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About Me

Found 6336 results

  1. Just saying hi, finally merged the account. Been keeping up with the updates since the Kickstarter started. Liking the progress and direction and hope this game delivers!
  2. hmm. they gotta tackle the abuse somehow, that's right... but they should not give out usables / deployables, these should be permanent mods. I didn't think about people creating multiple accounts to farm login rewards, although that was pretty obvious... would be a shame if a daily login reward system would fail because of abusing... actually, make it so you have to play 1h in an action district (or complete 5 opposed missions). or, bound it completely to hours played instead of making it a daily thing...
  3. But we already saw in the past that people abuse that. As example refer a friend or creating hundreds of character to get a joker box for free. If they give jokerboxes as login reward im pretty sure that people start abusing it again. But some unique rewards you can get only for your account (not tradable) would be nice too. So people don't have a reason to create multiple accounts. (Which I guess is against TOS anyways) If they punish for abusing, then it would be fine too, to give joker boxes. But that is also a lot of work to keep an eye on it.
  4. I see this as a great idea, account/character bound rewards, keeps people playing and is pretty balanced.
  5. Guest

    Bring old guns back!

    Would be really incredible. +1, Agree with you I own most of discontinued items, from ARMAs and from game events too but i wish they will bring them back because i want to buy/earn them again with my 2nd account.
  6. Is annoying to send everytime back and forth, honestly. Would love to see smth like you have the same one in every single character (like account bound) but if/when you put one on auction the other duplicated one will disappear of course from the other characters. Also allowing multiple attachments via mail would be.. so awesome.
  7. It's cool, you're just proving your own point where player/user opinion matters and it's nice to see people that really care enough to contribute so much and that it's getting recognised. Thanks! I should have seen that MattScott post, it is so nice to see that y'all are taking care of all the suggestions Much love! That's the idea I had thanks for linking it up for me. How about a vault or a buyback/undelete area? I know more slots is ideal or rather unlimited slots would be ideal especially for ARMAS gear but if space is somehow still an issue I'd love an account wide vault you could stick stuff in it would be heaps easier to share between characters too - but oh wait that'll break the character-only item thing. Ok scratch that idea but definitely some sort of register on ARMAs of the gear so you can either resend it to yourself or undelete those items you had to delete? Or just more slots please.
  8. Vyxra

    Gifting

    Yes please. I play on an AU PS4 account and being able to gift myself stuff from armas on a UK/US alt would be nice since G1C isn't on the AU store.
  9. MrChan

    Petition

    Real life is more complicated than "Here are six one line suggestions that'll fix everything". But I'll humour you. By my count, we're on APB's 4th anti-cheat measure in the form of EAC (Punkbuster, FF and BattlEye have all been used). And cheaters are still getting through. Not many cheaters, but still a few. I think it's pretty clear that there is no anti-cheat programme that will eliminate all the cheaters. Part of it is because the game is F2P so it's easy to make new accounts, part of it is because APB isn't like other shooters and it's possible there are fundamental vunerabilities in the game's messed up code that let cheaters in too. So what are Little Orbit meant to do? There's no magic anti-cheat that they can turn on that'll get every cheater. The only thing they can do is get more active in game GMs, with the ability to ban players. But where do you get those GMs? I certainly wouldn't give volunteer players, like you or me, the ability to ban other players. Because I don't trust the judgment of most APB players, and I think that's a generally shared view. So, Little Orbit would have to hire more professional GMs (they already have a couple). That costs money. The game isn't making money. And secondly, because APB is so unique, it'd take a long time to train a GM to recognise any cheater other than a really blatant one, like a speedhacker. There aren't many speedhackers in APB. I saw a couple about 2 months ago and not since, and not for a long time before that either. All a new GM or two could really do is ban the occasional speedhacker that turns up and watch Twitch for players who stream themselves hacking, and ban those. Oh, and stop people from saying mean things. Beyond that, you're looking at things like the Engine Upgrade to bring the game onto architecture that's better supported by third parties. They're working on that, but there's not a lot of point in hopping up and down yelling at them to do it faster. It'll take however long it'll take. So, tl;dr your "petition" is pointless and stupid, and the reason everyone here is calling you stupid without suggesting something else is not because they're a troll or a provocatuer. It's because they know there aren't magic solutions to cheaters in APB. And there aren't as many cheaters as you think anyway.
  10. Hello, Here are some suggestions that I think every player would like to see in-game. This post took me a long time to think about and write. Sorry for my english. I'm not a native speaker. 1. Queue system If a district is full you should be able to join a queue and continue doing other things (making clothes, buying stuff from marketplace,...) while you are trying to join, if you are inside any vending machine (clothes,..) it should ask you if you actually want to join the district. 2. Friend system The new updated one is great, just some tweaks would be appreciated. Some kind of request system, if player isn't online, just send him a request so he can accept it later when he gets online via Friends & Group tab. 3. Clan managment The current one is in the game since it's release, no changes at all. Bulk selection, make everyone able to copy the Message of the Day, but editable for officers and leader. Just small tweaks. 4. Marketplace prices comma Everytime when I want to sell something on the marketplace I have to double check the price because I can't see the thousands, hundreds, etc. separated. Example: $1,000,000; $879,415; etc. 5. Account wide storage/money Transfering items through in-game mail takes ages if you do that on daily basis. Having a account-wide storage would be really nice. Having all the items/mods stored on all characters at the same time. Same thing on money, having all of the money on all characters at the same time would be great. 6. In-Game options Adding hold crouch, auto sprint in in-game options would be cool. No longer need to change it via config files. Toggle ADS would be great aswell. 7. Bounty system Everytime I'm in a mission I get bounty aka p5, It's really annoying and completely not competitive. Personally I would completely remove this system and leave the cash/xp "multiplier" on 1.8x. 8. Premium changes Less cooldown when player has premium, not competitive at all. Definitely remove this thing. 9. Spawn system The current spawn system works, but it's not perfect. Sometimes player spawns few meters away from me or the point and sometimes even behind me. And on the opposite side, sometimes you get spawned 200m+ from static point for no reason. This needs some tweaks. 10. Login screen Make it simple, the current one just takes ages to log-in, accept everything, yadaya.. The old one from 2012 was really great, simple and fast. 11. Game radar/map, waypoints Checking radar/map is kinda useless now, since pretty much all of the stuff is moved a bit and not on the same exact spot. Same thing on waypoints, not on the exact same position as you place them, according to map. 12. VoIP, Communication with team The current VoIP system is BIG nono. No-one is using it, volume is super low and quality is garbage aswell. Communication with team is important, now you can just use /team and that's all, adding voice communication with your team would be awesome. 13. ELO System ELO System would be way better than the current matchmaking, you would get matched against equal enemy. Take a look at it please. That's pretty much everything from me now. I might update the list sooner or later. Have a nice day.
  11. Everything in it should be account bound as described, not so sure about the weapon camos but i believe that's their default skin on each wep which you can later modify with other skins.
  12. So i just saw this pack of revelations thing and here i the link https://www.gamersfirst.com/marketplace/ingame/product_details.php?gameID=20&catID=65&productId=3819 1.) Is everything in this pack account lifetime? 3.) I noticed in the pictures there is camos for the guns, are those included and are they just for the guns you get or all guns are able to now use those camos too.
  13. If your silver threat or lower and if your account is not older than 1 year (or 6 months) then you can play there. Maybe add another condition where your rating has to be lower than 100 or something.
  14. APB ideas Another set of game ideas I have for APB, more in the way of gamemodes. I am aware that they may not or will not happen because of X,Y, Z but they are just ideas and not expectations (I should know, been here since the closed beta). Everyone has imagined their own kind of APB, well here is mine. More ideas may come, some I have posted before, others are new. I know the ideas aren't foolproof but nothing is. I know things can be changed for better or worse. I realise that a lot of these will require new animations, assets, maps, physics and functions but this is how games develop, I can only hope APB does so in some form. Maybe another game will do them. This will be a wall of text. Turf Wars Action districts have multiple take over spots for non mission criminals and enforcers to fight over. A blank or held spot when in first contact with an enemy will start a timer. The defenders or attackers have to own the area by the time it runs out. If the attackers don't manage to take it over, the other side keeps it. After a few minutes the attackers can once again try to get it off them. If the attackers do manage to get the area, they "lock" the area and the previous owners can't fight for it after a few minutes more. The areas will be changing hands through out the game, the more areas a faction has the more NPC characters will walk the streets. Like say the criminals have a minority of the spots, around the district there will be few criminal NPC characters to shoot at non mission players, the more spots they gain the change in NPC's happens and less enforcer NPC's will walk around. Each owned area will also have a good chunk of the appropriate faction NPC type. NPC's can't initiate a take over nor will they really take part in it much. If a faction manages to take over all the areas (even if one is currently being contested) the whole district goes into "lockdown" and changes to represent which faction owns it. If criminals own the district then even more NPC criminals walk around and the NPC enforcers run around trying to fight them. Wreckage and anarchy from the criminals will ensue, more things on fire. If the enforcers have lockdown the streets are full of roadblocks, NPC enforcers arresting people and so on, sort of like marshal law. Whoever owns the lock down gets bonus money for ALL players of the current type for their missions and activities. If the criminals have the lockdown, they will get "protection money" and the enforcers will get "city funding" for the remainder of their lockdown. Once in lockdown no areas can be taken over for a while. Not sure how long lockdown should last, maybe a long time like 12 maybe 24 hours? Then when it is cleared the district goes neutral and the majority of NPC faction characters clear out of the map and the streets clear up over the course of a few minutes. The areas to take over could be the little neighbourhoods displayed on the mini map. the map now would have neighbourhood lines marking the boundaries of them, changing colour depending on who owns them at the time. Missions can also change in places too. The criminals get more chaotic crimes to commit, maybe more graffiti, more arson missions, assaulting police/public buildings for money, enforcers have to try and counter act these. Criminals can get little race missions, where they drive around for first place and get bonus objectives like drivebying and causing damage and so on, the enforcers could join in but they aren't racing, they are chasing to stop the race. Enforcers could have more car chases in general as different missions result in them. Criminals have to try and breakdown/past road blocks. Enforcers go on search missions for hiding criminals. Enforcer lockdown is very stealthy for the criminals with sneaky crimes as opposed the chaos of their lockdown. Likewise, a lot more enforcers are sneaky in the criminal lockdown. Enforcer lockdowns could have search helicopters to rat out criminals on missions and their mission changes to escape it and keep whatever they managed to reap before it found them. They don't go to a drop off point like in ram raiding, they rather have to run and hide...if they hide for a couple minutes successfully their mission is won that way and then they can drop off the stolen goods. Players could be in the search helicopters if they go into one of them. there should only be about one or two per lockdown. Helicopters could also be in the criminal lockdown trying to quell the chaos going around, getting missions of chases and shooting the criminals in a more frantic fashion. Helicopters can be damaged and taken down, they are then replaced shortly after. Attacking a helicopter doesn't hurt it if the attacker isn't on a mission, and only criminals on missions/committing crimes can provoke it into going after them. In the criminal lockdowns, criminals can get missions specifically to attack the helicopters, some of these could be as a form of backup to other criminals. Criminals and enforcers alike in their respective lockdowns can fight each other in certain instances. Like criminals can be called to steal from others out of greed or decide to join them. Enforcers could group up to arrest/kill some criminals or decide to steal the glory for themselves and kill off the other group of enforcers. Same side attacking can only happen in their respective lockdowns. Like criminals can only do it in theirs, and likewise for enforcers. Not sure if this should take their "gang" into account. Like if the criminals can't fight each other if they are both on a Bloodrose Mission, or maybe they can. Same for Enforcers. It could be a chance for the warring gangs to set their differences aside and a G-King will send a group to help a Bloodrose group, in both lockdowns. But their respective lockdowns is where betrayal could happen. As for people who don't like mass amounts of chaos, then there could be one or two districts where this doesn't happen. Turf wars may still happen, but no lockdowns. Ram Raiding Ideas Make it a little less bare bones. The concept it the same though. Criminals still smash shop fronts and enforcers still witness, but with some differences. The first difference, dirty money can't be witness....I don't know why this feature exists, it takes the detective work out of enforcing and gives them easy cash. So the new ramraiding shouldn't let the enforcers see ANY dirty money at all...none. To witness a ram raider they HAVE to catch them in the act, then they can chase them down and they both fight for the money for their drop offs. If it's work for the criminals, it should be work for the enforcers too. This is so the risk vs reward is just as uncertain for the enforcers as it already is for the criminals. The enforcers see a ram raid in action and can then only witness and they have zero idea how much dirty money they will be fighting for, just as the criminals have zero idea when an enforcer will pop up. The actual game could be a little more involved too, having to open and close the boot/back doors of your vehicle in order to place items inside. Item capacity is increased to at least 25 for cars and least 50 for vans, this is because if a chase ensues and the criminals forget to close the doors of their van or the boot of their cars the items will fall out one by one and be damaged on the road. These can be ignored or picked up for a little extra "evidence" for the enforcers, but this risks losing the criminals tail. They could also be picked up and put in the back of a van by other criminals who find them, for reduced cost due to the damage but also for half the capacity space. During a witness chase, the dirty money and items have to be brought to the drop off, although delivering the dirty money is required to win, the items are just a bonus and will be added to the mission pay off. As always when there is no chase, the items are dropped off at a contact for some dirty money. There should also be at least 3 other money launderers for the criminals...to reduce the camp happy enforcers a little bit. One in the middle of the map and one at either end. Not sure how the chase should end for criminals in order for them to win. Enforcers have to capture the dirty money and/or stolen goods and take them to the evidence locker. But maybe for criminals, there is no drop off, maybe for them they have to literally escape the enforcers and hide while a cooldown happens....if not seen they have escaped. They can continue to fill the van or drop off at a contact and then launder the money at the risk of being seen again. Perhaps criminals could have both options, it is up to them to choose to hide or launder the money there and then and also exchange their goods. Highway/Motorway Chases Another entirely new mode, where criminals and enforcers chase a moving lorry with goods falling off the back continually throughout the race, avoiding traffic. The game takes place on a long motorway stretch and is composed of two vehicles, a criminal one and an enforcer one. Criminals doing it for theft, enforcers collecting evidence, just to help out the lore a little. Both driving a special van for this mission only. The chase is very fast, each car driven has equal speed so if it is their personal car then this mode temporarily changes the top speed to match. Both the enforcer and criminal have to catch falling items off the back of the lorry and put them in their vehicle, storage capacity is unlimited for this game. They race each other to put as many items in the vehicle as possible before the lorry reaches it's destination or until the timer runs out. There is NO gun fighting here, at all, only car combat and both cars are invincible but they can crash into each other to slow each other down. Each vehicle has a driver and a player on the roof who catches the items and places them in a hatch on top of it. So two players on each side to make a total of 4 are playing. The game can be played in rounds with spectators watching each match waiting for their turn to play, after the set rounds are complete (the players decide how many they want to play) the good gathered over the course is added up and the side with the most picked up good wins and gets the most money and/or joker tickets or what have you. This could also be an opportunity for more scenery to play in. On motorways and country roads alike, ranging from the forest on the city outskirts, the desert on the city outskirts, or a long beach drive on the city outskirts. The beach/forest/desert has two varieties, one with a small narrow road and one on a wide motorway. The city maps are just set on wide motorways, there could be one or two of them going through swaths of urban scenery all while financial district looks at you from the horizon. Perhaps a map could incorporate the Golden Gate bridge like bridge too. Maybe even a map set within the tunnel system of the city. For added variety maybe a couple of maps chasing a train through city and countryside. Fighting/Cage Mode This would require a lot of new animation, simply what it says. Fight cages are a place your bets type game where it can be criminal vs criminal or enforcer vs enforcer or the usual two opposing forces. Special little enclosed maps take place in various back rooms and warehouses where they fight each other until knock out. Some take place in outside lots that have been copy pasted from the main map and enclosed, similar to fight club. The amount rounds to be played is once again decided by the players. Another one with player spectators, although this time they aren't in line to play right off. They have the choice of betting or playing a fight. They spectate as physical people running around the cage. Fighting/Brawl Mode Brawl mode is something else entirely, structured like a beatem up. A criminal has to make it to the end of the street/alley while fighting off hoards of enforcers, or an enforcer has to fight off hoards of criminals or a free for all where a lone or two players fight off a mix of factions. Players in the hoard have unlimited lives, they keep respawning and they have to stop the others from reaching the end. The players trying to reach the end, can replenish their health (their health bars are also a lot bigger) by the tradition of picking up food that comes out of bins. Weapons could also be used, picking up street items and such like that have a use before they break, special moves and can be thrown. If they reach the end, they win, if they don't, the hoard wins. Arcade Something for social, various arcade activities to win joker tickets and minimal money amounts. Ranging from pool, darts, basket ball, mini golf, volley ball, tennis, rip off arcade games. There could also be a dances offs played like a music game. Bets could be placed here and player made tournaments could be held. Dance off Like the dance offs in social, although this case they are open world and anyone can play if they want too. Outside of a mission a player puts down a radio and you can either watch (within range your character moves to the beat while spectating) or take place. Enforcers and criminals choose to play inclusively or play faction only. There could also be an option to cheer the person you want to win, just for moral although your character will do this automatically in some cases anyway. Various styles of street dance can be done, only music that comes with the game can be danced to, to make sure everyone is hearing the same thing and can play fairly. Shop/store hold ups Requiring new interiors for the shops and petrol stations found around the map. You walk in through the front door and hold up the cashier, shooting, holding off any potential NPC security. Can be done alone in in teams, criminals only. If the enforcers see this, they can give chase. Or if the alarms go off a timer starts as you gather the money, if you don't get out in time and haven't been witnessed yet, the enforcers will be called....get out now and get a head start or stay and have a shootout at the vicinity. Escaping means you do what you might do in ram raiding, run and hide from the heat if you can, or drop off your stolen dirty money. Enforcers have to get ahold of the money for their evidence locker, no charity in giving it back to the shop..... Racing Taking place in financial and waterfront and in new street races on new maps. The physics aren't race friendly but that won't stop players from taking part, as they race in their own time anyway. Different car classes with different vehicles can be raced, if you have a vehicle that belongs to a particular class, you have the option of racing it or choosing a car to race. If you don't have a car that is in the class race then you have to pick a car to borrow. Some races again could be in the tunnel network. Graffiti This is pure frivolous activity. Criminals can tag up any wall they wish, any building, even parked vehicles. They get notoriety for doing so. Enforcers can also spray on any wall they wish, enforcer propaganda gaining prestige. If a player come across enemy graffiti, they can spray over it for some money from their respective contacts (if not pledged, then a random contact will pay them). If caught spraying, a criminal or enforcer can witness you to interrupt you and you just kill each other then "mission" over. More fight club maps Pretty straight forward, more fight club maps. Helicopter chase Functions a little differently to lockdown helicopters. This is an entire game mode set in copy pastes of waterfront and financial. An enforcer helicopter is tracking a criminal vehicle, or maybe even a couple of them as the criminals race to complete various tasks, rob/ram raid certain shops, kill certain targets, vandalise certain places/vehicles all popping up in random places around the map. There is a time limit and the criminals must complete all tasks within that time to win. The enforcers in the helicopter have no weaponry, their job is to follow the criminals and guide the enforcers on the ground to the crimes in which they have to stop. Everyone has unlimited lives like in mission districts (however a toggable option to give criminals a set of lives can be chosen) and shootouts may happen if the enforcers are guided to the crime successfully, the criminals still have to complete the objective under fire and run away once it is done hopefully losing the enforcers and also hiding from the helicopter. To give them a chance, the criminals have no name tags at all so the helicopter has to actually look for them and has the potential to lose them for a bit. Same for the enforcers on the ground. The enforcers also have no name tags in this mode. At night the helicopter gets a search light and a timed night vision mode. The helicopter cannot be destroyed, although gun fire will slow it down, knock it off course. Assassination This is a simple destroy the vehicle mission, it could take place in mission districts or in it's own. Criminals have to chase down and destroy vehicles with witness in them while the enforcers protect them as best they can, and the enforcers have to destroy vehicles with high profile gangsters in them and the criminals have to protect them. The vehicle has a destination which will change each time it happens to keep variety. If it reaches the destination, the protectors win, if it doesn't, then the assassins win. There is no time limit and the vehicle has lots, lots of health. The vehicle is driven by a player who cannot get out, but passengers may get in to shoot out of it if they wish. Clan/faction/player Housing A feature that has been wanted for years since the beginning. A social spot for your criminals and enforcers to hang out that isn't the marina (I think the marina should stay, but have these as an option too). For criminals, a server that's a set of apartments, I imagine kind of a ghetto like thing or something luxury for those who want that. Either place you choose live in, it is your place to mess around and be social without the pressure of money or real competition, you can do lots of customisation here. A garage for your cars, a clothing shop on the street, a graphics shop on the street,a music shop on the street and a market place....place. Enforcers get the same but in a different setting, more suburban perhaps. They can both share the luxury apartments/mansions server though. You can customise your living space with decor and furniture, placing the furniture where you want. Radios for music, and T.V. to see what's going on in the game districts. The car garage has your vehicles on display at all times, only about 3 or 4 but you choose which ones to display. In the flats the underground garage has parking spots, 4 of these are designated to the players so they each get their own personal 4 spaces to display their cars. The server could house a hand full of towers each with underground parking and some with above ground parking. Criminals get their own separate room within a towerblock. Enforcers get their own whole house, with a driveway capable of holding two cars and an open garage that holds another two cars. Players can drive their cars around the map and drive them to a service garage to customise. To show off clothing and outfits, you can go in the clothing shop and put any outfit you wish onto a mannequin. There can of course be several copies of these servers to house all the players. When player is "out" (logged out or on missions) their flat/house is locked and cannot be entered, their vehicles however are still on display to show the house is still occupied. Places with no vehicles are empty and can be bought, players can only own once place at a time but may to choose to move if they wish. A connecting road that leads out of the map can be walked down or driven down to transport to another server where other players live. You can mess around, customise and play games for fun in these home servers. Actual shops to buy stuff While it is nice that you can buy stuff from contacts or buy clothes from the clothing customiser, it would also be cool if you could go to places to buy these things. Both mission districts and social ones could have car showrooms that display each type of car you can buy...you could even test drive them within a perimeter. Only the basic car is displayed, you choose the slots you have unlocked when you buy it at the cashier, mods can be bought at the customisation garage which also exists in both types of district. The special cars that contacts may have can be seen when the buy menu pops up so they can be selected there. There could be clothing shops to buy clothes, tattoo shops for those and hardware shops for equipment. All existing in both types of districts. Contacts could still be there to sell things, but not all the common stuff as that is now in the shops. Maybe they are used to get to the market place, both armas and the normal one. Or maybe just be the equivalent of joker stores in the mission districts.
  15. LUST

    In game acc's

    Server Merge had issues that are still outstanding to this day, years later. So, unless LO are actually willing to resolve those...the last thing I'd want is them to mess with accounts directly. Just make character slots cheaper...and premium.
  16. Nanometic

    In game acc's

    Out of curiosity, why? Just for the 1 character slot? If they did merge accounts. I imagine it'd be easier to add character slots over adding premium to an account as a GM.
  17. vsb

    In game acc's

    i personally would be fine with paying for a character slot for each character merged into a “main” account
  18. HK33E

    In game acc's

    Well... LO-G1 Staff will be able to figure something that makes possible to merge the accounts into one? Even if this requires some payment. We're down on it.
  19. TheSxW

    DELETED

    I was just thinking of a way to make the game less cluttered since having 3 seperate currencies for the game all for the same use, purchasing in-game items. I just feel like its unorganised and feels really old maybe thats because of how long ive been playing and it has hardly been changed since release. Idk. 1. change prices for Jocker tickets rearrange them and made some longer peroid of time for each wepon 2. wepons for real cash should stay but could be tradable (using new system whos coming out slowly) 3. legendaries will be legendaries but they should be at last legendaries not common buns anyone have ... (i got like 15 ? all obtained by events(JMB) or bought from players by ingame curr. or bought by JMB directly from armas) 4. i will not tell about FFA ... this was just stupid as fuck from tiggs ..... gives free tiggs JMB ... pp lmade like 200-500 accounts just for legendaries ... anyway i know person who still holds like 30 bullsharks and 5 R&D's ... (no ban he say changed IP and other staff for doing this) ... eh ... no comments and ofcorse because devs make mistake now they ban ppl who abuse it ... but just who will not ... eh nvm lets go on. 5. changing system for NPC bought guns from 10 days to 30 days per 1 buy (anyway did u guys know that if u buy like 9000+ days or so, of one gun it become permament... [year 2038 ?])
  20. First off, I would like to congratulate Little Orbit on having very big plans for this game, some might even say the game may not even be deserving of these plans- while a good base and concept, the execution was kind of poor and the G1-era community throughout all of its lifetime gave it a very poor reputation which you (Little Orbit) will have hell trying to fix. Furthermore, I have some faith in this operation because you seem to be implementing some of these changes already, have a road map laid out which you seem to be fairly faithful to, which is always good to see. I was originally a player of the closed- and open beta of the original APB by Realtime Worlds back in 2011, located on Steam. Then still in college, I had a lot of input which the developers only ever partially seemed to listen to. Nowadays however I operate in the industry myself, which is in-part influenced by this very game. You know the story, the game failed no more than 4 months into its release before the extra-dark times came in the shape of G1 themselves, turning this game into a chaotic wallet-wrangling mess. So, with experience under my belt now, I have a pretty good idea about this game. I've played as a new character for a week, and I have to say that the endgame isn't where you as a company should be turning your eyes. Player retention is nice, but you can't grow off of retention and the new player experience is one of the worst I have seen in any online game to date. There are very few players, but that should be no excuse to let the high-rollers play with the fresh meat. Repeated stomping isn't going to entice a player to keep playing, and with no attachment to the game that the older players have, offering more powerful weapons for cash is never going to work! The ARMAS pay-to-win element has been shaved off in some limited respect though, so that's a good start! But new players should be encouraged to learn the game without having their face stomped in. Make it so bronze instances only allow stock weapons and 1-slot vehicles, limited player advancement to even the playing field with the rank 200+ players who currently just play there to club seals, with the silver instance allowing for 2 slots in both, and gold, ultimately, allowing access to everything the game has to offer. A player can then choose how advanced their experience is, with new players being dropped off in an environment where experienced players will be equals. Now. I'm certain that those high-rollers will say "oh but the gear doesn't matter, it's SKILL", but to that I say it's very funny that they say that while clutching their everything-slot equipment and would outright refuse playing with a slot-less weapon. Matchmaking would largely be fixed by that, aside from some key exploitable locations on the maps. That's a trial-and-error issue, admittedly, so I can't fault you for not fixing an issue before it's widely known. So, lastly, the UI needs a massive overhaul. While the game is playable, it feels very dated and the interface is clunky and poorly optimized. This, again, is something fairly low-priority, but game feel can account for a surprising amount. A game that feels good to play will make players feel cheated if they fail far less often, than a game on which they can infinitely blame the mechanics for loss, causing for no real realization of gauge or personal skill, causing in players never improving. tl;dr: - Put less stock in your existing community and focus on new blood, dedicated players will stay, only those that demand constant catering will leave - Limit Bronze, Silver and Gold instances by equipment so new players won't be farmed with the best gear - Improve the UI to go through less different menus to reach destination, camera improvements, and improving mechanical feel (I honestly don't have too much input on this because it's subjective)
  21. I just found it annoying where I would buy the guns I used for ten days, not play for a week or so because I simply didn't have the time and have the guns basically be wasted. I also wasn't aware of renewing the leases. However the price being a sale I would say you were probably right, since sales were the only time I bought anything and I likely used one of the free premium codes as well. Considering it was overpriced, not very good, one might even say scam, I see no reason why it would be a bad thing to add it back in since it would only be more revenue for LO. [Merged] They were account lifetime perm. I agree with the no mods thing, however as a filthy casual having no mods was totally fine for me and I could always rack up quite a few kills with just the base weapons, but that was part of the catch of the pack. Having mod slots for the weapons obviously would have engorged the price by a few thousand.
  22. It doesn't work. (Just like Communism HU3HU3HU3HU3HU3). People will create a lot of fake accounts with the referral just to get the bonus points.
  23. ArturiaTheSaber

    Gun Balance

    I have been sitting on this post for at least 5 years and probably well over a thousand hours of game play. I remember specifically making an account to post on the forums way, way back in 2014, but for whatever reason, this post never saw the light of day. I know it is a veritable monster wall of text and I tried to organize it as cleanly and succinctly as possible. But, after all, it is the product of 5 years of off and on critical thought and discussion on the matter. For those who do not have the time or cannot be bothered with the details, a compact summary is available in the section labelled "Conclusion". Foreword The crux is as follows: despite a plethora of gun options, only a tiny fraction dominate the game in terms of usage (which seems to be indicative of power). While I wholly recognize there will never be an absolute perfect balance in this sense, some of these offenders not only dissuade people from using a great many different kinds of weapons, but also seem to directly contradict the game's own combat design. I believe some kind of re-balance and/or redesign is needed. Game Play & Gun Play Although at first this aspect of the game can be bit complicated, it really boils down very simply. Guns are meant to be chosen in reaction to 1.) an enemy's load out & 2.) to a very specific situation. For example, an OCA is great at stuffing a sniper (with the help of a vehicle) and excels in close quarters areas. This game play loop of reactions can certainly be navigated around to a certain degree with player skill. An exceptional sniper, for example, could still probably defeat a mediocre OCA user, even at the OCA's preferential range. However, if all things are equal, one would expect success for the sniper to be in the negative at worst and wildly inconsistent at best in the aforementioned encounter. Given that this "mini game" of rock-paper-scissors and reaction to environment/needs is so central to game play, it only makes sense that the game try to offer us various different options for each range and role to best suit our individual play styles. Shotguns and OCAs, for instance, fulfill the same role of being close-range killers while the OSMAW and Alig are vehicle-slayers. The issue is that in many of these roles are dominated by only one or two weapons that are used almost without fail despite there being many, many more options. In the close range niche, the OCA (and its associated re-skins) as well as the Colby Shotgun and NFAS (specifically the True Ogre) more or less dominate weapon picks. All things considered, this role is actually probably among the best balanced as people still do often pick PMGs. However, shotguns like the Strife, Agrotech series, and Tommy Guns are all left in limbo. Tommy Guns, arguably, also could fit into mid-range niches, leaving its precise design intention a bit ambiguous. Long range is also in the same decently-balanced realm. Generally, players will pick a heavy sniper or a Scout. Obeya and OBIRs are not bad, but generally lack of the flexibility of the Scout series in particular. This said, it still does leave a range of snipers wanting. While the Agrotech snipers can do good vehicle damage, I find they really need another team member to be coordinated with the sniper to really be useful (which begs the question, why not just run an ALIG or OSMAW/Volcano). Both the N-ISSR-B series and DMR-SD series are a mystery to me in terms of what niche they are supposed to fill. Finally, the Anubis, a legendary weapon of significant rarity is just utterly out performed. There are other weapons I can talk about, such as the SHAW and Euryale/Medusa basically dominating the LMG niche (barring the ALIG, which has it own sub-designation as a vehicle counter). Vehicle-destroying weapons seem varied enough to me, though as mentioned previously, some weapons appear to want to be an option in that niche, but simply are not. There will be a section a little later on truly vague weapons. For now, onto the meat and potatoes; the reason I felt this post was necessary at all. The Tyranny of the N-TEC I feel that this needs its own section because that is just how prominent it is. Earlier I mentioned that some weapons seem to deliberately contradict the aforementioned system of situational weapon niches and reactionary weapon swaps. This is the poster child of that supposition. The N-TEC (and its associated skins) is good at everything and downright absurdly great at what its really supposed to do -- which is mid-range combat. I have seen this weapon dominate at all ranges and completely eclipse basically every other weapon in its niche for years and years on end. While it certainly is not unbeatable, I do not think it is an overstatement to declare it the best weapon in the game. It is so solid in its hegemony that using a STAR, Vanguard, Misery, or even ATTAC (though those do sometimes crop up) seems like a willful downgrade. I would be comfortable placing bets that this weapon alone is the majority of players' "go-to" weapon and I generally expect to see 1-2 every time I get opposition. Although I unfortunately cannot prove these claims without a whole lot a data collected from a whole lot of screen shots as proof, I do not think any honest player would seriously argue how common the N-TEC is. To me, this overwhelming presence is indicative of a weapon that is too powerful and, by relation, kills gun diversity and the strategic design of the game. Not to mention, its free nature dissuades players from interacting with the ARMAS Marketplace (barring, perhaps, getting the Ursus N-TEC which is an even greater offender of everything mentioned prior). Specifically what is wrong with the N-TEC? I would say it is a jack-of-all-trades gone much too far. In a game that appears to value weapon niches (sometimes valuing them so much, in fact, the niches are too ambiguous to understand) the N-TEC is a viable if not the singular forerunner pick in almost every niche. To a lesser degree, but still a behemoth, the carbine (and its associated skins) does the exact same thing -- which is pretty much everything barring blowing up vehicles. Vague Weapons This is a section for weapons that just sit in very odd places. I mentioned a few of these before, but they still make me scratch my head. A weapon I like a lot, although using it is often an exercise in masochism, is the ISSR. It kills in 4 shots and does solid vehicle damage. Cool at first glance, but its rate of fire is far too slow to compete with basically anything at any range and more or less requires you to either ambush or cover-pop to survive any sustained gunfight. Moreover, its clip is too small to blow up almost any vehicle without needing to reload. This totally shoots the gun design in the foot because it tends to get vehicles down to their "burning" phase which cues the drivers to hop out -- meanwhile you are reloading while the opposition is abandoning ship. This is a fun weapon, but what, exactly, is it for? It seems to be an oddball, pale reflection of the jack-of-all-trades idea, but in this case does everything just up to the most crucial point, then peters out. The Agrotech and DMR-SD weapons are much the same. While the former can support better car-destroying weapons, the latter is just bizarre. It basically does the same thing as Obeya and OBIR, which are generally already secondary picks to the Scout and N-HVR. The N-ISSR series of sniper is very similar. Also everything from the Horseman line of weapons is weird except maybe the Curse which is not too bad (though basically boils down to being an OCA). The Strife was clearly meant to be the N-HVR of shotguns, but because you have to be right in someone's face to use it, you frequently die waiting to shoot one more time or while switching to a secondary. The Misery shoots slow and just gets mauled in any honest gunfight. And, frankly, I do not even remember the name of the sniper off hand. Probably Suffering because that is how it feels to use it. Acknowledging Skill Gaps & Gun Favoritism & Metagaming I absolutely recognize that skill goes a long way in defining weapons. Perhaps the most iconic demonstration of that in APB or otherwise, is close-quarters sniping; an instance in which overwhelming skill completely overrides a weapon's intended purpose. I also recognize that APB is a very, very strange beast. On average, there are very few "average" players. This means it can be difficult to gauge if designs are either fundamentally breaking down or, as with the sniper example, are simply being stretched to their absolute limits. While this skill gap poses another, separate problem, I still believe that if the game's internal logic for gun play is as I theorize -- a system of reactions to situations -- then that logic needs to be preserved in gun design. Not only should this system be clear (perhaps explicitly mentioned in the tutorial), but niches should be clear and understandable. Obviously, no one gun should rule over any one niche and certainly not over multiple niches. Without the formula for success being clearly defined, new players will only be further lost as they get picked off and, eventually, quit. This is a circumstance that would only serve to preserve the skill gap, not close it. Second, I realize some readers might think I am poo pooing their favorite weapon here. I am definitely poo pooing the N-TEC, but that aside, I use plenty of "off-brand" weapons. Its fine to have fun, but my point is that right now the "competitive" weapons make up a fairly insignificant slice of all that is available in the game. Additionally, some of the weapons I have mentioned are locked behind price tags. While trials are available, it often is not clear to particularly new players what a gun's niche is and whether or not it excels in it or even suits them as an individual over the course of these trials. I am not saying make everything free as APB is absolutely a business, but I am saying weapon niches need to be more clearly defined and, as much as possible, especially for ARMAS guns, people should feel the value of their purchase. The ISSR is a great example. I did a trial and then paid for the gun and still did not really know what I had until a good week of fiddling with it. In short, I am not trying to degrade how you play the game. Rather, I am simply advocating for clarifications, balances, and more viable player choice. Finally, metagaming is always going to happen. I mentioned in passing before that expecting every weapon in the game to be perfectly viable is ideal, but unrealistic. Players will always optimize for success in any game and therefore core weapons, strategies, and so on will arise. To presume otherwise would be naive. This said, I do not believe there is ever any harm in expanding a meta as much as possible. Our current "rock-paper-scissors" could be "rock-paper-scissors-shotgun" and even that could go on and on. Although I admit doing this in a game requires a delicate hand and attention to detail -- it is not as easy as just slapping on new stuff. Suggestions I know I have covered a broad sphere of topics in this post. Yet, I have not clearly suggested anything yet. I need to first say that I am not in the least a game developer, just a passionate player. I do not know or have all the right answers. However, my first suggestion would be making it explicitly clear what every weapon is supposed to do; in the tutorial, in the weapon descriptions, and certainly in ARMAS. Is it for killing people or destroying vehicles? What separates it from other weapons in its niche? Where should I use it? My second, and probably less reasonable suggestion, is a call for localized nerfs or near-universal buffs. I think at this point my ire for the N-TEC is starkly clear and it would be my first choice for re-balancing. Or, take a hard look at other assault rifles and try to make them more competitive. Though, naturally, these buffs would have to extend beyond just assault rifles. Make vague weapons less so (give the ISSR more shooting speed or a bigger clip; doing one or the other will really help define it as a weapon for killing people or ruining vehicles). There are so many ways to do this and all of them are very dependent on individual weapons. I would be happy to elaborate in the future, but this post is already a monster in size. Another option, although probably far too great an undertaking, would be to somehow integrate a new way to practically customize weapons. Conclusion Finally, I will just briefly reiterate my points. There seems to be an internal logic to combat that the game pushes: weapon swap in reaction to environments and opposing load outs/play styles (this logic can be somewhat overridden with skill, something APB is highly saturated with). Despite this system of reactions which relies on clear weapon niches, a very small portion of available weapons currently dominate their niches. Some, such as the N-TEC and Carbine, even are extremely viable in niches they are technically far removed from (particularly long and close ranges). My suggested solutions include better clarity in the ARMAS, on weapon descriptions, and in the tutorial as to this reactionary system and the niches of weapons. Further, my solutions include either specific, localized nerfs to weapons such as the N-TEC or broad buffs to currently less viable weapons. Additionally, vague weapons such as the ISSR or Strife could use tweaks to better make clear what their niche actually is. The specifics of these changes I opted not to suggest citing both my own inexperience as a game developer and that it would require another long post given each change would be on a case by case basis. Now I would like to thank any readers who have gotten to the end. I know it was probably a hassle, but I am passionate about the game and really want nothing other than for it to succeed. While much of my input is subjective, it is also based on extensive time across almost 7 years of APB. This is my honest take on one of the greatest issues with the game right now, comparable to the issue of the skill gap -- which, for the record, I believe to be the largest problem facing Little Orbit. If anyone from Little Orbit puts eyes on this post, I want to personally thank you for giving it the time. I recognize that what you all must have on the table right now is a tall order and by extension recognize that suggestions such as my own are probably logistical impossibilities at the moment. Regardless, I appreciate the time and effort. I am hopeful that Little Orbit can breath life into APB and claim a bit of the glory the game has always deserved.
  24. We have just 2 type of account use, Premium and "Freemium". Why dont add ,maybe as loyalty reward a special new type? Like "Vip Client". When player reach an amount of loyalty points (with real g1c spent) player could reach the permanent status of "Vip Client". Nothing exagerate for dont ruin the Premium revenue, Just some symbolic benefits . for example allows: 9 symbols on car (+2) 4 symbols on dress (+1) 30 decals on symbol (+5) 10 Daily Mission Rewards avaivable. (+5) 1 Motorbike ok , this not, for now. I guess "Vip Account" Could be appreciated ,especially by artistic part of community. "Vip pass" could be also on market as an unique product, could cost less than a KeyOfCity but more than a precious permanent gun.
  25. yeah, I think I've probably spent almost 2,000 usd if not more.. I feel like people who invested into their accounts shouldn't feel like they were ripped off by supporting the game before the new owners.. in time, no matter how much people have spent, there will be more to buy..
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