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LilyRain

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Posts posted by LilyRain


  1. 2 minutes ago, Excalibur! said:

    No one reads that.

    That is their problem

     

    2 minutes ago, Excalibur! said:

    It can say that they have the right to take your life and everyone is going to acept. Like stop damage controling.

    These are the terms and they are the same almost everywhere. If they don't like them, they can simply not accept and go somewhere else..

    This is also not an excuse for trying to go nude in a game that clearly doesn't allow it....

    • Thanks 1

  2. Although this is sad, it is absolutely fair and in-line. Do you recall when you accepted the EULA to play the game? That long list nobody reads? It comes BEFORE selecting a character, already telling you that EULA is ACCOUNT WIDE.

     

    It also clearly states it under 'Termination':

    unknown.png

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    I am sorry, but the ban was fair. No abuse was made towards your friend. He should've played by the rules.

    • Like 1
    • Thanks 1

  3. 9 hours ago, Defibrillator said:

    Like I said above, player health can be taken into consideration.

    Where the ♥♠♣♦ did you say that? No lies pls:

     

    unknown.png

     

    9 hours ago, Defibrillator said:

    Aha, I forgot to mention it, thx for reminding me. The no. of shots with that particular weapon can be taken into consideration and the percentage damage can be calculated.

    You actually mentioned this, hue hue hue. You're welcome though


  4. Of course the gap is huge, because silver-districts are where gold-threated players reside. You are comparing Bronze Players to Gold Players.

     

    Time to kill based threat is interesting, but it won't be easy to pull off. Since I believe more than the following must be considered:

     

    - Weapon used to kill.

    - Distance at which the weapon was used to kill (assuming the distance didn't change throughout the fight).

    - How often did the opponent take cover... at the same distance or varying distance?

    - What defensive mods did the target have equipped? (clotting agent, Kevlar, etc ..... what mod-level as well? 1, 2, or 3)

    - Mods used on the weapon to kill with respect to variable distance

    - How to even assess/measure the skill in time to kill with assist damage? (remember, this is a team game. assist damage is ultra-common).

    - and a ton more I am missing...

     

    Sure, I personally disagree with the score-threat system we currently have. I mean I once went up to Gold at the expense of a mission. Another time, I lost threat while being the reason why my team actually won the game.. But still, time to kill based threat will take too much work to pull off and certainly won't be a definitive measure of threat.


  5. 4 hours ago, Konattchi said:

    Truth be told I think that the real use of premium is for the cash reward. The cash increase is not something to be taken lightly and its valuable enough to be wanted even if you have maxed out your characters.

    If you are a person who is committed to grinding $ in order to buy legendary weapons off the marketplace, absolutely! To a certain degree..

     

    If not, then I disagree. Premium is mostly used for customization and character levelling (and faster nitrous cooldown, which is only fun with a Vegas). APB is just too generous when it comes to in-game $. Without premium, a player can buy 10-day weapons, spawn cars or use explosive weapons for a mere $100 and still have a net positive income. I personally play without premium and never felt poor or financially pressured. I was still able to afford legendary weapons sold at the marketplace.

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

    What you are saying is absolutely true, double $ on average is desired by many players, however it is not the only benefit from premium. Free-2-play games are grindy by default and is a good way to keep them alive and running for People to play. Hence, to freely give players the luxury of not grinding a new character defeats the whole system. It is still legal however to buy max-level characters instead of buying batches of premium. Think of it as a higher-grade premium convenience.

     

    Now that I think of it, other MMOs have purpose for max-level characters, such as access to max-level-restricted continents, etc... in APB though, max levels would only have access to contact stuff such as clothing, vehicles, etc.... WHICH you can easily transfer from your other max-rank character, barely giving it any purpose. The only benefit I see is to be able to purchase OSMAWs and O-PGLs without grinding for them, which is fair. But again, don't expect to get that convenience for free, this is a free-2-play game after all


  6. 6 hours ago, Excalibur! said:

    Or nerfing legendarys and then release another one so everyone is forced to switch to that.

     

    Pretty g1 business... well they still are g1 anyways.

     

    ps: anyone remember the low yield ninja nerf... really transparent.

     

    1 hour ago, Akahi said:

    At this point it seems to be a very dicey thing to get a legendary. Whether you get a gun from opening boxes or just buying in the game marketplace, there is a substantial sacrifice in getting these weapons. It doesn't seem right to change the stats of a weapon you obtained to make it less useful, not without some compensatory balance.

     

    And then few people argue to the bone that APB is 100% free from pay-to-win schemes~~

     

    mp550x550mattefffffft-c2220352.png


  7. This chatlog is from yesterday, Epidemic district (Jericho):

     

    Log: [District][Elyse]:  lolll yes lag
    Log: [Event]:  Undedox have reached 100% Infection. If they capture Memorial Park, their toxin will be spread across all of San Paro. Stop it at all costs!

    Log: [District][LilyRain]:  lol
    Log: [Event]:  Zombicine have reached 100% Infection. If they capture Memorial Park, their toxin will be spread across all of San Paro. Stop it at all costs!

    Log: [District][Elyse]:  lol
    Log: [Event]:  Event Complete
    Log: [System]:  Kill Reward - $15 +$0, 0 +0 contact standing
    Log: [System]:  Kill Reward - $15 +$0, 0 +0 contact standing
    Log: [System]:  You've gained 100 JT
    Log: [District][LilyRain]:  Daily done, yay
    Log: [System]:  You have new mail: 
    Go to the nearest mailbox to retreive.
    Log: [System]:  Role: Epidemic Level 6
    Log: [System]:  Kill Reward - $15 +$0, 0 +0 contact standing
    Log: [District][Cried]:  fps
    Log: [District][Melainie]:  asdasd
    Log: [District][Zheldon4902]:  rip server
    Log: [District][Melainie]:  aaaa

    Log: [District][LilyRain]:  ^
    Log: [District][kemera]:  lol again
    Log: [District][Elyse]:  wow
    Log: [District][kemera]:  gg
    Log: [District][LilyRain]:  At least chat works

    Log: [District][Elyse]:  gg gamersfirst
    Log: [District][PaulMonroe]:  lag
    Log: [District][VeryNomad]:  wow
    Log: [District][VeryNomad]:  wtf
    Log: [Team][napii]:  the lag omfg
    Log: [District][PaulMonroe]:  * Little orbit

    Log: [Team][napii]:  30 second freeze
    Log: [District][Vandalf]:  charge
    Log: [District][rbpgamer]:  safe
    Log: [District][VeryNomad]:  i tot i was only one lag

    Log: [District][LilyRain]:  That was like.. 15 seconds?
    Log: [District][PaulMonroe]:  not gamersfirst
    Log: [District][kemera]:  lol
    Log: [District][LilyRain]:  If not 20..
    Log: [District][kemera]:  nope
    Log: [District][Cried]:  feels like jesus, but instead of 3 days took us 3 mins
    Log: [District][VeryNomad]:  omg
    Log: [District][kemera]:  we getting duss
    Log: [District][Elyse]:  who choose the shitty servers ?
    Log: [District][VeryNomad]:  LO damm

    Log: [System]:  /savechatlog
    ------------------------------------------------------------------------------------------------------------

    I can confirm the unusual yet global loss of packets to every player, this has been happening 1 to 2 weeks before the Epidemic update. Jericho could use a check-up~


  8. Our team made it to 100%, ready to capture the park. Some other team won by simply catching up to 100%, they didn't even start the timer on the park. Please investigate

     

    P.S: Those who think the game mode is too difficult to understand should press M and check the map.. it isn't even close to being complicated


  9. @MattScott

     

    Dear Matt,

     

    Thank you for the event and the in-depth guide, but I would like your immediate attention to release a hotfix.

     

    The story is that we were playing the event in a fairly empty district (2 to 3 players per faction). I was on UNDEDOX's team. As seen on the picture below, I managed to reach %100 infection rate & arrived at the park with a barrel. The other 2 factions were below 70% infection rate.

     

    unknown.png

     

    The second image below was taken after dropping the barrel, with 3 seconds remaining on the timer to win:

     

    unknown.png

     

    Finally, when the timer was done, we somehow... lost the event:

     

    unknown.png

     

    I could be in the wrong here, but I don't see as to why we have lost. The park was neutral. I was the first to arrive and initiate an infection while other factions weren't even close to 100%. Those who arrived at the park were vehicle-ramming on the central-bridge. None of them attacked my barrel nor came close. Please have your team investigate this~

     

    Thank you again~~ 


  10. 8 hours ago, Kewlin said:

    Why was most of that post replying to things you'd already replied to, and why didn't you just quote like a normal person?

    Because you are an individual who is deliberately choosing not to read. If you have something to add to the table, please do. If not, try not to derail the thread.

     

    P.S: Normal individuals don't quote "~snip~"....


  11. Just now, Kewlin said:

    Anyhoo, why in the world do you think downsides should be entirely different for orange mods and consumables, and there should effectively have no downside for equipping them? It's not like guns where using your gun is virtually mandatory, so why should orange mods and consumables be upgrades unlike other mods?

     

    Also, BTW, resupply boxes quite honestly has one of the biggest downsides of any consumable.

    I think improved rifling and other mods (as well as consumables) can be made better. However now is not the time. I think we should let Devs focus on milestones, engine upgrade, etc...…..

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

    In response to your message:

     

    1» "why in the world do you think downsides should be entirely different for orange mods and consumables"

     

    I clearly said mods and consumables with the same intended function should have similar downsides/limitations:unknown.png

     

    **************************************************

     

    2 » "and there should effectively have no downside for equipping them?"

     

    It is quite the opposite. I stated and wish for at least some consumables to have equip-downsides, simply because they are readily available: "The "Mobile Cover" shield literally makes APB a mini version of Fortnite, because spawning a shield out of nowhere is somehow good to the game (having it ready for deployment doesn't slow you down like Kevlar does for example, you can just pull it out of the blue)....".

     

    You decided to not read, assumed things from the top of your head, got confused and said said the most obvious thing "equipping yellow mods gives no downsides": unknown.png

    I mean who even told you that I THINK that equipping consumables shouldn't have downsides? It is the complete opposite of what I was shooting for..

     

    **************************************************

    3 » "so why should orange mods and consumables be upgrades unlike other mods?"

     

    This isn't what I am going for....

    **************************************************

     

    4 » "Also, BTW, resupply boxes quite honestly has one of the biggest downsides of any consumable."

     

    That doesn't prevent it from being exploited, hence needing a fix. Let me elaborate:

     

    Flak Jacket gives reduced damage against explosions, but its downside is reduction in grenade-count by 1. If the yellow box remains unchanged, this downside is rendered effectively USELESS. Just like how improved rifling's old downside is virtually useless in some weapons such as the N-tec... You should get the point by now


  12. Just now, Kewlin said:

     

    I still don't understand how nobody understand what I'm saying when I say something doesn't have a downside.

     

    Neither resupply box nor epinephrine have a downside to equip, just like carsurfer doesn't have a downside, and I'm legitimately curious if you'll ever understand that without me trying to explain it.

    Downsides become active when something is used, not equipped.. I thought you knew what downsides are..


  13. Just now, Kewlin said:

    Nope, it doesn't actually come at a cost more than any other consumable.

    It does. With the injector, you can get 1-shot by snipers, killed by 3 n-tec shots, etc.. For added speed, It ultimately makes the User easier to kill. The injector is simply a higher-grade, temporary fragile mod. These two aren't widely approached nor used, because they aren't exploitable.

     

    The resupply box however, is by far superior. Comparing it to the standard orange field supplier for instance, not only it cools down in 45 seconds compared to 240, but it allows complete movement. Functioning like a mobile vending machine, it permits say grenade-spamming at will. There is just no comparing the two. Having the same basic goal or resupplying, they should be somewhat similar in limitations or balanced in a way. They aren't even close..

     

    The fact that you are saying this is equal in cost to the injector is intriguing.


  14. 19 minutes ago, Kewlin said:

     

    Your comprehension of what a downside is and how they work is sadly very low, just F.Y.I., for example the fact that you think Epinephrine has a downside like mods are supposed to.

    I can sadly say the same thing towards your reading comprehension. You just missed the entire point of what I have said, even though it was re-stated prior to your reply..

     

    Epinephrine is a consumable, it indeed can not be directly compared to a mod. Fortunately, it comes with a cost unlike other consumables that makes them more exploitable like the supply box. Analogously, there are mods that could be adjusted for the better, including improved rifling.

     

    Point is that there are too many things to adjust in the game. Attempting to focus on and perfect something to your 'supposed' liking after a reverted change (which doesn't even harm due to it not being meta) is simply counter productive and uncalled for at the current time.


  15. 54 minutes ago, BXNNXD said:

    this is far less viable than just cooking a concussion grenade

    I specifically mentioned that the car is about to ram the player. A concussion takes 4 seconds to cook and will signal the driver to undergo evasive maneuvers. Plus, other grenades have their uses. Assuming everyone plays with concussions all the time isn't the way to go. Satchel Charge however works perfectly and much faster in disguise. Play unaware as you run away, secretly looking 180° backwards, playing prey to hunt the hunter. Can be used in parallel with any type of grenade and is designed to be a monster against vehicles (opinions vary).

     

    54 minutes ago, BXNNXD said:

    radar jammer highlights you on radar to anyone outside its range (50m iirc)

    True, but that is not a HUD-limitation on the User nor is aggressive by any means. Trading 1 Friendly's position beyond 50m to Jam an entire team where it counts is far from being a hindrance (opinions vary).

     

    54 minutes ago, BXNNXD said:

    car spawner has a 120s cooldown per player

    True, but this is a team game. Across an entire team, this can be dealt with. Not to mention the minimum 35m distance to enemy restriction is too lenient (opinions vary).

     

    54 minutes ago, BXNNXD said:

    this is a pretty huge downside

    Surfers wouldn't let this happen unless they are exposing/asking to be shot. They can just jump off to the nearest Civilian vehicle or cover. It isn't exactly a downside. They can also snipe/shoot back (opinions vary).

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

    What you are saying is absolutely true in given circumstances but you are missing the point. Discussions like these are debatable because they are purely situational. The same goes for improved rifling. If we are to continue bugging Devs over mod-adjustments that have workarounds as you suggested, we'll simply end up slowing progression towards milestones.

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