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some ideas from a player with almost 10k hoursI've played a lot of APB and I am friends with a lot of people who have played a lot of APB. Many of whom have quit the game. some of their reasons are big and hard to fix but some are smaller and not at all too much to ask for. -It takes too long to level. (I don't think this would be too hard to change. Just increase how much XP we get as mission rewards. The game has drastically less players than back in the day, so missions are farther inbetween and leveling takes longer. when I hit max rank in like 2015 I was at about 800 hours on 1 character. Which is entirely too much and most people don't ever put that much time into ANY game. let alone a single character.) not even max -Not having a contact in a specific district (Though I am aware this one will be disputed because it would make it so 1 map is obsolete most the time, I do feel there is people out there who may have quit because they got tired of that endless wait for financial east to populate. This change would help with my first point as well. That 800 hours of leveling was when i had option of playing waterfront or financial at like all times of the day.) -Buffing bad guns, leaving "good" guns alone (An issue I and others I have spoken to are having is that we have played this game for so long that we have played the same guns over and over. This is largely due to the fact there is some guns that are just not viable and its not due to the fact that NTEC is just drastically better, because it isn't. Its due to the fact that a handful of guns have been nerfed and buff so many time while the others remain the same and left in the dust. I feel that buffing these less used guns would add some spice to the lives of the remaining playerbase.) NO point in even taking them out -Arma/ingame rewards for forum activity and testing activity (Over the years we've seen many changes to the game and most of those changes were not at all what the community/game wanted or needed. I've thought about it for a long time and even spoken to others and we feel it is due to the fact that only a very small fraction of the community actually comes on the forums and responds to suggestions and questions (some of the people who respond DONT EVEN PLAY the game anymore and just enjoy posting on the forum because they have friends and such.) In OSRS they have polls, which is an ingame way of voting on changes the devs are going to make. Another idea would be maybe giving clothing/currency/cars/guns/JT/titles for those who vote.) -Slotted secondary weapons (Another one that people might not agree with, BUT I do feel it would add some spice to the gameplay.) -Reward and promote content creators/streamers (The APB community has some very creative and cool people in it (also some horrible ones) and they all stream and create videos. They upload these videos and those videos get more views than the game has active players. This is FREE ADVERTISING. Utilize them, embrace this and do what rust did. Rust and other games literally have stuff in their games named/designed around their content creators. I recently played a game and they literally promote their streamers ingame on the menu screen(I'm aware something like that would need engine upgrade) but its still an idea.) -The tutorial still sucks (The tutorial teaches people the basics(kinda) but it just throws them in and doesn't help them with things like what mods are best for a gun/character/car. I've seen people with high-mag scope on an OCA and think its their fault they're not killing their enemy who "has the same gun" as them. Also give more rewards from the tutorial, these people need like 100k by the time they're done with the tutorial. The tutorial give like 1k which gets you like 1 shirt and a haircut.) -Reducing civilians and civilian vehicles (The game and server don't run very well sometimes, The reducing of how many civ cars and civilians on the map will allow the server to put those resources else where.) -Parked civ cars ( Making it so some of the civ cars are parked and not moving would also help with server performance.) -Quality of Life shaders/config features (Currently a big debate is configs and if or if not they're unfair, I am personally in the mindset they are not. But, many do not agree, which puts them and new players at a disadvantage, either because they do not know how to put it in, fear being banned (because of the next person ->) or they have these principles where they refuse to do anything that isn't clearly allowed. I feel like adding some of these things into the game itself would help.) -Embracing and rewarding player made guides (There is some good AND in depth guides made by players. Put them ingame) These are just some things that could help. Anyone who has any ideas they would like me to to add to this post, please comment them or dm me on something and I'll add them @MattScott The game is dying but not dead, people come back all the time. Make it easier for us to progress and play.
disregard, testing for someone
Kevkof posted a topic in Off-Topic SectionHey, I checked all the carspawners in Financial and noticed that a number of them are kind of buggy. The map with those spawners indicated lasdjfl sdajlfjlsajf lkasjflklsajdflajsfjdlaksdjfköajsf
Little Orbit, Hear this..I have no idea if Little Orbit have testers from the community that internally test everything new ( there is OTW but it's only for premium and not always online actually and just a trial to everything for free imo, You guys should open an application for a special role "tester" that internally test everything you are about to implement to the game to give feedback, obviously not everyone will be eligible. just a suggestions because after I saw the Weapon balance thread by our beloved @MattScott I thought it's actually a good idea to let good players with great experience ( a long one too ) be able to apply for the testing role to test stuff and give feedback on them.
Patch Notes 1.20.0 (1167)
Noob_Guardian posted a topic in Social District (General Discussion)For those who havn't tested the ntec changes or wanted a little better overview. From some minor testing I have found the following along with my thoughts: (Note that I was using my cellphone in one hand and mouse in the other to time this so there will be variance from actual statistics) Current TTK: 0.70s Test B TTK: .75-.78s Burst firing: 2 shots: ~1.18s attempted best accuracy - "Realistic" best accuracy i'd estimate about 1.15-1.3 Tap firing: ~1.35 sec - Best accuracy is about the same. If anyone has tested these values, i'll update this for a better reflection of both current and reworked variant. =========================================================== Thoughts: I like the increased TTK as it is more balanced towards the STAR's TTK, i don't have rough values for burst firing and tap firing so i cannot compare them to current. The reduced bloom recovery does not feel bad and it still allows the gun to be accurate at range, and feels "smoother" while firing as well. I can understand why people would be upset at the change, though it feels easier to manage tap firing when done right. Burst firing is trickier than tap firing. Bursts of two feels fine up to roughly 40m, 3 round bursts feel accurate up to about 20m, but you don't want to go further than that. The bursts however do not feel accurate against corners, so that is something to be careful about. Full auto feels like a real no go in cqc, its likely reduce its cqc ability but i havn't played missions with it to best test how that feels with it. I cannot imagine cqc being nearly as viable as it was, but that's likely for the best. Conclusion: I do not have any real dislike for the changes and after testing them they seem fine as is, however I would have one suggestion as stated below. I will be honest and say that these changes I have wanted something similar to happen to the ntec to begin with so it's nice to test, so I may be more partial towards liking these changes. Suggestion: Slightly lower the bloom gain at the 3rd and 4th, shots. I understand why the change is being done, however I feel that the bloom gain may be slightly too harsh.