MageLO 385 Posted Tuesday at 08:31 PM Hello everybody, Our standard weekly maintenance will be held this Wednesday (06/24) starting at 9:00 AM UTC. The game should be back up and running in 6 to 8 hours. Patch notes Slightly lowered the Rate of Fire of the Colby .45 AP and FR0G Pistols to reduce the amount of ghost shots. Fixed an issue preventing the Double Weapon Role Event from working as intended. Fixed an issue with the Heatwave! Event Role description mentioning rewards twice. Fixed an issue with the Propaganda and Aggression Weapon Skins when applied to the Joker C9S. Thank you for your patience. Quote Share this post Link to post Share on other sites
raging 26 Posted Wednesday at 03:42 AM When will we get the options for the mirage that are shown on the heatwave thumnail.. Quote Share this post Link to post Share on other sites
Ilyas 20 Posted Wednesday at 09:01 AM Would be nice to solve ghost shots by having a higher server tickrate. Quote Share this post Link to post Share on other sites
purpleHorizons 143 Posted Wednesday at 01:24 PM 4 hours ago, Ilyas said: Would be nice to solve ghost shots by having a higher server tickrate. Agreed. The tick rate is dreadfully low in this game. However, I don't understand what "ghost shots" are meant to be. In my PoV, it's simply the bullet spread of the guns not playing well with how networking is handled in this game. Perhaps even the former alone... I don't know how the claim of "reduced rate of fire" (even further than what they've done in previous patch) will lead to less ghost shots? This would imply that AP .45 pre-nerf was constantly "ghost shotting"? Quote Share this post Link to post Share on other sites
Frosi 729 Posted Wednesday at 11:05 PM 9 hours ago, purpleHorizons said: However, I don't understand what "ghost shots" are meant to be. Ghost shots are when the bullet appears to be fired on the client side but not fired on the server side meaning that on the clients end the shot is fired, recoil applied and sound played but the bullet isn't being removed from the magazine as it was not fired on the servers end. It also appears that todays fix hasn't actually fixed the issue but only mitigated it slightly so I'll be doing another pass with a potential fix to the actual issue itself rather than trying to balance around it now that I have a better understanding of what exactly triggers it. Alternatively we'll be rolling back changes to affected guns and are going to keep adjusting in other ways. 1 Quote Share this post Link to post Share on other sites
EC2Jonathan 35 Posted Wednesday at 11:37 PM MCD APPROVES THIS POST!! - Quote Share this post Link to post Share on other sites
purpleHorizons 143 Posted yesterday at 01:34 PM (edited) 14 hours ago, Frosi said: Ghost shots are when the bullet appears to be fired on the client side but not fired on the server side It also appears that todays fix hasn't actually fixed the issue but only mitigated it slightly so I'll be doing another pass with a potential fix to the actual issue itself rather than trying to balance around it now that I have a better understanding of what exactly triggers it. Alternatively we'll be rolling back changes to affected guns and are going to keep adjusting in other ways. How has adjusting the fire rate to a lower value (slow-down) supposedly increased the amount of ghost shooting on the .45 AP? By that logic, the .45 AP must've "ghostshot" a ton pre-nerf for the duration of it's existence. Not only that, if you've lowered the RoF even further, that implies that the TTK has been changed again. How is this the fault of the rate of fire of a weapon, when what you're describing reads like a server/networking related issue? Can we know what causes the increased amount of ghostshots and whether other guns in the game are prone to this issue in some way? Having another point of RNG into the mix with the already large bullet spread of most guns is concerning. Edited yesterday at 01:36 PM by purpleHorizons Quote Share this post Link to post Share on other sites
MageLO 385 Posted yesterday at 05:46 PM Hello everyone, we're currently investigating an issue related to temporary 3 day bans being applied to accounts and are working on a fix. If you are affected by this please send an Email to support@littleorbit.com stating that you are affected by this issue with your account email or character name and they will unban the account. Do not contact Customer Support unless you get the following error message: Quote This account has been temporarily suspended for the next 3 days (error code 10008). We're very sorry about inconvencience and our Customer Support team is instructed to handle these cases before any other Tickets meaning there shouldn't be much of a delay getting a response to your Ticket. Quote Share this post Link to post Share on other sites
MageLO 385 Posted yesterday at 08:24 PM We have fixed the issue causing the temporary bans and have unbanned all of the affected accounts. Quote Share this post Link to post Share on other sites
BlatMan 746 Posted 22 hours ago 11 hours ago, purpleHorizons said: How has adjusting the fire rate to a lower value (slow-down) supposedly increased the amount of ghost shooting on the .45 AP? By that logic, the .45 AP must've "ghostshot" a ton pre-nerf for the duration of it's existence. Not only that, if you've lowered the RoF even further, that implies that the TTK has been changed again. How is this the fault of the rate of fire of a weapon, when what you're describing reads like a server/networking related issue? Can we know what causes the increased amount of ghostshots and whether other guns in the game are prone to this issue in some way? Having another point of RNG into the mix with the already large bullet spread of most guns is concerning. Ghost shots have always been a problem. The netcode is a mess. With semi-automatics, the weapon shoots client sided but not server sided. You can sometimes immediately shoot after the ghost shot. It will look like a full auto burst, but other players will only see 1 shot. This affects wind up timer weapons. Many times I've had the perfect OSMAW shot lined up, only to have the rocket not fire. With automatics, there's multiple things that can happen. - If you try tap firing faster than the rate of fire, you will appear to shoot faster client sided, but every other shot doesn't happen server sided. - If you double press then hold the fire button, sometimes your weapon will fire full auto client sided until it should be empty, but your ammo doesn't go down. - If you tap fire and stop pressing the fire button at just the right moment, your weapon will shoot server sided, but not client sided. There's also a server sided ghost shot that happens when you fire and switch weapons at the same time. If you fire an RFP-9 and immediately switch to your primary, it will look like your primary fired a burst shot to other players, but no projectile comes out. It fun to do with an OSMAW and Volcano. Quote Share this post Link to post Share on other sites
purpleHorizons 143 Posted 6 hours ago (edited) 15 hours ago, BlatMan said: Ghost shots have always been a problem. The netcode is a mess. You're talking about the end-user problem, not the actual reason why this is occurring. Which is what my question was asking. Especially the fact that they've seemingly nerfed the RoF twice on 2 guns to "reduce ghost shots"? This would imply that the .45 AP was ghostshot gallore pre-nerf. Is it because specific RoF values (being below or above a certain threshold) are "incompatible" with some network-related construct? Is it because of the low tickrate? Is it because of insufficient server hardware? These are questions which I'd like to see answered. 15 hours ago, BlatMan said: With semi-automatics, the weapon shoots client sided but not server sided. You can sometimes immediately shoot after the ghost shot. It will look like a full auto burst, but other players will only see 1 shot. This affects wind up timer weapons. Many times I've had the perfect OSMAW shot lined up, only to have the rocket not fire. With automatics, there's multiple things that can happen. - If you try tap firing faster than the rate of fire, you will appear to shoot faster client sided, but every other shot doesn't happen server sided. - If you double press then hold the fire button, sometimes your weapon will fire full auto client sided until it should be empty, but your ammo doesn't go down. - If you tap fire and stop pressing the fire button at just the right moment, your weapon will shoot server sided, but not client sided. There's also a server sided ghost shot that happens when you fire and switch weapons at the same time. If you fire an RFP-9 and immediately switch to your primary, it will look like your primary fired a burst shot to other players, but no projectile comes out. It fun to do with an OSMAW and Volcano. How are you evaluating whether a shot was registered on client-side or server-side? Do you have the tools which would enable you to have such insight? If not, all of what you're mentioning is just your guess. For instance, such as the game designer's developer tools, where you see the client-side and server-side bullets.https://imgur.com/a/apb-bullet-spread-change-26th-july-2025-XzaFFL0 This was to showcase the supposed hit registration fix applied around July 2025 (the game was "broken" for +3 years prior to that) The more you write about this though, the more it seems to be tick rate related.... Edited 6 hours ago by purpleHorizons Quote Share this post Link to post Share on other sites