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  1. Power creep refers to the practice of applying a higher-than-normal power level to new content over time. It basically means if you drew a graph of the average power level of everything in the game over time, it would be sloping upward. The opposite of sloping upward is sloping downward. While there is no term for power 'regression' it is mainly due to the overwhelming opinion that it would, by and large, only anger and frustrate the players. In this game, the answer to what was becoming a steady trend of power creep, was the bullet curves system and when it was implemented seemed to be received highly negatively. Although everyone seems to agree that balance is an issue that needs addressing, nobody seems to agree on how it ought to be done on a weapon by weapon basis. Multiple discussions (read: arguments, fights, and other volatile interactions, as this topic is HIGHLY debated and leads to more than a few people become extremely heated) recently have made it apparent that there is a large portion of players that find more than 'just a few' weapons have no place in the game as their purpose is filled more capably by the current META, thus leaving many to already feel as though their $ was wasted, or their time/effort spent to earn the JT and buy the weapon in game was wasted, leaving a bitter taste in their mouth and furthering the discontent that seems to be rife within the playerbase among both new players and veterans. This poll is simple: The idea is that balance is achieved when the power levels of all implemented weapons are more or less 'standardized' across the whole of the game and are made competitive and fair for F2P and Premium players, veterans and new players -- that 'balance' has been achieved when the only advantage in the game is had on an experience level, skill level, map knowledge level etc. and is not dependent upon the gun you are using, bringing ALL guns to a place where they are competitive, enjoyable to use, and capable of standing against the current META (most effective tactic available.)... TL;DR people are unhappy with how guns are currently, but also seem unhappy with how the guns are being adjusted, so instead of having LO waste their time which could be better spent on more important content development/game fixes and updates (like the engine) by implementing changes, and then repeatedly rolling them back, let's help them figure out what kind of changes OVERALL we, as the playerbase, want to see in the guns. There are two straightforward options that will most effectively achieve balance across the board and should (conceivably, fingers crossed) satisfactorily apply a literal baseline to build towards in the future, as trying to adjust each weapon individually with no 'baseline' to compare to, no standard to measure against, is simply that -- adjustment, not balance. 1: Buff the sub-meta to be comparable and competitive with the current meta. 2: Nerf the current meta to be comparable and competitive with the sub-meta. Important Edit!: Buffing/nerfing is by no means generalizing all the guns. It is intended to mean adjusting the guns niches, and their balancing factors, to be more competetive with each other in relation to the environment. The meta is currently capable of reaching well beyond/extending far beyond its intended niche, while the sub-meta is far too specialized/has too strong of balancing factors for the niche it fills. This is something I likely should have stated, but for some reason to me it felt it should have been taken as a given that this was the intention and not that I was suggesting we generalize all the guns/remove the rock-paper-scissors style of gameplay that APB has always enjoyed. Balance is only achieved when one of these two is achieved, and fiddling with all of the guns weapon by weapon has so far only served to polarize (to the extreme) the community and damage the game's longevity. Please stick to the topic at hand -- this thread is not intended to discuss what the current META is, or anything at all beyond how to most effectively achieve weapon balance across all weapons and make the game fairer, more playable, and more enjoyable across the board. This thread is not to discuss individual weapons and how to balance them either. It is very specifically to get the playerbase's thoughts and feelings on whether or not balance should be scaled upwards, or downwards, so that the dev team can have a goal to aim for that will be represented as the desires and preference of the playerbase. If you do not vote you are opting out of your chance to be heard and make a difference and thereby cannot blame anyone but yourself if changes are implemented you do not like. In the spirit of maintaining the constructive intention and purpose of this thread, I would ask that any forum moderators please delete any posts that they feel are solely inflammatory and do not lend towards a civil, useful discourse.
  2. CHANGES: CJ on burst fire weapons New changes to CJ TestA making the burst intervals quicker. +7% with CJ3. also increased effective range by +5m on all burst guns. (not connected with CJ) without affecting bloom or accuracy These changes are major, completely stirring up the meta in a worse way. instead of making the meta divorce it forces all teams to use shotgun, oscar and obir. these would be the only guns used if the newly added changes to OTW goes live. Oscars flexibility due to low recoil and bloom would be close to mid-rangers dream weapon. being able to mint ttk on 35m comfortably. with a 7% increase of fire rate on a already low TTK. (0.82sec default making it a 0.76sec) Close up the shotguns absolutely dominates with no weapons being able to contest. as it is in the current state of the game. Obir would be close to long-range this is due to its flexibility, being able to quick switch (swapping to secondary weapons after one or two burst or shots) would make it a close(ish) weapon. Ofc still not able to contest with shotgun at current state. and then tree bursting on 75m (able to ttk) with the ability to move between out of cover and in cover would leave all other guns with no reason to use. (Obirs TTK originally is 1.2sec now making it a 1.1) It's hard to balance a game based on casuals or on paper. the balancing of guns should be based on the “hard core” players of the game. making changes for casuals and nonexpriensed player reduces the playability of a higher tier. In the current state of the game the skill gap has decreased so drastically. by just using a shotgun a completely new player wouldn't a too hard of a time getting gold. (its important that you add a reply with your opinion on the matter, since this is the best way to make a difference) I am going to look into the Ntec changes, but as of right now i don’t have the time. Im only one person add somthing if I missed it. ty
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