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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.
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.
I got bored while eating breakfast and couldn't find the information out there, so I'm just tryna save someone else the 15 minutes of middle school math. I was thinking about trying to push my enforcer to max during quarantine, since my crims been cozily there for years and my enfs been over 200 just as long. So I've been playing more. And the rankings been painfully slow, being somehow locked in gold no matter how bad I do against current golds.. (lol) so I figured, the numbers are available, why not just see how many missions it'll take to get max? And I now understand that I'm not suicidal enough to get a second to max ever. I used my current rank with the mule to check that the APB database numbers were still gud, and they seem to be. Tier 0 contacts : 30,000 standing total. Assuming 2k standing on average per game, (about a premium-less win, I think?) Thats 15 games. Ez. Tier 1 contacts : 234,000 standing total. Still assuming 2k, thats 117 games? Considering its split between 4, pretty reasonable. Tier 2 contacts : 486,000 standing total. 243. I think thats kind of rough, especially since those contacts don't give much good, but whatever. Youll be rank 120 when youre done with this. Tier 3 contacts : 721,000 standing total. 360 matches. I mean hey, it's going up steady at least. This is the main curb to getting to 195, even if it only brings you to 160. Still not many good things given for the time. To get this far, to the bosses of each faction, we've played about 635 matches. If each one was about ten minutes, that's 105 hours of apb to get to the bosses. Not the worst, honestly! A good number of casuals would never be willing, but I'm an RPG kinda guy, so I pretty ok with it. Tier 4 contacts : 577,500 standing total. 289 matches. Faster than tier 3, but it's only 2 contacts. To get this far, you've earned 2,049,300 standing. And you've played something like 1024 matches. (about 170 hours of missions) That's an insane distance to go for this game. In my teenage years, I'd clock about 300 hours on any game I actually liked, so somewhere I think it's fair, but no casual should even bother. Here's the part that's actually what I started doing this for: Post 195 contacts are all 716,300 standing each. Even Gumball/Aletta with their 20 ranks. So after 195, to hit max rank, you need 2,148,900 more standing. 1074 more missions. Over double the time you've already sunk to get that far. So if you're like me, thinking it'd be fun to hop on that game you used to take way to seriously and finally getting your boy to max...Good luck not killing yourself. --------- Does anyone care? Prolly not. I just think its interesting information, especially when thinking about how much of a game changing advantage mobility sling is to ntec users, and the "easier" access to the 3 slot ntec. It's really the only thing I care about ranks for, lol. On one hand, the unignorable advantages seem more earned. On the other, I would REALLY like to be able to play this game with my casual silver friends. And currently, I have no argument when they say this game is something you had to start playing years ago. (No, I'm not telling them to farm JT in fight club, they hate fighting golds enough when its only 3 or 4.) Car surfer is something new silvers would also greatly enjoy, and regularly ask for. Shame I have to tell 'em they'll prolly never get it if they don't love the game without it. As someone who's already hit max rank before, (and jokes aside, might still do it again) I see no downside to simply... cutting most of these numbers in half? Yeah, max ranks wont be flexing as hard, but maybe I could tell my friends you unlock car surfer 150ish hours in instead of 300ish hours in. That'd be nice. I get that there'd be less of a grind, meaning less to do in a dying game, but when 90% of the cool things that new players want are locked into the games last 5 contacts..eh. I started this off tryna figure out how much I'd have to grind to feel "done" and now I just feel bad for the friends I've told to try this game with me this week. Guess how many stuck around. Disclaimer: If it turns out my numbers are way off, or you dont think 2k per match is a fair basis, sorry! Im just a dude.