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  1. 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)
  2. Cars in a physical garage: Imagine walking into a vast and visually stunning garage, where your entire car collection is showcased in all its glory. Each vehicle meticulously parked, ready for your admiration. You can take your time, stroll around, and appreciate the fine details of each car you've customized to perfection. The great feeling as you admire your carefully curated collection would be unparalleled. You could even invite friends over to showcase your automotive masterpieces, fostering a sense of community and friendly competition. Personalized NPC assistant: Your personalized NPC assistant would become more than just a helpful in-game character. With the ability to name and customize them, players would feel a genuine connection. Your assistant would be your trusted ally, expediting services, offering valuable tips, and guiding you through the game world. You'd have the freedom to choose their appearance and personality traits (by intergrating custom voice lines, behavior, even stance), creating a truly unique and memorable companion. Players would be eager to interact with their loyal assistant, further deepening their immersion in the game. In-game laptop for online market purchases: Picture having your very own virtual laptop, accessible from your in-game flat, garage, or office. With just a few clicks, you can navigate through the online market, buying and selling items with ease. This convenient feature would eliminate the need to visit specific locations for transactions, saving valuable time and enhancing the overall gameplay experience. The laptop could even be customizable to match your personal style, adding another layer of personalization. Apartments in an ultra-customizable game: An apartment in this ultra-customizable game would be more than just a living space. It would serve as a personal sanctuary, reflecting your tastes and achievements throughout the game. Decorate it with trophies from your epic missions (imagine actual trophies/medals hanging on the wall instead of just having them on a post-game screen), hang artwork depicting your favorite moments (screenshots), and host social gatherings with other players. The apartment could become a focal point for players to unwind, plan strategies, and proudly display their progress, fostering a sense of community and camaraderie. Mission variety and lore: The game's world would come alive with diverse and engaging missions that go beyond mundane fetch quests. Picture embarking on a thrilling heist that requires intricate planning and coordination, or participating in epic battles that have real consequences for the game world. Coupled with a rich lore that delves deep into the game's history, culture, and factions, players would be completely immersed in a narrative-driven experience. These unique and compelling quests would keep players invested and eager to uncover the next chapter of the game's captivating storyline. What about criminal dens? Criminals need to manufacture the stuff they do, steal the gasoline that they pour from somewhere. What about a fake money factory? High stakes bank, bank truck robbery to take it to your safehouse to dismantle and sell/progress tech, etc. Balance and realism in missions: The missions would be meticulously crafted to ensure logical coherence and authenticity. No longer would players find themselves using excessive force for minor objectives. Instead, they would face challenges that demand strategic thinking and appropriate actions. The consequences of intense firefights and critical decisions made during missions would carry weight, influencing future interactions and shaping the game world. This approach would create a truly immersive and believable experience. Faction relationships and conflict: Faction dynamics would be consistent and meaningful throughout the game. Enemies would remain enemies, and alliances would require genuine effort and negotiation (mostly between criminals). Players would feel a deeper connection to their chosen factions, knowing that their actions impact the larger conflict. Immersion-breaking scenarios would be eliminated, allowing players to fully immerse themselves in the dynamic and evolving game world. Three factions. Actual Police, Bounty hunters, and Criminals. Each with their own faction unique custom 3D cosmetics. Police would have eg. radios, bodycams, bounty hunters custom chains, etc. Immersive gameplay elements: Imagine engaging in intense missions where the use of jail cells becomes a strategic element. Arresting criminals and successfully transporting them to jail (instead of leaving the criminal in the spot they got arrested and not being able to move them) would be a high-stakes endeavor, requiring teamwork and quick thinking. That would be exciting as they execute armored transports to jail, or, as criminals, attempt to stage intense jailbreaks. These immersive gameplay elements would create memorable and adrenaline-pumping experiences. Mission design and rewards: Revamping missions to be more diverse, rewarding, and meaningful would keep players motivated and engaged. Each mission completed would contribute to a larger sense of accomplishment, and rewards would be meaningful, reflecting the effort and skill invested. Players would feel a sense of progress and satisfaction, incentivizing them to keep exploring the game's world and uncovering its many hidden treasures. Actual car navigation. It's 2023. Every car and phone has a comprehensive navigation system. By incorporating these enhancements, APB: Reloaded could evolve into an exceptional and captivating gaming experience. Listening to player feedback and continuously improving the game would undoubtedly attract a more dedicated player base, ensuring that the world of APB: Reloaded becomes a virtual playground where players can create, compete, and thrive together.
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