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  1. Had a neat idea while chatting about the origins of my username in district chat a few days ago. I enjoy playing support in a lot of various video games and something that feels like it is missing from this game is the ability to heal teammates. I realize that we have medsprays that do heal players that are around you when you use them but what if we had an orange character mod that dropped down a medkit which would decrease recovery time in a radius around you that lasted for a few seconds? Maybe they could be used like the ammobox with the player being stuck in an animation while the teammates around them received the buff or perhaps it could drop down like the consumable ammo crate with a bar that drains till it's out of bandages. I just think it would be cool to have more character mods and on top of this it would make for interesting strategies when pushing or defending objectives. Just a small recovery buff for a couple of seconds, standard orange mod cool down but something with a bit of a bigger radius/lifetime over the standard medsprays. I'm sure this has probably been suggested before so what do you guys think would be the best way to implement a supportive heal mod? Let's brainstorm!
  2. Originally posted 24. November 2013 – 11:32 AM Written and managed by @Esther // Proof-reader, editing, support by @freq Review/Flashback: 1. What is the Clan Progression thread about? The Clan Progression thread moved from a single suggestion and idea regarding clan functionality, improvement and progression thread of mine, to a community driven thread with a lot of great suggestions coming from forum members across the whole world. Together, we achieved a huge list with important suggestions to revive and bring back the importance and necessity of clans for All Points Bulletin: Reloaded. 2. What’ve we achieved the past couple of years? This specific thread received more than 190 likes, more than 230 votes (remains to have all of 5 stars filled out), more than 80.000 views and more than 570 replies. This isn’t everything though. The Clan Progression thread raised up to the most liked, voted and replied (without counting one pinned post) content in the Suggestions & Ideas – Section. Also, the thread achieved to be the third most liked content on the GamersFirst Forum overall. 3. What’s the plan regarding clans with Little Orbit? The most important step is to show Little Orbit that the clan progression has been left out for a decade after they removed the leaderboards for clans and players which kept the clans relevant during RTW. GamersFirst pretty much ignored this thread even though I tried several times to get in touch with a red name. However – we didn’t give up and kept being active. 4. Gratitude Statement: I’m going to take the possibility and try to explain my emotions and gratitude here. I want to thank everyone who supported me, the team behind the thread, the clan progression thread, and the efforts to keep the thread alive, fresh with ideas and relevant. I highly and greatly appreciate all the welfare and commitment to help me out over those couple of years. I just can say it a thousand of times again, thank you very much everyone and I hope – together we’ll get clans back on track. I am optimistic that together we’ll prove Little Orbit that something must happen with Clans. Contents: Clan Management + Usability Improvement to Clans Clan Progression Leaderboard (Leagues) Clan Warfare Event ("Hit Squad") Clan Wars Games Of Chance (Gambling) GamersFirst / Reloaded Production's plan for 2014 Closing Remarks Special Thanks 1. Clan Management + Usability Improvement to Clans: 2. Clan Progression: 3. Leaderboard (Leagues): 4. Clan Warfare Event ("Hit Squad"): 5. Clan Wars: 6. Games Of Chance (Gambling): 7. GamersFirst / Reloaded Production's plan for 2014 were: 8. Closing Remarks: 9. Special Thanks (added your ideas, suggestions, improvements and more): I do greatly appreciate every small talk, gif, picture, feedback, suggestion, criticism and a +1 like. I want to be clear here, that I've spent several hours (yes hours) on editing and formatting this thread to get it ready and published for this forum. I really - really hope the APB: R community will enjoy and appreciate it as much as a few did on the old forum. Thank you. "As stated in number "8. Closing Remarks", I would love to see a small little change/update but an important improvement to the whole free to play community which makes it possible to choose and use the Clan-Title without having to buy and own premium in the near future. Clan Tag should be usable as free to play player." Updates: 27. 06. 2018: Rewrote and overhauled the complete thread. 27. 06. 2018: Proof-read and supported by freq.
  3. Greetings everyone, I'd like to suggest to rename "APB:Reloaded". Not just because we have a new publisher and to get rid of the bad memories with GamersFirst, but also because the actual name isn't "mouth propaganda" friendly. An example from my everyday life: People: Hey, do you play video games? Me: Yes, I do. People: Cool, which games do you play? Me: APB: Reloaded. People: What? ABP..what? Me (louder): APB: RELOADED. People: Never heard of that... An observation I made is that almost all players use to say "Let's play APB" instead of "Let's play APB:Reloaded", which was originally the name of this game. The "Reloaded" is just an unnecessary adjunct and makes the name harder to pronounce. So one suggestion would be to rename the game back to "APB", also to make it more marketable. Another alternative would be to make a survey where everyone can submit suggestions. At the end, we'll vote for the best name. Best regards PLAYLUXE
  4. Is there a chance that in the future, we can make smybols that override the normal maps of clothing? I know ALOT of people who would love this as a feature. ALot of people (Including myself) Like to make new clothing out of the current clothing. Low Ride Jeans, Extended Shirts, New Shoes, etc etc. For a quick crash course on what a "Normal Map" it. Here is an example of what effects we might be able to achieve with it. These are some very rushed photoshops. But you get the idea of what I mean, right?
  5. So anyone here remember the whole "Midtown" thing that is supposed to be in between Financial and Waterfront? Hopefully that could be added in the Last Update or so. It'd be pretty awesome.
  6. Good Morning San Paro This is the collection of best (and worst) suggestions, there are a lot of topic about them, but i prefer keep it all in one. Mission "Gold-Whale": the purpose of the mission-concept is to use the existent AI inside civilian vehicle/character ,already able to find a path around city or detecting player and aim them, ,giving them an active role inside a missione How it works: An heavy armored truck spawns and is going to reach a very far zone in the map. after a bit, an alarm signal like bounty alert appears in district or only to a random team/group/player. the truck will be equipped with an npc surfer,with a random strong OP anti-vehicle weapon ,its health will be regulated like a KV3+CA3 benefits, and aim will work like the civilian detection (they turn head if u are near, so increase the value should give an input for shot & aim too) The goal is destroy the truck, (setting its mass upper to 1000*normal truck should avoid break its path following) With damage car crash ,bomb or fireweapons. (opponents can get in missionfor save the truck ,if ,and only if, the truck get a certain amount of damage or after a certain amount of time after first blood/damage) When the vehicle is destroyed the first goal is reached. (mission ends when item is delivered to safebase,no time limit, if there are no opponents) If there are opponents ,team have to deliver an item dropped by destroyed supertruck to a safe house , before opponents get it and deliver to their enemy base. (like classic system, but without large time for item-hold ,deliver first==win) random reward could be deployables,joker tickets, or also a "Key Truck" a deployable that allow player to drive itself the truck if is in defense team during this type of mission, or ,if is attack team is possible deploy a "E-Guard" that works like an automatic turret for shoot the target crossing the path. Deployable Roller Blade: it allows for 30 seconds to give to character the same physics type of a little ,fast, light, vehicle,the ramming power is limited, brake sys is very low too. when equiped (F), player can literally skate, also on ramps. canTperform action or use any kind of weapon, shoot, climbing or complete object. should not be hard to do cause is simple an object with same propiertyes of a vehicle, the few difference are the size, and a little set of animations, just for moving. when the player "dress"the rollers is like inside a vehicle, but littlest. Homerun!! If activated as orange mod with key 5 ,it allow for 3sec to bounce back any 8 ball / Half brick back ! time for cooldown 30 sec / 1 minute Add an Animation could be cool. Reduce the cooldown to 2 sec / 5 sec could be a nice mini ball game between 2 user with this amazing mod. Miranda Law: « You have the right to remain silent. Anything you say can and will be used against you in a court of law. ....... But we are in SanParo! We need Interrogatory Orange Mod! (only for enfo) How it works: Enfo stuns a Crime Near the stunned crime, Enfo press 5key for active the mod (crime is arrestable too during attivation) All the opponent's team is spotted on Radar at every distance for 5-8 seconds! Pros: Spotting enemyes better than Dogfish. Cons :requires great cooldown, Enfo with this mod is spotted on enemyes radar during activation. Tactic Broken Bottles. (only for crimes) Like the fireworks or stereo, but with parallel fuctions: Type:Grenade (3 for equip) How it works: Crime launch the bottle (obvious silent on radar when used) When the bottles impact the ground,cars or walls create 1 single fake target on radar for 10-15 seconds) if bottle impact directly an human target deals +-10% damage, +-40% stamina Pros : Fake target, amazing sound, 3 bottles combo is a stun weapon for crimes Cons: Somebody could drink them instead of launching. DOG-MOD as video explains: https://www.youtube.com/watch?v=FxrAYI1HG2o Enfo should have the ability to interact with Citizens too! An identiki tool for find criminal hidden in map. V,IV,III,II,I How it should works: Enfo interact with Fkey to a citizen (it works also without the tool, but very slow), citizen begin to "talk" with enfo. If a crime is nearest to 100-200 unit is spotted for 5-8 seconds (icon of handcuff will be shown too, if active) if the crime is nearest to 30 unit witness mission automatic starts. time for gain the spot depends by grade of tool (I,II,II,IV,V) like other tools. Is treadable. new titles! new ranks! \^--^/ Could be cool and avoid the insane advantage of crime and balance cop's finance just a bit. Repair ToolBox (suggested before BLOWTORCH release, but still useful) when activated, all vehicles near player are under fixing for 10 sec max. (player is hold like ammo bag open) time for reload = 3 minutes Fast Check In: when activated allow to shooting with secondary while carrying medium items, or opening doors for 10 sec, deployable after 3/4 minutes Posted 18 June 2013 - 11:44 PM someone did this suggestion too? Repair toolbox.
  7. Me and a friend were just talking about how it feels like the top speed for the fastest vehicles in APB looks/feels as if it were 40mph. He said that he heard that it's because the current engine can't handle cars going any faster. It'd be nice if every vehicle could get a major speed boost once the engine upgrades roll around. But first thing's first, would it even be possible?
  8. Back before the separate threads for the game and forum suggestions, I posted an idea for another ATAC variant I called the ATAC 424 "Classic". The original thread got a little carried away with what the gun was based on. I thought the ATACs looked like M16s but was informed that they are actually based on HK416s which I still don't see. The ATACs, at least the base gun and the Watchman, look like M16s. Anyway, the ATAC 424 "Classic" is basically the standard ATAC with the watchman barrel guard and without the fore-grip. This is what it would look like if added to the game. An alternate version of the Classic but with the CR-5's iron sights
  9. Hello. I was offering myself to the old G1 as community adviser to help them understand what we players really want, becouse they never acted like a players tbh. The old G1 team was ignoring me for years when I was offering my 'volunteer' help in making the new district map (if they only give me the programs like map maker or whatever they used). I could finish the midtown district like 2 years ago but... Nvm. The new age begun. I see that, L.O. is more eager to listen the players. So I will give some pretty useful tips. As a APB player since RTW i think i have something to say in that direction. And also i will speak as voice of the people, becouse my opinion is shared by pretty huge group of people. Already it's like whole nation which is pretty big % of whole apb comunity. Don't dont forget some of these ideas are just my and private so not eveyone can find them cool :P. Some of the ideas are just concepts that could never work good in game- but are worth saying it. So let's go to the point. These ideas must these ideas must come into force. Few of them will be possible to implement instantly, and few will be concepts to work for : Return of stunting- Everyone knows that, a lot of people was chilling in the game and stunting. Getting to hard to reach places was attracting people to do that. And made you want to get it. It gave a lot of fun to everyone that stunts.Then G1 introduced anti-glitching system that stopped people from bugging cases etc. behind the walls. I dont think this system is bad. Its pretty necessary. B U T. As the system came into the game, tobi (if i remember correctly it was him) instantly suggested 1 simply change in the system code, that could make system just perfect. CHANGING 1 LINE - made a system working when you are on the mission, BUT system was inactive when you wasn't on mission. That change could protect people on missions from bugging, and allow the "free-time" chillin' players to stunt (that change probablly would bring a lot of people from beyond the grave)- not every glitch or a bug is bad for a game- stunting spots wasnt, and it made apb kinda unique. Less than LTL weapons - Old apb concept like stuning sticks etc. to stun as melee. Arresting for crims- concept kinda related with upper one. But it can work already if enforcer stun himself accidentally (and that happens). In my idea crims could use 'cable tie' or just a rope to "arrest" enforcers. Road around the social district where people could drive they cars (blocked road like highway what wouldn't allow them to drive into social center). Make clan logos finally visible for others in a 'TAB preview' section. Clans are allowed to challange other clans for a match. Bigger groups than just 4 of people. (5/6 is kinda better- we dont need group of 20). Clan title for everyone- not just for a premium members. heavy NHVR is really hard to balance weapon. from one way it should hit u strong, in second way, its kinda too op. I think adding bullet drop only to this weapon would make it more balanced and less op on distances like 80+ meters. Kevlar 3 is a character mode that is found by community as really tryharding and give huge advantage in 1vs1 situations. I think if someone have 130% hp rather than 100%, so he should provide more points for a kill. If killing traditional person provide 100 points for a kill- killing guy in a kevlar provides 130. it kinda balances the his advantage in 1vs1, or at least rewards you for wining it. 2x bigger custiomization bar in the car customization. Everyone who at least once tried to make a great car: experienced the fact he still haven't use all 50/50 symbols BUT his bar is full and he can't finish his work as he wanted. Clan ranking based on W/L ratio (it's conected with challanges system i suggested above). Everyone knows there was idea about CRIM and ENF social districts. But what you think about clan district? I have few options in my head. There would be "clan bank" and clan members would collect money to buy/unlock a clan's house. First idea is that: there is a district for clans ( working on rules of the old crim/enf social district idea ). So every clan is allowed to have a clan house('district') imposed in advance . they have no choice in this. One for enf clans and other for crims. Like the old 'asylum concept for crims' and unfinished concept for enforcers. Whole clan district could be unlocked after getting right ammount of cash or you can just buy main room, and then you have to buy and unlock next and next rooms and zones. Second idea is that: there are few smaller and bigger clan houses available to buy by a clan. Depends how big clan is and how much money they own to buy and unlock a clan house district. This option is cooler but of course requires much more work and projecting. To finish both ideas we could use mission reward system. As we get yellow character mods/ emoticons/ symbols and rarely clothes after finishing the mission, that we could get furnitures and fixtures to finish our clan house make it unique, and more desired by others. More open buildings in apb- not just corridor through the building. more like few open flats per district ( not many, just few ). and make fire stairs usable- to make a second enter to these flats. that would protect these spots from being too op. If fastest apb car (vegas) max speed is 23 meters per second, AND IF YOU EVER PLANNED adding motorbikes into the game- they should be with a speed like 40 m/s BUT every collision ends with your death or making u '-85' and also u are still hitable on the motorbike, so for example sniper still can take you off. abandoned racing idea. Long time ago there was an idea about races. even old fightclub (bacon) had racing startup lines around. In my idea there should be simple and 'fast-made' racing district. With system of choosing a race type, cars allowed, entry fee etc. Also there could be added some simple (not that awesome as armas ones) car kits, so we could win parts of it in the 'official ranked races', not in the custom ones. Crash Derby arena (minimod like fightclub where group of 4 with a car could join to take part in the car crash derby with weapons. Last team standing would win). There are bronze statues in the city with a plate "higest honor", after placing ourselves on them, the plating should change from the "higest honor" to Chararacter name and our clan. Extend existing districts by existing textures around. Like docks and Lighthouse in Asylum. Or some textures in Financial or Docks in Waterfront. Cars Patriot T-25 and Dolton Montane could have a grip for a weapon on the semi-trailer, that allows you to instal weapon and decrease recoil. Daily login rewards. (with a minimal play-time of 30 minutes to achive). At this moment, HAZARDOUS is the only one legendary weapon in APB that isn't unique becouse of any variation. In the game is placed unavaiable weapon moditication named "Muzzle brake VERTICAL". And this modification would make this weapon much better. I think replacing one of the Hazardous modifications with this variation of muzzle brake would finally make it better than common colby version and worth naming it "legendary weapon". Get back with the old district system, where golds playing on bronze had -90% standing and cash and -25% on silver, so gold disctricts will be full again. Thats pretty MUST HAVE to fill gold districts again and let silvers play vs people on their level. As usual, I was became dreamly and wrote about conteption ideas and i forgot about most of the real ones but I will add them soon. Anyway you can say what you think about these. PEACE.
  10. I am aware there is another topic for buffing the anubis, however I thought I would create my own as the other does not seem to offer an actual solution or explain what is wrong The NCR-762 'Anubis' Adeen is a 3-shot-to-kill sniper rifle type weapon. It features a unique sight as part of its legendary gimmick. The original version of the anubis was, in my opinion, quite good. It has a good rate of fire, and the bloom was very manageable as you vould easily time your shots a little slower to maintain accuracy or try to fire at max rate for shorter ranges. This, coupled with the anubis's good mobility and great 'aiming time' (a term I will use to describe the time it takes for the retivule to reach macimum accuracy after entering marksmanship mode) meant that it could provide quick, mobile, precision damage without being overbearing like an N-HVR. It was a fun weapon to both use and play against. It could be compared to a DMR, with the movement penalty removed, but with reduced damage and lacking the reverse damage dropoff that the DMR features. Some players had an issue with the gun's legendary sight, saying that it was too intrusive and made the gun too hard to use. To fix this, Gamersfirst issued a change to it in the large amounts of weapon rebalances a few years ago. They made the sight slightly translucent to allow players to see better. This was fine. However, they also made major changes to how the gun performed: The 'aim time' was increased significantly, meaning that you have to wait a significant amount of time before being able to shoot accurately. The bloom was increased massively, meaning the shot fired after the first will almost always miss unless you wait the even longer time for the reticule to shrink back to sensible levels. The bloom decreases with each shot fired, meaning you have to fire 3-4 shots before you can fire at a similar rate to the old accurate firerate. These changes made the anubis an extremely cumbersome and unintuitive weapon. It now has a long setup time, slow effective rate of fire and makes the user waste ammo if you want both accuracy and a decent time-to-kill. I suggest the reversion of the bloom mechanic to something like what it had before. This would allow the anubis to be a quick responsive sniper again and not feel punishing to the user. Thank you for your time and I hope you consider my suggestion. edit: I revisted the other thread and saw the user Kewlin brought up the issues I have discussed here. Apparently the excessive delay of bloom recovery is a bug, as it was only supposed to be applied to the N-HVR 762 (Where it makes a lot of sense!). I believe that reverting the mechanics would be the best and simplest fix, if this is possible for LO. I do not know if the old mechanics would have been stored.
  11. Way back in the day when GamersFirst acquired APB and made it into APB Reloaded, myself and many others who were/are passionate about this game due to its unique gameplay experience, worked on a lot of feedback (some going above and beyond in terms of effort). Unfortunately almost all of that feedback was ignored and we realized G1 had seemingly no real interest in improving the game, only trying to wring as much $$$ out of it as possible. I'm hoping Little Orbit is different. Sure, LO has to make $$, I get that, but I hope they are committed to breathing life into APB in order to make it last. It will be beneficial to both the players and subsequently themselves in the long run. Here are is a list, mostly off the top of my head, of things that if fixed/changed, should greatly improve the overall quality of the game: <<< Additions >>> Ability to see secondary weapons / grenades on score screen, possibly without revealing mods Ability to put a resupply box (consumable) in the trunk of a vehicle and resupply from the trunk area (similar to the vehicle mod Mobile Supply Unit) Better friends list akin to modern games (friend request, account-wide adding, etc...) Bring the district caps back up to 100 (50 and 50) -- Possibly higher OR implement some sort of cross-district matchmaking (sort of how WoW's phasing system works) High res setting for primitives Loose ping restrictions -- Boot players out of the district if their ping exceeds 350 for x minutes maybe Make "non-meta" vehicles viable --> Give vehicles bonuses to certain mods (Han Veo = radar range, Ceresco = % bonus to the cargo expander, etc...) Mission-length replay (very similar to the replay systems of PUBG and Fortnite) Permissions system: Allow us to set permissions on our creations be they clothing or otherwise so other people can modify what they buy or obtain from other players Return our precious bullet tracer effect (with optional toggle inside the options menu!) Weapon/equipment loadouts with save slots (this might make some weapon switching unfairly quick? idk!) <<< Quality of Life >>> Ability to join a queue for full districts Account-wide storage (Sending legendaries or mods to other characters on the same account is tedious as hell) Account-wide currency ($$ & JT) Add a delay/invulnerability when switching to a stage that involves takeouts Allow players to attach multiple items to an in-game mail Better weapon sorting (Would love things to be alphabetical right now, but I'm sure the whole interface could use a revamp) Change how yellow mods work: Either make them unlimited (no cap) or when you hit the cap, stop receiving extras (mail spam) Consistency, consistency, consistency! One of my biggest gripes with the game since my first day back in 2011. Sometimes I have to aim behind people to 'hit' them, other times I can shoot where their actual player model is. Also this sort of ties in with inaccurate cross-hairs and client-side blood splats / hit-markers Dampen the sounds of people outside of your current mission slightly + have an option to 'mute' out of mission players (voip only) Different color 'tie' score screen (Green is currently shown for a win and a tie) Eliminate client-side hit markets / blood splatters and other things that can mislead players Ensure weapon reticles and such reflect a true accuracy Fix certain fence walls being unable to be shot through Fix certain map geometry to prevent seeing/shooting through Fix LOD on map geometry (certain walls, etc... disappear at strange ranges) Fix objectives (vehicles) in vehicle delivery missions from exploding in certain areas when you enter their vicinity -- Cant remember the mission name(s) but I run into this often in Financial around Fix progress on a point carrying over to another mission (Example: A break-in door objective that had progress on it but was never completed will have the same progress for whomever has their objective at the same door later on) Fix that one vehicle spawn in Waterfront that spawns vehicles facing the wall Fix the game volume / VOIP -- Currently you need to turn your in-game volume to max and then turn APB down in windows in order to have both sound and the ability to hear others decently on VOIP. Fix vehicle spawn areas so that, no matter the size, two vehicles can always spawn side by side Gas Can 4 has had a loose vertex forever which results in it 'exploding' during animation/use Item jump/drop 'trick' -- This was fixed for heavy items years ago but not for medium items. In lieu of this 'feature' give a player carrying a medium / heavy item x% more HP (only while holding said item). Make out-of-mission vehicles have 0 collision aka 'ghost' for people inside the mission but ONLY WITHIN x RADIUS OF AN OBJECTIVE Make sprinting 'always on' by default (auto sprint) -- There is little to no reason to ever not sprint in APB Minimize 'cheap' hold areas and other supreme choke zones by adding more ways to reach certain areas (There was an excellent thread with pictures on the APB forums years and years ago about this) More control over our settings in-game to remove the need for tools like Advanced APB launcher, shader edits, etc... More meaningful gun statistics (in-game) instead of the obscure bars we have now News / updates 'panel' on the login / character select screen to keep non-forum goers in the loop Only allow ammo/weapon switching at proper locations (ammo vendors / contacts / deployed ammo). Right now players are able to change weapons and such at mail boxes and car spawners which feels silly Remove the 'rocket protection' -- When you aim over a car, even if you have clearance, your rockets will shoot off to the side to 'save' you (this also affects grenades) Remove the various district specific compat files from the official game. There is no need and it causes problems. Remove weapon rank 16. It takes about the same amount of time to go from 1 to 15 as it does to go from 15 to 16. Quite an arduous grind! Revamp the tattoo system as it is easy to delete layers unintentionally, the layers are sorted backwards, etc... <<< Revisit >>> Contact vehicle unlocks -- Why would a new player use anything other than their starter car (1 slot with mobile spawner) when it takes a long time to grind up a 1 slot car? Differences between both factions (restricted spawners, vehicle types) Equip times on certain weapons (I'm looking at you Silver Nano) Gun preset mods -- Most preset guns you buy have awful mods for the modern era of APB (HB3 SHAW / HB3 Alig / Any shotguns with reflex sight / etc...) Kevlar Marketplace 20% tax Out-of-bounds system -- This needs some tweaks (several rooftops can still be exploited by crouching) as well as perhaps some slack for people goofing around outside of missions P5 / N5 -- Getting these in a mission usually causes the person doing good to lose the objective and can be very annoying. Ram raiding (does anyone do this for $$ anymore?) Spawn system -- This honestly used to be worse before elective spawning was introduced but it's still far from perfect. The biggest problem being people spawning down range of enemy snipers. Threat system (Though I'm not sure anything can be done to make things better given the # of people per district) TTK -- Some weapons, especially in CQC situations, can kill people before they can react and this seems a bit silly (Yukon is probably the worst offender) Tutorial district (or something similar) Two equipment slots are still locked Vehicle carry limit (Namely for the Vaquero and Mikro as they cant carry a heavy item without a special blue mod. This was done for ram raiding years ago, seem archaic now)
  12. Hello, Little Orbit! Very proud of your activity and responsibility, thanks for keeping in touch with the community, this means a lot. Recently you've talked about if nudity should be allowed in APB, and I came up with a solution of this problem. Don't have any ideas about symbols, though, but anyway : Nudity should be optional. Just as it is in Conan : Exiles. If it's impossible to do at this moment, then we might wait until APB will be updated to UE 3.5 or UE 4. Nudity should be turned off by default, but players will be able to change this option anytime. Players with nudity option ON will be available to take off the brassieres. Players with nudity option OFF will still see characters dressed in their bras. Bras painted as t0ts should be bannable, since it's the only way to show nudity to everyone and some players will abuse this feature. Don't know why, though, but there's always people like this. That's it. Still can't come up with any ideas about graffiti. Would love to hear both community's and developers' opinions about this. Thanks! P.S. : Sorry for my mad inglis skeelz.
  13. Introduction The main reason I and many others play APB is the games heavy customization. It really allows for the creative people to stand out, and a huge part of that is the symbols we can make. However, there's another function I wish could be implemented to the clothing itself. What if we had the ability to choose how certain clothing fits? Take a regular long sleeve shirt, there's a lot you can do with it using symbols. Make it look like one sleeve is pulled up while the other has tears. Add a decal going around the waist with the same color as the skin to make it appear shorter. But why should it be necessary to use symbols only? Suggestions for features Adjustable lengths on certain parts of clothing. How worn out a piece of clothing is: scratch marks and tears. More options for multiple layers of different clothing. One knee pad instead of the default two on both legs. I understand that we already some of these features. This submission isn't completed, I will update it after I give it some more thought, I would also really appreciate to hear some ideas and would love a discussion about this.
  14. It's been a couple of years since I've dreamed about something like this being added in APB for Enforcers, but now that LO is in charge, and that the forums are all renovated, I feel as if it's a good time as ever to suggest this now, in order to get exposure/opinions on what others think about this. Push-Bars and Steelies for All Vehicles I'm not talking about something that affects gameplay, just something cosmetic to make any vehicle look like an Enforcer vehicle. It would be sick to see Bishadas and Mikro's and such with these things. More Cop 15 Police Lights I kinda feel a bit disappointed with the current Cop 15 lights (and the old ones as well). The old Cop 15 lights were nearly nonexistant when viewing them from any angle, even when flashing them on, and the new ones aren't that noticeable even from a short distance. Would be nice to see some more variety added in regards to low profile lights like these: One can dream.
  15. As I've been getting back into this game, I've started to pick up on things that maybe could have been executed better in terms of visual and gameplay customization. I've done my best to try and organize my thoughts. Outfit Customization Organize the Outfit Designer screen by Clothing type. I don't know why this wasn't done from the beginning but it was a pain to find the items I wanted. Its more of a user interface change and categorizing items based on what slot they fill. I believe it shows up this way when you try to buy items but not with items you own. Replace items that are pre-designed with a skin selection option for the item it actually is. Having 3 or 4 different variants of the same item show up when trying to select an item is kind of annoying. These can still be unlocked the same way. Vehicle Customization Add more body kits for the Ravan, Cosenza, Broadwing,Sentinel, Han Veo, Calabria, and other vehicles with minimal customization options. Remove pre-modded cars. This is one part of the same suggestion I'll make later on in this post. I don't think they're necessary, and having all of the pre modded copies of vehicles that can be built by players with open slots seems to me to be a waste of menu space. Just have the skins available as liveries. Add Universal Wheel Sets. I'm not sure how hard this actually is currently, but It would be nice to have some better options for wheels across the board, especially on the vehicles I mentioned earlier. Weapons Again, remove the premodded weapons, but replace them with the current ARMAS weapons in the contacts. I understand that you can get them with Joker tickets, but thats like a grind on top of a grind, especially for someone who is midway through the contact ladder. And choosing between two weapon types gets boring. I honestly wouldn't even care if it was a "DLC package" to compensate for the lost money. I do, however, think that ARMAS should be the only place you can buy the Permanent, Fully unlocked weapons. These could have the Gold Icon like Armas weapons do now Create A New customization category :"Setups". Basically, a visual variant of a weapon that has the same performance, but looks slightly different. Think the stock and Stockless version of the NTEC. Realistically, would change the performance of the weapon, but doesn't. So basically you could have a STAR C (G36-C) that doesn't change performance, but looks bad patootie and is more stuff to put on the Armas market to make the game money. (I tried to think of these things). It would still look like the weapon. Let me know what Y'all think!
  16. Before the in-game UI was overhauled many years ago, we had the option to disable the group_vote popup after you finished a mission while not in a group. Small things like that make the game more enjoyable.
  17. When APB launched under RTW, the gun models were very artsy, and only roughly based on their real life counterparts. Then G1 took over, and all the new weapons were modeled after real guns, which was a huge improvement as they actually looked good. I've made a quick comparison between some of APB's ugly weapon models, to what they were based on. As you can see, the game models are absolutely disgusting. The CR5 looks like the deformed brother of the M4A1: The SR15 is a disproportionate SIG 552: The CR762 is an ugly SIG 550: The OBIR might be an HK93? It's so ugly, who knows. The OSCAR looks pretty similar to the OBIR, so I guess it's a tacti-cool HK93: Any chance you could update the original game's weapons to look more inline with the new ones?
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