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About Me

Found 2 results

  1. Introduction: Hey fellow Enforcers and Criminals, It's been a wild ride in San Paro, hasn't it? Countless turf wars, daring heists, and enough bullets fired to rival a fireworks convention. But one thing that's remained relatively unchanged over the years: the user interface. While the core gameplay remains addictive, the UI... well, let's just say it could benefit from a refresh. As a veteran player who's seen it all, from the glory days of the launch to the current iteration, I felt compelled to take matters into my own hands. So, I present to you: UI Reborn! Scope of the Project: The project aims to redesign every aspect of the UI, from the main menu to in-game overlays, ensuring a consistent and visually appealing experience. Motivation Behind the Overhaul: Many of us have been longing for a revamped UI that aligns with the technological advancements and the changing gaming landscape. The current UI, while functional, lacks the flair and intuitiveness that modern gamers expect. My goal is to create a UI that not only looks aesthetically pleasing but also streamlines the navigation and enhances overall gameplay. A Fresh Look: Gone are the dated boxes and menus. This new UI boasts a sleek, modern design that prioritizes both aesthetics and functionality. I've implemented: Streamlined menus: Navigation is now a breeze with intuitive layouts and clear labeling. Find what you need quickly and get back to the action faster. Improved information display: Essential stats and information are now presented clearly and concisely, making it easier to track your progress, performance, and objectives. A Call to Arms: This project is a passion project, a love letter to the game and its dedicated community. However, I understand the importance of player involvement. I invite you to share your thoughts and suggestions! This is your chance to help shape the future of APB Reloaded's user experience. Let the discussion begin! Share your thoughts, ideas, and feedback in the comments below. Let's work together to make APB Reloaded even better! Remember, this is just a starting point. The future of APB Reloaded's UI is in your hands! Take a look at new UI here: https://imgur.com/a/bRjNtE9
  2. It was nice to see and spend time with the Devs and GM's in-game, so thank you for taking the time to do so! I noticed there was no thread at least in social for feedback yet so here's one. --------------------------------- Open PVP didn't work out too well, it was somewhat enjoyable but definitely nerve wracking trying to figure out if the out of mission guy next to you is going to kill you or not. Luckily this is being addressed. Gm presence was great to see, though I do agree it would be cool to see them as split between ENF and Crim so that more people get to play against the GM team during events/testing. Testing: For testing I only used a few guns during the testing time (shredder pr3 preset with ir3) and strife. So I'll mention my experience with them and opinion. 1. Shredder got a much needed decrease in effectiveness, at least that would be for the base variants, the IR3 (pr3) version which has now only a partial gain in range in comparison to before sadly got hit with the extended rof decrease giving it a roughly 1s ttk for a weapon with ~25m range. The weapon no longer effectively 3 hits as easily, which can be seen as a positive however, that often leaves it severely lacking in most situations in the closer range ranges even against ARs with its now very high ttk. The base variants without ir3, should however be much more balanced than before the changes and won't have the same issue as the pr3. But I cannot give a full review of them as I didn't use them. Next 2. Strife, I'm unsure what to make of the change I didn't notice too much of a difference, however, it wasn't exactly too strong before imo, especially since it's high ttk kept it in check. So while I'm not against the rework it's not something I feel was needed. The strife itself isn't used very often in general because most other shotguns are better choices in most, if not all situations due to its ttk, so having a high Overkill for it isn't something I'm against. Didn't get to play around too much with the ar changes, but a test beforehand showed ntec could 7/8 hit at 52m which seems to have the desired effect for AR's. So that's a plus. Further observations: IR3 Ir3 as a as a mod or even as a preset on shotguns seem to hurt them with very little to no benefit now. Before it was used as a way to improve the weapon with no downside, now that the mod has a downside, any shotguns with it often become worse for little gain due to the rof changes and at most ~4 to 6m average to gain. If you account for spread on shotguns it may not be a very good trade. This difference forces them to lose out against their peers due to ttk differences. The mod at one point being preset made sense. With the new changes I am unsure whether it can holds true for so little to gain with the current downside. On smgs IR3 has a little better effect, however, most times they aren't effective in reaching and taking out enemies at their max ranges in the first place so it isn't likely going to see much if any use on many smgs if any. Due to losing out in cqc and unable to make use of the extra range.
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