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  1. Ditto here. I fear the server hamster didn't survive last nights maintenance - may his furry soul rest in peace.
  2. clones never happy, although the game is hard to play without min 1 maint the day on week end. clones adept in the way pop is low, none rly play, starts a longterm craft on saturday and thats it, until monday as always the smartest survive. and its 100% about time, so i dont stare thr screen for nth, prolly gets dmged with understanding, Cloey
  3. For APB to survive, LO needs to wage an all out war againts cheaters. If they don't, the game will fall. Good matchmaking does not mean much when you get repeatedly curbstomped into quitting. I do hope that the new matchmaking takes into account stuff like accuracy, precision and other factors. So if a player is deemed "too good" he will be matched againts others who are "too good" These players who are god tier will be closed off into their own little matchmaking pool, away from the majority playerbase. I don't see any other way.
  4. So basically not a single new thing? No unique backpack, no unique clothes, not a single new item. Just refurbish of all old stuff. Such buffed cisco is still gonna be crap compared to vegas 4x4 which can ram it into building and blow it up, while driver of vegas survives the impact. That one year we got unique clothing fishnets for xmas...the good years when it was actually worth it to enter apb. Instead of buffing weapons which are useless and always were useless and will be useless now after this buff, you should nerf .45 pistol which is destroying your game in front of your very eyes. Put at least 1 more bullet to kill or change ttk.
  5. Introduction: APB: Reloaded, an intricately designed massively multiplayer online third-person shooter, stands as a testament to the evolving paradigms within the realm of digital gaming. Meticulously crafted by Reloaded Productions, this opus has captivated the gaming community for its sui generis amalgamation of frenetic action, expansive open-world dynamics, and the dialectic tension between criminal proclivities and the mantle of law enforcement. In this expository essay, we embark on a comprehensive exploration of APB: Reloaded, unraveling the nuances embedded within its multifaceted gameplay mechanics, visually resplendent aesthetics, narrative profundity, and the synergistic interplay between denizens of its persistent online milieu. Gameplay Mechanics: At the epicenter of APB: Reloaded's allure is an amalgam of avant-garde gameplay mechanics. Unfolding within the sprawling urban panorama of San Paro, players find themselves ensconced in a veritable crucible, where criminal machinations vie for ascendancy against the backdrop of law enforcement imperatives. The expansive open-world design, an apotheosis of player agency, foments a sense of autonomy seldom witnessed in the annals of online multiplayer sagas, as participants embroil themselves in the throes of dynamic skirmishes across the urban sprawl. Distinguishing itself is an unparalleled customization system, affording players the latitude to meticulously curate every facet of their avatars, armaments, and vehicular appendages. This apotheosis of personalization not only engenders a heightened sense of ownership but also augments the game's intrinsic replayability. The strategic divergence between roles, be it the mantle of an enforcer or the machinations of a criminal mastermind, injects a stratified profundity, engendering an ever-shifting power dynamic within the game's richly layered fabric. Visual Aesthetics: Graphically, APB: Reloaded stands as an opulent tapestry of visual splendor. The metropolis of San Paro is rendered with an assiduous attention to detail, from the chiaroscuro of gritty back alleys to the vertiginous majesty of towering skyscrapers. Character models and weapon designs, meticulously crafted, attain a verisimilitude that augments the immersive facet of the gaming experience. The diurnal oscillation and dynamic meteorological tapestry further contribute to a panoply of visual diversity, ensconcing players within a living, breathing virtual cosmos that metamorphoses with their chosen roles. The artful interplay of lighting effects, particularly conspicuous, imbues the atmosphere with a palpable tension, underscoring the perpetual struggle between the criminal underbelly and the vigilant enforcers. Narrative Profundity: Whilst APB: Reloaded is predominantly oriented toward gameplay, it does not eschew narrative depth entirely. The game introduces a semblance of diegetic narrative through dynamically curated missions and player-forged content. These missions, whether undertaken as a nefarious criminal mastermind or an arbiter of justice, coalesce into an overarching narrative tapestry that mirrors the ongoing socio-political struggle within the confines of San Paro. A cardinal feature is the player-driven narrative paradigm, wherein participants actively shape the evolving story through their actions and consequential decisions. This adaptive narrative architecture adds a stratum of unpredictability, fostering an innate sense of agency among players navigating the intricate tapestry of crime and justice. Symbiotic Player Interaction: APB: Reloaded's preeminence lies in its emphasis on symbiotic player interaction, catalyzed by the crucible of online multiplayer dynamics. The ethos of the game fosters a crucible wherein collaboration, competition, and emergent gameplay experiences burgeon. High-stakes shootouts, adrenaline-fueled car chases, and meticulously orchestrated heists demand a sophisticated interplay of strategic acumen and adaptability as players traverse the dynamic landscape crafted by their virtual counterparts. The symbiosis between adversarial forces—criminals and enforcers—necessitates sagacious thinking and a proclivity for adaptability, contributing to an ever-evolving ecosystem where player skill and cooperative synergy reign supreme. The game's matchmaking and social systems further elevate this communal facet, cultivating a community-driven experience that transcends the conventional confines of contemporary multiplayer opuses. Conclusion: APB: Reloaded ascends as an unequivocal magnum opus within the pantheon of online multiplayer gaming. Its avant-garde gameplay mechanics, visually opulent aesthetics, semblance of narrative profundity, and the symphony of symbiotic player interaction contribute to an immersive, multifaceted gaming experience that transcends the conventional boundaries of its genre. As a dynamic confluence of criminality and justice, APB: Reloaded stands as a paean to the evolving landscape of digital entertainment, proffering participants an immersive, ever-evolving crucible for their criminal machinations or valiant law enforcement endeavors.
  6. VIP missions are a great concept, but only work for certain mission sizes and balanced teams. Those are rarely met. 2v2 VIPs suck, even if the players are evenly matched, because half of the VIP team is marked, and they can only die 7(?) times. And getting 23 kills on the non-VIP team is absurd in that time, so the best chance is to hole up in some camp spot and wait out the long mission timer, and the camp spot only lasts until the grenade/rocket spam starts. It's honestly in the best interest of the attacking team to just throw themselves at the VIP with little care of survival, because they'd be hard pressed to run out of lives before the mission ends. Go the opposite direction to massive 4+v4+ VIP missions, and now the VIP defenders can just go crazy, their deaths won't hurt the mission, and they just need to run up the kill count. I feel the best solution that isn't just disabling VIP missions is to even the playing field and give both sides VIPs and death limits for the non-VIPs.
  7. Short anser: Yeah DO IT ... but I bet it will change NothinG, despite agree the game and a lot of weapons are bad balanced. the game is around CA3 but at least for this Christmas you'll be happy with this present... Longer one: joke aside, Just give up with KV3 and I bet just buffing also until %HP will be useless and I double bet no devs will smash their heads on how balancing it, being just little tanky and a lot of more slow with the same firepower/TTk and bloom/ precision of everybody doesnt worth the candle, being fast has always been solid because you've the best potential survival skill of any game: Choosing your fights and the option of retreat for then give your peace ... on your bitter ones.
  8. not for competition, but i managed to kill 4 survivers with osmaw right after that :DDD sry brothers and sister, its such a betrayal... (i blured curse words)
  9. sreenshot tells everything, but its a very cool story i was riding with my friend trying to survive, last of people against pumpkin horde (full district) they managed to destroy our car, my friend died, it was horrible, but i took another car and escaped, but not for long 1 minute remains, im last surviver of all, my car destroyed, and around of 5-10 people right behind me, im running 30 seconds remain, i climbed on the roof (left on screenshot) and trying to shot back, but its useless 15 seconds remain, grenades grenades and grenades on my head, some of pumpkins right behind me 5 seconds remain, i have a shield for one side, and wall from another, but a very low hp, and pumpkins are running... 4... 3... 2... 1... 0... and i survived barely, maybe 10% HP. it was soooo cool, its almost impossible to survive without glitches when a district is full, but i managed) very cool event, 10/10 of killed friends by pumpkin horde
  10. There are already good questions on the comments before than me, so I want to suggest something else. Could there be a map where players are not against each other or a new mod where both enforcers and crims fight together maybe. Something PvE but also rewardful. Could be a mod that everyone is trying to survive, there can be many other scenarios. I have been playing fight clubs only and I would love to play such map/mod Just for having fun. It's like playing aram and fun mode games instead of rankeds in League of Legends for example.
  11. I liked the bounty feature when the final mission rewards were linked to your notoriety. Surviving with a bounty meant extra money and standing. G1 removed that feature, so it ended up being an annoyance with no rewards. Even then, I wouldn't have had an issue with it if enforcers and criminals levels increased at the same rate, and if it started at 3 or 4 star each mission instead of rolling over from previous missions.
  12. the most fun in apb was when you got p5/n5 just as you finished the mission, and then you can go straight to the enemy contact and try to farm as many ppl you can before dying. or camp rooftops, or drive around trying to survive. so yeah i understand that 100%. p5/n5 is one of the unique features of the game, that makes it more than just team vs team and actually makes the district feel alive.
  13. I'm sorry I don't mean to insult you, I don't know You. But how you are doing math or counting 300. The max is like 30, maybe 40 on the weekend nights when I no longer play that late. and of that 30 there are 2 bronze and bout 6 silvers, rest are golds with new names ya never seen before, talkin in chat like they god n been there for years n years, next day all the gold name will change but it be the same hoodlums just there to torture non hackers. So its not other players, its the same 30. Hackers are just women who haven't gotten the nursing license yet, they legally can't work in a hospital and annoy and stab defenseless people, so they buy hax and torment the patients while they're at home. So they can't have any fun in life while they aren't at a hospital to stab n take coffee from n then fire off 2-300 questions at the patient that the nurse and fake half doctors should already know. I got news for ya, The Devil isn't a Man, its a Woman, a Nurse. I want this woman arrested for 415-I Thats disturbing the peace /Inciting a Riot or violent reaction in a person or group of persons via verbal insult or signs. This is a californa state law, n I want that witch to do Time. I aint mad at the trainie with the 10 inch long 5 mm needle that needed a sound scope to find veins. in n out with this long ice pick whilst the devil nurse asks stupid questions to someone she knows has adhd, and was robbed of his coffee, water any liquid to wet and use your voice box. so she knew every answer hurt my throat. The only reason I'm not suing that dungeon hospital is I won't live long enough to see justice on that nurse. But the one with the dagger needle in n out starts it at the wrist goes all the way to the elbow just under the skin. n just for a blood sample and maybe an iv if i need one, cuz they used gas to put me down. I aint that mad at her, she was kind and ya know some people make mistakes, it was her first time using this scope with a needle, she was nervous and by her cloths i could tell she was a trainie not a full nurse, n then they decide to abort the big needle, n they pull it out, and a dude nurse came, used a regular sized needle n poked it right in. So the pain of that needle was just physical, not mental. That witch with the questions was mentally tormenting me specifically to get me give up n leave the hospital so they could keep the insurance money but not do anything. So a Thief and a attempt to fraud me and she was kin to the Devil. Now I got the hershey squirts n peanuts n I know they put them in me cuz i aint ate nothing. So they tried to kill me, they put tylonol pills in my stomach, knowing it would race my heart out, they tried to kill me. HOw ya gonna explain these tylonol peanuts when i aint ate nothing. So the Devil lost this round, I survived their attempt to kill me, but only cuz god saved me only to keep alive longer so they could all watch me get tortured by another nurse later on. Sociopathic Demons and their gold daughter spawn. Imma come in there n run u fake doctor womans over (in-game) Thats right, thats how its twisted now. Hackers are actually female demons, n one with dark hair and a pony tail an No hair net, with her pointy nose. Ya know it was an operating room, where th fk is your hair net.
  14. Thers tens of thousands downloaded the console versions and hundreds spend money on this game(this numbers can be even more)so people have the right to play it or come back to it.Is G1 fault with their decision back in the day to make also consoles besides the PC engine upgrade when they knew dat the code base is a mess and this is complicated game to deal with.Now we have sht-the engine was cancel by the new "experts" we have and the consoles r dead.But back in 2013 they was like "hey we survive the gta5 express train and we goin big now too" fkn idiots..dat decision actually killed the game and i told dem back there(to focus just on PC)
  15. Even if you reached out to EAC they will never in a million years tell you why you got banned, it's against their security interest to provide that kind of information to any possible cheaters or coders. If it's a false ban, they will revert it, if not you won't ever get a reply. Doesn't matter if any of you cheated or not, in the current state of the game we have to trust EAC and that's the only way forward if this game wants to survive. Coming to the forums and begging the CEO and Moderators to play favorites and give you special treatment is cringe. Email EAC and wait for your reply like anyone else would have to.
  16. Did you get banned and had to create another account? I won't say there aren't cheaters. There's some on Twitch that LO intentionally ignore, like the one who used to be named after a zombie survival game, or the one who's in game name is a spin off of Mr Beast's video intro. But, big but, the way threat is calculated causes players with a massive skill gap to be matched together frequently. Low to high gold is like brand new player to expert veteran. Mid bronze to mid silver is completely random. It comes down to what score bonuses the mission applies rather than skill. Green is harder to get than bronze, due to the anti dethreat mechanic that prevents threat from changing if your score is too low. There's also a massive difference in network performance between players, which can make some look like they're cheating. Some have perfect hitreg despite having 300ms living in Australia, while others with less than 20ms get no hitreg because their packets are being dropped somewhere inside LO's network. Generally I can 2 pump shotguns on EU with 90-300ms varying latency, but on US East it takes 3+ shots. On US West I'm better off trying to throw my car at them.
  17. i agree that i don't know about a lot of stuff. i just react as an outsider to stuff that i don't know about. than that said its stil all about does this person gets an unban or not. if so it was an unfairly ban. if so not he is stil banned does not matter what the consequences are in his title. i personaly feel like i said enough basic stuff that the logic i get from most of these messages are just trying to survive a sinking ship.
  18. The season of ghouls brought us a breath of fresh scare! And you all have been a patient lot, so we've decided to finally keep our part of the deal and once again welcome you to the APB Halloween event. From the 25th of October to the 8th of November, all San Paro residents are invited to use their street war knowledge against the ghastly calamity in known and loved seasonal challenges! Choose "Headless Horseman" or "Pumpkin Pickin'" events, or do both for a chance to bank a sweet amount of Joker Tickets and one or more unique seasonal titles. Completing the following objectives will award you with 500 Joker Tickets and one of the seasonal titles (per objective): Become a Headless Horseman by raiding special Halloween districts for pumpkins in the "Headless Horseman" event. You may lose your head over it, but 500 Joker Tickets and the "A Scythe to Behold" title are well worth it! Keep coming back for more, and we will notice! If you play 25 or more games during the event, we will acknowledge your persistence and give you your well-earned 500 Joker Tickets and the title of "Bullet Fiend". Pumpkin heads are back in season! They’re not only gourd looking but also send a strong message... mainly that you have squashed some poor souls along the way. And if you’re counting 25 and over, we have no choice but to award your efforts with 500 Joker Tickets and title you "Hollow". If you're one of the lucky ones who avoided being Jack-o'-Lantern-ized that one wonderful night in October, then you have something to be proud of! Slay 100 vengeful spirits, and we will send you home with 500 Joker Tickets, the "Reaper's Friend" title, and something to tell your future grandkids about. Or maybe you're just happy to be a one-hit horror lead role. Survive Headless Horseman havoc without being converted to the Pumpkin Head, and you'll get yourself some well-deserved respect, 500 Joker Tickets, and the "Trick or Trigger" title! Oh! And remember to visit our two good seasonal friends along the way. Contacts Trick and Treat are back to visit Halloween Waterfront for a limited time. Level them up to access their unique stash of seasonal items only available for the event. So there you have it, and we hope you have one hallow-a-time! ...Just watch your back Still here? Well, we may have one more thing for you. If you like to share screenshots of in-game actions, why not do so and potentially earn a valuable reward? For the duration of the Halloween 2023 in-game event, we will also hold a G1 Forum and Social Media competition for the three best Halloween 2023 event screenshots! Keep an eye for a specialized contest thread around here for more information, rules and a place to submit your best Halloween 2023 APB moments. 1st prize - 2000 G1C 2nd prize - 1500 G1C 3rd prize - 1000 G1C
  19. The sun was bright, not a single cloud in the sky. In the distance birds could be heard chirping, it was warm, comfortable, almost dreamlike… “Beautiful weather for an airstrike” Kaleida thought to herself as she surveyed the destroyed city landscape from the top of a crumbling apartment complex. She knew no planes would ever fly over this city again. It had been six months since the first nuclear blasts scorched the Earth, engulfing the countryside in flames and causing buildings to collapse within the city. Kaleida could still remember the blast, and the deafening silence afterwards. The civilian casualties would have been enormous had the city not already been evacuated years beforehand and turned into an uninhabitable warzone. The only inhabitants of the city now were soldiers and a few poor souls who didn’t make it out before the shooting started. Lost in thought, Kaleida almost didn’t hear the sound of footsteps climbing up the fire escape. She clumsily fumbled for her weapon- an old standard issue rifle, and shouldered it. Moving cautiously towards the fire escape she flicked her safety off and rounded the corner to find a feral cat. “Shoo you silly person!” Kaleida whispered, tossing a rock towards the animal to scare it. The cat hissed and backed away slowly, then jumped down the fire escape and darted out of sight. Kaleida sighed and went back to scanning the horizon... Kaleida flipped through her radio channels searching for signals. Nothing. Command had been silent for the last six months since the bombs fell. She had come to America as part of an invasion force back when this was supposed to be just another resource war that would only last a few months. She should have seen the signs that it was going to become something bigger. Signs like the special activities division officer assigned to her division. Signs like her commanding officers being briefed by men who highly outranked them; but it wasn’t her place to question that. She was a soldier, proud to serve her country, which is why she didn’t hesitate when her officer asked her to join an experimental program to hack into the Lifenet mainframe in order to allow her side to clone their own soldiers, a program that ended in limited success, as she was the only soldier in her unit who’s DNA was compatible with the Lifenet database. Command was supposed to send more compatible volunteers but they hadn’t arrived before the bombs fell… Kaleida munched on an apple. Had her army survived? Had her homeland survived? Her last orders had been to hold the city against all enemy forces until death, and she had done so with her battalion. When the bombs fell, her battalion had four hundred soldiers, now she was the last..all because of this damned collar. Hundreds of times she had died for her country, and hundreds of times she had woken up in a pod, scared, confused, alone, only to find her way back to her camp to the judging looks of her comrades. They eyed her with suspicion, even fear as she was regarded by many as a monstrosity. “A soldier who cannot die cannot have a soul”, one NCO had whispered a little too loudly. But they were all gone, and Kaleida was still there… She tugged at her collar, wishing that she could just take the damned thing off and walk out into the open where surely a sniper would spot her. Kaleida knew that she couldn’t do it; not while there was a chance that her army would come back to her. “Surely they must still be looking for me”, Kaleida thought to herself. But she knew the truth, her side had lost and she was all that was left. Suddenly in the distance she spotted what she had been waiting for, an enemy supply convoy, right on time. Kaleida scooped her helmet from the ground and secured the strap with a sad smile. Kaleida raised her rifle and prepared to charge the enemy, knowing that one day this hell would end, and she would finally go home.
  20. Matt, i have a question: I'm russian and i started to play on pioneer in summer 2011, so when innova was opened in 2013 i also had high lvl char so i didn't play there. + I learned english very nice for that years of playing with eng speaking m8s (IMHO). Last year i paid $ 90 to buy some items from armas (not weapons), and i know that if i'd play on innova i could buy the whole armas for dat price. So will you remove migrated chars all money + joker tickets (like you did it with me when i got unbanned, i don't mind i was so happy i was punished for nothing and all my tickets was ignored, people laughed at me on FFbans, ty for closing it), so i paid firstly to get the game a last chance to survive and i didn't mistake. You doing many things right (all except rebalancing weapons, except n-hvr, was my favourite gun, not only my, just ask people here - do they want to bring qs back). So my question is: You will left that russians all their armas stuff that they bought for funny price? If yes - can i ask about some compensation? a few guns from armas or something else? Big Thanks, Best wishes.
  21. Been a while since I've seen these ideas come up on the forum. I think adding gambling in social would be great. They could use up some of those unused areas in the galleria at the north end of the district to convert into a multi-story casino. Poker games could be held on the top floor, while the lower floors could be slot machines and roulette. I don't think anyone ever uses those small rooms on the sides of the galleria, so those could become part of the Casino. Maybe the west side of it could become the casino and the east side could be used for other activities like a shooting range or other stuff. Personally I don't think there should be a cap on how much you can gamble in a day because you're not using any real currency. If you were gambling away G1C or RTW Points (lol) then yeah it should have a cap on it, but Joker Tickets and APB$ are earned, so there's really no reason to cap players on gambling the resources that they earned from playing. Having that other end of the district actually have something worthwhile itself would make the district seem more alive too because you would see people running back and forth between the casino and the customization corner more often instead of everyone just crowding at the mall because there's nothing else to really do in Social. Maybe they could also make the Casino weapon skins and individual pieces of the high roller bundle prizes for certain milestones achieved by playing in the casino a lot. Usable benches and bar stools would be great too. They already have all the animations they need for that to work, they just need to be made usable. The stripper pole is 100% the most important part of this post though. APB won't be able to survive without it. On the east side of the galleria they could possibly add an entrance to a racetrack sort of area for playing around with vehicles and maybe use that area as a new prototype for a race mode. Then the top (currently inaccessible) floor of the galleria could take you to a spectator box to watch the races. The track itself should be behind the galleria and be fairly large. I'm aware that the back of the galleria would need to be modeled because just like in any game, anywhere that you can't see or get to just isn't modeled for performance sake. Races These could possibly be set up using the dynamic event system and reward the participants with cash or JT for taking part/winning, and extra rewards like normally Armas exclusive kits or high tier cars for milestone achievements. The way I can see this happening would be similar to joining minigames on Tower Unite but for there to be two rosters, one is for the practice track, where you press F on the roster and are immediately taken to a separate copy of the same track to practice with no real rulesets or place tracking. Basically just a track to goof around on. Pressing F on the other roster would put your name and vehicle up on a screen and the race will only begin once there are enough participants. Minimum of 4? When the race begins it pulls you away from whatever you're doing while you are waiting (to not keep the others in the race waiting) and puts you in the dynamic event which automatically puts you in your currently equipped car at the starting line. Then there's the usual countdown that you would expect and the race begins. While in the dynamic event you cannot leave the vehicle and pressing F resets you on the track at the previous checkpoint. After you complete the race you are teleported to the spectator box and can move freely. This would have to be timed so that players can't grief and make the race go on forever, but the time should be generous and take low tier cars into consideration. Once you are taken to the spectator box you get your prize immediately, so once again a player can't grief and delay you receiving your reward.
  22. Have Kevlar reduce incoming damage rather than increase health, the health pool remains the same (1000) but with the reduction in Incoming damage you can survive slightly more shots, the key here though is that when you do take damage and get into cover, you are actually less damaged than an equivalent none kevlar user (at the moment a 850 hit is a 850 hit kevlar or not) this means you have less down time whilst you regen. This subtle change to Kevlar's properties, makes it slightly more worthwhile without completely breaking it... 4 second delay, then just under 5 seconds to regen (595) rather than almost 7 (850) - (rough guess wont be 100% accurate) probably needs more work, but there is the basic idea.
  23. 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.
  24. Imagine a district where everything is broken down, rusted cars pile up around intersections... and the pedestrians of San Paro at long last obtain a bittersweet undead revenge... and hordes of them are able to pull you out of your car... where your ammo runs out but the pedestrians keep coming... where there are seek and find, repair, deliver supplies missions just like we have now... but with teams that have to cooperate to survive the zombie hordes. Not that the game should change or anything, but that alternative districts, which maybe are open on weekends or something, just might be a blast!~ We could even have changing alternative districts with different scenarios. An alien takeover for example, or vampires that come out at nightfall. LO now has the freedom and creative license to do things we always dreamed if we had access to private servers and first class modding. Come on now, our same game with some really creative change-up to prevent it from ever being stale... at least sometimes like special events.
  25. 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.
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