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Level 0 Perspective

She cuts me into a thousand beautiful pieces.

Author: DopSillypant

On APB Reloaded

Posted by DopSillypant Wednesday July 6 2011 at 2:32AM
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I was a devoted APB fan back last year when it was still being developed and ran under Realtime Worlds. It was an unique game with a very complex and innovative combination of systems all rolled into one, the sheer amount of ambition expressed in APB garnered a high level of respect from me personally, enough to overlook many of the glaring problems with design and implementation.
Now that the studio and intellectual property has been acquired by Gamersfirst, and restructured as Reloaded Productions, what was the overall influence on the game?  Let's start at the top level:

The good:
Game is once again operational
Easy accessibility with free client and account

The bad:
Drastically smaller development team, this means slower updates, slower fixes
Quality control of player base is lower due to easier accessibility

The debatable:
Free to play, cash shop model

What do you think the pros and cons between the old Realtime Worlds team and new Reloaded Productions team are?
djvapid writes:

I've played the game for just a couple days now and I have to say, I'm having an absolute blast.  With that said, a month from now, I imagine I'll be pretty bored of it.  It's one of those games where what you see is what you get.


...But what you get in APB is pretty damn impressive.  It's definately worth a shot, even if it is for only a month.

Wed Jul 06 2011 2:12PM Report
futnatus writes:

If you consider the fact that the first release of the game absolutely crash landed into oblivion, the initial team in charge of it very much failed.

The game has seen some amount of success now.  Doing rather well.  Very unique for a shooter game to be sure.  The negativity I've heard is that it's using Punkbuster which is somewhat easily bypassed by hackers and cheaters and that the Match Making system requires improvement.  Some people are whining that it's very hard, has a tough learning curve, but that should be a benefit.

The development team, I've also read, are currently working on perfecting the match making feature in the game.

Seems some good folk have been put in charge of it.   They have a good game on their hands and if they can maintain it in good condition the team is likely to grow, get better and keep the game fresh and polished.

Thu Jul 07 2011 5:14PM Report
DopSillypant writes:

Definitely agree that APB is very much a "what you see is what you get" game, a lot of the dynamics and truly fun things in the game are situationally created by playing in a group and not from intentionally designed "features"

Whenever talks of APB happens, it inevitably leads to talks of hacks and cheats. Much of the strong perception on hacks is definitely derived from the extreme learning curve involved, the harsher the learning curve the more inclined people are to accuse others of hacking.

The perception and reality of hacks and cheats in APB is an interesting topic that maybe we can explore.

Fri Jul 08 2011 3:46AM Report
futnatus writes:

If there is only a perception of, and possibly minimal, cheating actually going on in APB, then do you think it is the responsibility of the development team to put in mechanisms that better teach new players to play rather than throw them into the fray with already highly experienced gamers?

Or do you feel that whiners and haters who complain consistently of the winning team/players being hackers should just be ignored?  If there is inadequate protection in the game however then can anyone be sure of it being cheating or just raging?

I suppose in all online games there will be people trying to hack it, even if it's extremely difficult or near impossible to do so.

I'm not aware of the protection used in APB:Reloaded currently but a quick read on the game website right now has told me of bug fixes, etc, including fixes that prevents some client exploits.

Could the cheating and hacking issue in APB:R, or in fact any game, be just a temporary thing until glitches and exploits are fixed and until the administration is able to afford enough protection for their game servers?  This of course means that game developers should have a certain objective to reduce the cheating and exploits in their games, which not all have.

For example, MicroVolts is an FPS, not that new, with miniature toy-based characters running around in oversized real world settings e.g. a kitchen shooting each other.  In this game, on maps that have been open to all players since its release, there are exploitable glitches which are repeatedly abused by numerous players on a daily basis.  Even if "glitchers" are banned there will be more.  The game development team seems to have little interest however in plugging up these little holes the cheaters use.

Team Fortress 2 however I've read is considered absolutely hack and cheat  free, even though that seems a little exaggerated.  The protection used is Valve Anti-Cheat (VAC), a component of the Steam platform.  Indeed you see many skilled veteran players who no doubt get called hackers for their skills but there seems to be little evidence of any exploits or hacks in-game.  VAC protection of course permanently bans any detected cheaters.

Personally I think strict punishment (perm. ban) is appropriate for any form of cheating in online games as this means less people will be tempted to even try to do it.


If APB had absolutely amazing protection that prevented basically any hacking and all possible bugs and exploits were fixed, and some great teaching feature was implemented to assist new players more so than a tutorial that tells them how to press WASD to move and Mouse button 1 to shoot, then I feel few people would ever say there was hacking going on.  It's the Internet so surely that's expected from some people venting their rage but they would be in the absolute minority at that point.

But would that even be a worthwhile thing to do or realistic for the development team?

Sat Jul 09 2011 11:24AM Report writes:
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