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yourrandomnobody74

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Everything posted by yourrandomnobody74

  1. This change may seem trivial, but it would make such a huge impact in how the Scout, OBIR and HVR perform (for the better!!) Could we get scout 100% accurate (as shown on the picture to the left) instead of this inaccurate crosshair we have (as shown on the right) regardless of hunting sight or not? Even when walking while zoomed in? Or at least have it be 100% with any hunting sight which would fulfill the current role the mod has in the game (reducing RNG)? Oh, and add OBIR, HVR and DMR into the mix too. Though I'd rather see it be regardless of hunting sight in it on stock guns, as it would make the game much more beginner friendly and benefit those who aim for their shots, but whatever the devs decide on as long as It's incorporated i'll be glad. In fact, as seen here, the Scout with Hunting Sight (no matter which one, in this particular video it was hunting sight 1) used to exhibit this behaviour (even when jumping, bring back jumpshot perhaps?) while stood up and even moving while scoped in too! I think this is even more accurate than current live crouching modifier Scout/OBIR/HVR (the last one never even had 100% accuracy no matter which hunting sight mod, be it crouched or not!!!) LO, pls fix)) perhaps add the RSA & ACT44 into the mix? perhaps make every gun have it's first bullet be accurate? i'll be glad if even this suggested QoL change above makes it into live
  2. Fatal flaw in decision making. You're adding low skillcap guns (or lowering the skillcap of guns artificially with unnecessary bloom) just to catter casuals who don't want to grind out this game and get better. This is not how balancing is done in any way, you are gimping the top players with this, as seen with the NTEC changes which were suggested by your fellow SPCT member. My mentioned balancing suggestions would in fact help newer players too (the pros have been mentioned in my previous posts), they could get accustomed to this game easily if the mod discrepancy wasn't so huge, stock F2P guns were more consistent and accurate (without mods dictating so) and there were so many unnecessary mods which add to the feeling that "veterans have more mods and better weapons hurr durr". The last decent SPCT member I recall was rooq (as he has qualities that extend beyond APB in other shooters, or atleast that's how it seems to me) and Kempington (due to his knowledge in weapon stats), about you specifically I cannot talk as I don't know you. You seem to be one of the few gold players SPCT has... I do not have a grudge against SPCT in any way possible, you have misread my intentions. Rather, I have a grudge against people that want to dumb down the game (and games in general) further for no reason by adding unnecessary RNG mechanics (i.e. bloom) that artificially lenghten TTK (and have mods that impact RNG too, i.e. HS) and negating impact of weapons in multiple-ranges where combat is done (a.k.a whisper should always win close range fights against an NTEC, even though the better aimer should win these encounters), instead of just increasing TTK and making them reliable and consistent (allows for much easier minttk, thus making combat more fluid). Consistency and higher TTK allow for grind-ability, allowing players who are dedicated to shine (and people's mechanical skills would translate over to APB easily) The mentioned tweaks that you quoted from my threads are "far away" land, tweaks which would be nice to add but cannot be added now due to EU constraints. Weapon balancing, car balancing and mission balancing can all be tackled however. You can always start by adjusting F2P guns, the thing everyone has access to and 3/4 of the mentioned "+100 unique weapons" , or I should say, reskins are based upon. I do appreciate the time and effort all of you put in testing, not trying to devalue it in any way. I just question the decision making sometimes... There does not seem to be a agreement between you on what a game is and what it should be... Or rather there is, but that path seems to steer away from what a competitive game is supposed to be... This is when comparing APB to proven, competitive titles come into play and where I come in, suggest things and you can talk about it inside your testing circle. ^ this man gets it, kudos to u
  3. It's the typical apologetic response from SPCT players, gotta nerf the top players so they can beat them once in a while.
  4. Oh, so everyone that opposes the usual, lenient flow of things is annoying to one party... imagine if politics or anything in life worked like that? Just call them annoying for giving constructive criticism/sharing their opinion on matters.... I certainly wouldn't be so adamant if I didn't have the drive to steer this game in a decent direction, can't say the same for you testers.
  5. hey, you finally got it, good job! proud of you that you're able to discertain good from bad! Why? Because there is opposition to the current balancing standard in this game? The death of any kind of opposing faction means it's an autocracy, no variety in opinions. Freedom of speech is a thing
  6. Remove/minimize RNG based mechanics (excessive bloom), remove HVR damage curve, increase TTK overall across all guns to ~1s (a bit more on that in my previous posts in previous threads) and make consumables a permanent modification.
  7. Other than the one you stated, I think NTEC's CQC and OBIR's CQC capabilities should be much better when moving around (at least being able to kill a guy somewhat reliably in ~10m range if u track him well) (still talking about hypothetical longer TTK less RNG APB) and snipers (all weapons essentially) should have much faster zoom in accuracy. As in, how long it takes, when pressing ADS, to get to 100% accurate crosshair (the server and your aim being the only thing that dictate your kill) The scout particularly suffers from this. You're never 100% accurate with it, no matter if HS or not Jumpscout is also a thing I'd like to see back, might be hard if airstrafing gets added but new challenges are always welcome. Very valid points on IR and it's potential play in this kind of APB which I didn't think of, playtesting would reveal the bigger picture but I'm not that convinced yet. The heavy barrel part is a valid concern as well, but, I don't think it would be like that if you make every weapon good without mods (Apex is a perfect example tbh, in the hands of a good player it'll always be better) My biggest gripe with CJ in that kind of balancing is that it's a straight upgrade due to decreasing TTK (why wouldnt you want to kill the guy faster?) and that's why I think just decreasing health damage of shotguns (all guns should just get less health damage to achieve higher TTK) to 3STK and being able to use CJ only in them would be better. Good suggestion to vehicle changes, I'd love seeing this as well. CS/Valorant are tactical shooters and do not require as much mechanical aiming skills as much as I want APB to be heavily aim dependant. Any multiplayer game is a team game Almost as boring as your open racism on the forums and comments that don't add anything to the conversation. Not like I expect racists to be normal people... Absolutely not meaningless, just decrease shotgun health damage and adjust range accordingly. Removing RNG means bloom is either very minimal or non-existant and making ADS 100% accurate, thus allowing for much more consistent min ttk kills that'll make the game more fluid and coherent.
  8. Most of the time, when people suggest movement based mechanics in games (there's no need to add them immediately, just a suggestion anyways since it requires a ton of coding), they shush away from them due to "not feeling like X game anymore" , "doesn't fit map". The latter one I could possibly agree, but we can't tell without trying. Imagine if we had a preview of air control's capabilities or something of that sort so we could decide if airstrafing would be bad for APB? Of course, I don't envision this game to be Tribes (accuracy regardless what you're doing movement wise), but there are so many unnecessary overexaggerated movement penalties which shouldn't be a thing. So if, hypothetically, you'd remove IR from the game (a mod shouldnt adjust the range of a gun nor alter it's bloom/rng, i just find this flawed, its a straight-up upgrade kind of mod and it's hard to balance around as shown with many previous OP marksman weapon iterations), the first thing people would switch to is either CJ (which, if the guns work like I've mentioned above, would be a straight upgrade and be a must on every gun, something which I think shouldn't be a thing except for shotguns) Heavy Barrel should be a mod that decreases recoil and makes your gun more of a laser (if removing downsides comes to fruition) The mod meta is completely narrow anyways, might as well make it more balanced. I certainly dislike APB's cars. Why? Cause the only thing that's somewhat "meta" or actually wins you you engages are the Pioneer, Espacio, Coywolf, 4x4 (slightly). Everything else is irrelevant compared to them due to the lack of speed, lack of ram-ability and they get conc'd down very easily. I'm sure someone more knowledgeable would be able to chime in on what to change here. Maybe have them all reach X speed after some point? In fact, I'd say it's very easy to rebalance. Rebalancing is just putting numbers in (on avg, increase STK by 2 or 1 more burst on all guns) and PLAYTESTPLAYTESTPLAYTEST (to finetune RNG related values such as bloom and movement penalties). Something which someone like the community manager's could do with the community every month or every week. I don't think recoil patterns need a new system (ofc some dev can correct me if I'm wrong lol) hyperbole from my part to compare APB's gunplay to PvE games such as GTA V (meaning they don't benefit mechanically gifted players)
  9. Guns play like complete rubber: -They heavily rely on RNG/bloom mechanics (not favouring the better player in a fight). And no, "control ur gun haha" is not a good way of balancing. Using bloom to lengthen out TTK instead of just having a slightly longer but more consistent TTK is just a lazy way of gimping better players. -There are no consistent, easy to learn hard to master, recoil patterns (and spread patterns) that players can learn and use to their advantage. -The game's TTK is way too low, allowing room for the lesser skilled player to outplay the better player. It becomes a "who sees first", not "who tracks better" fest. -2STK snipers and shotguns? Yes, if headshots were a thing, hitting 2 in a row would require mechanical skill. However, since this game doesn't have it, 3STK and up should be mandatory. -ADS doesn't give any kind of advantage in CQC fights, nor does it decrease RNG to the bare minimum (100% accurate first shots or throughout the whole TTK would be even better) -There are way too many unnecessary movement penalties (RNG related) that make the game feel way too static and not fun. -There are no movement mechanics to outplay people holding angles or just scare them with some skill that can be learned (walljumping, sliding, airstrafing etc.) And no, arguing that the current "hey I put a brick on shift and run around with cat ears ^_^" is better than having these mechanics means you can't adapt to skilled mechanics and lack behind. Also, regarding mods: -Why are there 3 different green mods? It creates a cluster fest for new players, fuse them so there are CA2 and CA3 only or pick one of them and keep it as main healing stat. -Blue character mods are unnecessary (and so is the R195 cap) and should be added to every character (ability to car surf, a middle ground between valzipram and current in-game speed to run over, being able to animation cancel falling damage, no fall damage perhaps etc.) -Mods that give players advantages in RNG (HS1-3 and RS1-3 (Why? If a new player has better aim than a veteran with tons of mods, he should outplay him) -There are mods that increase/decrease range (Improved Rifling) and mods that adjust TTK (Cooling Jacket) Why? CJ being locked to shotguns is fine, but for other guns? No point. -Mods shouldn't have downsides, they should be upgrades only. Cars: -Drive like complete rubbish, don't feel dynamic and feel paper like. -All cars should be viable and not be smashed by 2-3 'meta' cars. Tons of unbalanced missions that have been suggested for years to be removed/adjusted Relying on the engine upgrade will not make the game flourish, neither will new content updates when the core gameplay mechanics are completely flawed and have been dilluted all these years. There's no balance philosophy behind decisions made. The first 3 changes are very easily implemented but require playtesting. A 0.9-1.1s CONSISTENT TTK for all guns (somewhat of a vague description can be seen in my previous posts on how many STK some weapons should be and how for example a NTEC should VAGUELY play) , removing bloom/RNG entirely and adding consistent recoil patterns/spread patterns, adjusting mods accordingly, rebalancing cars would make MOST of the community and newcomers very happy and would push them to play APB for it's gameplay mechanics, not for it's rich customization system. This is, of course, if you consider APB a PvP game. If it's a PvE game (like I consider it, and certainly many others would agree), then all of this falls down the drain. I'd like a developer to come out and clear this mystery up for us. What's the vision you have for this game? How should gameplay be balanced? If any developer and/or lead on gameplay balancing sees this, consider some of these changes and be transparent if attempting this, add them to open OTW testing and ask around for suggestions/help, thank you for your time.
  10. Remove/minimize RNG based mechanics (excessive bloom), remove HVR&DMR damage curve, increase TTK overall across all guns to ~1s (a bit more on that in my previous posts in previous threads) and make consumables a permanent modification.
  11. Like I've said, playtesting would be required to get a feel to dial down all numbers for weapons if 3BTK OBIR or 4BTK OBIR would be good. Also, another thing, the main reason I'm an advocate for longer TTK is that I want to minttk all the time (~1s for NTEC etc.) if I'm on the target. Lengthening TTK by adding bloom is a lazy way of dealing with balancing (the current way of balancing) A longer TTK is a MUST if one removes/reduces bloom to very small values, they complement each other. One cannot flourish without the other. The game pace will feel roughly the same (seen many comments claiming it'll make the game "slower" when in fact it'll probably increase it's play speed) while feeling more robust and snappier. I'll show you a VERY VAGUE description of what I mean with higher TTK and less RNG (keep in mind, this video has different char mods and different weapon mods and doesn't have something that should come with these proposed balance changes, constant recoil patterns. It's something I'd like to see in all weapons. It'd argue this bloom also needs some tweaking) https://youtu.be/jHDHd9jIxUY?t=302 Even if this whole idea doesn't flourish, I'd still like to see 100% accurate OBIR, Scout and HVR all weapons should have an accurate first shot at the very least now that I think of it... (regardless of having HS in it or not, it's stupid that a mod decides if you have less RNG or not on your first shot, HS should only adjust FOV) and adjusting NTEC back to slightly less bloomy and RNG heavy values
  12. This game was made on 0.9-1.1s TTK (even longer in RTW times due to mods) yet you persist on lower TTK being better, like all CoD kids claiming it's competitive when it's not. Please, do yourself a favour and stop posting nonsense, you half-patootie everything without any thought. You clearly lack any kind of mechanical skill and brain activity to realise less RNG and higher TTK in the range I've specified is superior to this non-sense we have now. Bloom is a lazy attempt at lengthening TTK and we have way too much of it. I don't want to see stupid comments like "LOL LTL #1 PLACE IN ASYLUM AGAINST BEST PLAYERS XD", I want to see how you play. From your comments, you play like LilyV3 (funny how the name even coincides...) If you're as good as you claim, you will not get affected by this change everyone is proposing, you will adapt to it and be good (In fact, you'll win more fights if you are mechanically better than your opponent, as less RNG means it's all up to user error in tracking) It's for a greater good. And no, don't even start with the "mAp Is NoT mAdE fOr LoNg TtK" or anything similar. With proper adjustments to mods (removing IR, making CJ a shotgun/sniper only mod, tweaking all character mods) and proper adjustments to all weapons across, it's for the greater good of the competitive integrity of this game and it'll finally be competitive for once in it's life if this occurs. E.g. : ntec:9-10STK (around 0.98s) OCA: 9-10STK (around 1.01) OBIR ttk is 1.2s according to APBdb so I'd say it can stay (playtests might reveal something different) 6-7STK obeya 3STK HVR & JG & CSG (HVR should have it's damage curve removed, the latter two should be with constant pellet patterns, ADS should give them tighter spread, hvr should be 100% accurate in ads regardless of HS) Jumpscout coming back (also 3STK) But most importantly, REMOVING BLOOM/RNG.... i dont even know why im replying to a guy that has no idea about anything other than apb... spooky world
  13. Imagine thinking dpc latency equals to overall input lag, yikes.... First, read through things carefully with the intent of understanding the opposing person and stop skimming, you could learn that. Second, could you stop labeling people with hideous names and start being more open-minded? You can be wrong sometimes, it's not bad being wrong. Oh and could you show us your good gameplay footage, computer and gamer guru? We are clearly missing guidance from you, as it seems the majority is in the wrong while you are always right
  14. I'm not gonna even try get in an arguement with you as you are completely delusional and lack any kind of awareness what makes a game competitive and skill-based, this can be clearly deduced from all of the posts you derail with your "anti long TTK talk" I do agree the arguements the previous posts have mentioned have been very vague and not thought through of completely (as people can't visualize what long TTK and no RNG/bloom would look like and perform like, 0.9-1.1s TTK is completely fine with proper adjustments to mods, and some other weapon parameters, would make the game much more enjoyable) However, your arguements are very weak and you calling everyone opposing you "a troll", "incompetent" , "making a fool of himself" , "puking words" do not make your arguements better nor do they devalue the opinion you are opposing. They just enforce the fact you are extremely childish and inexperienced in debating, and moreso inexperienced in this game and what makes a FPS/TPS game skill based and good to play. If you think you are so much better and you are so familiar with APB, care to share some gameplay and show us how this game is played at a higher level? As we all clearly lack the knowledge, guide us great APB guru
  15. A lot of people seem to believe I'm advocating for Quake LG TTK, when in fact I'm asking a overall TTK increase of ~0.3s (TTK should be in 0.9s and 1.1s range for all guns we have) I.e. : OCA being ~10STK, NTEC being ~7/8STK (without actually blooming out like it is rn, the NTEC is the most static weapon and feels like proper trash rn ever since the recent changes, the definition of sponge to me tbh) It will not make the game feel "like a bullet sponge" A good example (best case scenario ofc, as this guy has pretty insane tracking: https://youtu.be/CdOXCkZUs68?t=16 ,I'd love making ADS as reliable as in Apex, while making hipfire decently accurate in close range engagements and not a bloom/rng fiesta) You'd be surprised how robust Apex feels, it should be a foundation for how developers should balance weapons. I'm not even overexaggerating, it's extremely enjoyable knowing the only variable in engagements is me, something that can be grinded and perfected. RNG will not decide that the enemy will win if I tracked him perfectly and he didn't, you cannot train RNG. This is also why adding movement mechanics such as walljumping, airstrafing, sliding would be of CRUCIAL importance to APB too. Skills, that with grind, allow you to outsmart/outplay an opponent, are what player satisfaction. The stale "press W, hold corner, rinse and repeat" movement of APB is just boring. Imagine this scenario, a JG is holding an angle on you from Double B's building from streetside. (you're coming from inside, going to outside to the street) In the current game, there is nothing to do against that other than prenading or praying he misses/RNG destroys him/servers destroy him (the 2 latter never happen, idk... lol) But, with the adition of sliding and walljumping, you could peek him insanely fast, thus increasing the possiblity of him missing the shot and track him while strafing and get the kill. I sincerely do not see anything but benefits to adding skill based mechanics to APB, something it has needed for a decade now. Decreasing the RNG (and slightly upping TTK as well) we currently have across all guns would result in the better player winning engagements. Just look at FBW fights, they're a RNG fiesta. Look at current NTEC fights rn, they're mega RNG. "control the weapon" "tapfire a fullauto weapon" "strife being a good balancing pillar" https://ffbans.org/Patriot/jmiIos this u?)))) think this invalidates any kind of opinion or game guru status you seem to think you have But, I'll still reply to you. From what I gather (though, you can correct me if I'm wrong, seems to be a TF2/Source thing), null movement is not a mechanic. It's just messing with your bindings. I don't think you understand what a skill-based movement mechanic is. Why do you think wall jumping would never work in APB? You are just stating the opposite of what I'm saying without any concrete gameplay experience of it inside APB or outside of it. The developers could attempt in trying it out in some beta testing and then you can form an opinion on it (though I sincerely doubt they'll ever attempt in adding this in current live, maybe on the arrival of the EU if it ever occurs...) Talking about it without having a single clue of it's potential pros is just delusional of you. Why wouldn't 3STK shotguns work? If you are a good player, you will not get impacted by this. Other games, like Apex for comparisons sake, make it work. In a fictional APB where RNG is essentially reduced to almost zero, TTK is increased, I do not see a need for 2STK weapons. They would just impact the CQC meta, making it the most dominant and #1 choice. The fact you mention the strife is proof enough that higher TTK in this game would be better, considering how bad and underused it currently is. horrid attempt at formating, idk how to fix it lol: The only times I've been on APBDB is when people start talking weapon stats and I'm doing comparisons between games. I do not play the game as often (as most old players don't) due to the above mentioned reasons. The game is not fun and does not reward skilled players (as many people have iterated this for years now) It's frustrating to use anything, knowing some random can outfrag you just because the game decided so, without you being able to out manoeuvre him be it with better movement mechanics and/or higher ttk. Well then, I hope it'll be the "definite end of APB", so it can be reborn into a proper skill-based arcade shooter it should've been since launch. Good to know you avoid my opinions, that's when I know I'm doing a good thing. Bad, formerly banned, players refraining from change in RNG based meta cause they know they'd be horrible and obsolete in skill based meta
  16. APB and Apex have the same "garbage sub 25 tickrate servers", yet one game is not like the other. You're clearly delusional if you think higher TTK will not work because of that reason. High TTK, along with getting rid of that oversaturated RNG ("bLoOm") we have across all guns, would only benefit the better players. In every engagement, the person who has the better aim will win the fight, not some random guy who coughed and got you, without him knowing what he did. No, current live fights are FAR from ~1s, you do not know what ~1s feels like at all. Making snipers and shotguns 3STK is what would make cornerpopping essentially useless, which is what the devs should go for if implementing the above mentioned tweaks. (and maybe even new movement mechanics, for much more outplay potential) You are talking about something you haven't even experienced yet. No, less RNG and increased TTK would not result in the amplification of the "server derps" you're experiencing. Inconsistency = RNG. Corner camping = abusing 3rd person perspective and the fact the game has very low TTK makes it very deadly. Easily fixable by adding movement mechanics and higher TTK, thus allowing for the better player to win in these kind of situations. That clip you've provided proves nothing. He had time to heal and he slightly dodged the nade. How can you claim it's the servers fault when even shotguns have RNG? If any developers take heed to my plea, take a look at Apex gunplay and Apex TTK with red or purple shields (or just check out my previous posts, I've added my thoughts in patch threads about how APB should change it's gameplay mechanics), it would make the game MUCH more enjoyable. I'd be willing to participate in the SPCT program as well, give my opinions and playtest gameplay changes. Also, add the ability to waypoint/pin in-game with a button press while playing without going to the map and clicking the location with MB2. Something akin to how Apex does it. Would be a very welcoming QoL change for solo players.
  17. Remove RNG, increase TTK (to ~1s) and make consumables a permanent modification.
  18. People bandwagon on random old things like jumpshooting, consumables and other stuff and cycle thro it. Some people on the forums are more vocal about it, cause it's brought up by semi-decent players and the cycle continues... one of many changes that don't get heard, not even a single arguement against it from the devs either. offtopic from this reply: Since most of the core dev team has stayed the same (according to Matt), can anyone from the dev team come out and state their CLEAR intentions, vision and goals for APB's weapon/mod balancing? What do they have in plan? Do they have people that test the game and give them feedback? Why is feedback that has been reiterated numerious times not getting heard? Can we get a CLEAR and CONCISE blogpost explaining everything? It really feels like the team in charge of balancing does not understand the fundamentals of shooter games, nor do they understand their own game.
  19. Remove RNG, increase TTK and make consumables a permanent modification.
  20. The only way this game will ever have guns that are balanced (especially shotguns and snipers) is increasing the TTK to higher values, around the TTK values of Apex Legends with lvl4 shields have to specify since some people 'played' Apex and think it has a lower ttk than apb :'), I've thought about increasing it to Kev3 levels but 2STK shotguns would still be a thing, which it shouldn't be. Lowering RNG, to the point of essentially nullfying it, is also a major step in the right direction. RNG has no place (or should be kept to BARE minimums) in FPS/TPS games. End of story. Not only will this allow for MUCH more room for adjusting TTK values of all the different weapons they've added, it'll make the game more skill based and reward good players. but hey, i'm just a boomer...what do I know... If they continue with the current weapon TTK's (which obviously they will), I'd like to see the PMG be converted it into a burst SMG so that it differentiates itself from other SMGs (akin to the Prowler in Apex) 3-5shots per burst, 4 bursts to kill? Whatever they decide to do (please not with current TTK...), I think it would be for the better. (even then, this idea of having it be burst with current ttk is so odd, bleh) On-topic of weapon balancing, mods are also a thing that should get MAJOR changes: -Removing the ability of HS to "lower" RNG (the fact a mod lowers RNG shouldn't be a thing, HS should only add zoom fov, RNG should not be thing to begin with) -RS should stay (with explanation down below as to why) -Removing IR, CJ and Bando (no, a mod shouldnt impact range, ttk or add bullets to your mag) Now, this is more out there, but what if SMGs and pistols in APB would be 100% accurate when zoomed in (or at least keep it at bare minimum), while having RNG when being hipfired at further ranges? (keeping hipfire only viable at CQC ranges) This change is probably out there and maybe would be flawed in some way, shape or form that I can't think of right now, but I really think it's a step in the right direction (I adore Apex' gunplay) Going a bit off-topic from your reply, but I'd love seeing better movement mechanics in APB. Walljumping, wallclimbing, airstrafing, they'd be sick ways to outplay an opponent holding the corner with a JG (especially paired with no RNG) And a plethora of suggestions that were burried on the old forums (ones that come to my mind rn are Esther's clan system & clan war suggestion, map changes people have been telling them for years, removing running missions and other general mission tweaks etc.) This does require more tweaking of the base code and probably more man power that they aren't willing to invest (even though it would MAJORLY help them if and when the EU hits) so I do understand why they would refrain from them. but hey, i'm just a boomer...what do I know...
  21. basically this ^ Who is in charge of testing these changes and deciding what guns are in need of balance? Why are you adding unskilled mechanics to the game and bringing the skill ceiling down even further? It seems that spamming every Wednesday patch note post with "fix medspray" worked, so much for consumables being useful :))))) Time to start a new trend: Fix scout and obir not being 100% accurate when zoomed in (with any HS mod, even though I find it ridiculous that HS grants you less RNG) and/or bring longer TTK to all guns and less RNG to guns.
  22. Are we ever gonna get any community recommended QoL changes that we've been requesting for years now? It is very clear the engine upgrade beta (won't even talk about release) won't happen this year, might as well keep the current population satisfied with some proper changes.
  23. that project actually got scraped? LMAO when was this revealed????
  24. I feel like people call out "bloated engine" way too easily when they haven't inspected the source code of both RTW and G1/RP's version of APB, without any technical background. Clearly, the code wasn't bloated enough for them to add cars, weapons and weapon skins (albeit at the cost of lower quality wep models and the loss of tracers though) Sure, one could also argue that adding all the content resulted in the mess we have now, rolling down the hill like a snowball, but is it really? People nowadays have amazing PC's and run this game at fantastic framerates compared to back in the early RP days, yet the population is dwindling. Why? You could say some people left due to the bad performance this game has, but I'm very sure it's still a minority compared to all those who left due to balancing decisions. Why was it so hard to change single line values like weapon stats, vehicle stats and perhaps weapon/character mod stats? It took them 7-8 years to nerf the HVR from 850dmg... Balancing decisions don't require a perfectly tidy, compactly written code. (UE is far off from that in general, almost all UE games run trash) They require a open ear from the developers to the veterans and players who care about the game, which RP has failed for many years, causing people to lose faith and just eventually leave the game and move onto properly managed games. I hope Matt manages to pull through in his plan. It really does seem like he cares enough for APB to get through or at least that's what he's telling us, who knows... all the mud it has accumulated, up to the top. Per aspera ad astra. Hopefully, LO will listen to the remaining, passionate group of players who want nothing but this game to succeed regarding balancing decisions and gameplay fundamentals.
  25. Ok, how can TTK be the influence of someone's "competitive-level reflexes and situational awareness"? In fact, how can TTK be something that influences the competitiveness of a game? You've basically called people who play games like Quake, Apex, Dirty Bomb and other aim-based FPS' "lacking in reflex and situational awareness" Reflex and situational awareness != longer time to track someone without RNG interefering with your accuracy (high TTK in its pure form, perfectly illustrated in games I've mentioned) Is it so hard to hold your mouse on a target for just a bit longer? Like I've mentioned, increasing the TTK would be allow for so much room to balance weapons around. I think you should stop judging someone's intent without reading what their actual point was first. Both of our visions of making this game are different, doesn't mean one is worse than the other... (mine apparently is though..) Thank you for your time, I know I won't be getting mine back for trying to argue with you, It'll definitely be my last time. Again, you missed my point entirely. What I've said is that them trying to get into the BR market is good thinking, future proof thinking. Attracting a lot of different crowds is very possible in APB. Yes, I was present. The way they imagined it was flawed, but that's due to engine constraints. I was talking about the future of the game after the EU. Attracting the BR crowd could lead into people liking mission districts as a fun activity, gathering a huge variety of players. You completely missed my point here as well. I haven't said building should be added to APB. I've said APB needs it's own thing to differentiate itself from all other games. Something that's not designer related, something gameplay related. Something that requires skill and grind. Something that can win you a fight or an engagement if you have the knowledge and courage and quickwitness to apply in-game. And you still run away from proper air strafing and walljumping like the devil from the cross. How can you judge something you haven't experienced in the game itself, nor used in other games? You did not understand my point at all. I've just quoted your opinion on Epi's "150% movement speed buff being infesable in APB's spatial-design" and the fact you do not like changes to the movement mechanics. The first one can be something you've experienced and have an opinion on, sure. I don't agree with that. But, talking about something you haven't experienced? Second, the RNG part I've been talking about is about the whole gunplay in this game, the spawns of this game etc. I'm also 99% sure nobody who left the game cares about new content at all. People would still play this game a lot if the core fundamental play of this game wasn't so flawed and RNG based. The fact CHANCE decides if you win or lose a duel, the fact missions are unbalanced, the fact so many small QoL changes we've been suggesting for years are not getting listened to and implemented immediately, the fact Waterfront has been an unbalanced mess for 10 years now is why people quit. Oh, and the atrocious anticheat and cheater problem this game had for years, but that's something every F2P game struggles with. People who're playing right now are staying because of the designing element of this game and nostalgia and the fact there's currently nothing like APB on the market. False. The fact we're not getting listened to and the above reasons I've mentioned is why the game is semi-dead. GunZ from 2003 has more players than APB rn... APB needs it's own gimmick and I think that gimmick should be movement techniques like airstrafing, walljumping, bunnyhopping, anything really. It's something other FPS' games have relied on for years. Building from Fortnite is something I respect, I don't have anything against it, but it definitely shouldn't be added to APB. It'll just label the game as a Fortnite clone. This game is much more than that. I've only mentioned the possibilities this game could have in the future, after the EU. Many changes the community has been talking about for years have been in vain, which is why this game is in this state. The fact the old forums and all the good old topics have been deleted are another tragedy that many forgot. It would allow newer members to see a lot of the games history. this formatting is horrible sorry everyone lol
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