[APB: Reloaded] New name, same game?

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  • ScosglenScosglen Registered User regular
    edited February 2011
    I am excited for this if only for the opportunity to participate in team rocket.

    Scosglen on
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Well hello, APB. We meet again.

    e: if I don't get a beta invite into this game, the world is an unjust place.

    KrunkMcGrunk on
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  • EchoEcho Moderator mod
    edited February 2011
    Henroid wrote: »
    I don't think it necessarily counts as a bad thing. The blog stuff SimpsonsParadox is talking about pretty much made the bottom-line reason of why it failed was that the company was really segmenting itself hard-lined, arbitrarily. Like there was a crew to read feedback from players, and nobody else was allowed to. There was a crew to work on x, and nobody else could give input.

    Yeah, stuff like community representatives on forums being the ones that saw all the input from players, but not being allowed to provide that info to the relevant decision makers.

    Death by middle-management.

    Echo on
    Echo wrote: »
    Let they who have not posted about their balls in the wrong thread cast the first stone.
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Echo wrote: »
    The problem is that they need to add an entire MMO's worth of actual content to get this anywhere. That'll take a while.

    While they certainly need to add content, it's very possible that they can do this quicker than you expect. For one, most of the development tools they need are already in place. Two, they've got a very large amount of art and assets already in the game that can be used and re-used. Three, all of the backend stuff is, ostensibly, taken care of.

    Those are the three biggest investments in any MMO (or game). They've had those things given to them already, which can drastically reduce the amount of time it takes to create new content.

    KrunkMcGrunk on
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  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Also, did you dudes see this from that blog:
    Core Game Progression Change
    We’ve done a lot of work with changing the progression system ahead of Closed Beta. Progression was really convoluted before, with rewards at seemingly random points, and it had some strange mechanics that needed a lot of explaining by game prompts. Additionally in-game money pricing structure on some of the game items resulted in massive run-away economy problems. While there are other areas of the game that are higher priority to fix (for example spawning, matchmaking and missions), progression is something that is a lot harder to change once we are in live service, so it made sense for us to look at it now and create the new Progression System to be tested in Closed Beta.

    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).

    Open slot weapons and weapon upgrades are unlocked through specific roles that are levelled through using that weapon class (so shotguns and SMGs are all unlocked through the Pointman role, along with upgrades such as Magazine Pull and Reflex Sight), while higher level equipment is unlocked through performing the activity that relates to it (for example Performing Arsons unlocks better Petrol Cans). One thing that helps a lot is the new ability to see how much progress you have made in a certain role or for a certain achievement. While progress bars couldn’t be added before Closed Beta due to some current technical constraints of how the UI works, we have added a numerical readout (ie. 5/12) so you can see how close you are to actually reaching the next level (making levelling something that now matters a lot more, and has more impact).

    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 (this bit’s not in yet, so open slot versions of the high-level cars, along with their kits, won’t initially be available in the first beta. We’ll be working on getting this in ASAP though).
    Another major change to progression is leagues. 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.

    Finally the "in-game" or "earned money" cost for most items has been drastically increased. It’s better for players to have a load of stuff they want and have to work to get the money together to buy them, rather than be able to buy everything right away and have a ton of money left over (something that had made the original money system strangely unbalanced). These changes are something that will need a lot of testing in Closed Beta to get to the right values, so we’re expecting a lot of analysis of user behaviour in this area. It also ties in to the roll-out of Premium vs. Free accounts (something we will be dealing with before and during Open Beta in greater detail).

    We have also done some work on the Upgrade system. 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). Going forward we plan on upping the difference that upgrades make, but adding substantial negative modifiers also, meaning players will specialise within roles rather than just increase stats. To facilitate this, we’ve also allowed the removal of upgrades without destruction. Initially this was added as a cash sink, but we found from both internal testing and live that it only served to stifle player choice, as players made a decision and never changed or explored other options along the way.

    Seems... promising.

    KrunkMcGrunk on
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  • MagicPrimeMagicPrime FiresideWizard Registered User regular
    edited February 2011
    Yeah -- i remember those blogs.

    The managers were hard-lining the departments to warrant them keeping their jobs while the shop self-destructed around them.

    MagicPrime on
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  • ArchonexArchonex Registered User
    edited February 2011
    The problem with APB was the fact that the development company was run by some of the most incompetent folks ever, if tales coming from ex-employee's are true, and, more importantly, that APB's actual subscription model was insanely counter-intuitive to making money.

    Just buying APB gave you something like thirty or fifty hours of free gameplay. Think about that for a moment. Most folks get tired of a game ten hours in.

    Most full blown MMO's require you to play for a total of ten hours, max, before you hit the cap and have experienced a good deal of the content, provided you don't dick around. What's more, that time only expired in action districts. The place where a very limited scope of gameplay (Designing stuff didn't take away time, thankfully.), took place.


    They essentially knee-capped themselves when it came to getting actual subscriptions (Which would have been the key thing to making all that money they lost on the world's most inept management hierarchy back.), since noone except for the really hardcore APB lovers were going to need more time.


    The actual game was fun, right out of the box, if you understood the mechanics. Yes, there were people who exploited, and the hackers were bad, but when you got rid of them, there was some insanely fun gameplay there. Chases alone were worth the price of admission.

    And the gun-play was pretty awesome when you weren't dealing with people who exploited to the top of the ranks to get the best guns.

    I have fond memories of helping assault some junk-yard the enforcers were holed up in, by providing sniper support from a nearby roof. The criminal assault itself was conducted by ramping expensive italian looking cars over the nearest building, into the junk yard, while I kept the enforcer's heads down. The whole scene was like something out of the Transporter.

    Archonex on
  • kafzielkafziel Registered User regular
    edited February 2011
    Archonex wrote: »
    Most full blown MMO's require you to play for a total of ten hours, max, before you hit the cap and have experienced a good deal of the content, provided you don't dick around.

    What?
    Archonex wrote: »
    I have fond memories of helping assault some junk-yard the enforcers were holed up in, by providing sniper support from a nearby roof. The criminal assault itself was conducted by ramping expensive italian looking cars over the nearest building, into the junk yard, while I kept the enforcer's heads down. The whole scene was like something out of the Transporter.

    Most of my Beta memories were of getting a mission against a few people from the same clan, trying to assault the place they're trying to hold, and finding out that they had a bunch of clanmates that aren't part of the mission (and so are immune to my damage) running around scouting for me and standing in front of my line of sight and stacking their custom cars (which, again, being not part of the mission I couldn't damage) around the entrances. That, or coming up against people with some upgrades who it was basically impossible to do anything to.

    I loved when chases became "Person I'm chasing hops on the Financial District freeway and drives in circles at max speed for ten minutes", because without backup in a second car there's jack shit I can do about that.

    kafziel on
  • override367override367 ALL minions Registered User regular
    edited February 2011
    Archonex wrote: »
    The problem with APB was the fact that the development company was run by some of the most incompetent folks ever, if tales coming from ex-employee's are true, and, more importantly, that APB's actual subscription model was insanely counter-intuitive to making money.

    Just buying APB gave you something like thirty or fifty hours of free gameplay. Think about that for a moment. Most folks get tired of a game ten hours in.

    Most full blown MMO's require you to play for a total of ten hours, max, before you hit the cap and have experienced a good deal of the content, provided you don't dick around. What's more, that time only expired in action districts. The place where a very limited scope of gameplay (Designing stuff didn't take away time, thankfully.), took place.

    I agree with the spirit of your post but I'm going to have to agree with my esteemed colleague, what?

    WoW takes about a minimum of 100 hours to hit maximum level for example, unless you're in the top 1% or better, many games are faster but not that much faster

    override367 on
  • ArchonexArchonex Registered User
    edited February 2011
    Archonex wrote: »
    The problem with APB was the fact that the development company was run by some of the most incompetent folks ever, if tales coming from ex-employee's are true, and, more importantly, that APB's actual subscription model was insanely counter-intuitive to making money.

    Just buying APB gave you something like thirty or fifty hours of free gameplay. Think about that for a moment. Most folks get tired of a game ten hours in.

    Most full blown MMO's require you to play for a total of ten hours, max, before you hit the cap and have experienced a good deal of the content, provided you don't dick around. What's more, that time only expired in action districts. The place where a very limited scope of gameplay (Designing stuff didn't take away time, thankfully.), took place.

    I agree with the spirit of your post but I'm going to have to agree with my esteemed colleague, what?

    WoW takes about a minimum of 100 hours to hit maximum level for example, unless you're in the top 1% or better, many games are faster but not that much faster

    The ten hours thing was an understatement on my part. But it holds true for APB. I had gotten myself to the start of the end-game (Getting to a point where I had the basic assortment of "types" of guns, and collecting those damned named guns.) well within that time, by working with a group of similarly like-minded players who had been playing since beta.


    That being said. I'm confident that, fast-tracking my way to the end-game, it would take well under fifty hours time in most non grind-tastic MMO's to reach the cap, if I set my mind to it. Mind you, i'm counting played time. Not time that I spend away from the computer, without the game on.

    I know, because i've done some speed-runs to the end-game of WoW pre WotLK and, also, pre-BC. WotLK seemed to amp the XP requirements (Or, possibly, the means to get it.) up a fair bit, so i'm not so confident I could do it past then.

    But my point still stands, as i'm referring to basic, or near basic, release content. Which is what APB should be compared too, in this case, as it hasn't released content expansions to artificially increase the amount of time played.


    On a side-note, it's also what convinced me to put WoW down (Aside from the constant expansions that do nothing more then open up more areas to grind levels and dungeons in. Some originality outside of gimmick quests would have been great after the second expansion, but was never really delivered.), since it showed me just how shallow the gameplay was compared to some of the other offerings out there.


    In a game like APB. Which basically puts you into a very limited scope of gameplay, that problem is exacerbated quite a bit. It doesn't really take you too long to hit what's essentially the end-game at all.

    A group of dedicated, skilled players can get to a relatively stable position pretty quickly, flukes of the match-making system aside.

    Once you get your basic/medium tier assortment of weapons, and a good team, you essentially hit the end-game. The only thing past that is getting the stupidly powerful named guns that everyone hated, and even then, some clever tactics can let you go par on par with folks who tote them around.

    Archonex on
  • acidlacedpenguinacidlacedpenguin Registered User regular
    edited February 2011
    Also, on one of the earlier week's blog posts (week 7) it mentioned how the new company had acquired the resources to develop a tier 1 service with backbones in Sao Paulo, LA, Washington DC, and Frankfurt Germany, with OC-48 lines connecting those main servers. They also mentioned that part of their strategy was to build a global network fast enough to rent access out to other game companies as an additional revenue stream.

    I don't want to call things too early but it really seems like the new company is working on making APB work.

    edit: it would be neato if they made it so that in situations where teams are simply holding some easily defensible position then the other team gets some special airdrop or something that would give them an edge. Like, sending AI drive-by cars at them or making the whole team open season for the other faction.

    acidlacedpenguin on
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  • kafzielkafziel Registered User regular
    edited February 2011
    Archonex wrote: »
    The ten hours thing was an understatement on my part. But it holds true for APB. I had gotten myself to the start of the end-game (Getting to a point where I had the basic assortment of "types" of guns, and collecting those damned named guns.) well within that time, by working with a group of similarly like-minded players who had been playing since beta.


    That being said. I'm confident that, fast-tracking my way to the end-game, it would take well under fifty hours time in most non grind-tastic MMO's to reach the cap, if I set my mind to it. Mind you, i'm counting played time. Not time that I spend away from the computer, without the game on.

    APB, of all games, is one where it's about playing the core gameplay, not about blasting through to the "end-game". That it developed into something that wasn't this, because players without endgame gear were impotent in the face of the people grinding Leagues, is one of the fundamental failings of the game, and one I'd hope APB: Reloaded will rectify.
    But my point still stands, as i'm referring to basic, or near basic, release content. Which is what APB should be compared too, in this case, as it hasn't released content expansions to artificially increase the amount of time played.

    See, no. The reality is that you have to compare APB to the successful games that are its alternatives. APB's content failure wasn't in having less to do than, say, DCUO or FFXIV. It was in having less to do than WoW and CoH and the like. It might be competing with other new releases for box sales, but it's competing with entrenched MMOs for subscriptions. The last couple of years should make it obvious - you can't get away with a content-lite launch anymore, not the way you could in 2004. Because you are going to be compared to the other games people could be playing right now, as they are right now, not to how they were half a decade ago.

    kafziel on
  • HykuHyku Registered User regular
    edited February 2011
    The reason modern shooters excell at keeping players playing for 60+ hours with only several maps?

    The actual mechanics of the game, objectives and balance of the guns allows a player to play the same map in several very different ways and feel like skill is a large part of the game. Mastering the mechanics of the game provides the player with a giant advantage over the average player, thus there is a reward beyond getting a way better gun to investing time.

    APB involves 90's shooter mechanics with hitscan, epic 4v4 scaled battles and allowed weapons to be drastrically stronger as you progress. End result? Find camp spot, click on bad guys until they or you fall over, eventually get better better gun and be rewarded with clicking less!

    Look at what is involved for a player with the average Battlefield bad company 2 invasion map, then look at the gameplay of APB... Do we need to look any farther on why people left in droves after playing with the char creator? Hell, look at the complexity of the gameplay Wolf: ET gave you 10 years ago and compare it to this brand new MMO... .... ...

    Hyku on
  • acidlacedpenguinacidlacedpenguin Registered User regular
    edited February 2011
    Hyku wrote: »
    The reason modern shooters excell at keeping players playing for 60+ hours with only several maps?

    The actual mechanics of the game, objectives and balance of the guns allows a player to play the same map in several very different ways and feel like skill is a large part of the game. Mastering the mechanics of the game provides the player with a giant advantage over the average player, thus there is a reward beyond getting a way better gun to investing time.

    APB involves 90's shooter mechanics with hitscan, epic 4v4 scaled battles and allowed weapons to be drastrically stronger as you progress. End result? Find camp spot, click on bad guys until they or you fall over, eventually get better better gun and be rewarded with clicking less!

    Look at what is involved for a player with the average Battlefield bad company 2 invasion map, then look at the gameplay of APB... Do we need to look any farther on why people left in droves after playing with the char creator? Hell, look at the complexity of the gameplay Wolf: ET gave you 10 years ago and compare it to this brand new MMO... .... ...

    >implying Counterstrike/CSS, which is a 90's shooter mechanic with hitscan that boils down to find camp spot->click bad guys until they or you fall over, isn't like, the most played online game that isn't WoW

    The mechanic is the same as that of Counterstrike, the only differences are the balance of weapon progression and the scale of the game environment. The problem with a persistent world is that once you get the good weapons then you have them forever. In CounterStrike you have to be good enough to buy or steal an AWP/M4/AK47 every time you die or the map changes.
    I imagine in the context of APB you could balance this by (for example) introducing a mechanic that rewards higher level players for using lower level weapons ("check out that thug who just took out a whole gang using just a pistol!" would fit into the game setting quite nicely) or mitigate it by having a mechanic where cops have access to the best weaponry but are not allowed to use better equipment until criminals use them first. Much like how you don't see cops going around (well at least in North America) with anything bigger than a pistol until the situation arises where it is necessary to use bigger weapons.

    acidlacedpenguin on
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  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    There was a new blog post up last Sunday, where this was mentioned:
    Our goal with upgrades is to make them specialise a player, but not improve their overall power.

    This seems very promising. I think it addresses what was arguably the worst problem with APB. Sounds like these guys have clear ideas of what kind of systems it'll take to make this game enjoyable. I'm hopeful.

    As many of you know, I desperately wanted this game to be good.

    KrunkMcGrunk on
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  • EchoEcho Moderator mod
    edited February 2011
    As many of you know, I desperately wanted this game to be good.

    Likewise.

    Echo on
    Echo wrote: »
    Let they who have not posted about their balls in the wrong thread cast the first stone.
  • KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    edited February 2011
    Why was Penguin infracted?

    Kadoken on
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  • gunwarriorgunwarrior Registered User regular
    edited February 2011
    Kadoken wrote: »
    Why was Penguin infracted?

    If I had to guess, it'd be the 4chan greentext

    gunwarrior on
  • MrVyngaardMrVyngaard Live From New Etoile Straight Outta SosariaRegistered User regular
    edited February 2011
    Echo wrote: »
    As many of you know, I desperately wanted this game to be good.

    Likewise.

    Same. I remember that long post you made on the forums about advancement, Krunk.

    MrVyngaard on
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  • RisenPhoenixRisenPhoenix SUPER HOTRegistered User regular
    edited February 2011
    MrVyngaard wrote: »
    Echo wrote: »
    As many of you know, I desperately wanted this game to be good.

    Likewise.

    Same. I remember that long post you made on the forums about advancement, Krunk.

    Shit, Krunk was one of the most active and concise posters on that whole damned board.

    RisenPhoenix on
  • PonyPony Registered User regular
    edited February 2011
    some krunk's later posts on the game came across like he was grabbing it by the lapels and screaming in its face about what it needs to do

    Pony on
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Pony wrote: »
    some krunk's later posts on the game came across like he was grabbing it by the lapels and screaming in its face about what it needs to do

    This is entirely true. Shit, I certainly felt that way at times.

    I had never been so emotionally invested in a video game. This game has so much damn potential, though!

    KrunkMcGrunk on
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  • RisenPhoenixRisenPhoenix SUPER HOTRegistered User regular
    edited February 2011
    RisenPhoenix on
  • acidlacedpenguinacidlacedpenguin Registered User regular
    edited February 2011
    I'm the same krunk, that's why I'm passionate about defending it's oft-overlooked defensible properties.

    And yes, it was the greentext. I incorrectly figured that using an easily recognizable device for pointing out logical errors would be a good way to draw attention to my points of contention. Anyway, lesson learned, let's return to your regularly scheduled APB programming.

    acidlacedpenguin on
    GT: Acidboogie PSNid: AcidLacedPenguiN
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Aww, I left a question, but he didn't answer it. :(

    Krunk sad :[

    KrunkMcGrunk on
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  • BuraisuBuraisu Innovator Seattle, WARegistered User regular
    edited February 2011
    I am totally going to play this. I hope Winnie The Pooh joins in. :D

    Buraisu on
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  • StericaSterica Yes Registered User, Moderator mod
    edited February 2011
    "Most Anticipated Free-to-Play game of 2011" is not really a huge accolade...

    Sterica on
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  • BuraisuBuraisu Innovator Seattle, WARegistered User regular
    edited February 2011
    What's the greatest free-to-download-and-play game of all time? Because this might be it.

    Buraisu on
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  • Ash-HousewaresAsh-Housewares TARDIS Hunter Registered User regular
    edited February 2011
    Buraisu wrote: »
    I am totally going to play this. I hope Winnie The Pooh joins in. :D

    Why? So he can jack all your kills and complain about your driving. Don't even get me started on his van. You know how many times I woke up naked in the back of that thing? Never let him get the drinks after a successful mission.

    Ash-Housewares on
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  • Winnie The PoohWinnie The Pooh Registered User regular
    edited February 2011
    Buraisu wrote: »
    I am totally going to play this. I hope Winnie The Pooh joins in. :D

    Why? So he can jack all your kills and complain about your driving. Don't even get me started on his van. You know how many times I woke up naked in the back of that thing? Never let him get the drinks after a successful mission.

    Eeyore was one of the best things about that game and you assholes were the ones that were always complaining about driving. "Winnie don't take the sidewalks"; "Winnie don't cut through the mall"; "Goddamnit Winnie you can't take this thing through there."

    I will admit to providing overwatch with my .50 and saving your lives on numerous occasions. I'm sorry that required me rackin' up kills.

    Winnie The Pooh on
  • BuraisuBuraisu Innovator Seattle, WARegistered User regular
    edited February 2011
    They said, they are going to restore old characters... I wonder if that will count beta characters? :D

    Buraisu on
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  • SonorkSonork CanadaRegistered User regular
    edited February 2011
    I wonder if they'll have any type of paying monthly sub? Don't mind the monthly fees from online games (such as mmos, APB included), but I do mind people buying victories (with RL moneys) via bought gear. I also mind my game getting ruined by aimbotting (horribly unskilled) players. I hope neither of these things happen in the relaunch.

    I do look forward to getting back together with my Team Rocket allies (i hope more people join us! :D) and killing mans in pokemon styled vehicles, with pokemon flavored costumes and pokemon themed kill music. That shit never got old.

    http://www.youtube.com/watch?v=PTnmanYkP9U

    Sonork on
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    Buraisu wrote: »
    They said, they are going to restore old characters... I wonder if that will count beta characters? :D

    I doubt it

    KrunkMcGrunk on
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  • acidlacedpenguinacidlacedpenguin Registered User regular
    edited February 2011
    on that blog they've been hinting at paid premium accounts but I don't think they've said exactly what's in and what's out, though they do seem to have hinted towards the benefits not simply being bought equipment.

    IIRC they said like, access to all the layers in the layer editor and having access to more wardrobe items right off the bad without having to unlock them. They've also kind of implied that you might not necessarily get better weapons but like, equivalent weapons with different skins (like chrome or tiger camo)

    acidlacedpenguin on
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  • weenusweenus Registered User regular
    edited February 2011
    I'll fool around on APB, cause its fun to drive around on (when the driving doesn't have a 2 second input lag time) but Reloaded will still suffer from the same issue that the original APB suffered from, "WHY". "Why level up and progress?"

    At a certain point, the grind in MMO's becomes all too obvious, and APB, as an action MMO, seems to draw even more attention for it. MMO games in general are missing a purpose to their games, though most people are content grinding for gear so that you can use that gear to grind for new gear to replace it. I just think APB is a missed opportunity for a game with a crime based roleplay economy that doesn't require people to roleplay.

    APB should have a power structure. Gangs that rise to prominence should gain control of import/export of illegal goods that drives the player economy and gains them power and wealth, rather than players getting guns from the unlimited stock of NPCs. That creates a power structure in the fact that the Gangs that run these gun running operations or factories have a constant conflict with Cop players trying to shut them down to keep the Criminals from being well armed, or other gangs conflicting with them to steal the power.

    Obviously there are a lot of holes to fill in but these sorts of concepts are what drive crime drama and it creates a constant war in the gameplay between factions and between criminals. Instead of just aimless PVP clouded in a loose quest system.

    SWG (pre-NGE) was interesting because different guilds and cities offered different products and had reputations. I remember traveling to different planets to go to shops that had specific gear I wanted. These kinds of things give bragging rights and advantage to guilds, further than just Forum boasting, its a tangible aspect of the server that gives players a goal to attain to.

    I wish games would stop being rushed out as soon as they had a grind, and devs would wait until the games had an interesting goal, and an interesting gameplay aspect that offered players a little more than 'level up, gear up, grind to replace that gear, rinse and repeat."

    weenus on
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  • ArchonexArchonex Registered User
    edited February 2011
    The question you should be asking is not "why level up", but rather, "how many totally sick jumps off of a building can I do with this new vehicle?".


    Because all the progression in APB did, before named weapons became normal unlocks, was give you more options on how to dick around. The game sort of fell apart around the time they made named weapons be the normal unlockables/goals for a player to go after. The WoW mentality of ever more effective weaponry/armor did not mesh well with a competitive action game like APB.



    I hope they do call-ins. You could always hear those goddamn choppers in certain areas of the map. But you'd never be able to see them.


    Being able to call down a NPC chopper on a fleeing foe, like the foul mouthed chopper pilots/gunners in GTA, would be hilarious. Even better would be if it's possible to hijack it somehow. You know. Turn the terror around on the enforcers with a player piloted chopper.

    Archonex on
  • KrunkMcGrunkKrunkMcGrunk Registered User regular
    edited February 2011
    I think "because I enjoy playing the game" should be reason enough to level.

    KrunkMcGrunk on
    mrsatansig.png
  • MagicPrimeMagicPrime FiresideWizard Registered User regular
    edited February 2011
    Golden Rule to make APB succeed.

    NO STAT BONUSES ON WEAPONS.

    You shouldn't be able to get an assault rifle with +120% damage. It breaks the game.

    MagicPrime on
    BNet • magicprime#1430 | PSN/Steam • MagicPrime | Origin • FireSideWizard
    Critical Failures - Havenhold CampaignAugust St. Cloud (Human Ranger)
  • Winnie The PoohWinnie The Pooh Registered User regular
    edited February 2011
    Oh come on now, it wasn't that bad.

    It was more like 20% more damage, 30% faster fire speed, 60% less recoil.

    And then they had personal upgrades that gave them 20% more health and more regen and they took less damage.

    And then they just got rocket launchers.

    Winnie The Pooh on
  • kafzielkafziel Registered User regular
    edited February 2011
    If it takes me 4 shots to kill you, and it takes you 3 shots to kill me, and your third shot lands a quarter-second before my third shot fires, then I can win only by a vast gulf in skill or luck. It doesn't take much of a swing in stats for something like this to go from a balanced fight to a one-sided slaughter.

    kafziel on
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