Eine sehr schöne und ausführliche Zusammenfassung, die sich wirklich sehr gut lesen lässt!
Ich selbst habe damals die Beta gespielt und ich muss sagen das ich das Spielprinzip selbst sehr gut fand es aber recht schwer für Neulinge war darin "durchzusteigen".
Aus dem Grund habe ich es auch nach fast einer Stunde Spielzeit aufgegeben, werde mir aber die jetztige Version gern noch einmal zu Gemüte führen.
Ja ich weiß es ist nur ein minmaler Fehler aber du müsstest im ersten Satz noch das Enttäschung in Enttäuschung umwandeln :p.
Ansonsten schöner Blog, für mich persönlich wurde das Spiel in der Beta einfach zu eintönig, nach 3 Wochen habe ich aufgehört und mich auch nicht näher beschäftigt ... Hört sich ja sonst ganz nett an, mal sehen ob ich es noch in die Beta schaffe ...
Du hast in der Unter-Überschrift "Worum gehts in ABP?" den Kürzel verdreht.
Sonst gut geschrieben, habe APB selber spielen wollen, wurde aber dichtgemacht bevor ich zum kauf kam.
Hats sich eigentlich irgendwas in der APB Reloaded beta irgendwas zum Ur-APB bis jetzt verändert?
Hatte APB selber, hab auch nen Beta Key, aber bis jetzt noch nicht dazu gekommen es auszuprobieren...
erstmal entschuldigt bitte die Rechtschreibfehler, hatte wohl zu schnell in die Tasten gehauen
Leider reicht ein Betakey nicht aus, da die Beta nicht public ist. Mit dem Key kannste dich nur reggen und wirst dann *eventuell* ausgewählt.
Hier der Changelog:
[Spoiler: Zum Lesen hier klicken!]
Closed Beta 1 - Public Release Notes
Progression
Reworked from the ground up, primary changes are as follows:
Organization Leveling has been removed from game.
Leagues removed from the game until we can implement in a less exploitable way (League Display points are now either free or purchasable from the auction house).
Contacts split into Weapon and Vehicle contacts, rewards split accordingly.
Adjusted rating requirements for each contact level. This has decreased at low levels and increased at high levels.
Majority of Existing Roles moved to Achievements. All achievements moved to 1 level only and rewards removed.
Rebalanced Achievement requirements.
This includes Car Thief.
Added Roles for each piece of equipment and each weapon niche. Advancing these roles unlocks weapon upgrades and high level equipment/open slot weapons.
Levels in Roles and Achievements no longer count towards your rating. It is now purely based on contact progression.
Added Random Rewards (that are only gifted once), for unlocking each symbol, some pieces of jewelry, and emotes. Each contact unlocks different random rewards (around 50% chance at mission end, depending on mission performance).
Reworked item costs for all items. Preset cost lowered, Customisable Asset prices increased. Weapon prices increased, Upgrade prices increased.
Reduced Costs of Heat Buyoff to a trivial level.
Removed unused tutorial contacts (Simon Tran/Pagan Bloodrose) from progression trees.
Gameplay and Miscellaneous
Your group members now show on your radar.
Fixed the issue where players would accidentally get into the back seat of cars when their characters were next to the front doors (original calculation was based on reticule location). Now only the front doors are considered valid options if the car is empty (note: did anyone ever really want to hang out alone in the back-seat? if so – Closed Beta participants are welcome to weigh in).
The death camera now rotates towards your killer instead of looking at your ragdoll to provide better awareness of how you died.
Fixed the railing grid material used extensively in Waterfront, which did not originally allow bullets to pass through it. Now player can shoot through railings properly.
Added new roof access to the San Paro Port Authority building in Waterfront.
Added new splash screen images.
Added objects to block vehicles from using certain Waterfront areas to jump on rooftops and then exploiting other rooftops with no collision.
Fixed collision issues on trees that allowed players to sit 'inside' them.
Fixed the Ammo Vending Machine having a far too complex collision mesh.
Made certain in-game items tradable between players that were previously not tradable.
Progress indicators (X/Y) added to Roles and Achievement pages to provide clearer progress status.
Camera position moved out slightly to avoid player's head overlapping crosshair when moving right (comments for new camera position sought from Closed Beta participants).
Damage taken from falling increased. It's now possible to die from impact after falling great heights.
Slightly increased the distance players need to fall before playing the 'heavy landing' animation.
Negative medals (Teamkill, Killing arrested player, Suicide) are now marked as such and have had their negative effect on rewards heavily increased.
VoIP now defaults to 'Push to Talk' instead of microphone activated (now using “Z” button by default).
Player now stays in strafe mode for 5 seconds rather than 2 after firing/reloading.
Pickup task items now lie close to the ground instead of floating at waist height.
Updated Open World drop off location names; now named 'Fence', 'Chop Shop', 'Impound' and 'Evidence Locker'.
Increased Loading Tip Time to 15 seconds from 5.
Loading tooltips added, describing premium and leased content.
Players can now jump and fall in marksmanship mode (jump accuracy modifier still takes effect)
Weapons now have a separate modifier for moving at walking speed (such as when crouching or in marksmanship mode).
Customisation pods removed from the factional areas in the Social District.
Disabled Witnessing temporarily until we can fix it (Ready system broke it pretty heavily).
Players who have been freed from arrest no longer give rewards for arresting or freeing until they die.
Default keybindings have been changed to more logical layout. See chart for details.
Weapons
All Weapons rebalanced, changing accuracy, shot damage, firing rate etc.
Weapon Time to Kill lowered across the board (without adding extra 1 hit KO weapons)
Accuracy model adjusted to put more importance on burst firing with most weaponry. Weapons mostly start accurate then very quickly hit their minimum accuracy threshold. The rate at which accuracy is regained after stopping firing is also much increased.
Balancing with Effective Range reduced somewhat in favour of mainly using accuracy to determine effective range.
SHAW moved from an anti-vehicle weapon to anti-personnel suppression weapon.
STAR moved from slow firing long range rifle (analogous to OBEYA/OBIR) to a fast firing assault rifle (same niche as NTEC. Less accurate to begin with, but can handle being fired full auto at close/medium range without becoming unwieldy).
HVR can once again not switch to pistol until it has completed bolting the next round.
New weapons added to progression:
Colby PMG-28: Low Cyclic Rate SMG.
Joker SR-15 Carbine: Mobile close-medium range semi auto rifle.
ALIG-762: Low Cyclic Rate LMG, anti-vehicle weapon primarily.
Items
Renamed majority of upgrades.
Renamed all Preset clothing items to better highlight which outfit they belong to.
Added 'Creator Names' for each Vehicle and Preset clothing piece.
Adjusted descriptions for all Upgrades and Weapons.
The majority of weapon presets have been renamed.
Vehicles
Han Cellente (original starting vehicle) removed from game.
Added engine cut out at 20% vehicle health.
Improved Turning speed of all low-end vehicles.
Macchina Calabria 127 added to the game as the new default vehicle. This is a small coupe with decent acceleration, stable and responsive handling, though a low top speed.
Balkan Kolva (Truck): Heavily Increased Weight of Vehicle. This improves its ramming power immensely, but heavily reduces its initial acceleration. Also heavily increased HP.
Bishada GX 8800 : Renamed to Bishada Rapier and reduced maximum health.
Patriot Jericho : Reduced maximum health, increased torque in gear 1 (improving starting acceleration)
Patriot Vegas: Slightly improved health, acceleration heavily increased and weight increased.
Dolton Montaine (Pickup): Improved health. Increased Top Speed to be on par with Patriot T-25 (King Cab). Increased trunk Capacity to be more than King Cab, Reduced Damping on suspension to make it a little more bouncy. Changed from Rear Wheel to Front Wheel Drive.
Increased Weight and Health of Dolton Fresno while keeping acceleration and speed the same. Also reduced suspension damping significantly.
Packer Ceresco (Standard Van) is now Front Wheel Drive and has the best Carrying Capacity in the game (25, compared to Armoured Van 20)
Charge Mikro: Health very slightly down so it's just below average vehicle health, rather than just above. Grip heavily improved. Top speed reduced.
Packer Vaquero: Health very slightly down. Top speed reduced. Incredibly bouncy suspension.
Very minor tweaks to Sungnyemun Moirai (Exec Saloon). Upped Wheel turn distance and slightly reduced suspension stiffness.
Upped weight of Seiyo Espacio
Updated Nulander Pioneer. Now a bit slower, with a lower clearance, but a lot heavier (so it doesn't mount cars any more). Also enabled the Limited Slip Differential, making handling easier on rough terrain.
Enabled the Limited Slip Differential for both SUVs (Charge Sentinel and Nulander Kurai), making handling easier on rough terrain.
Updated Nulander Kurai. Pretty much untippable now. Much bouncier now as well. Ride height increased significantly but suspension stiffness decreased, so it'll rock and sway. Also, increased cargo capacity from 8 to 10.
Ambulance updated. Ambulance is now a fast but very light large vehicle. It leans around corners pretty spectacularly, but doesn't really fall over much.
Added rating requirement to previously existing pre-order vehicles. Now can be used at the same level as the normal Cisco/Morai.
Updated Nitro Effect. Now much higher effect but much shorter duration and cooldown.
Upgrades
Grouped Upgrades: Only one upgrade of each group can be used at a time. This is a little excessive right off the bat (especially for Character upgrades), but will become a lot more important as we add extra modifications. Groups are…
Health (Character): Coagulant, Kevlar Implants
Utility (Character): Happy Landings
Activated (Character): Field Supplier
Generic (Vehicle): Explosives, Fast-Fix Chassis
Chassis (Vehicle) : Chassis Strengthening, Ramming Plate, Steel Plating
Engine (Vehicle): Armoured Engine, Fireproofing
Trunk (Vehicle): Extra Cargo Capacity
Activated (Vehicle): Nitro Booster
Magazine (Weapon): Bandolier, Extended Magazine, Magazine Pull
Barrel (Weapon): Heavy Barrel, Improved Rifling, Cooling Jacket
Upper Rail (Weapon): Reflex Sight, Hunting Sight
Receiver (Weapon): Three Point Sling.
Added tutorial mail explaining upgrades, how to equip, and what groups mean.
Removed Monolith upgrade (functionally it was identical to survivor).
Removed Energizer upgrade (LTLs are now weaker than their lethal counterparts).
Premium Accounts & Leased Items
Set Max Primitive Limits for Free Accounts on Symbol Editor, Garage and Clothing Editor. Initially free player limits set at 25, 5 and 5 respectively. Premium Accounts get 100 primitives per Symbol, 50 Symbols per Vehicle and 50 Symbols per piece of Clothing
Leased Weapons Added (will be random rewards initially, until the Armas Underground weapons dealer is implemented in the Social District to provide leased weapons):
N-HVR 243 Scout: A bolt action sniper rifle with a lower calibre round than the 762, but with the ability to sprint and hang out of vehicle windows.
OCA-626 'Whisper': A silenced SMG with a scope (we're still waiting for the audio for this, so initially it might not be silenced). Silenced weapons no longer have tracers.
Colby CSG-20 Shotgun: A shotgun that fires a lot more pellets than the JG. It has the same damage output, but the shot dispersal is a lot more fine so you're less likely to lose a ton of damage if a pellet misses.
Scoped N-TEC 5: An NTEC with a scope on it for a higher level of zoom. It's also got slightly less recoil so it feels the same despite the lower FOV.
ACT44 GM: A gold plated ACT44 with an elongated barrel and a scope. Same damage potential as the normal pistol, but with an improved zoom and slightly better stability.
STAR 556 'LCR': In APB Reloaded, the normal STAR 556 has a comparable fire rate to the NTEC. We've added the LCR for players who really liked the old one.
OSMAW / O-PGL: Just the base Rocket Launcher / Grenade Launcher. We've allowed players to purchase them as leased weapons if they can't wait to get them.
Client Size, Performance and Other
Integrated the game with GamersFirst accounts and backend systems.
Updated and activated PunkBuster.
Various small run-time memory usage savings totaling ~50MB.
Client size has been reduced from 8GB for the original game to 5GB for the Closed Beta RC1 (note: with future procedural texture inclusion and patch modifications, the target is to get the full client download to 3 GB without noticeable quality reductions).
Updated VoIP system to address various voice issues.
Improved the in-game compatibility checks at startup:
Updated the list of detected graphics cards from the latest compat file from Epic, as well as published lists of cards from amd.com and nvidia.com.
Updated the preferred compat level for each card to roughly match the expected performance.
Updated lots of cards that wouldn't be able to run the game but were originally given a supported compat level. Those cards probably crashed in the earlier release (without warning).
If a component doesn't meet the minimum requirements we now tell the user which component is the problem, instead of just displaying a generic error message.
Updated Control Scheme
Updates to the control scheme are below but all bindings can be customised by the player. A full listing of the default controls is later in this document.
Movement – “Crouch” is now bound to 'Left Control' as well as 'C'.
Movement – “Walk” has been unbound from 'X'. Players can manually rebind this if they wish.
Combat – “Activate/Deactivate Field Supplier” has been moved from 'F1' to '5'.
Combat – “Throw Grenade” has been moved from 'Left Control' to 'G', and is also bound to the Middle Mouse Button.
Combat – “Switch Weapons” has also been bound to '2', so that players can use '1', '2', or the Mouse Wheel to switch weapons.
Actions – “Drop Item” has been moved from 'Z' to 'X'.
Actions – The “Player Interaction Menu” has been moved from 'V' to '.' (period).
Actions – “Ready for Mission” has been moved from 'O' to 'K', to avoid confusion with '0' (zero).
Actions – “Voice – Push to Talk” has been moved from '7' to 'Z' to make it reachable without having to move one of your hands.
Camera – “Look Behind” has been moved from 'G' to 'Alt'.
Camera – “Switch Camera Side” has been moved from '4' to 'V'.
Music – “Previous Track” has been moved from ',' (comma) to '['.
Music – “Next Track” has been moved from '.' (period) To ']'.
Music – “Pause/Resume Playback” has also been bound to '\', so that players can use that or 'Right Control'.
Interface – “Clan Management” has been moved from '[' to ',' (comma).
Interface – “View Support Pages” (Help) has been moved from 'K' to 'F1'.
Interface – “View Leagues/High Score Tables” has been moved from 'F4' to 'F6'.
Interface – “Chat Channel Commands” has been moved from 'F6' to 'F9'.
Interface – “Chat Console Commands” has been moved from 'F7' to 'F10'.
Interface – “Chat Emote Commands” has been moved from 'F8' to 'F11'.
Interface – “Screenshot” has been moved from 'Pause' to 'Print Screen'.
Interface – “Toggle HUD” display has been moved from 'End' to 'F12'.
Full Default Control Listing
Movement
Function Primary Binding Secondary Binding
Forward W
Backward S
Left A
Right D
Jump Spacebar
Crouch Left Control C
Sprint Shift
Walk
Combat
Function Primary Binding Secondary Binding
Fire Weapon Left Mouse
Reload R
Marksmanship Mode (Hold) Right Mouse
Marksmanship Mode (Toggle)
Lean Left (in Marksmanship Mode) Q
Lean Right (in Marksmanship Mode) E
Grenade G Middle Mouse
Next Weapon 1 Mouse Wheel Down
Previous Weapon 2 Mouse Wheel Up
Activate/Deactivate Field Supplier 5
Put Away Weapon `
Driving
Function Primary Binding Secondary Binding
Forward W
Backward S
Turn Left A
Turn Right D
Handbrake Spacebar
Horn Left Mouse
Activate/Deactivate Nitro Shift
Vehicle Special Function Right Mouse
Left Turn Signal Q
Right Turn Signal E
Actions
Function Primary Binding Secondary Binding
Action F
Ammo Resupply T
Drop Item X
Player Interaction Menu .
Ready For Mission K
Toggle Movie Capturing ;
Voice – Push To Talk Z
Camera
Function Primary Binding Secondary Binding
Look Behind Alt
Rotate Left Left
Rotate Right Right
Switch Camera Position V
Toggle Camera Distance 0
Zoom In =
Zoom Out -
Music
Function Primary Binding Secondary Binding
Next Track ]
Previous Track [
Resume/Pause Playback Right Control \
Interface
Function Primary Binding Secondary Binding
Accept Offer Y
Decline Offer N
Call For Backup B
Scoreboard Tab
Character Info J
Groups & Friends U
Inventory I
Locker L
Map M
Music Player P
Options O
Last Hint H
Clan Management ,
View Support Pages F1
Leagues F6
Quick Chat /
Quick Reply Backspace
Chat Window Enter
Open Full Chat Home
Chat Channel Commands F9
Chat Console Commands F10
Chat Emote Commands F11
Main Chat Scroll Down Page Down
Main Chat Scroll Up Page Up
Screenshot Print Screen
Toggle HUD F12
Gamersfirst hat zwar viel versprochen aber bis jetzt nicht sehr viel verändert. Das soll nicht negativ klingen, mir hat APB früher (Beta und Live Status) sehr viel Spaß gemacht, auch wenn es noch sehr viele Bugs gab. Einfach mit seinen Clanmates durch die Stadt zu fahren und Enforcer aufzumischen war echt schön. Da erinnert man sich gerne an die Zeit. Das Problem kam dann mit den Hackern und ganzen Paddern, desweiteren war das Bezahlsystem relativ sinnfrei. Ich habe in den 3 Monaten die das Spiel auf dem Markt war nicht einen einzigen Monat bezahlt, aus dem einfachen Grund das man sich die RTW Punkte die man zum bezahlen brauchte auch "ertauschen" konnte auf dem Marktplatz im Social District. Auch das Matchmaking war unter aller Sau, da wurde bis jetzt auch nichts nachgebessert. Ich werde es dennoch weiterhin spielen und diesem, meiner Meinung nach, genialen Spiel treu bleiben.
PS: Sehr schöner Blog-Eintrag, ich denke damit konnte man vielen Leuten dieses Spiel etwas näher bringen. 1 mal bearbeitet, zuletzt 8. März 2011, 19:15 Uhr
Wow, ich frage mich wie die meinen das finanzieren zu können wenn sie das Spiel plötzlich als Free2Play anbieten.
Schliesslich hat es auch schon mit den sehr hohen Verkaufspreis + hohe monatliche Gebühren ja nicht gereicht.
Vom der Qualität her wird es wohl Platz 1 der F2Plays belegen. Die sind ja doch meistens eher "billiger" aufgebaut.
@Epicfail: Die Release Notes sind wohl etwas lang... was hälst du von einen Spoiler?
Ultravore schrieb: Wow, ich frage mich wie die meinen das finanzieren zu können wenn sie das Spiel plötzlich als Free2Play anbieten.
Schliesslich hat es auch schon mit den sehr hohen Verkaufspreis + hohe monatliche Gebühren ja nicht gereicht.
Vom der Qualität her wird es wohl Platz 1 der F2Plays belegen. Die sind ja doch meistens eher "billiger" aufgebaut.
ganz einfach: free2play mit itemshop (premiumitems, mehr exp, etcpp). bestes beispiel für millionen dollar umsatz: silkroad online.
guten tag. 1 mal bearbeitet, zuletzt 9. März 2011, 11:46 Uhr
Bei der Anmeldung bei gamerfirst brauchst du nur ein Passwort, Benutzername und eine E-Mail Adresse angeben. Was du meinst ist das Beta Signup.
Und die werden sich schon gut überlegen welche Fragen sie stellen. Die Frage nach dem Netzbetreiber kann z.b. dazu dienen um auszuloten ob es sich lohnt bezahlte Items gegen SMS anzubieten. Von daher hatte ich kein Problem damit.
Für mich immernoch eines der Games dass das meiste Potenzial einfach in die Tonne schmeißt.
Da sie jetzt sogar Witness rausgenommen haben ist das ganze polizei, gangster ding noch sinnloser.
Kurzes beispiel:
1. Jemand raubt nen NPC aus, du stehst daneben als polizist und kannst nix machen.
2. Dieb klaut auto, du guckst du, kannst nix machen.
3. Du siehst wie ein paar gangster sich mit Polizisten bekriegen, da die kein dmg an dir machen können (weil du nicht zur mission gehörst) kannst du zwischen den beiden rumspringen und stören. Oder sogar als Spion werkeln da man eh unsterblich ist.
Man muss aber sagen dass der Charakter, Logo, Auto editor hervorragend ist.
Abgesehen davon ist es allerdings ein stink langweiliges spiel ohne balancing (ntec) oder content.
illfated schrieb: Für mich immernoch eines der Games dass das meiste Potenzial einfach in die Tonne schmeißt.
Da sie jetzt sogar Witness rausgenommen haben ist das ganze polizei, gangster ding noch sinnloser.
Kurzes beispiel:
1. Jemand raubt nen NPC aus, du stehst daneben als polizist und kannst nix machen.
2. Dieb klaut auto, du guckst du, kannst nix machen.
3. Du siehst wie ein paar gangster sich mit Polizisten bekriegen, da die kein dmg an dir machen können (weil du nicht zur mission gehörst) kannst du zwischen den beiden rumspringen und stören. Oder sogar als Spion werkeln da man eh unsterblich ist.
Man muss aber sagen dass der Charakter, Logo, Auto editor hervorragend ist.
Abgesehen davon ist es allerdings ein stink langweiliges spiel ohne balancing (ntec) oder content.
Ich muss dir leider zustimmen, Witness wurde aber nur deshalb rausgenommen da man in der Live Version damit Padding betreiben konnte. Ich gebe sogar zu das ich mit meinem Clan mitgemacht habe, man konnte in einer Nacht locker 3 Millionen damit machen, und ob das der Sinn des Spiels gewesen sein soll ist natürlich fraglich. Das Balancing war wirklich grottig und wurde leider auch nie verbessert. Gegen Ende wurde ja das Aim- und Schusssystem etwas verändert, das fande ich sogar ziemlich gut. Das hat leider nichts gegen das wirklich schlechte Matchmaking gebracht. 1 mal bearbeitet, zuletzt 11. März 2011, 09:45 Uhr
Habe "orginal"-APB in der damaligen Beta direkt seit Wave 1, dann in der Live-Phase und nun in der APB:R Beta gezockt.
Ich finde das Spiel immernoch sehr gut (allerdings nur wenn man in einer Gruppe + Voice ist). Ich find es deutlich interessanter wie andere Multiplayerspiele wie CoD oder WoW. Allerdings muss ich meinen Vorrednern zustimmen.
Manche Sachen haben sich gebessert (Recoil + Waffenhandling) manche allerdings auch wirklich SEHR verschlechtert (Man muss READY für eine Mission sein damit überhaupt irgendwas passiert).
Auch sind mittlerweile einige Missionstypen rausgeflogen dich ich immer sehr gut fand.
Trotz allem werd ich dem Spiel treu bleiben da mich bis jetzt kein anderes Spiel mir einen solchen Langzeit-Spaß geboten hat. (Vorallem jetzt da man nicht mehr 3 Kontakte an einem Tag fertig machen kann sondern eher 2-3 Tage für einen einzigen braucht.) 1 mal bearbeitet, zuletzt 22. März 2011, 17:07 Uhr
Eine sehr schöne und ausführliche Zusammenfassung, die sich wirklich sehr gut lesen lässt!
Ich selbst habe damals die Beta gespielt und ich muss sagen das ich das Spielprinzip selbst sehr gut fand es aber recht schwer für Neulinge war darin "durchzusteigen".
Aus dem Grund habe ich es auch nach fast einer Stunde Spielzeit aufgegeben, werde mir aber die jetztige Version gern noch einmal zu Gemüte führen.
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