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Reader Comments (25)

Posted: Jun 9th 2011 6:11PM DeadlyAccurate said

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It's actually 25 layers per design for F2P. I hit that trying to create Belkar Bitterleaf (had to leave his feet off). I hope they add something in the cash shop that would allow you to up that (maybe 5 layers at a time).

The game is fun, and after the hotfix the other day, it almost seems like matchmaking is near perfect. Matches seem very even for the most part.

Posted: Jun 9th 2011 7:03PM redsolar said

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In regards to vehicles, the jeep has to be the zaniest vehicle I have seen yet. That thing can bounce and roll like nobody's business and still manage to land on its four wheels - at least the majority of the time I've seen. It's fun to watch, though. Might purchase one some day if possible for the criminal side.

The future bits sound pretty cool, though. I'm especially curious about the racing district and the racing combat. That sounds pretty rad. Let's get some Madmax action going!

Posted: Jun 9th 2011 7:07PM Wolf Am I said

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Near perfect? 1v3 ,1v4, 2v6 with no backup is near perfect? The hotfix was to fix a problem with too few missions being opposed. You could go stretches of 30 min or more and get no oppostion. Thats all it changed.

The Threat/MM systems seem just as convaluded as RTWs at times and needs work. No matter how many missions I win I never gain threat. But If I loose a few my threat drops. I don't get it.

Not only that but speaking of racing it will be the only place ingame you can unlock car parts (visual appearance upgrades). Yesterday they put a parts kit up for the Vegas for $25($20 premium). Thats one parts kit for one car, For one character on your account.You have a forcer and crim and won't it for both thats $50($40 for premium).

G1 is starting this habit of selling things in cashop months b4 we will see it(ingame unlockable) at a jacked up price. I have been premium since they offered. I have bought several things from ARMAS. I like the game and want to support it, but this car part thing is just a giant middle finger to me.

I am willing to drop a few bucks for some parts but not more than a months subscription to another mmo I would have unlimited accsess to all content. Alot of people are in same boat with me.

Posted: Jun 9th 2011 7:17PM DeadlyAccurate said

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@Wolf Am I Maybe it's my threat level then (silver 2), but my missions since the hotfix have all been 2v2 or 4v4 or thereabouts. I think once there was a 4v6, with three of the smaller team being gold.

Over the weekend, we went far longer than thirty minutes with unopposed missions. It was pretty horrible. I think on Saturday I got like 3 opposed missions all night.

I'm with you on their cash shop system. I don't like how they're doing it.
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Posted: Jun 10th 2011 6:10AM Arbelisk said

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@Wolf Am I Agreed. Today I got more missions but all of a sudden it was 4 silver level 3 guys on my team against 4 guys, 3 of which were gold level 3 and one was silver level 10. Yeah...that match wasnt fair in the least bit. And the fact that people are buying the gold weapons off the Armas makes the matches even more one sided. I got one shot killed multiple times by the Gold Sniper rifle that someone bought off the Armas. Its quite sad how much people will pay to win. I just want even matches that I win some and lose some. That makes the game more fun.
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Posted: Jun 10th 2011 9:24AM Phone Guy said

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@Arbelisk

The matchmaking system isn't perfect and will try to find the best opposition to your match. Some questions I have though.

Were you playing a preset team? Did they other team come in together or did they call backup? I have a max Silver Criminal and a Gold 3 Enforcer. While It common to get out numbered by 1 or 2 people. I rarely seen more than 2 golds together. When i do encounter a full gold premade my backup is usually 4 to 5 others players ranging from bronze to silver.

Were you the mission leader at the time? When I get hit as the mission leader the site of gold doesn't cause me to search for back up. I usually see what I am up against first as I prefer to win by keeping it "even".

For your second comment stop BSing. Gold Weapons are not pay2win. The Gold Sniper, Shotgun, and N-tek are equal to or weaker in some way to their counter parts. In addition their are only 2 weapons with the ability to 1 shot in this game right now. The OSMAW (Rocket Launcher) and the Grenade Launcher. If you appeared to die from one shot from a sniper rifle then you mostly likely received damage from another source and were not fully healed at the time of the shot. Dropping from a medium height or being pinged from a pistol can weaken you enough for an HVR to finish you off.
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Posted: Jun 10th 2011 8:10PM Palebane said

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@Phone Guy --Why would they charge real money for weapons that are equal or worse quality than what you can acquire for free?
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Posted: Jun 12th 2011 8:39PM Phone Guy said

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@Palebane

For one the weapons are unique looking. Besides that it takes time to unlock the equivalents. The most recent weapon is the OCA whisper. Its an OCA with a silencer and reflex sight 3. To earn this weapon without buying the modifications off of the auction house would require around 1000 to 1200 kills with a CQC weapon. This is because the mod for this weapon is a very high role unlock for pointman.

So the choice is pay to get the weapon early, or earn it in game.
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Posted: Jun 9th 2011 7:28PM Tizmah said

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So APB still sucks? Question, not trolling.

Posted: Jun 9th 2011 7:50PM Azules said

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@Tizmah Nah, loads of improvements since it's original iteration, there are a couple of matchmaking issues, like being outnumbered without backup, and sometimes being matched with much higher rated players, but the fixes for these things are going to happen within a month if I recall the roadmap correctly.

game is pretty fun in my experience, and I've sunk a fair few hours in, not spent a dime so far, either.
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Posted: Jun 9th 2011 8:11PM (Unverified) said

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@Tizmah

Like any game if you suck at it, it will kind of suck till you get the hang of it.

The threat system is a little weird right now, but if you live and die by your TL then there is something wrong with you. They have made the higher tier threat levels a little harder to attain, and harder to keep. I don't see that it is an improvement over the old threat system.

Some of the cash shop items are over priced, but they aren't needed to win.
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Posted: Jun 9th 2011 7:32PM Wolf Am I said

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I played in the CB and after the OB started with the new threat system with proper Icon alignment I was gold 7. I sat gold 7 for 2 1/2 weeks with no budge in either direction. I just recently a week ago went down to gold 6 and have been there since.

The other day I made an enforcer and played 5 missions straight out of the tutorial and started at silver 5 and was getingt 1v2s and nothing but so I stopped playing him for the most part.

The way this games combat dynamics work being out number by 2 ppl can a HUGE pain most of the time.

Posted: Jun 9th 2011 8:20PM stealthrider said

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Much of this article is incorrect and shows no actual knowledge of APB. I'm disappointed, Jef. You're usually spot-on.

Corrections:

1) There are still two pistols that are designed for effectiveness at long (not sniper) range, the ACT44 and Colby RSA. They're fairly balanced, though, with long TTKs and accuracy problems.

2) Progression is not linear. There are two "trees" of contacts for each faction: Bloodroses and G-Kings for Criminals, Prentiss Tigers and Praetorians for Enforcers. Each tree consists of two lines of progression (plus tutorial contacts), one "vehicle" line and one "weapon" line. Each line consists of four tiered contacts that progressively unlock more modified weapons or vehicles, modifiers for those weapons and vehicles, clothing, symbols and emotes.

Weapon progression does not automatically increase anything. It is divided into "Roles," with each Role consisting of 2-4 weapon types. As the player gets kills with those weapon types, they unlock modifiers and slotted versions of the Role's weapons. For example, the Pointman role consists of the shotguns and SMGs, and unlocks the Cooling Jacket (faster fire rate, higher bloom) and Reflex Sight (better accuracy on the move, worse accuracy in marksmanship mode) modifiers as well as slotted SMGs and shotguns.

3) The old Threat system looked at the last 20 matches, not the last 5. it is also not the same as the matchmaking system, which has not been overhauled yet. Missions have not been touched at all, save to remove a couple of irrepairably broken ones.

4) Witnessing is a mess. It is not quite as bad as the old version, but it is hardly complex in this iteration and does not provide any real reward that playing normally would not provide. It cannot quadruple rewards, ever. Zone-wide PvP from witnessing is impossible, as well.

The only thing that can force zone-wide PvP is if a player reaches Notoriety or Prestige 5, and winning a witness mission removes all Notoriety or Prestige from the player. Going N5 or P5 can happen during normal mission play, and does not provide much benefit. In fact, it usually hurts the team whose player performed well enough to go N5/P5 by killing other players without dying.

The system has also been described very inaccurately here. Roadblocks are not effective, "bait" is pointless and most players do not bother at all with Witnessing. The witness missions only reward players with the money they stole (or their opponents stole), so it is much more likely that winning a witness mission will give $100 than any decent amount. Not to mention, that money is split between the winning group. No meaningful standing reward is given, ever, nor are Roles advanced. Threat is not calculated during witness missions, either.



The only new developments from this article are the structure of Turf Wars, though I'm skeptical if they've been described correctly, and the player council.

Posted: Jun 10th 2011 9:50AM Phone Guy said

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@stealthrider

"1) There are still two pistols that are designed for effectiveness at long (not sniper) range, the ACT44 and Colby RSA. They're fairly balanced, though, with long TTKs and accuracy problems."

Using both of these weapons the range they have now is no where near what it used to be. In RTWs days the ACT44 could hit at 100 meters accurately. It was common for HVR users to fire the ACT44 with the first shot throwing off the target, then to ping them once with the sniper dropping them. Now both of these pistols have a much shorter range. This is concurrent with "Pistols no longer have sniper-like ranges,"

"2) Progression is not linear. There are two "trees" of contacts for each faction: Bloodroses and G-Kings for Criminals, Prentiss Tigers and Praetorians for Enforcers. Each tree consists of two lines of progression (plus tutorial contacts), one "vehicle" line and one "weapon" line. Each line consists of four tiered contacts that progressively unlock more modified weapons or vehicles, modifiers for those weapons and vehicles, clothing, symbols and emotes."

But progression is Linear now. Previously as you leveled a contact they would bloom into multiple other contacts, now each contact unlocks the next contact in line. So if you stick with say Britteny Bloodrose, she leads to Byron, who leads to Seung...ect. If you stick with the same contacts it will lead you down a straight path. I do you like your right up witht he exception of one things. You don't earn weapon modifications from contacts anymore. They have all been moved to roles now."

"3) The old Threat system looked at the last 20 matches, not the last 5. it is also not the same as the matchmaking system, which has not been overhauled yet. Missions have not been touched at all, save to remove a couple of irrepairably broken ones."

Matchmaking and threat received a massive overhaul. While at first glance it may seem nothing has changed, but in reality its actually fairly accurate for the most part.

4) Witnessing is a mess. It is not quite as bad as the old version, but it is hardly complex in this iteration and does not provide any real reward that playing normally would not provide. It cannot quadruple rewards, ever. Zone-wide PvP from witnessing is impossible, as well."

First I think the placement of the Witness section under the future is to show the system is still being developed. True its not complex, you see a criminal commit a crime who has a stash of over 100 dollars you can witness them. The unexpected side of things they have encountered such as ambushes are quite common. And if you think witnessing doesn't happen that often check out the lower population zones. Ram Raiders and Farmers go their in order to avoid enforcers. As an Enforcer you can clear 10k to 50k an hour. But the key is not to witness as soon as you see those cuffs. Be sneaky, follow them around without being overly noticeable, watch them if they have a few grand and are raiding chances are they will have allot more in 10 to 20 minutes. On my criminal I have setup traps for enforcers who roll through the low pop districts. I will setup with a group horde our stash which hovers over 10k and have the bait go mugging. Enforcer roles along kills the bait by witnessing right before his car runs over our buddy. He gets out of the car to grab the stash and boom, dropped from 3 well placed hits from the snipers scattered about hiding. We have also setup road blocks for fun during these witness missions. My only gripe is 1, the mission's time limit and 2 you don't gain stats while in these missions. I understand the farming fear but I wish they would figure a way to prevent it without cutting off advancement from what they consider a big part of play.

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Posted: Jun 9th 2011 8:31PM MtthwRddl said

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I thought I read somewhere that Guns and Cars would only last X amount of days and then would disappear. I remember this being the #1 hesitant for playing the game for me. How did this end up?

Posted: Jun 9th 2011 8:43PM Lexalopolis said

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@MtthwRddl I'm not very far into the game, but it seems to vary by item. Most of the weapons I've seen last for 10 days, then expire. Vehicles are permanent with some exceptions, though most of the ones I have access to are permanent purchases. Can't speak for all weapons, equipment, or modifications though.
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Posted: Jun 9th 2011 9:09PM DeadlyAccurate said

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@MtthwRddl Guns are for 10 day rentals (maybe less for more powerful guns than I have access to, dunno), except for some permanent ones you can buy in the cash shop. It's not really a serious limiter if you think of it like durability degradation. Cars are permanent, though there are rentals available for much cheaper.

It's not hard to earn the money to replace your gun if you play even semi-regularly.
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Posted: Jun 10th 2011 5:57AM Snichy said

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No news on when the district segregation will come? I enjoyed the game but found that average players like me were easily beaten by the good players (sometimes suspiciously good!) so I will definitely start playing again when similar quality players are grouped together by district and the good players are restricted to only playing each other. Plus the racing district sounds fun and turf wars/open pvp could be good as I don't really like the mission structure as it stands which is basically attack and defend.

Posted: Jun 10th 2011 9:10AM tanin said

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@Snichy if you read the blog its sheduled for the end of the month approx.. from the roadmap.

http://apbreloaded.gamersfirst.com/p/apb-development-road-maps.html

Dev

District Recommendation System

This system will alter the district logic, so that instead of having 100 players with random skill levels in each district, instead various districts will "skew" toward a certain skill level, and the default selection from the district select screen will drop you in to the proper district for your skill level. Therefore you will be joining approximately a "low", "medium" and "high" level district, still with quite a wide variety of levels, but much more narrow range than today. The result should be much faster and better matches, since the match making system doesn't have to work nearly as hard to concoct a workable match from a more narrow range of skill levels. While players will not be stopped from moving around to different districts, as a future enhancement there will be penalties for very high level players joining low level districts and trying to ROFL-stomp newbies.

June 30th
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Posted: Jun 10th 2011 10:47AM Snichy said

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@tanin. I read that, but interpreted it more along the lines of an improvement to the existing matchmaking system (which I agree with). However maybe I dreamt it but I seem to remember G1 saying they would create districts that were exclusive to low/medium skilled people, and the high threat players would be unable to join those districts rather than it being voluntary with "penalties".
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