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APB Anniversary Letter

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No one actually whished happy anniversary back to LO, everyone has just popped out with their wish lists instead. 

6 hours ago, Pekausis_ said:

What about bricks? I play only with bricks and running around with only one brick would not do me any good. Just for the sake of conversation.

As a fellow mason, I share the same concerns. 

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6 hours ago, explosiveUA said:

A little more and she will finally die 🙂

How would you save apb? Tell me the plan.

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15 hours ago, LilyRain said:

Epinephrine isn't best used to engage in such a manner face-2-face or to traverse high-grounds. That is simply suicidal. Plus, straffing doesn't matter when you can literally sprint at 150% of your original speed.

 

Epinephrine is best used to flank an enemy that is engaging a teammate, finish off a player you got the jump on & attempted to retreat, or to retreat yourself. When used like this or in any other strategically-viable manner, the vulnerability it gives wouldn't matter. The problem is that the spatial-design of APB maps doesn't really best accommodate 150% sprint speed and is a major factor as to why consumables changed if not destroyed APB. Consumables would've been fine if they were just an added small-layer on top with marginal stat-multipliers but they ended up being too potent. They got worse when their potency increased after LO attempted to adjust them. Rather than reducing Epinephrine's x1.5 speed-boost that should've never happened, they kept it but increased the cooldown instead. It doesn't matter if it is usable once every hour, 150% sprint speed is simply not presentable. It fails even on the comical-level to fit APB's gameplay and map design. It got even worse when they reduced the health damage penalty from 50% to 25% as an excuse to make the longer cooldown look okay. Currently, 25% health is a VERY generous amount to pay in order to gain 150% sprint speed. The previous Epinephrine was objectively better as using it was a duality, it would go either way as the User would get the kill or a 50/50 chance at escaping but people disliked having 50% HP chipped away.. They wanted a panic button that guarantees things go in their favor for as little as 400 $APB per press and this is the result. Now one can't go wrong when using Epinephrine at all.. it always works and when it doesn't, the User simply used it in a certain-death situation. The same thing can be said for Med Spray but that thing is even worse because it kept its cooldown of 45s and is borderline an alpha-presentation without Clotting Agent equipped. As I personally vouch for weapons to be buffed, consumables should be nerfed irrespective of their cooldowns (the exception would be Boombox but there is nothing to nerf there, perhaps rig it to actually Boom, that would make it more useful).

 

Now as fun as APEX Legends can be, it has larger maps that support what it is doing. APB's maps simply do not allow for faster movement or higher-ttk. Clotting Agent 3 is the dominant norm because one can simply tank all bullets as they go from one place to an adjacent cover, passively-utilize CA3 to heal it off as it never even happened then go out again. It works wonders at supporting the abuse that is 3rd-person shooters and the decline in the player base shows. APB's relatively high-ttk for what it can accommodate as a shooter allows this and any higher would make the game even less functional in certain mission areas. APB isn't built to copy Apex or a similar shooter and work off that. Let us keep Apex unique to Apex as that would be best for both games.

Imagine thinking 150% speed boost from Epi is OP and "doesn't accomodate spatial-design" and better movement system is bad without even trying it? Why are you running away from skill based mechanics like the devil from the cross? This game DESPERATELY needs changes to make it skill based and not RNG favoured. It's the main reason people have quit. Fortnite has a building system, Apex has airstrafing and walljumping and they both work fine and have an amazing playerbase. This game could have double the playerbase of both games if they considered cattering the game for the competitive crowd FOR ONCE. RP/G1 spent all their time focusing on casuals, dumbing down the game further and further.

Them attacking the BR market is definitely good thinking and it could work out very well, but the game needs BIG refinements in gameplay before they attempt this. The social district also has very good potential to catter the roleplay crowd, also a very huge crowd overall. APB could attract BR lovers, casual roleplay lovers and the old school cops vs robbers scenario lovers all in one game? Along with it's huge designer? It's basically a gem.

Also, high TTK works extremely fine in whatever game implemented, what are you on about? We've had high TTK districts (albeit implemented badly with a lot of people complaining about it and them not caring 🙂) and they've been wonderful? I remember it clearly, it was one of the most fun times I've had in APB. CA can be accomodated if deemed necessary later on? APB needs BIG and MONUMENTAL changes if it wants to turn into a gold mine for LO. Having that kind of attitude will keep the game crumbling, even after the engine upgrade. Getting more FPS and adding new content won't make people come back, gameplay changes will.

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55 minutes ago, qb said:

Imagine thinking 150% speed boost from Epi is OP and "doesn't accomodate spatial-design" and better movement system is bad without even trying it? Why are you running away from skill based mechanics like the devil from the cross? This game DESPERATELY needs changes to make it skill based and not RNG favoured. It's the main reason people have quit.

Epinephrine is not a better "movement system", it is simply a consumable. Plus, there is no "skill" in a panic button that doesn't work well with maps that were designed years before it ever surfaced, the same goes for Med Spray. I mean if you had skill you wouldn't desperately need & vouch for them.

 

You must also understand that there is no RNG in Epinephrine... It always gives the same effects upon use... you either use it or you don't. The main reason why people quit is the lack of new content. We've been at R255 for years. People simply play other things and progress there. Currently, there is no reason to play APB.

58 minutes ago, qb said:

Fortnite has a building system, Apex has airstrafing and walljumping and they both work fine and have an amazing playerbase. This game could have double the playerbase of both games if they considered cattering the game for the competitive crowd FOR ONCE. RP/G1 spent all their time focusing on casuals, dumbing down the game further and further.

Catering towards the competitive crowd would be nice but not in the ways you are suggesting. APB changed drastically by simply introducing the Mobile Cover consumable (now an orange mod). The last thing we need is a system that lets you spam literal buildings out of them, no thanks Fortnite-fan. For Airstraffing, APB already has an Air Control blue mod that is not enabled for obvious reasons. Airstraffing and Walljumping also do not fit APB.

 

1 hour ago, qb said:

Them attacking the BR market is definitely good thinking and it could work out very well, but the game needs BIG refinements in gameplay before they attempt this. The social district also has very good potential to catter the roleplay crowd, also a very huge crowd overall. APB could attract BR lovers, casual roleplay lovers and the old school cops vs robbers scenario lovers all in one game? Along with it's huge designer? It's basically a gem.

Attacking the BR market was already attempted in the form of RIOT... did you even see how that went? Were you even present?!

 

1 hour ago, qb said:

Also, high TTK works extremely fine in whatever game implemented, what are you on about? We've had high TTK districts (albeit implemented badly with a lot of people complaining about it and them not caring 🙂) and they've been wonderful? I remember it clearly, it was one of the most fun times I've had in APB. CA can be accomodated if deemed necessary later on? APB needs BIG and MONUMENTAL changes if it wants to turn into a gold mine for LO. Having that kind of attitude will keep the game crumbling, even after the engine upgrade. Getting more FPS and adding new content won't make people come back, gameplay changes will.

No, just no.. 

 

I'll keep this one very simple based on what you yourself put forward. You don't simply cater towards "competitive" play with higher-ttk. You'd only be doing the opposite, catering to players who lack competitive-level reflexes and situational awareness.

 

Your first step from now is to stop contradicting yourself before questioning what people are on about, thanks for trying.

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The Norseman need a major major buff. Make them competitive for how much they cost to get the pack. 

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3 hours ago, JunoSuzuki said:

How would you save apb? Tell me the plan.

Hm.. Are you stu... and don't understand what this game needs !?)

- engine update
- new content (cars / weapons / modifications)
- solve the problem of the treat system
- active advertising
profit.

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40 minutes ago, explosiveUA said:

- engine update
- new content (cars / weapons / modifications)
- solve the problem of the treat system
- active advertising

Its crazy that you name four things, three of which require the first thing you mentioned. 

 

APB needs the engine upgrade for any meaningful change to happen, this includes new content and system overhauls. No one in their right mind will advertise the current game but what they can do is fix background issues unrelated to current engine work, things that are minor and easy to merge over such as Weapon / Game balance and this is exactly what they are doing, if the engine upgrade launches and the game is an unbalanced pile of trash then you have yet another thing to do while you also work on fixing Matchmaking and adding new content.

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Right now the game needs new game mode for the mission districts like 50 vs 50 or something like that where players can earn experience and money without being segregated by faction,threat or frustrating mission stages.At this point when the game is gettin out of players-radical changes are needed but i doubt theres will for things like that..

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3 hours ago, qb said:

Imagine thinking 150% speed boost from Epi is OP and "doesn't accomodate spatial-design" and better movement system is bad without even trying it? Why are you running away from skill based mechanics like the devil from the cross? This game DESPERATELY needs changes to make it skill based and not RNG favoured. It's the main reason people have quit. Fortnite has a building system, Apex has airstrafing and walljumping and they both work fine and have an amazing playerbase. This game could have double the playerbase of both games if they considered cattering the game for the competitive crowd FOR ONCE. RP/G1 spent all their time focusing on casuals, dumbing down the game further and further.

Them attacking the BR market is definitely good thinking and it could work out very well, but the game needs BIG refinements in gameplay before they attempt this. The social district also has very good potential to catter the roleplay crowd, also a very huge crowd overall. APB could attract BR lovers, casual roleplay lovers and the old school cops vs robbers scenario lovers all in one game? Along with it's huge designer? It's basically a gem.

Also, high TTK works extremely fine in whatever game implemented, what are you on about? We've had high TTK districts (albeit implemented badly with a lot of people complaining about it and them not caring 🙂) and they've been wonderful? I remember it clearly, it was one of the most fun times I've had in APB. CA can be accomodated if deemed necessary later on? APB needs BIG and MONUMENTAL changes if it wants to turn into a gold mine for LO. Having that kind of attitude will keep the game crumbling, even after the engine upgrade. Getting more FPS and adding new content won't make people come back, gameplay changes will.

chasing the hype and trying to cram a million cool pieces of other games together is a concerning suggestion to me, since thats pretty much how we ended up with a dead game in the first place - relying on the same one-in-a-million luck that allowed apb to barely maintain a sense of cohesion and function a decade ago is not something i'd be comfortable with, especially with orbit's track record 

 

fortnite and apex were both built around their respective gimmicks by huge companies, smashing different things into apb and seeing how they stick is both costly and a huge time suck for potentially worse than zero payoff, as evidenced by the 1 month disaster of a BR mode that took 1 year of dev time

 

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19 hours ago, Pekausis_ said:

What about bricks? I play only with bricks and running around with only one brick would not do me any good. Just for the sake of conversation.

12 hours ago, Bambola said:

As a fellow mason, I share the same concerns. 

Honestly, I never think about those because they're barely grenades. Now that you've reminded me, let's say: Bricks and 8-Balls get to continue holding three, that refresh one per cooldown cycle.

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Thanks for the update! And good luck to the new specialist on board!

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14 hours ago, Frosi said:

Its crazy that you name four things, three of which require the first thing you mentioned. 

 

APB needs the engine upgrade for any meaningful change to happen, this includes new content and system overhauls. No one in their right mind will advertise the current game but what they can do is fix background issues unrelated to current engine work, things that are minor and easy to merge over such as Weapon / Game balance and this is exactly what they are doing, if the engine upgrade launches and the game is an unbalanced pile of trash then you have yet another thing to do while you also work on fixing Matchmaking and adding new content.

Correct me if I'm wrong but APB is using Unreal 3.0, right? The only reason they "cannot work" with it is because it's not supported anymore.
Yet if they really wanted to, they could 100% implement new features using the old version of the engine. Why wouldn't they be able to include new vehicles in Unreal 3.0?
It's always advertised as the "one thing that has to happen" before anything else, but on a technical standpoint: I honestly don't understand why they shouldn't be able to change anything on 3.0.
Please explain ty

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3 hours ago, Annabellica said:

Correct me if I'm wrong but APB is using Unreal 3.0, right?

Somewhat, I am not 100% sure on this but I believe its a Beta version of Unreal 3.0 which is also heavily modified. There a ton of custom code here that barely holds the game together, this is also why in Matt's Engine upgrade posts he keeps mentioning needing to be familiar with APB itself, not with Unreal Engine.

 

3 hours ago, Annabellica said:

Yet if they really wanted to, they could 100% implement new features using the old version of the engine.

 

3 hours ago, Annabellica said:

It's always advertised as the "one thing that has to happen" before anything else, but on a technical standpoint: I honestly don't understand why they shouldn't be able to change anything on 3.0.

Well first of all, the tools are 32 Bit which complicates things quite a bit, I'm not a programmer but I can imagine that if they were to code things on the current engine they would struggle to even get it to work and on top of all that it would likely mess up a lot of unrelated things in the game. With every patch we've seen something completely unrelated broke, first we saw this with being able to damage your own vehicle from the passenger seat, then by Vandalize storefront objectives being bugged and then stuff like the Radar Tower bug or the bug that makes HUD elements disappear when you switched characters, both which haven't been fixed yet, likely because the cause for this is something unrelated and it is like looking for a needle in a haystack. In short, the current engine is a mess, likely because its very dated, running on 32Bit tools and has a ton of custom code to it.

 

If they were to add some of these systems now they would also have to port them over to the new engine which will then bring its own set of issues because things will likely not work and you have to sit down and fix it yet again, basically doubling the work you have to put in. On one hand if they did these sort of things the current game could be in a better state, on the other hand it would have likely caused other things to break.

 

One thing I haven't touched on is Engine limitations, these are things old G1 employee's kept mentioning so take this with a grain of salt but it could very well be that APB's engine is basically at the limits of what it can handle from both a literal and technical standpoint. 

 

3 hours ago, Annabellica said:

Why wouldn't they be able to include new vehicles in Unreal 3.0?

The vehicle editors and vehicles themselves are and I quote "by far, the most complicated thing in APB", it'll likely take a ton of time and a dedicated person to sit down and learn how to use the thing but because of all the reasons above, I don't think that sort of thing is something they want to do right now, likely because the switch from 32Bit to 64Bit could make things easier as well as all the other things about risks of breaking things and limitations I mentioned above.

 

I hope this clears some things up, keep in mind that I have no experience with game engines, let alone APB's engine so take all of this with a grain of salt but these are some of the things both LO and G1 kept mentioning so I've tried to piece some things together in my post.

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1 minute ago, Frosi said:

Somewhat, I am not 100% sure on this but I believe its a Beta version of Unreal 3.0 which is also heavily modified. There a ton of custom code here that barely holds the game together, this is also why in Matt's Engine upgrade posts he keeps mentioning needing to be familiar with APB itself, not with Unreal Engine.

 

 

Well first of all, the tools are 32 Bit which complicates things quite a bit, I'm not a programmer but I can imagine that if they were to code things on the current engine they would struggle to even get it to work and on top of all that it would likely mess up a lot of unrelated things in the game. With every patch we've seen something completely unrelated broke, first we saw this with being able to damage your own vehicle from the passenger seat, then by Vandalize storefront objectives being bugged and then stuff like the Radar Tower bug or the bug that makes HUD elements disappear when you switched characters, both which haven't been fixed yet, likely because the cause for this is something unrelated and it is like looking for a needle in a haystack. In short, the current engine is a mess, likely because its very dated, running on 32Bit tools and has a ton of custom code to it.

 

If they were to add some of these systems now they would also have to port them over to the new engine which will then bring its own set of issues because things will likely not work and you have to sit down and fix it yet again, basically doubling the work you have to put in. On one hand if they did these sort of things the current game could be in a better state, on the other hand it would have likely caused other issues to break.

 

One thing I haven't touched on is Engine limitations, these are things old G1 employee's kept mentioning so take this with a grain of salt but it could very well be that APB's engine is basically at the limits of what it can handle from both a literal and technical standpoint. 

 

The vehicle editors and vehicles themselves are and I quote "by far, the most complicated thing in APB", it'll likely take a ton of time and a dedicated person to sit down and learn how to use the thing but because of all the reasons above, I don't think that sort of thing is something they want to do right now, likely because the switch from 32Bit to 64Bit could make things easier as well as all the other things about risks of breaking things and limitations I mentioned above.

 

I hope this clears some things up, keep in mind that I have no experience with game engines, let alone APB's engine so take all of this with a grain of salt but these are some of the things both LO and G1 kept mentioning so I've tried to piece some things together in my post.

That actually made a whole lotta sense, thank you!!

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22 hours ago, LilyRain said:

No, just no.

 

I'll keep this one very simple based on what you yourself put forward. You don't simply cater towards "competitive" play with higher-ttk. You'd only be doing the opposite, catering to players who lack competitive-level reflexes and situational awareness.

 

Your first step from now is to stop contradicting yourself before questioning what people are on about, thanks for trying.

Ok, how can TTK be the influence of someone's "competitive-level reflexes and situational awareness"? In fact, how can TTK be something that influences the competitiveness of a game?

You've basically called people who play games like Quake, Apex, Dirty Bomb and other aim-based FPS' "lacking in reflex and situational awareness"

Reflex and situational awareness != longer time to track someone without RNG interefering with your accuracy (high TTK in its pure form, perfectly illustrated in games I've mentioned)

Is it so hard to hold your mouse on a target for just a bit longer? Like I've mentioned, increasing the TTK would be allow for so much room to balance weapons around.

I think you should stop judging someone's intent without reading what their actual point was first. Both of our visions of making this game are different, doesn't mean one is worse than the other... (mine apparently is though..)

Thank you for your time, I know I won't be getting mine back for trying to argue with you, It'll definitely be my last time. 🙂

 

  

22 hours ago, LilyRain said:

Attacking the BR market was already attempted in the form of RIOT... did you even see how that went? Were you even present?!

Again, you missed my point entirely. What I've said is that them trying to get into the BR market is good thinking, future proof thinking. Attracting a lot of different crowds is very possible in APB. 

Yes, I was present. The way they imagined it was flawed, but that's due to engine constraints. I was talking about the future of the game after the EU.

Attracting the BR crowd could lead into people liking mission districts as a fun activity, gathering a huge variety of players.

  

22 hours ago, LilyRain said:

Catering towards the competitive crowd would be nice but not in the ways you are suggesting. APB changed drastically by simply introducing the Mobile Cover consumable (now an orange mod). The last thing we need is a system that lets you spam literal buildings out of them, no thanks Fortnite-fan. For Airstraffing, APB already has an Air Control blue mod that is not enabled for obvious reasons. Airstraffing and Walljumping also do not fit APB.

You completely missed my point here as well. I haven't said building should be added to APB. I've said APB needs it's own thing to differentiate itself from all other games. Something that's not designer related, something gameplay related. Something that requires skill and grind. Something that can win you a fight or an engagement if you have the knowledge and courage and quickwitness to apply in-game.

And you still run away from proper air strafing and walljumping like the devil from the cross. How can you judge something you haven't experienced in the game itself, nor used in other games?

 

  

22 hours ago, LilyRain said:

Epinephrine is not a better "movement system", it is simply a consumable. Plus, there is no "skill" in a panic button that doesn't work well with maps that were designed years before it ever surfaced, the same goes for Med Spray. I mean if you had skill you wouldn't desperately need & vouch for them.

 

You must also understand that there is no RNG in Epinephrine... It always gives the same effects upon use... you either use it or you don't. The main reason why people quit is the lack of new content. We've been at R255 for years. People simply play other things and progress there. Currently, there is no reason to play APB.

You did not understand my point at all. I've just quoted your opinion on Epi's "150% movement speed buff being infesable in APB's spatial-design" and the fact you do not like changes to the movement mechanics. The first one can be something you've experienced and have an opinion on, sure. I don't agree with that. But, talking about something you haven't experienced? 

Second, the RNG part I've been talking about is about the whole gunplay in this game, the spawns of this game etc.

I'm also 99% sure nobody who left the game cares about new content at all. People would still play this game a lot if the core fundamental play of this game wasn't so flawed and RNG based.

The fact CHANCE decides if you win or lose a duel, the fact missions are unbalanced, the fact so many small QoL changes we've been suggesting for years are not getting listened to and implemented immediately, the fact Waterfront has been an unbalanced mess for 10 years now is why people quit. Oh, and the atrocious anticheat and cheater problem this game had for years, but that's something every F2P game struggles with.

People who're playing right now are staying because of the designing element of this game and nostalgia and the fact there's currently nothing like APB on the market.

19 hours ago, xiphos said:

chasing the hype and trying to cram a million cool pieces of other games together is a concerning suggestion to me, since thats pretty much how we ended up with a dead game in the first place - relying on the same one-in-a-million luck that allowed apb to barely maintain a sense of cohesion and function a decade ago is not something i'd be comfortable with, especially with orbit's track record 

 

fortnite and apex were both built around their respective gimmicks by huge companies, smashing different things into apb and seeing how they stick is both costly and a huge time suck for potentially worse than zero payoff, as evidenced by the 1 month disaster of a BR mode that took 1 year of dev time

False. The fact we're not getting listened to and the above reasons I've mentioned is why the game is semi-dead. GunZ from 2003 has more players than APB rn...

APB needs it's own gimmick and I think that gimmick should be movement techniques like airstrafing, walljumping, bunnyhopping, anything really. It's something other FPS' games have relied on for years. Building from Fortnite is something I respect, I don't have anything against it, but it definitely shouldn't be added to APB. It'll just label the game as a Fortnite clone. This game is much more than that.

I've only mentioned the possibilities this game could have in the future, after the EU. Many changes the community has been talking about for years have been in vain, which is why this game is in this state.

 

The fact the old forums and all the good old topics have been deleted are another tragedy that many forgot. It would allow newer members to see a lot of the games history.

 

this formatting is horrible sorry everyone lol

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3 hours ago, qb said:

False.

i don't think its false at all, rtw's lax management allowed for massive feature bloat and we ended up getting a buggy mess of whatever could be finished by launch day

 

 

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Do You will remove Med Spray?
So we will have less and less thing to play?

Shield= NO

Radar Tower = No

P5N5 = No.
EVerything fun = NONONONO.

and so on.

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5 minutes ago, Queen of Love said:

Shield= NO

Radar Tower = No

P5N5 = No.

Shield= Still exists.

Radar Tower = Disabled until they have time to fix the thing from quite literally working.

P5N5 = Still exists just not to the point where ppl outside of your mission can influence it.

 

Med Spray is getting a needed adjustment, no one ever talked about removing it, if you like to play with broken things and feel extremely powerful, I suggest PvE games, especially ARPG's instead of PvP Shooters 🙂 

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49 minutes ago, xiphos said:

i don't think its false at all, rtw's lax management allowed for massive feature bloat and we ended up getting a buggy mess of whatever could be finished by launch day

I feel like people call out "bloated engine" way too easily when they haven't inspected the source code of both RTW and G1/RP's version of APB, without any technical background. Clearly, the code wasn't bloated enough for them to add cars, weapons and weapon skins (albeit at the cost of lower quality wep models and the loss of tracers though)

Sure, one could also argue that adding all the content resulted in the mess we have now, rolling down the hill like a snowball, but is it really? People nowadays have amazing PC's and run this game at fantastic framerates compared to back in the early RP days, yet the population is dwindling. Why?

You could say some people left due to the bad performance this game has, but I'm very sure it's still a minority compared to all those who left due to balancing decisions.

Why was it so hard to change single line values like weapon stats, vehicle stats and perhaps weapon/character mod stats? It took them 7-8 years to nerf the HVR from 850dmg...

 

Balancing decisions don't require a perfectly tidy, compactly written code. (UE is far off from that in general, almost all UE games run trash)  They require a open ear from the developers to the veterans and players who care about the game, which RP has failed for many years, causing people to lose faith and just eventually leave the game and move onto properly managed games.

I hope Matt manages to pull through in his plan. It really does seem like he cares enough for APB to get through or at least that's what he's telling us, who knows...  all the mud it has accumulated, up to the top. 

 

Per aspera ad astra.

 

Hopefully, LO will listen to the remaining, passionate group of players who want nothing but this game to succeed regarding balancing decisions and gameplay fundamentals.

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19 minutes ago, qb said:

Hopefully, LO will listen to the remaining, passionate group of players who want nothing but this game to succeed regarding balancing decisions and gameplay fundamentals.

If only the remaining players agreed on anything.

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8 hours ago, Frosi said:

Somewhat, I am not 100% sure on this but I believe its a Beta version of Unreal 3.0 which is also heavily modified. There a ton of custom code here that barely holds the game together, this is also why in Matt's Engine upgrade posts he keeps mentioning needing to be familiar with APB itself, not with Unreal Engine.

Correct. The game is currently running on a beta version of UE3, with most of the game's functionality being brute forced with custom code RTW had to slap together.

37 minutes ago, qb said:

Hopefully, LO will listen to the remaining, passionate group of players who want nothing but this game to succeed regarding balancing decisions and gameplay fundamentals.

Who left of the veterans even wants to see the game succeed, though? Almost every positive post on this forum is made by newer players.

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8 minutes ago, qb said:

I feel like people call out "bloated engine" way too easily when they haven't inspected the source code of both RTW and G1/RP's version of APB, without any technical background. Clearly, the code wasn't bloated enough for them to add cars, weapons and weapon skins (albeit at the cost of lower quality wep models and the loss of tracers though)

we've now had 3 separate companies tell us that apb is a dumpster fire, at what point do we take their word for it?

 

multiple vehicles dont interact correctly with physics, adding a certain legendary managed to break the radar system to this day, and even weapon skins manage to shuffle weapon models around every time a new skin is added

 

devs pushing the engine beyond its breaking point in order to squeeze in new content doesn't strike me as a sign that the code's just fine

 

 

10 minutes ago, qb said:

Sure, one could also argue that adding all the content resulted in the mess we have now, rolling down the hill like a snowball, but is it really? People nowadays have amazing PC's and run this game at fantastic framerates compared to back in the early RP days, yet the population is dwindling. Why?

because the game still has the same performance issues, in some cases even worse performance issues due to new tech, that it did ten years ago, which is only highlighted by the slew of half finished features and poorly thought out new content piled on top of it

 

im not sure it matters how well a game is balanced if half the players can barely run it in an acceptable state

 

 

14 minutes ago, qb said:

Why was it so hard to change single line values like weapon stats, vehicle stats and perhaps weapon/character mod stats? It took them 7-8 years to nerf the HVR from 850dmg...

 

Balancing decisions don't require a perfectly tidy, compactly written code. (UE is far off from that in general, almost all UE games run trash)  They require a open ear from the developers to the veterans and players who care about the game, which RP has failed for many years, causing people to lose faith and just eventually leave the game and move onto properly managed games.

I hope Matt manages to pull through in his plan. It really does seem like he cares enough for APB to get through or at least that's what he's telling us, who knows...  all the mud it has accumulated, up to the top. 

certainly simple stat changes don't seem like they'd require much work at all aside from extensive testing but, to bring this back around to adding pieces of other successful games, not all of the balancing apb needs now or would need for new content is just simple stat changes

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I swear if frags get nerfed....

 

as for the discussions people are on about, lots has needed done, from fixing spawns, and imo a more interactive cover system. Performance has always been iffy, especially on lower end machines, or some multi-threaded ones.

 

2 hours ago, Frosi said:

Shield= Still exists.

Radar Tower = Disabled until they have time to fix the thing from quite literally working.

P5N5 = Still exists just not to the point where ppl outside of your mission can influence it.

 

Med Spray is getting a needed adjustment, no one ever talked about removing it, if you like to play with broken things and feel extremely powerful, I suggest PvE games, especially ARPG's instead of PvP Shooters 🙂 

Shield - nerfed because whining kiddies couldn't figure out how to counter an already low hp consumable, destoyable with a conc, or a frag and a few shots, and easily shot over with the right angle, and easily shot under before it drops, killing the person.

radar tower - needed fixed no issue there

p5n5, gotta listen to the tryhard whiners who hate when they die and then lose because they can't handle the heat gained from farming the enemy team while stretching time thin through the whole match for more kills.

 

19 hours ago, Hexerin said:

Honestly, I never think about those because they're barely grenades. Now that you've reminded me, let's say: Bricks and 8-Balls get to continue holding three, that refresh one per cooldown cycle.

I'd rather just have like 6 x)

Edited by Noob_Guardian

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4 hours ago, Frosi said:

Shield= Still exists.

Radar Tower = Disabled until they have time to fix the thing from quite literally working.

P5N5 = Still exists just not to the point where ppl outside of your mission can influence it.

 

Med Spray is getting a needed adjustment, no one ever talked about removing it, if you like to play with broken things and feel extremely powerful, I suggest PvE games, especially ARPG's instead of PvP Shooters 🙂 

Shield Is no more a deployable.

Radar is disabled and will never come back

P5n5 is no more, is just a free map spot for oppo with no one benefit for the spotted.

I see that toxic and illogic provocation in forum is still  a must .

Goldies...pfff.never played legit neither for a second, but still loves to broke an unique game.

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24 minutes ago, Queen of Love said:

I see that toxic and illogic provocation in forum is still  a must .

Goldies...pfff.never played legit neither for a second, but still loves to broke an unique game.

maximum irony

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