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  1. While it might sound good from brand point of view (brand loyality and all of that), stagnant population in game isn't anything good. Most of mechanics in APB are based on promise that there will be always new players filling up void of constantly increasing more experinced playerbase to create "skill tiers". With APB it don't work - bah... it's outright abused by experinced playerbase - and in some twisted way playerbase balance itself out by this... as long as we getting fresh blood that is. We talk about dethreating of course. Dethreating is effectively vampirism. Each time new player joins the game during his first 5 matches is pretty guaranteed to land match against several year veterans playing this game. Veterans prey on unexperinced fresh players and you don't have to look much around - it's commonplace situation even now on all bronze districts in both Jericho and Citadel. Ever tried some unknown MMORPG from depth of internet? Never could get into it and all content locked behind PvP is impossible to reach because of entrenched veterans in PvP? That's how newbie in APB feels. In APB it's 10 times worse though as APB is 100% PvP game. So new player after several matches most likely having negative opinion being litteraly steamrolled at first matches by top tiers, give up and never comes back. And funny thing is... there is karma in APB with stagnant population. Ever felt like there is shitton of cheaters around? Well... that's disease of low populated games in stagnancy. In normal working games with dynamic populations - meeting cheater is rarity, mainly due high population of overall players, to that there is big rotation of them causing cheaters to be mostly flushed out by sheer numbers of all other players. Anyone wondering how this is correlated should ask themselves this basic question: Where 1 cheater makes big difference? In population of 700 players or in population of 70000 players? So wanna fix problem of cheaters and dethreaters? Well there are several ways for that - and to understand problems we need to know about two things - skill curve and learning curve. Here's how they represent themselves right now in my personal opinion: Skill curve: Learning curve: This images were required for me to represent solutions, which are: 1. Flatten skill curve - which is impossible as each player is unique on it's own and skilled less or more. 2. Lock people in corresponding sections of knowledge and skill curves - newbie for greens, basic for bronze, seasoned for silver, veteran for gold - quick solution which might create problem of creating new characters just to dethreat and kill off veteran population (due to insanely high skill in group which some might not meet). In positive (but unlikely case) it can create it's own curves within each population (newbies, basic, seasoned, veterans) and prevent intermixing in battles newbies and veterans so the first group can really learn and have fun and other have proper challenge matching their knowledge. 3. Flatten knowledge curve - while you can't make newbie posses veteran knowledge, you can make them posses at least basic one. Proper and interactive tutorial (not current wall of text) - something like we had in past during first years of G1 reign - just learning you to do everything you need to know about APB. That way we at least lift up newbies to basic status - which would help them already a lot. PVE interactivity can also help less skilled players (or this who look for other activities than constant PvP) to enjoy themselves despite PvP competiveness and toxicity - although I imagine brining such action to reality would need total redesign of game. 4. Open discussion? - Democracy is not bad but we as community really need to think of action, not just leave it as it is and say "it's alright" - it ain't. I see LO doing something in regard to players being pushed away by veterans (actions like bringing ARMAs to Joker Distribution are great) but it seems that this actions are not enough. What do you guys think?
  2. so like new players and returning players yeah they don't have the skill ya'know to fight that plague known as dethreaters im just like perma silver now but ive got a few simple suggestions that can help with the dethreating either a seasonal ranking thing with brackets for instance they last a month or 3 each badge colour threat is a bracket like what we have now but how it'd work with this system is it resets every month or 3 and once you climb into a different colour it stays until the season ends then it'd get reset probably not that simple of a suggestion but heres another if they hit a higher threat colour in a lower district they'd get sent to social soon as they change colour locking them out of the lower district they were clubbing don't be aggressive about the responses im just throwing these ideas out there to discuss cause everyone knows that dethreating is an issue in all mission districts
  3. I don’t remember if there was a system like this or there is now honestly. But i’d like to share my ideas about reducing rewards of unmatched threat-district player. For example you will get 50% money and standing reward as silver player in bronze district. In silver district they will get what they should have. Maybe +% reward in gold district?(Might be abused) So what about gold players in bronze district? They should get 0% money and standing reward. In silver district 50% etc... One more idea from me about threats: How about weekly change threats instead of changing instantly after a mission? This system would find real threats of players who will enjoy at their districts and decrease dethreaters’ number because of time period imo. And maybe get some reward as higher as your threats weekly like fight club challenges to encourage players upthreat.
  4. "Is not simple manage people, especially bad people" We all know some goldies love stomp bronzes and real silvers in bronze district, cause is not fun have a fair match. They use dethreating for access to bronze district and use griefing mission on purpose on silver district for maintain the low threat level, sometime also until green for be sure. How to fix this antisocial use of threat system? Simple: Give to Dethreaters what they want: Easy match for gg ez. How to do that? Simply with this few steps: Gold badge gained for first time: Threat is locked for 1 month. Gained second time: 1 year lock, Gained 3rd time: Locked forever. Silver badge gained for first time: Threat is locked for 1 month. gained 2nd time : locked forever. Bronze badge gained : Threat is locked forever. Every threat is locked to its own district: Gold to gold , silver to silver,bronze to bronze: no eceptions This cost zero and works. FAQ: "Silver noob posting!?" : Goldies go home "I have no fun in matching other goldies! i could lose!": git gud "District segregation killed the game in past": cause dethreating "No segregations at all could works better? there could be no need to grief/dethreating" No, cause the MM could be afflicted for false threat detection. "Open conflict will be a better place after this?" They could be also removed. "I lag in silver district" cause goldies presence ddos the server and opponents , is a natural technical cheat that they know and use with love. without them, silver district will be ok. "Goldies ddos with presence ?? are u mad??" No, just see your ping in different full district, more gold presence, more lag and latency. is statistic and empiric, they got 120 fps PC ,this means more computation and more server response, now if you put a glass ball with an iron ball inside a basket which will be break first if basket begin to move? "You told ez gg for goldies dethreaters!!! how is possible with this faxist rules???" Will be easy ,but some where else, i never posted that you will still have a gg ez in APB. "Your english is bad ! i hate you ! what you will do after my downvote?" Nothing. My english is terrible behind every human think , Kiss & Good Night
  5. The only solution to this problem would be to isolate bronze, greens, and Trainees in their own district. Thus Silver and gold must play vs each other. Reasons: 1. It isn't fair to anyone except other golds on your teams that are 'dethreating',. And people call you a try hard if you push against this behavior. 2. You are creating the problem. APB players are are like predators. Nature of the game, which is cool. They want to search out the easiest targets. Again, the result they dethreat to get to bronze. >>>People rejoice when they lose their Gold.<<< 3, You are losing new players that are overwhelmed by this Threat system's flaws. 4. Causes contempt within the community, thus making it more toxic. Multiple reasons that are too numerous to list here. In closing I will say I have been here as long as the game. I have worked with gamersfirst with many issues within the game. I know what will work and not work. >>>Implement this change for a month and see how it works out. <<< One last thing. You may think; "Yeah, but silvers wont be able to play with silver!" Not so, It takes nothing to make silver from bronze. But takes a lot to get from Silver back to bronze. I won't point out the guidelines of how or why that is for it will expose techniques. What do you have to lose @MattScott Trust me Sincerely. LX NA/EU APB player
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