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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)
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 .

Vehicle Handling - 0 views

  • Vehicles are largely more stable now too, as well as more maneuverable. A few of the vehicles we've left a little more challenging (but rewarding) for players who like the current system and enjoy handbrake cornerning and powersliding, but there's now enough of a choice to hopefully let everyone find something that suits their style.  The weights of several vehicles have been increased to make them behave much more in line with how they look (most notably the Pioneer).
chloe robins

Online Video poker - 1 views

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Saxtus .

Realtime Worlds To Bring Car Racing Mode To APB? | IncGamers - 0 views

  • APB is "one of the first online games that has cars with physics and collisions for 100 players."
  • Do you want just a district dedicated to racing, or would you rather have a district with 250 players but no vehicles?
Saxtus .

Matchmaking is broken - 0 views

  • we're seeing a much higher decline rate for Dispatches and Calls for Backup than we expected
  • prevent players being added to matches in the final stage with only seconds to go (that's a change we intend to make anyway), since no-one wants to be forced to join a mission where they have no chance to influence the outcome
  • When players enter the district, they're 'Off Duty' or 'unavailable' or however you want to think about it.  Once they're done with checking mail or sorting their inventory, they hit a key and switch to 'On Duty'.  From that point on, they are at the beck and call of their Organisation, and the matchmaking system decides who goes where and does what.  Participation in individual missions is no longer a choice.  Your Organisation is sending you to do a job, so get with the programme.  After the mission, if you need to get more ammo or respawn your vehicle, just flip back to 'Off Duty' and nobody will bother you until you're ready to go again.
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.
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
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