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monique dass

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Top Criteria of the Best Online Casino Estonia

started by monique dass on 18 Jun 14 no follow-up yet
Saxtus .

APB-Reloaded: End of Week 12 Update : A "New District" sneak peek, plus many things tha... - 0 views

  • We're going to add a contact to each district that you don't level and gives out new missions that we'll add that will be more fun for all participants. As the new missions get positive feedback, we'll replace the worst offenders from the existing missions with the new ones. This should hopefully allow us to constantly be phasing out sub-par content and replacing it with great stuff, without just stripping out too many things from the beginning and accidentally leaving too little content. At the same time, we'll be fixing the mechanics on all the existing missions that are broken at a base level to improve the experience (top contenders for fixes include Hold Item, Territory Control, VIP and Chase missions).
  • When non-mission crimes are committed, the criminal doesn't receive money directly, instead it's added to a pool of dirty money that they need to visit a money launderer to actually add to their cash. When they do so, the money is multiplied by their notoriety bonus (we'll be making this a lot more obvious for players) to give the amount they actually get, and then their notoriety is reset to the base level. This should hopefully introduce a play-style where criminals want to go on a large crime-spree before cashing in.
  • At the same time, when they commit a crime, any off-mission enforcer can witness them (the icon will only appear if you can witness them, rather than the previous implementation of being able to witness, but a match not occurring). When witnessed, their dirty-money pool is moved into a small task item in the criminal’s inventory that either team must drop off to end the encounter. Whichever side drops it off gets the cash. If either the criminal or enforcer was on an unopposed mission when doing the crime, that mission will immediately end and the new mechanic will kick in.
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  • Survivor : Reduces Damage taken, reduces movement speed, adds spark effect rather than blood when shot. Fast Regen: Reduces time before you start regenerating health, increases time before you regenerate to full health. Nitro: Heavily increases acceleration and top speed when active but reduces handling. Mobile Supply Unit: Allows you to resupply and switch items from the trunk of your car. Removes the ability to place items in the trunk. Spray and Pray : Increases fire rate, decreases base accuracy, removes crosshair. SuperMag : Increases Clip size, increases reload time.
  • certain upgrades have built in downsides (field supplier for instance makes you very vulnerable for its duration), so those won't need negative modifiers.
  • Our current thinking is we'll make Nitro a modification that players can't normally unlock but that will appear on certain preset or mission vehicles that are done up like crazy stunt cars
mqasim8501

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Saxtus .

APB: The road ahead - 1 views

  • Catching and removing cheaters from the game remains our top priority.
  • major overhaul to vehicle handling to make cars more responsive and less slippy overall
  • We''ll be addressing a number of the worst camping spots in the game in an upcoming patch
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  • Weapon changes will be put up on the Public Test World to get some feedback in due course
  • We''re taking a look at both the way in which player threat is calculated and how mission offers are distributed to players
  • make mission objectives more interactive and to try and add a bit more strategy to the actual missions themselves, not just the combat surrounding them
  • adding a ''newbie'' ruleset to give players a safe place to learn the game against other new players
  • we''re still progressing work on the ''pure skill'' ruleset that was mentioned towards the end of closed beta. The Chaos ruleset hasn''t been forgotten about either.
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