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Mission Impossible Patch Announcement

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7 hours ago, Gro said:

Well, shit: new players don't know many things, not just tutorial or how to throw nades.

It's only means they have to learn it, not that we gotta make the game the way they can play it without learning how to.

It's a tps shooter, not rocket science, you gotta be like 12 or older to get how things work here. If you aren't intelligent enough to learn basics of a game, go back to your homework, might work out in the end.

Right!

If said "gamers" are not willing to put some effort in any game... just go away and do something else.

Everyone started without anything and had to make his way... 

 

When i started in 2011 there also where some guys with hundreds of hours playtime...

 

Can someone tell me what's the difference now? 

Are the new "gamers" just kittens?

Did we have bigger balls back than?

I don't know... 🙄

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1 minute ago, HighSociety said:

Right!

If said "gamers" are not willing to put some effort in any game... just go away and do something else.

Everyone started without anything and had to make his way... 

 

When i started in 2011 there also where some guys with hundreds of hours playtime...

 

Can someone tell me what's the difference now? 

Are the new "gamers" just kittens?

Did we have bigger balls back than?

I don't know... 🙄

the game was a lot simpler and more intuitive in 2011 - there was no harsh dropoff system, no goofy unique weapon mechanics, no curve systems, and probably a bunch of other stuff im not remembering atm


people with hundreds of hours in 2011 were a pretty small minority even counting returning rtw vets, a majority of the population was just starting out in apb so the average skill level was way lower

 

and a tutorial district that forced you to actually complete 3-5 unopposed missions, regardless of its issues i feel the practical experience was far more useful than the current tutorial

 

ultimately apb has never really been a popular game, the only difference between 2011 and now was there were more people trying it out, so more people inevitably managed to wade through the crap new player experience

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11 hours ago, Fortune Runner said:

that would not change the steep learning curve and how new players do not know anything.

dethreaters are only part of a big equation

Actually it would. Imagine new players playing new players and being able to take any curve at a slower pace. With the addition of so many weapons in the JT store thats already knocked down the curve quite abit, adding the Pio to the JT store would also make it easier for new players to obtain. Regardless of this or what they are doing the pio is in the game and eventually these new players will come across it.

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On 8/7/2020 at 11:30 AM, Gro said:

Well, shit: new players don't know many things, not just tutorial or how to throw nades.

It's only means they have to learn it, not that we gotta make the game the way they can play it without learning how to.

It's a tps shooter, not rocket science, you gotta be like 12 or older to get how things work here. If you aren't intelligent enough to learn basics of a game, go back to your homework, might work out in the end.

once again there is a steep learning curve for apb and they are making adjustments accordingly.

if you dont like it too bad  because we want players to stay

 

Merged.

 

On 8/7/2020 at 8:44 PM, Darkzero3802 said:

Actually it would. Imagine new players playing new players and being able to take any curve at a slower pace. With the addition of so many weapons in the JT store thats already knocked down the curve quite abit, adding the Pio to the JT store would also make it easier for new players to obtain. Regardless of this or what they are doing the pio is in the game and eventually these new players will come across it.

you can argue about detrheating all you want but it doesn't change that it is publicly known how APB is not new player friendly and they are making changes to make it more so.

being gold or not is only a small part of why these adjustments are being made to make the learning curve less hostile for new players.

you would think you two would like APB to be more friendly towards anyone new to get more players instead of arguing against it

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On 8/6/2020 at 9:40 PM, Acornie said:

You misunderstood, under fire; being shot. A system like how a ga5 station stops repairing for (x) amount of time if a car takes damage

Oh, yeah I agree that would be nice

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18 hours ago, KnifuWaifu said:

New patch be like

image.png

😭

Aww no didn't realise they ruined that daily 😕 o well time to finish my will.

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18 hours ago, HighSociety said:

Right!

If said "gamers" are not willing to put some effort in any game... just go away and do something else.

Everyone started without anything and had to make his way... 

 

When i started in 2011 there also where some guys with hundreds of hours playtime...

 

Can someone tell me what's the difference now? 

Are the new "gamers" just kittens?

Did we have bigger balls back than?

I don't know... 🙄

Me press ult button. Why no win?

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I'd like to believe the threat system is a bit more varied than the 3 visual threats but it just doesn't seem like it when I barely touch gold and I'm fighting people who whip my butt repeatedly back into silver, upon which time I go back to bronze server. I still think it's just representative of the low player base and I'm hoping the new devs can breathe new life and interest into the game where this sort of stuff doesn't happen. Playing on the silver server isn't fun. I don't need to win every match but I'd definitely like to win more than every 10th match.

Another thing I forgot to mention earlier is that remote detonator and brick is one of the few ways I could get rid of a strong enough blockade, but now I have to switch to my EOL Deep Impact and wait like 40 seconds to get enough nades to make it worth the swap. It's also one of the few ways I had fun in the game honestly. I just hope there's enough changes to the way the game is played so that there's more than just the 2 current effective strategies.

Edited by Phrozen

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i like the topic heading one point for that zero point for engine update....

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On 8/1/2020 at 2:09 AM, Sakebee said:
  • Moved all VIP/Escort missions to a minimum group size of 3.

This is not working, i had 1 vs 1 VIP mission today.

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Just now, xHenryman90x said:

This is not working, i had 1 vs 1 VIP mission today.

the /abandonmission bug seems to still be alive and well, so that's likely what happened

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1 minute ago, 404 said:

the /abandonmission bug seems to still be alive and well, so that's likely what happened

What bug would that be? 

 

Or are you referring to a feature you would want to accompany /abandonmission?

 

 

4 minutes ago, xHenryman90x said:

This is not working, i had 1 vs 1 VIP mission today.

That's just people that have abandoned, sadly

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1 minute ago, Kevkof said:

What bug would that be? 

 

Or are you referring to a feature you would want to accompany /abandonmission?

where players abandoning a mission doesnt actually affect the mission, because missions seem to be based on the number of starting players - so an unopposed mission that started with 4 players but 3 of them quit is still a vip mission even tho theres only 1 player left 

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1 minute ago, 404 said:

where players abandoning a mission doesnt actually affect the mission, because missions seem to be based on the number of starting players - so an unopposed mission that started with 4 players but 3 of them quit is still a vip mission even tho theres only 1 player left 

Yea, that would be a new feature to add to it, sadly.

It would be very nice if that was actually how it worked but to class that as a bug would be wrong

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13 minutes ago, Kevkof said:

That's just people that have abandoned, sadly

So this is also 1 of the reasons why we couldn't call backup if someone typed /abandonmission before opposition, that's quite old bug already.

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Im gonna post this here as well as this is the post for the patch that broke it, i already posted it in the bug report forum, just wanna make sure the devs see it

  

17 hours ago, ShaiShai said:

Summary: Resupply Box gun changing issue

Game Version: patch from Wednesday 8/5/2020

Description: According to the patch notes "

Renamed Resupply Box (Large) -> Resupply Box

Resupply Box is now a medium size item

Resupply Box has all the same functionality of the current Resupply Box (Large)"

 

when you try to change your gun at the resupply box, it tells you your not inside a ammo zone and wont let you change it


Steps to reproduce:
1. Launch the game.
2. Enter any district, and drop Resupply Box and attempt to change your gun
3. Notice that it it will say your not in a ammo zone and wont let you do this
 

How many times have you recreated this bug: 3/3

Expected results:  Be able to change your gun like the old supply box before the patch let you

 

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48 minutes ago, Kevkof said:

Yea, that would be a new feature to add to it, sadly.

It would be very nice if that was actually how it worked but to class that as a bug would be wrong

seems like a bug to me, its an unintended side effect of how mission spin up code interacts (or rather, doesn't interact) with changing player count

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On 8/1/2020 at 1:11 AM, Kiida said:

Remote det slipped through the cracks again. Needs a proper cooldown on par with the 4x4 Firebomb so it can't be spammed. 

All I have to say. Otherwise great patch. 🙂

maybe , but only for fireboom , not for all cars , now remote detonator is useless

 

Merged.

 

On 8/1/2020 at 1:09 AM, Sakebee said:

Hello everyone,

 

A new patch is going up onto the Live servers for PC. This patch will be happening on Wednesday 8/5/2020. We are posting our notes a little early this week because there are a lot of changes to cover this time around (see overview for more details). The Patch is scheduled to start at 9 AM UTC and will last up to 6 hours. Console will have its normal maintenance starting at 9 AM UTC as well.

 

OVERVIEW

Our PC patch this week deals primarily with missions. Since Little Orbit took over, there has been a lot of talk about mission balance. We have been carefully listening to everyone's feedback and noting areas of improvement for some time now, but since Missions are the core of APB, these weren't changes we wanted to rush into. Any modifications to these core systems needed a strong understanding of APB gameplay and how everything fits together. As such, that is how we would like to frame this discussion: holistically. We are going to cover each of our goals for missions in a general sense before diving into the specifics in the changelog.

This first mission pass is intended to provide as much improvement as possible to the APB player's experience without fundamentally changing any of the existing missions you know and love. Our efforts here were focused on reducing pain points, like unwieldy timers, odd group sizes for missions, or awkward objectives. We wanted our missions to flow. Additionally, we wanted to introduce as many opportunities for counter-play as we could to emphasize opportunities for skillful and exciting back and forth between players.

Another area we knew we could improve upon is novelty. Many of our hardcore players have done the same set of missions thousands of times. In order to add some variety, we've gone back and found 50 missions that were previously disabled, added them back to the available mission pool, and updated them all to current mission standards. This means that, in addition to improved gameplay flow, there are also now many more missions to experience in any one gameplay session.

 

Finally, our third area is balance. With so many different missions and objectives, it was important to us that each felt as fair as possible to either side. Many of our timing, point, and grouping changes were in service to this goal.

 

There are many more changes than we have space to cover here or which can neatly fit into our three main pillars of Mission Flow, Mission Novelty, and Mission Balance. We will include a more detailed list of these changes in the change log below, but we encourage you to try them out for yourselves when the patch goes live. An important part of this process of improving APB is community feedback, so be sure to let us know what you think once you've gotten a chance to play!

 

PC CHANGES/FIXES

 

Mission Changes

  • We've manually adjusted stage timers and point totals to account for various mission factors. Some examples include:
    • Number of objectives
    • Distance between objectives
    • Size of task items (Small, Medium, Large)
    • Objective location (Streets, Satellites, Open Areas)
  • Final stage timers and point totals for stages that have points have been reworked to focus more on point totals and less on timers.
  • Bonus time missions now end early when unopposed to prevent stage time pooling. Bonus time based missions now begin with a larger timer.
  • Stage timers have been normalized when swapping between attack and defend stages.
  • Missions where the first stage involves three objectives have had their stage timers increased to prevent the defenders from having an immediate advantage.
  • Moved all VIP/Escort missions to a minimum group size of 3.
  • Re-evaluated the minimum group sizes for every mission in the game.
  • 50 previously disabled missions have been added back into the available mission pool and are updated to current mission standards.

 

Modification Changes

  • Turned Mobile Cover into an Orange Character Modification and reduced its HP value slightly, 650 HP -> 600 HP
  • High Burn Fuel will now reduce Vehicle HP by 15%, in addition to its current effect.

 

Consumable Changes

  • Reduced the current HP damage of Epinephrine Injector from 50% damage -> 25% damage.
  • Med Spray now also doubles your base HP regeneration in addition to its previous effect
  • Renamed Resupply Box (Large) -> Resupply Box
  • Resupply Box is now a medium size item
  • Resupply Box has all the same functionality of the current Resupply Box (Large)
  • Added Consumables into Wilde's shop in Social at the following prices:
    • Epinephrine Injector - 5 charges for 2,000 APB$
    • Med Spray - 5 charges for 2,000 APB$
    • Resupply Box - 5 charges for 2,000 APB$
    • Satchel Charge - 5 charges for 2,000 APB$
    • Boom Box - 10 charges for 2,000 APB$
  • Changed how cooldowns work for deployables. The Cooldown starts right away, and the item will now last for a set amount of time unless destroyed:
    • Mobile Cover (orange mod)
      • Cooldown: 120s
      • Duration: 60s
    • Resupply Box
      • Cooldown: 180s
      • Duration: 90s
    • Boombox
      • Cooldown: 60s
      • Duration: 45s
    • Changes to remove the use duration on Spotter, Epinephrine Injector, Blowtorch and Med Spray will be coming in a subsequent patch

 

Weapon Changes

  • Reduced Blowtorch healing rate by 46%
    • Hard damage dealt: -8.8 -> -5.6
  • Reduced Blowtorch ammo capacity from 800 -> 350
  • Reduced AAEPD 'Volcano JC' max hard damage from 1227 -> 800
  • Reduced ISSR-B hard damage from 72.9 -> 45
  • Reduced ISSR-A hard damage from 70.1 -> 51
  • Reduced SWARM hard damage from 50.7 -> 40.95

 

Car Changes

  • Modified the HP values for cars in the following way:
    • Bishada: 900 -> 1,150 (HBF 977)
    • Jericho: 1,100 -> 1,150 (HBF 977)
    • Vegas 4x4: 1,350 -> 1,150 (HBF 977)
    • Vegas: 1,350 -> 1300 (HBF 1,105)
    • Pioneer: 1,600 -> 1,350 (HBF 1,147)
    • Espacio: 1,600 -> 1,350 (HBF 1,147)
    • Growl: 950 -> 1150 (HBF 977)
    • Mikro 900 -> 950 (HBF 807)
    • Varzuga variants 900 -> 950 (HBF 807)
  • Modified the Cargo Space for the following vehicles:
    • Mikro: 4 -> 5
    • Vaquero: 4 -> 5
    • Rally Varzuga: 4 -> 5
    • Han Coywolf: 2 -> 5

 

8/4 Additions

  • Increased the Cooldown for Remote Detonator from 0s -> 90s
  • The new Mobile Cover Orange mod will be available from the Joker Store for 100 JT

 

This post is cross-referenced under Game Updates for your convenience.

 

🐝 Sakebee

hii , why add coldown to remote detonator ?? , now this mod is useless , maybe coldown is good for firebomb only , but not for all cars , and i thinking . . .  much low bad updates , but never ban hackers , and this game have a verry verry verry serious problem with cheater players , everyday i see more players with hacks , especially triggerbots . i see a most big problems for update , how a threat level in districts , you can see much more gold playes than bronze players in bronze district and much of this gold players are cheaters , that is a serious problem , as the abuse suffered by new and low-ranking players keeps most from playing again . and in my case every day I am more tired of playing against hackers, to the point that I no longer feel like playing anymore, and to top it off this very bad update today @Sakebee @MattScott

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4 hours ago, Kevkof said:

to class that as a bug would be wrong

It is unintended behavior, therefore is a bug. This isn't complicated.

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These changes to vehicles are really good. I'd like them to go a bit further with the changes though, some have obviously been left out here. 

 

Cisco should go from 980->1050

Charge Sentinel Should go from 1050->1250

Dolton Broadwing should go to from 1150->1250

Dolton Fresno should go from 1450->1350

 

Maybe there is some other vehicle I'm missing? 

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This patch is sick and the fact that mission timers and design is even on LO's radar is an awesome sign, since that's the kind of background base game stuff that keeps people playing and interested

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1 hour ago, AgentWatson said:

Dolton Fresno should go from 1450->1350

You would need to buff it in other areas to compensate, because it has a lot of downsides in exchange for that tankiness.

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10 hours ago, Hexerin said:

It is unintended behavior, therefore is a bug. This isn't complicated.

The description for /abandonmission never states that it will do anything about the mission that's ongoing, it only lets you leave it. 

 

The intended function is for you to be out of the match, which it does. 

The fact that you (and I and many more players) want that to include cancelling the match if it gets below the intended groupsizes just means we want more features for the /abandonmission command.

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12 minutes ago, Kevkof said:

The description for /abandonmission never states that it will do anything about the mission that's ongoing, it only lets you leave it. 

 

The intended function is for you to be out of the match, which it does. 

The fact that you (and I and many more players) want that to include cancelling the match if it gets below the intended groupsizes just means we want more features for the /abandonmission command.

I think the first step would be making it so it's a little more intuitive for new players. It seems pretty silly, that a player has to navigate a bunch of menus to find the command to abandon a mission. There should be a hotkey presented to the player instead perhaps in the top left hand corner. 

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2 minutes ago, AgentWatson said:

I think the first step would be making it so it's a little more intuitive for new players. It seems pretty silly, that a player has to navigate a bunch of menus to find the command to abandon a mission. There should be a hotkey presented to the player instead perhaps in the top left hand corner. 

Rather than enticing people into abandoning matches, shouldn't the focus be on improving those matches so they don't have to be abandoned?

 

It's at the top of the ingame commands which is on F10 by default, doesn't seem that far away

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