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LilyRain

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Posts posted by LilyRain


  1. 50 minutes ago, MACKxBOLAN said:

     

    He's not exaaactly hiding. See, the Dev communicating on Discord was actually a blessing. It is the job of Community Managers to be more talkative. The Dev's job is to work on the game. Naturally, he's not supposed to be on the forums.

     

    Matt made his speech in the roadmap but of course, results aren't fully there yet for him to appear promptly.

     

    The Launcher being inaccurate surely sucks. Good thing it isn't critical but yes, definitely laziness, no excuses there.

     

    Best of luck with car lights. Can't say when they'll happen.

     

    The merge isn't supposed to be a traditional full merge. It will allow server travel but NA should be able to play strictly with NA. At least that was the proven plan as seen on that ancient Open Beta. Pray Phasing (cross-district matching) won't also mess that up.

    • Like 1

  2. 3 minutes ago, Kreedz said:

    where is the sense of responsibility on the part of the developers?

    See, the sense of responsibility is indeed there. The Dev is fairly active on Discord and work is indeed happening.

     

    Problem is.... The efforts are done in the wrong places.


  3. The game's atmosphere and the way to join districts are better. No need to load multiple times above the clouds.

     

    But... APB was substantially better at losing players by consistently doing the opposite of players wanted over a full-decade. Prime examples include:

     

    - Disgusting Joker Mystery Box stunts by G1 prior to LO.

    - Wasting 2 years of development on a battle royale mode (RIOT) that the majority of the community didn't want. It had a reasonable grasp at the mode then finally outright killed it by making it again a copy&paste of all the existing issues in action districts (imagine buying your actual loadout and to also keep it after dying. That's no longer akin to battle royale, literally the worst execution of all existing battle royales today given APB's potential was present).

    - Janking the meta and loadout strategies through multiple nerfs and reverts that doesn't even change anything.

    - Slowing the game down through nerfs based on pure-distaste.

    - Partially reverting failed nerfs while keeping the jank (e.g HVR's damage magically depending on crosshair-size, effectively making it a sci-fi charge rifle)

    - Destroying and outright neglecting quite the number of throw-tier weapons.

    - Allowing configs to exist and players to outright remove smoke to immediately see through explosions even after the Engine Update is now out (which was the declared deadline prior).

     

    And the list goes on..

    --------------------------

    Don't get me wrong but while APB has nice things over GTA Online, the playerbases speak better.

     

    APB has killer problems that were not addressed for years and as previous attempts have shown, they will stay intact for another decade.


  4. On 10/1/2023 at 7:50 PM, DarIeenko said:

    Hello, i know there is already a topic about this but I'd like to say my two cents on the subject as well as show you some elements concerning the latest bans.

     

    I know that a TGM  as well as dozens of other players have also been banned in the last month.

    Among them are casual players, silvers, veterans never accused of toxicity and/or cheating etc. and then there is me.

    These bans all or mostly EAC bans. However, as shown elsewhere they seem to be manual and for different reasons.


    Even today some people who rarely play APB, mature people, non-toxic players have been banned for cheating after years of never cheating or even being accused of cheating by the community. 

    Bans that we did not expect and that remove from the game that last healthy part that you had left of it, that is, people who can devote the right amount of time to a game, without arrogance or being competitive at all costs.

     

    One of this case is about a player that received an EAC ban despite then, in later conversations with Support, he discovered that the reason for his ban was not related to cheating but more for ingame violation (using a certain symbol) so why does he get banned by EAC? 

     

    I've contacted multiple of the banned players, to try and find out what kind of possible third party applications they were using and mostly what i got as an answer were VPNs which are allowed as far as i know. 

    About me, i have never used any kind of unapproved Programs and the only Program that i used before starting APB was Mudfish which helps me to avoid Packetloss.

     

    Since this affected a lot of Players I would like to have a statement from Matt and the LO team regarding this matter.

    We just would like to know if there is any investigation already ongoing? 

     

    @MattScott @Stitchly @Ritual @Sakebee 

    How unfortunate but EAC has a long history of doing things wrong (e.g: Colby .45 only requires 5 shots to kill, each having 0.2 seconds in between. It is very possible to get few perfect executions per a session of gameplay but EAC might not like it).

     

    As a person who doesn't like playing on multiple characters, I did rarely play with my friends against you on my low-ranking Eu character. It isn't just me watching your streams, I know first-hand, factually, that you don't really cheat.

     

    Haters that aren't good enough will hate but soon the reality will appear. Hang in there till then.


  5. On 10/7/2023 at 3:06 PM, Gabbrielle said:

    Can LTL stuns and/or arrests count as credit for Fight Club missions already? How is this not a thing yet? The fight club kill missions or kill with a grenade or kill with a pistol missions--all should count for arrests or stuns. 

    • Killing someone with a grenade: stunning someone with a stun grenade should count as credit
    • Kill a player mission: arresting someone should count as credit

    Whatever other similiar missions exist, you get the point. How is this not a thing after all these years? LTL is already playing the game in hard mode already, at least give credit.

    This seems to be directed at Baylan Shipping.

     

    Baylan Activities are designed to encourage changing weapons as one goes about them (more noticeable in the Gold Activities). When it comes to LTL, the activities only require stuns. This is fine as is.

     

    More importantly, if you are a die-hard LTL-enjoyer (welcome to perfection), LTL-loadouts that support killing very much exist. It is very possible to kill after a stun if the current activity demands a kill but there is no escaping the core-design: Having to swap some things from the loadout as activities demand.

     

    There is no way around Baylan. You must pick one path from these:

     

    1- Swap as you play (gets activities done the fastest).

     

    2- Press F5 to change activities (Not recommended: induces waiting for an applicable activity).

     

    3- Go to social then return to Baylan (Skips the wait on point 2 but it is risky... If FightClub is full, you'll lose your spot)

     

     


  6. 53 minutes ago, Frosi said:

    Honestly a good question, I know for a fact that these are all the changes done to the gun, my only guess would be that the marksman modifier has a weird interaction on burst weapons but no, to my knowledge nothing is being ommitted/forgotten here.

    Thanks, that would be interesting if it was the case. Thanks for confirmation OP's list of changes.

     

    53 minutes ago, Frosi said:

    I disagree here, the hipfire penalty from HS3 is much more noticeable than the max bloom of IR3 ever was, not to mention that the benefit gained from HS3 is extremely minimal and sorta puts the Fang in a niche where those who always fire it in marksman may prefer the Fang over the regular RFP while those that still occasionally hipfire it may prefer the regular RFP. But I seriously want to emphasize how minimal of a improvement HS3 is to the marksman accuracy, you'd have to actually pay really close attention to spot which one uses HS3 and which doesn't if that sort of info was not given to the player as part of a test and I do think that is a good thing for a premodded Pistol as in this case it creates a niche and choice between the regular RFP and the Fang where as even IR1 on the Fang would be a direct upgrade to the base RFP and while much less extreme would run the same issue the RFP had when it was nerfed into an unusable state.

    And I agree with your disagreement. You are showing that Fang with HS3 has drawbacks compared to IR3-Fang (which is true, HS3 is the lesser of both evils). Fang will surely not be the same at hip-firing, even worse because a mini-OBIR isn't really meant to be hipfired.

    I was arguing in favor for pure-RFP. RFP is ultimately losing Marksman Modifier because of HS3-Fang's existence. Players WHO OWN FANG (those who don't might as well not even bother) will have to make a choice on a non-meta-secondary between having slightly better hipfire or better accuracy down range, because it is a secondary and thus doesn't exactly allow attaching/removing modifications. It is just evident that while IR3-Fang shouldn't have existed, HS3-Fang shouldn't either despite being less bad overall.

     

    53 minutes ago, Frosi said:

    Whether it requires testing or not releasing something potentially overpowered is never a good move, especially for a game with a P2W stigma, its best to undershoot the goal and do a follow up buff rather than overshoot and end up having to nerf it, not to mention that the dev doing these changes only has 5 hours a week so there's little room to iterate meaning that if the goal was to make the RFP really strong and fit right into the meta then no RFP changes would've made it into this patch. This way they can make the gun better instantly without running the risk of it becoming overpowered and then observe its performance in the Live game and consider a small, risk free buff that may be squeezed into next weeks 5 hours dedicated to game balance. I also want to seriously emphasize the risk of only paying attention to a weapons stats to determine how effective it'll be, by that logic the OBIR with its very long ttk would be one of the worst guns in the game but we all know that that isn't the case because of how effective one can play around the burst interval when there's cover involved.

    I Agree with the general sentiment but there is still high conservatism that trumps the expected benefits. If the Devs truly only have 5 hours a week, why make multiple iterations (the first being a revert with IR3→HS3 then nerfing the marksman modifier) when you can get a really good rough estimate the first time? Why would it be a problem if for example RFP was 5-7% as good as Colby .45 (whether better or worse, it is still about the same)? Like if RFP becomes substantially faster than Colby .45 or some guy thinks it is somehow worth trying to make RFP as fast as OCA/PMG then sure, that's insane (won't be as insane as that OCA ttk buff months ago, if that was fine to attempt, why this much hesitation on buffing needy weapons?). But neither of these are happening. In fact, the coming RFP is for a fact going to be weaker than the state it is being reverted to. It would be better to spend the 5 Dev-hour-time buffing some other needy weapons/vehicles or outright spending them on future game-features. Please be a BIT more brave when making changes. So far APB isn't really changing.

     

    Actually stats define everything. If OBIR didn't have its massive range (which is a stat) it would instantly become a mid-tier if not low-tier weapon. Being able to capitalize on cover is a property most if not all weapons can make use of because APB is a 3rd-person game, it doesn't count as a point for OBIR. In fact, that is why weapons like JG/CSG if close enough (or can get in a car/epinephrine to get close) are quite formidable. They can capitalize on cover but they don't really need cover. JG is CJ2-OCA speed while CSG is pure OCA speed, while not even having to track the target for the entire duration.

    • Like 1

  7. 47 minutes ago, Frosi said:

    The goal wasn't to show its effectiveness within 13 meters but rather compare the accuracy and bloom of the two versions, the latter plays a huge part in how burst guns end up feeling to use. The goal of the video was to show that the OTW version of the RFP can be refired faster without blooming out to absurd levels (for a burst weapon) while providing better accuracy on the move too, this version feels a lot better to play.

    But how? The marksmanship modifier is getting nerfed while the fire interval, burst interval, per shot modifier, shot modifier cap, recovery delay, recovery per second and run/walk modifiers remain untouched. How does that make RFP more accurate? Is some information ommitted/forgotten to be listed?

    But that's exactly the core concern. Making accuracy and bloom ultimately better adds a lot of usability and enjoyment. It just happens that such a thing is the core function of Hunting Sight, making Fang again substantially better to use compared to regular RFP. There is just no escaping the drawbacks of a prime Tier 3 Mod on this weapon. Either Fang is great and regular-RFP sucks, both suck (current Live iteration) or both broken above-meta weapons (won't happen with this much conservatism on changes).

     

    Why is LO specifically against placing a Tier 1 Mod or even a Fang-shaped Tagger on RFP-'Fang'? What are they hoping for, for people to fall into the trap of buying a sub-meta weapon?

    I know, 'don't tell us what to do' but the situation calls for it. LO should focus its income on their future-revampment of Premium as well as more cosmetics, etc. They should stop rigging the game to oversell weapons. A good game never involves gameplay into monetization. G1 did that, many other games failed at it, LO should move over from it.

     

    47 minutes ago, Frosi said:

    The goal of these changes is to put the RFP back into a place where it feels good to use and it certainly achieves that, whether it is good enough to be meta within its effective range is something that will show in the coming weeks and then LO can decide whether they want to keep it where it is or do a follow-up buff like they did with the Fr0gs in this patch.

    This doesn't even need testing. A 30 meters weapon that needs 1 full-second to kill at perfect execution doesn't have what it takes to be meta even if it is made Little-Orbital-Satellite-levels of beam accuracy. There are weapons that kill faster with reliable accuracy while also featuring substantially more range.


  8. 8 minutes ago, Frosi said:

    Because like I mentioned above these changes are a revert to the RFP that people liked and felt vastly superior to play and the first playtest of it immediately showed that its an insane improvement over the current RFP on Live, I understand your concerns but I think you should play it on Live and then report back on how it feels.

     

    I was also given permission to record a video to show off the difference between the current Live RFP and the one on OTW that is using the changes mentioned above.

     

     

    Thank you for going through the hassle of recording some footage for this endeavor, much appreciated. I was hoping balancing efforts would attempt to make APB better in more ways than just to make it more functional (or revert it to functional again in RFP's case).

    RFP being reverted is unquestionably better than the current butchered 1.5 seconds ttk version 'just because Fang was pocket OBIR & it simply pisses me off, please nerf, thx'.

    But my concerns arise from Fang REMAINING vastly superior to RFP (which sucks for APB) and the fact that the current efforts clearly attempt at sanctioning its superiority.

    The predicament lies at the higher-edge-range as RFP is going to be a ~30 meters weapon, with a slightly less harsh damage falloff, supplemented with the reverted damage output (higher). Therefore, comparing RFP and RFP Fang when marksmanning at 13 meters unfortunately shows nothing, this range is quite easy for RFP and many other weapons.

    Please grab a fellow SPCT and have them be sacrificed, Dark Souls style. Compare the two weapons first at full-rate-of-fire at 25m, 30m, 35m, etc. Repeat without marksman, then compare both benchmarks to Colby .45 under the same conditions.

    • Like 1

  9. Thanks for pushing out another balance-patch rather quickly but this one in particular isn't exactly an improvement:

    image.png

    RFP's problem is that the 'Fang' variant was vastly superior to standard RFP. You have decided to go with the lesser-evil that is HS3 compared to IR3. However, not dealing with the actual problem (Tier 3 mod) will make it seem like you are squeezing the situation to further favor Fang with HS3 (when in reality you are trying to prevent HS3 Fang from becoming a literal laser).

     

    You have SUBSTANTIALLY DECREASED the benefit of marksmanship modifier, which naturally makes HS3-Fang less problematic but it also makes regular RFP suffer because of it. Fang now having better accuracy and increased health damage will help it retain some power over the further increased minimum damage range... This part appears to be deliberately in favor of HS3. It isn't like hipfiring RFP within 30 meters will compete with Colby .45 and yes, it is fair to bring Colby .45 to the discussion because that weapon was touched literally previously to this so it should've been considered/remembered here, more so to how closely related half of the stats on it to RFP:

    both weapons have the exact same accuracy of 20cm at 10m radius, the same shot modifier cap of 1.5, roughly the same per shot modifier but .45 actually recovers faster. Problem is that the walk modifier on RFP is HIGHER than .45.... literally the only point in favor of RFP is the fact that it has the potential to kill more than 1 target without reloading.

    Why not just... KILL the Tier 3 Mod and replace it with Hunting Sight ONE, then make the overall changes less harsh?

    • Like 2

  10. On 5/12/2023 at 8:37 PM, PingOVER9000 said:

    You have missed some parts on what about we were talking before, but You know what it's weird about stealing/raiding?

    The best way for stealing and ramraiding for a crim it's doing it with fella enforcer, so at end having a enforcer behaving as a crim too 😂

     

    YES, it's clear as the sun brighting over our head, there is a distinction, because that's in paper design and how the characterization designed when you create a character in game, but in the end, the game incourage an enforcer it's better behaving/ roleplaying as a crims or sort of hired killer at sight than a cop/ defender of the law, because it's a lot more rewarding killing, LTL are underpowered and the delay crims may get for being arrested it's demostrate it's not a big advantage, the last one especially is only annoying at best.

     

    So why playing roleplaying as cop, arresting and using LTL if not rewarding?  Nobody roleplay as a Cop  except when deadly bored or against total noobs  there arent NO ANY MISSIONs involved about only ARRESTING CRIMS for winning a stage or mission itself, neither a second route, maybe SCORED separated, where arresting give an balanced edge and encouraged against lethal force for winning mission.

     

    Sadly Disable factions has its reasons and guess nobody knowing the game will cry it, because for how it was developed from Realtime, This distinction was still sort of of unifinished business and before G1 then LO as their owners, They have done nothing except nerfing LTL more than necessary and sadly they will do nothing  like adding contentents enchanting more this ""enough distinction"" still lacking @LilyRain

     

    Merged.

     

    FUN FACT:

     

    A crim can steal also from another crim ram raiding, in past some people could do it very easy, While in server other crims  were just working their patootie ramraiding and stealing everywhere, Until some time ago one has just to reached the 5 star/ wanted level for PK-illing with Truck-kun at full speed or oneshotting with Osnaw from 100 m.

     

    Yes I know these were scum exploits, but that's confirm my point for how the game it's just too crim based, for how it's designed in apb THERE'S NO NEED OR REASON BENG AN ENFORCER  😂

     

    By "enough" I meant the literal bare-minimum to differentiate Enforcers from Criminals. I didn't mean great or epic, which where your post comes in & I very much agree with.

     

    LTL is indeed underpowered more than necessary (those guys legit nerfed LTL and buffed OCA's ttk on the same patch) & so is the arrest-timer on Criminals. Some easy-tweaks can be made to make the overall experience better for both factions alike. Making arrested criminals respawn faster & LTL a bit stronger but still slower than other weapons in their respective categories, would solve most issues instantly.

     

    LTL-based missions? Or at least a bonus for winning particular missions with LTL? Sign me up. Damn, that's a neat idea actually.

    ----------------------------------------

    You speak the truth. A lot of people are pushing for APB to become Team-Blue vs Team-Red, which is kinda bad on all fronts. What do they expect, for APB to compete with 5v5 shooters on the market?

     

    LO indeed wants to take in players from other communities but their efforts were in the wrong place. They tried going the BattleRoyale route with RIOT and battlepasses, totally falling on their faces.. 

    Their best shot is to enhance what APB actually has, then push towards making APB more GTA-like (except good luck making PvE content atm. Can still have huge PvP-based heists or Enforcer-vs-Criminal warzones). The sheer amount of playerbase GTA has is outright insane it would be almost impossible to not capitalize on that. Even a small-fraction of GTA's playerbase is enough to quadruple APB's.

    • Like 2

  11. 1 minute ago, PingOVER9000 said:

    Yes, but Still you didnt get it or you manipulating the speech for your own.

    it's a crims vs cops game on the paper, just on paper and a tutorial animation of some seconds, the game/developers didnt make nothing or enough for marking the difference between these two counterparts.

     

    You can roleplay, YES, you can do it, but what's the point if the game itself with its mechanics punish or suckerpunch you? 😂

    Crims can steal and ramraid, cops can return stolen goods and arrest. They DID make enough distinction.


  12. 30 minutes ago, glaciers said:

    bro we already had this conversation how did you manage to eject information from your brain in two weeks

    Interesting superpower. Would be very effective in feeling better about things.

    But I know someone who used to go by the nickname R♥t♠rdium, an expert in all matters regarding the brain. I highly recommend seeking his analysis. I assure you that you won't be disappointed with what he will conclude. 


  13. 9 hours ago, Hexerin said:

    Except it isn't, as anyone who has tested both the STAR and LCR ingame (as I have, both before and after the patch) can tell you. Their jump accuracy remains unchanged, and on top of that, this is beyond easy to tell because both have different accuracy while jumping (LCR is more accurate, as expected). According to the patch notes, both should have the same accuracy, and the STAR especially should be a third tighter than it currently is.

     

    If you're going to try and hit me with a "gotcha", you might want to make sure you have anything to stand on. Sit the fuck down.

     

    On 4/20/2023 at 3:24 AM, Hexerin said:

    Which is ultimately the problem, as LO listens to them over us (when they do listen at all). In other words, LO listens to a tiny clique circlejerk that was chosen by the old administration. You know, the administration that drove itself into collapse and systematically destroyed this game. Surely, listening exclusively to them won't end poorly.

    This is why LO doesn't listen to you. You have proven consistently that you don't check the facts (or blatantly lie).

    • Like 1

  14. 4 minutes ago, Ritual said:

    Eggcellent question!

    It is safe to assume the event will be live for two weeks from the Easter Event patch. I will be updating the post with new information once this is verified.

    2 weeks? Sounds like plenty of Eggcitement!

     

    Thanks for the eggceptional service~

    • Like 1

  15. 1 hour ago, Weaboos said:

    Not that I know the guy or anything but often times high rank silvers are limited by their older hardware rather than lack of skill. No way can someone with sub 60 fps compete against 144+ fps mlg config players.

     

    And even if he was gold in this match there's no way his team would win, unless he has some aim assist running in the background. At best mm would give him another bronze as backup or God forbid he would get another silver then mm would let enemy team call for backup.

     

    T threat should be removed and every new player should start as green. They just tend to drive clulessly around the map as the game does not explain anything and get tossed into a random mission by auto ready system...

    I know some people whom were really good Golds at 12-17 fps without cheats, on Laptops.

     

    High fps on APB doesn't do much, there is no precise aim requirements. Only a hitbox + hitscan bullets. No headshots, no arm shots, no body nor leg-shots, nothing. I have done wonders myself at 60fps and garbage latency.

     

    This is APB, if you can either press F or hold left-mouse-button on certain weapons, you can be Gold.

    --------------------------

    Yes, throwing a Trainee onto a full-fledged match is questionable but using those who can't differentiate between green and red names isn't a healthy metric. Those people are just existing without care. Unlikely even a good tutorial would help them. They'll proceed to exist as R255 Bronzes, might as well let them play from the start.


  16. On 3/18/2023 at 2:46 AM, Bound2Fail said:
    • Remove resupply boxes, med spray, and epinephrine.

    Rather, Med Spray and Epinephrine should become equippables that requires left-click to work (just like Blowtorch). This will effectively place active weapons out of use till they are re-equipped, making the consumables not comically broken when used in an active fight.

     

    Also for Epinephrine:

    +50% Sprint Speed → +20%.
    +20% Run Speed → +7%.

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