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Armas Marketplace 1) Update Armas Marketplace prices for weapons (lower them significantly). DONE, still think some prices are high but it's much better in general now 2) Armas should only be selling re-skins, clothing and vehicles. So, make weapons like the Colby CSG-20 and other non re-skin weapons available through packs become available through contacts and/or the Joker Store. Progression 1) Revamp how weapon and modification progression works: Remove primary unslotted, 1 slotted and 2 slotted weapons from the game, only having 3 slot primary slotted weapons should help balance the game for new players, since most players are veterans anyway. Primaries with 1 and/or 2 pre-attached modifications should be updated to include a 2nd and/or 3rd modification. Secondaries should stay unslotted or 1 slotted with a pre-attached modification. This is the current state, don't change this. Allow players to use (but not purchase from contacts) all weapon, character and vehicle modifications from the get-go. This would limit the progression to $APB instead of grind to reach the modification rank requirement. While this was fine when the game was populated and fresh, now it's just a big disadvantage for new players. Balancing 1) Fix unbalanced missions and spots in Financial and Waterfront. I wish I had a list of them... 2) Perform a balance pass on a few weapons and modifications. A few ideas come to mind from weapons and modifications that I'm more concerned about: Nerf the Low-Yield Fragmentation Grenades, from 3 to 2 grenades to match the other grenade types. Nerf the Percussion Grenades, from 400 to 300 max health damage per in radius hit. Nerf the Joker RFP-9, decrease its effective range from 40 m to 30 m. DONE (a better nerf was applied by LO) Nerf the OBIR, decrease its ammo capacity from 10 to 7 magazines (240 to 168 bullets), make it on par with the Obeya Rifle CR762 with ~7 magazines (100 bullets). Make it bloom way more when jumping so it's not pin-point accurate. Nerf the ATAC 424, increase the spread when spraying very slightly, while still allowing it to be better than the N-TEC 5 in close range but staying worse in medium range. Nerf the NTEC-5, make it bloom more when jumping. Nerf the AAEPD 'Volcano JC, increase its resupply time to be on par with the OSMAW. Nerf the Colby PMG 28, decrease its effective range from 35 m to 32 m, which is still higher than the OCA-EW 626 (30 m). Nerf the N-HVR 762, from 850 to 720 health damage per shot. Remove the link between accuracy and damage (this is quite a weird mechanic, specially for new players), make it bloom way more when jumping so it's near impossible to hit a jumpshot even at point blank. Nerf Mountie SF9 'Yukon's modification, more like a bug fix, decrease its fire rate as it is way too overpowered right now. DONE Nerf the NFAS-12 'True Ogre', decrease the pellet count because getting hit by this weapon literally kills the hitreg for everyone in the area. Nerf the OCA-EW 626 'Whisper' and PDW-56 'Kris', increase their crouch modifier from 0.8 to 1 and lower their range from 50 m to 30 m to match the OCA-EW 626. Nerf the OSCAR, lower its range to the same as the Joker SR115 Carbine and add bloom when shooting at its max fire rate, similar to what also happens with the Joker SR115 Carbine but less pronounced since it's a burst fire weapon. This last one is literally just to avoid full mag macro spraying with no consequences to accuracy. Buff the NCR-762 'Anubis' Adeen, either completely rework it or make it a re-skin of another weapon because, in its current state, it's pretty useless. Also, remove the crosshair modification (Hunting Sight: 'Anubis') or change it to something better. 1/2 DONE Nerf the Spotter modification, decrease its duration from 8 to 5 seconds. Spotted players should stop being spotted after they are 100 m away from the exact position they were spotted in. Make the marker blink instead of just being a straight wallhack. The cooldown should also be increased to 1 minute like it was for non-premium players previously. Remove the character/vehicle modification cooldown reduction for Premium players, it's actually "pay to win". DONE Remove consumables (yellow character modifications), their addition created a lot of unbalance (Shield and Ammo Box specifically). If you really want the Satchel Charge, Shield and other consumables in the game, just make them orange character modifications. At least, rework the Shield deployment to use a "wind-up" system where you have to stand completely still for at least 3 seconds. 3) Make Clotting Agent 3 the default health regeneration and make Clotting Agent 2 the only Clotting Agent level. Fragile, Kevlar Implants and Flak Jacket would need re-balancing though. 4) Reward Joker Tickets at the end of missions. More tickets the better the score, duh. 1/2 DONE, still not enough in my opinion 5) Don't allow Prestige 5 (P5) and Notoriety 5 (N5) players to be killed by players outside their mission. Remove them from being shown in the radar and map. Reward more APB$ per kill while being P5/N5 to incentivize having high notoriety. Right now, this system punishes players for doing well in missions and makes them choose to teamkill someone outside their mission in order to lose their bounty for their own mission's sake. 6) Don't allow players to spawn using a vehicle with the Mobile Spawn Point modification when it is within 20 m of objectives, not items (apart from last stage items such as the ones from item hold missions). 7) Remove Green threat and merge it with Bronze. I really don't see a whole lot of difference between these 2 threat levels. Bug Fixes 1) Fix the bug where a player can see their enemies' nametags through walls and fire hydrants. Those issues (probably) have different causes, but have the same effect. DONE 2) Fix the way a player can enter and leave vehicles since there's a small invincibility timer while performing the entering/exiting animation. (This probably requires a networking update, if it even is possible) 3) Fix entering vehicles if the chosen door cannot be visually opened (add collision check to vehicle doors), this fixes the case where a player can enter/exit a vehicle instantly without an animation. 4) Fix when a player presses the key to exit their vehicle and they go out from the wrong door instantly without the exiting animation, in an unpredictable manner. This doesn't have to do with the vehicle being too close to a wall on both sides, it just happens randomly. 5) Fix how, sometimes, another player exits their vehicle while driving fast and curving sideways which makes their character get pushed by it and then de-synced from the server. This usually happens with fast cars such as the Vegas. (This probably requires a networking update) 6) Fix Unreal Engine's built-in mouse acceleration, the in-game settings option does not remove this entirely and players rely on file changes to do it. DONE (explanation) New Features 1) Finish the Scaleform UI update. There are pretty good mock-ups by ShepardHS that follow the style of the bits from the Scaleform UI we currently have. (https://forums.gamersfirst.com/topic/237-game-user-interface/) Scaleform is deprecated 2) Add the "Dedicated Automatic Matchmaking (D.A.M.)" described in a blog post from 2015. (https://apbreloaded.gamersfirst.com/2015/01/matchmaking-on-global-scale.html) 3) Add ghosting to players and their vehicles which are not part of the same mission, this avoids griefing and targeted abuse towards streamers. Maybe this could be a toggleable command for players. In my opinion, I'd just never deactivate this but, I guess some people would. 4) Add an in-game trading system. DONE 5) Add crosshair customization to the settings menu. 6) Add Always/Hold/Toggle Sprint to the settings menu. 7) Add Hold/Toggle Crouch to the settings menu. Credits Me and my bro Lumsheden.