick criticism dodge is debatable, but it's the official statement. -
Contact support for that one
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Am i addicted or something????
VanilleKeks replied to Diabeetus_X's topic in General Discussion Archive
in that case you can buy me a pizza and a sprite -
why does everyone only use Joker RFP-9?
VanilleKeks replied to foscor77's topic in General Discussion Archive
The Fang is really strong, I own one and I should probably use it more. I fear I'll abandon me trusty ol' FBW tho. -
every time
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My take on the N-tec is to replace its stats with those of the Scoped N-tec. I've been using the Scoped N-tec PR2 for a while now and it's actually where the normal n-tec should be. It's a better killer at range but you can't full auto and jump around like an idiot because you will die. In my opinion, the problem with the N-tec isn't the TTK or the range, it's how you have almost no downside while achieving it. With the Scoped N-tec you are relatively immobile while firing, which makes it really difficult to just run out in the open and hunt people down. - Jump accuracy - Full auto accuracy - Walk Speed Modifier in MM - Accuracy in MM while strafing - Hipfire accuracy Those five are what I'd consider the problem with the N-tec. You can essentially play the N-tec like a budget ATAC in close range. Nerfing the TTK and/or range is the wrong approach, the problem is that the N-tec is too versatile, so why would you nerf the thing that it's supposed to be good at?
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I used to play with 25-30FPS and ~250ms. I didn't do too bad but that's because I locked myself to a certain playstyle. Meaning I would rarely challenge players head on and instead sneak my way around the map to catch them off guard. Playing with such conditions isn't ideal by any means, but it does teach you to realize and act upon favorable engagements the hard way. These days I play with 145 FPS on a 144hz screen and around 20ms to citadel. Which allows me to be much more bold, but traces of that playstyle are still here.
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Hey. Event is over. Now it's time to fix your mess.
VanilleKeks replied to Mitne's topic in General Discussion Archive
Even with all its flaws, in the end you didn't get the skin because you weren't good enough. That's just how it is. Everyone had to deal with these issues and yet some players stay at the top consistently. I will say that for future events the rewards should be spread out a little more lenient, but I don't think it's fair to all those who have earned their skins to just give it out to everyone. -
Severe issues that -need- to be addressed
VanilleKeks replied to Virgil's topic in General Discussion Archive
Great post, I'll add some own issues from the top of my head, regardless of urgency. Compiling a list of issues in a big thread is a good idea as long as we keep it constructive. Will update over time probably. Missions: - Creme de la crime should be removed or rebalanced. Also it is bugged as well. When someone picks up the item in stage 5 it results in an instawin. Though I have noticed that this seems to apply to enforcers more than crims. - Your Drop - Their Drop with heavy items often have incredible distances inbetween the drops. Just dropping one item and then defending the other ones makes it almost impossible to win for the enemy if played well. Sometimes they are also barely 30 meters apart which makes it an (admittedly fun) mess but having two objectives that close to each other results in some horrific spawns for one side. - VIP should be turned into double VIP like in asylum. Not exactly sure how this would play out on a larger map but it's worth testing Bugs: - The trajectory of grenades (hand and launcher ones), as well as rockets get completely messed up when shot/thrown close to a car. Seems to happen more in marksman mode. - Meteor mod sometimes just doesn't work or makes you instantly explode. - There's a bug for nade launchers, especially the EOL series where when you jumpshoot it just shoots straight downwards - Concussion grenades can sometimes vanish when thrown under a car. - Concussion grenades sometimes do no damage. - Spotter mod sometimes refuses to spot people until you've shot a bullet, revealing your position. Seems to occur more often after a respawn where you havem't fired any bullets yet.