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chloe robins

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started by chloe robins on 12 Oct 12 no follow-up yet
Saxtus .

FIRST LOOK - APB 1.3.0 Patch Notes - 0 views

  • Players are now able to enter the Exec Saloon or Dolton Broadwing when touching them.
  • The ‘Supermag’ weapon upgrade no longer upgrades both the clip and the magazine size.
  • The ‘Steel Plating’ vehicle upgrade level 1, 2 and 3 now correctly adjust a vehicles armour value.
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  • The mission task items in ''Money Trail'' are now displayed on the HUD, and can be picked up by the opposition.
  • The mission ‘Divide and Conquer’ now correctly displays the number of lives Criminals have.
  • Damage caused by vehicles exploding near characters is now applied correctly.
  • Crouched players are now able to stand up by pressing the jump button.
  • Character upgrades can now be changed when using a Mobile Supply Unit or Field Supplier.
  • Players can no longer drop task items through fences causing them to become unreachable.
  • Players who choose to use the ‘Hold’ option for marksmanship option will now be able to use marksmanship mode correctly after sprinting.
  • The targeting reticule now correctly represents where a weapon is pointed when a player is hanging out of a vehicle window.
  • Players should now receive random rewards from contacts other than Double-B and Wilson LeBoyce.
  • If a VIP player disconnects from a district while on a mission both teams should now be correctly informed that a new VIP has been selected.
  • Mission objectives that have been inadvertently damaged by weapons or vehicles can now be interacted with correctly.
  • VIP and enemy players markers no longer remain after the player has died.
  • Players can no longer use the Ctrl+Shift+M shortcut to switch districts during a dispatch.
  • Players now correctly suffer explosive damage when exiting a vehicle as it explodes.
  • Players are no longer able to kill themselves by firing a weapon while intersecting another player.
  • Climbing ladders no longer prevents stamina from being regenerated.
  • Players are no longer able to see opposed enemy players through walls by looking at a destroyed vehicle husk.
  • Amendments have been made to various ‘camping spots’ in both the Financial and Waterfront Action Districts.
  • Grenades can now be thrown even when the players other weapons require reloading.
  • Thrown grenades should no longer be dropped at the players feet if they are suffering from high latency.
  • The Marketplaces ‘Usable’ checkbox no longer sets the Rating search criteria to 1-1.
  • Weapon values displayed on the UI now correctly represent their actual values.
  • Level 5 player Heat/Prestige icons are now scaled correctly.
  • The arrest timer is now of a unified length for both Enforcers and Criminals.
  • Numerous improvements to Marketplace functionality have been made.
Saxtus .

Additional Developments - 0 views

  • Make the chat box opaque
  • Stop solo players getting into the back seat of a car (and be smarter for grouped players)
  • Fix the big 4x4 cars to stop being easily pushed over by the small cars (esp. the Pioneer)
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  • Spawning. The spawn system seems adept at placing players in the line of fire of opponents quite frequently or miles away from where the action is.
  • Escape missions. The proverbial hot potato. Great when it works and sucks when it doesn''t.
  • Zoning into a district while at Notoriety 3/4 and immediately being dispatched against. If we end up removing bounty missions as part of the matchmaking revamp, this issue will go away. If not, we'll add a 'safety' timer to prevent players being bountied against straight away (unless they commit further crimes).
  • No missions should be ‘farmable’ due to limitless time (e.g. Breadcrumbs)
  • Better death camera
Saxtus .

APB-Reloaded: End of Week 11 Update : Game Changes and Closed Beta Features - 0 views

  • we’ve upped initial damage on all weapons, adjusted recoil for most weapons, and changed accuracy so the weapon very quickly blooms out to its minimum accuracy, but regains it very quickly once you stop firing
  • marksmanship will not disable when you fall short distances, teammates will now show accurately on your personal radar screen, the arrest exploit has been fixed
  • Witnessing has been completely removed for the time being (the ready system kind of broke it), but we plan to reintroduce it in a near future build in a much improved fashion
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  • The default camera position has also been moved out slightly so that your head doesn’t obscure the centre of screen when the player runs to the right
  • The first thing we did was remove organisation standing. It was a fairly obtuse mechanic that didn’t really fit into the game very well. Then we adjusted the contacts so they each fall under the category of either Weapons contacts or Vehicle contacts. As the names suggest – vehicle contacts unlock new vehicles, vehicle upgrades, and vehicle components, while weapons contacts now unlock preset weapons and character upgrades. All contacts unlock preset and customisable clothing options. Since the presets are now properly named you will now be able to tell which items and combinations are actually meant to be worn together (an annoying missing item in the original release).
  • new ability to see how much progress you have made in a certain role or for a certain achievement
  • All Symbols and some pieces of clothing are now rewarded through random rewards at the end of a mission.  Players have a very high chance (50%, modified by mission performance) to unlock one at the end of each mission, with different contacts unlocking different symbols.
  • High level vehicles are now using a slightly different unlock system. You unlock the base vehicles and presets through vehicle contacts at high levels, with kits and open slot versions gained through completing time trials around the districts with those vehicles
  • We felt that leagues were not providing their original purpose, and instead were just causing players to exploit game systems, or ‘Zerg’ things in order to compete.  As such we’ve removed them completely in the short term, though we plan to add back Leagues at some point, potentially along with the revised (and more meaningful) Clan mechanics which are used in other games as well.
  • cost for most items has been drastically increased
  • We’ve moved all upgrades into groups, so you can only use one of each type (we’ve also renamed them to fit with each system). I’ve also removed a couple of mods that either didn’t fit or were duplicates (Savage is gone, and Monolith has also been removed as it was functionally identical to Survivor).
  • The biggest change is the removal of the “Han Cellente,” ie. the starting vehicle. We thought it looked pretty awful and handled terribly, leading many to concludes that cars sucked in general
  • The largest change to an existing vehicle is the Balkan Kolva (Dump Truck). We have made it rarer in the game, and massively increased the weight and torque, while lowering the turning speed and initial acceleration.
  • Weather updates in updated game
  • new world/map (other than the fact that it will be called "Asylum" we know very little)
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