Gear Up & Roll Out - Paramilitary and Tactical Armas Release!
As announced in our earlier posts we will be releasing the all new Paramilitary Pack along with a revamped re-release of the Tactical Gear Pack. When will you be able to get your hands on the new Gear? This weekend starting Friday!
For those of you who remember, the Tactical Gear Pack first made its debut on the Armas Marketplace during Thanksgiving Weekend for a Limited Release. The first rendition of the 'Tac Pack' had a very limited release as it was only available for purchase for that weekend only.
Five months later, we're bringing the Tac Pack back. While this release will not be quite as "Limited" as the first time we released the Tactical Gear Pack, we do have a limited offer some unique Bonus Gifts and suped up bundles that will only be available for the first couple of weeks for the release. Here is what's in store for you:
Paramilitary Gear Pack + FREE Paramilitary N-TEC
Tactical Gear Pack + FREE Tactical CR-5
Paramilitary Urban Warfare Pack
(Includes Paramilitary Gear Pack, FREE Paramilitary N-TEC and Nulander Nomad Q134)
Tactical Urban Warfare Pack
(Includes Tactical Gear Pack, FREE Tactical CR-5 and Seiyo Citadel V4)
Seiyo Citadel V4 (4-Slot Vehicle)
Nulander Nomad Q134 (4-Slot Vehicle)
New Gear, new Vehicles, and new unique Weapons are here for you to gear up and roll out!
And because we want to share a little look behind the scenes of the making of this new release we have our Lead Character Artist, Peter Andersson, sharing with us the process and back story for our latest Armas release.
(Written by Peter Andersson - Lead Character Artist)
With 1.7.0 we’re seeing both the release of the Paramilitary clothing and gear pack and the re-release of the Tactical pack. I wanted to give you guys an insight into some of the thought processes behind making them and also a hint at where we will be looking in the future when it comes to making more character assets.
To get the full picture I’m going to jump back to when G1 and Reloaded first took APB on. When we were asking ourselves what we could improve in our respective areas I had some pretty clear ideas of where I wanted the character assets to go. The biggest issue in my mind was that, for a game that primarily uses combat as its core game play element, there was a noticeable lack of character assets to support that notion. Work therefore started on a set of gear that was aimed entirely at pushing the combat aspect of APB. This eventually led to the release of the Tactical pack. Most of the inspiration came from professional combat units; tactical vests and webbing, ammunition pouches, Kevlar helmets, knee-pads, elbow-pads etc.
Combat gear inspiration
Upon the first release of the Tactical pack there were two things that stood out in the feedback we received. Firstly, people seemed to like this choice of a pack of gear revolving entirely around the combat aspect of the game. That part obviously made us happy and feel that we were somehow taking this in the right direction. Secondly, they seemed to think it was much more useful for kitting themselves out as an enforcer than a criminal so that for criminal players, the pack felt somewhat lacking. When I saw this feedback I felt that the players very much had a point. Knowing that this pack had drawn its inspiration heavily from combat units which was the main idea, I also knew that those units were mainly elite police and army divisions. These professions obviously have a much stronger connotation to law enforcement than crime out there in the real world so this reaction felt natural and justified.
We decided that even though the direction seemed good enough, some tweaking of the plan was in order to better support the idea of the criminal/enforcer factions. We therefore started looking into a set of assets that would serve the criminals better, which led to the creation of the Paramilitary pack. This pack features some assets similar to the Tactical pack like the idea of an ammunition vest, separate pouches and additional webbing, only for the criminals we have gone in a different direction with the style. Their version looks more like it would have been obtained from an army surplus store or some other unofficial source, maybe dug out from a dusty attic somewhere and appropriated for urban warfare. We’re looking at the same underlying idea but executed differently for each faction.
Same thing, different look
In my mind this strengthens the perception of factions in APB and will hopefully help players feel more unique in the game world. Whatever you decide to do with your character customization, this prevents someone from the opposing faction turning up looking just like you. Not only does it feel inappropriate that somehow an opposing faction member has been able to kit themselves out exactly like you, it tends to confuse game play quite a bit too. As we have seen already in internal play tests, introducing these rather distinguishing faction-specific items has meant that all of a sudden it’s become that much easier to see who is friend and who is foe in frantic fire fights. Having the art content support the game play in that way definitely constitutes a win in my book.
A clearer faction representation
There are indeed other areas we want to support too, such as the many fashion styles and subcultures of the real world you can draw inspiration from when you’re designing a full video game wardrobe for a game like APB. More fancy clothing is definitely on the agenda, not just bulletproof vests and ammunition pouches. Exactly what they are will remain undisclosed at this point but I’d like to let you know that work has already continued in both areas: cool clothing as well as more combat related gear. We are definitely not short of ideas. On the contrary the idea list is massive and the challenge we’re facing is rather determining exactly how and when these ideas will best manifest themselves.
I hope this provides a little insight into what lead up to this asset release and some clue as to what direction we’re planning to take it in. I’m looking forward to the next time I’ll be writing an announcement of new exciting stuff for the game.
1.7.0 (197) to 1.7.0 (198)
Servers will be coming down at 5 PM GMT to deploy 1.7.0(198)
This patch will include:
Fixed players showing up on radar unintentionally.
Made various changes to improve server performance.
Fixed being able to sprint with heavy weapons until the equip timer ends (aka sprinting with rocket launchers.)
Fixed group members HUD marker disappearing.
Another patch will be arriving next week to address other issues brought in by 1.7.0.
Estimated downtime is 1 hour.
1.7.0 Patch Notes
Barring unforeseen problems, patch 1.7.0 will be hitting the live servers on Wednesday the 18th of April. As such, we are delighted to share probably one of our biggest sets of patch notes ever.
New Mods and Progression Rewards!
Players who get referred to TipToe and Devil Dog can look forward to the following rewards!
An activatable character mod that will block your opponent’s radar with your deployed graffiti. Warning: The jamming signal will make you visible on enemy radar on players outside the jamming range - however it won’t block your teammates, so working together is key to taking down a confused enemy.
This experimental military drug is a character mod that has found its way to San Paro. This muscle relaxant pill will increase your resistance to speeding traffic.
Horizontal Muzzle Brake
This weapon mod is a recoil compensator takes gases produced by the weapon and directs them sideways, reducing horizontal recoil at the expense of vertical recoil.
This weapon mod is a Joker manufactured sling designed to act as a stability aid while moving. This allows the user to walk or run faster while in marksmanship mode, though the complex system of attachment does slightly increase weapon draw time.
This weapon mod uses RFID Tags attached to fired rounds effectively mark enemy targets, highlighting them on your Heads Up Display (HUD) for you and your team. An ideal mod for snipers as it helps them designate a badly wounded target.
Activate this vehicle mod to jam the accelerator pedal with a brick and send your vehicle careering forward – with or without you.
Inventory Space Increases
With these inventory space increase unlocks you can now add more vehicles, clothing, weapons and more to your Locker!
Skinned Weapons, Vehicles and Clothing
Players who can earn the full trust of TipToe and Devil Dog will be rewarded with a unique weapon and vehicle as well as iconic clothing in the style of the contacts themselves!
New Feature - Fight Club Challenges!
We've introduced weekly 3-tier challenge events for players to complete and compete for in the Fight Club Districts. Play well and receive top rewards!
Complete objectives, deal damage, earn cash, kill enemies and lots more, depending on the challenge in the district.
Check your progress using the challenge HUD information box, or see more information and your leaderboard position by pressing F6, which brings up the dedicated Challenge interface.
Rewards range from cold hard cash right up to new and unique weapons, leasable from contacts in the usual way.
New Fight Club Mission Type!
A new mission type where players have to grab and capture items that they hold in their checkpoints. The more items you hold the faster you can win the mission – be careful though, the enemy can take them back at any time.
Combat, Mission and Weapon Changes!
Marksmanship and sprinting mobility improvements
Marksmanship and sprinting movement speed is now determined by the weight and encumbrance of a weapon. This means that you can technically sprint with every weapon, but how fast you move will be determined by the weight and bulkiness of your weapon. Players using small and light weapons will notice that their movement speed in marksmanship mode will also be improved.
Light Frag Grenades
Players who earn the respect of TipToe or Devil Dog will be rewarded with this new grenade type. Players can carry 3 light frag grenades at one time, and the damage caused by each grenade is somewhere between that of a percussion grenade and a normal frag grenade.
Checkpoint Volumes Tweaked
Updated those pesky drop-off volumes so that they are much lower, and while bright at a distance they become less so close up, while not being exploitable as hiding places.
The San Paro Taxi Company has recently expanded its Waterfront fleet, adding the Han Veo to take passengers around the nicer parts of San Paro.
Not stopping there, the San Paro Taxi Company has updated its Financial taxi fleet with a new roof-mounted advertising board. What would you advertise if you had one?
Alexandria Park and Display
Remodelled parking complex in the Financial district that now gives players access to its top floor and roof. Be warned though, this is TipToe’s haunt, so you should only visit it if you have business with her – otherwise you might find yourself walking her plank...
New Cross Skate Park
Rebuilt and re-envisioned, the skate park is now an exciting prospect for all you budding stunt car drivers - just be careful how you treat it while the owner is away...
Now has a rear access to the upper floor, making assaulting this position much easier than before. There is also a recreational area out back so you can hang out after popping some grenades in the door...
A new stairwell has been installed in the rear of the building allowing access to the upper section of the building, making this popular camping ground far harder to hold.
St Medina's Incinerator (opposite Wilson LeBoyce)
A rear access corridor to the roof has been added to give a new route for attackers, and the rear courtyard now houses overflow waste waiting to be incinerated.
SPPD Offices (Violet Prentiss, Ty Durrant and Grissom)
The interior decorator has been in and given these offices a fresh lick of paint and installed some new lighting fixtures.
The luxurious sea front property has had some work done to its upper balcony, allowing Michael Simeone to relax in style - though he’s thinking of hiring some security to keep the riffraff out...
A Cocktail bar "Re-Birthed" and reopened in the down town area the Waterfront district, just across from the Tsunami Casino. An exclusive bar, its popularity among the wealthier of San Paro inhabitants has blessed it with a 24 hour alcohol licence. The cocktail menu is in mixed Mandarin and Renaissance Italian and the house absinthe is apparently the best in the city.
The Prentiss Boxing Club
The Prentiss boxing club is a popular place to train in the “noble art” and maybe learn a few more “unorthodox” methods of combat. A popular hangout for Prentiss Tigers both old and new, the gym itself is not currently open to the public but its break area and upper balcony are, offering a strongly defensible location to set up in.
The Beacon District
The construction of The Beacon continues moving forward - the site has recently had some new scaffolding installed, making it easier to ascend to the roof from the front of the building. General work has been on going, so you will find various tweaks and changes to this decadent high rise building. Some blank billboards, that are just asking to be tagged, have also been installed at the entrance to the construction offices.
Baylan Shipping District
A shipment of new crates was recently "commandeered" by the factions and relocated (with some planks they also "borrowed") to give them new routes to navigate the Baylan container yard. The Criminal faction have also set up a new, better fortified, base at the feet of the crane. The billboards by the Enforcer's base are now free for anyone looking to throw up some of their tags.
All Kevlar Mods now have their acceleration penalties removed, and their effects now are:
Kevlar 1 - 10% increase in health, 15% sprint speed reduction.
Kevlar 2 - 20% increase in health, 15% run speed reduction and 20% sprint speed reduction.
Kevlar 3 - 30% increase in health, 20% run speed reduction and 30% sprint speed reduction.
The gas station around the city now play the appropriate audio while you are near them - so you can listen to the friendly announcements and soothing music while they buff the bullet holes out of your bonnet.
You have mail! A new sound has been added for announcing when the player receives a new in-game mail.
Vehicle door audio - the car door opening sound has been tweaked to better match the timing of the animation.
Overall vehicle audio has been remixed to better match the volume of the environment in general.
Various parts of all districts have had their environmental audio vastly improved.
Weapon Sounds - the following weapons have had their firing sounds updated:
CR5 Colby PMG 28
Threat Level Remap!
Now that the threat levels have stabilised across the playerbase, we are remapping some of the threat values to new threat levels. This means that some players may see their threat shift, but all this helps us spread out the different skill levels more evenly to improve matchmaking in the game.
Updated Michael Simeone - a man of his reputation needs to have a certain look...
Updated one or two existing contacts as well, the new guys in town certainly made an impression!
Fixed an issue where player’s customisations changes were not being saved due to an overflow in the character data.
Fixed characters being able to wear clothing meant for the opposite faction only.
Fixed an issue where wrong data could be displayed if the player's steam avatar could not be retrieved.
Fixed an issue with VSync where user preferences would not actually be applied. NOTE: VSync is now enabled by default.
Fixed an exploit where players were placing task items on shelving and then destroying the box they used to get up there, making them unrecoverable.
Fixed a client local issue where a weapon would appear to fire faster after shooting while holding a task item.
Deleting a weapon will no longer delete the mods equipped on that weapon (if you own them), too many players were ignoring the warning message and deleting them anyway. And then complaining. Check your Locker for the mods.
Numerous fixes to help improve the stability of the client.
Fixed a number of rare server crashes.
Fixed an issue that was preventing the districts from being able to be sorted by threat level on the instances tab.
"Hide full" option is now working correctly on the instances tab.
Players are no longer able to prevent a point from being captured by kicking a player from the mission while they are capturing it.
Missions will now end in a draw if both sides have an equal amount of items in their drops. Previously the mission owners would always lose.
Removed the treasure chest from the pool of large task items due to an animation issue.
No longer possible to trigger an infinite Overtime state on stages that have a contestable bomb target.
The VIP can now see their in-world icon, so they don’t have to spend 30secs (and valuable lives) trying to work out who the VIP actually is.
The world space icons used for VIPs and players on Deathmatch stages should now vanish as soon as a player dies.
Players will no longer be kicked from a district for being idle if their group is already on a mission when they join a Fight Club district – they will be added to the mission instead.
A palette on the first floor of The Beacon will no longer be left floating in mid-air when it is destroyed by explosive damage.
The flag pole and music display point can no longer be destroyed on Baylan Shipping.
The vehicle spawner at the back the map on Baylan Shipping has been fixed so it will no longer catapult longer vehicles like the Moirai forward when they are spawned.
Criminal players are now told when they go over $1500 open world cash that they will be witnessable by any Enforcer.
Leased ARMAS weapons now show the correct expiry time.
Criminal players are no longer able to climb into the Enforcer base and interact with La Rocha in the Social District.
Fixed an issue that was preventing players being given the "Standing level up!" message.
New Items Coming to Armas Soon!
Made adjustments to the Seiyo Espacio and Patriot Vaquero handling.
1.7.0 Environment and Vehicle Screenshots
I'm Jotunblut and I'm new to the community team. I've got screenshots of some of the new stuff that's coming up in version 1.7.0.
There are so many screenshots that it's gonna have to be spread out across multiple posts.
And, because you asked for it, here's a look at some of the new vehicle kits.
More 1.7.0 - Get Ready for Countdown!
Post by Quinzel, Producer of APB
Welcome back to the second half of our “New Breed Part 1” blog post! As mentioned in the first half, here we will get into more details on the other new features coming with the big 1.7.0, including environmental changes, new weapon mechanics, and new character mechanics.
As with any of the changes made to the game, we make a concerted effort to take into account the feedback given to us from the Community. In 1.7 we have tried to address both community feedback and to implement new items that will give us room to grow the game in the future. On that note, without further ado;
You will see that we’ve made quite a few improvements in both the Financial District and the Waterfront District. While, most of the changes focused on Financial we think you’ll like what we’ve done for both. And we didn’t forget about our latest maps from Fight Club. Some of the things we did to improve Fight Club maps include removing a few camping spots and adding details where we felt more depth was needed. While city planning can be a full-time job, we’ve also made sure to add a few new areas in preparation for future content updates, where some of the other New Contacts (cough – New Breed Part 2 – cough) will have a home.
New ambient taxi with a roof mounted advertising board. Mobile billboard sounds like a good place to advertise and recruit new clan members? Maybe you are planning on having a player event and want to spread the word. The sky is the limit for things you might want to show on that cab! (Just keep in mind the limit for the things you CANNOT show, and you will avoid the banhammer).
We also will have new vehicle kits for both the Enforcer and Criminal carrying kits for you to carry your group in style. And as hinted here and there we’ll have a few new Uber Packs, new Vehicles and Kits in store for you soon.
New Weapon & Character Mechanics
Now, Qwentle, our Lead Designer spent some late evenings a long with the rest of our team, trying to make some of these needed adjustments become a reality. So if you see him around be sure to say ‘Thanks’ or emote some happy dance.
Marksmanship and sprinting mobility improvements
Now we have different speeds for Marksmanship, depending on type. For all but the heavy weapons, this has either increased or stayed the same. Large weapons such as the heavy-snipers and LMGs have had their marksmanship and run speeds reduced, but have been given the ability to sprint, albeit at a much lower speed than normal weapons. This removes an arbitrary constraint (not being able to sprint) while still maintaining the effect (the weapon is bulky and slow).
Marksmanship and sprinting movement speed is now modified by the weight and encumbrance of a weapon. This means that you can technically sprint with every weapon, but how fast you move will be determined by the aforementioned modifiers.
Kevlar will now only adjust movement speeds, and not acceleration. It now slows as follows:
L1: +10%hp, -10% Sprint Speed
L2: +20%hp, -10% Sprint Speed, -10% run speed
L3: +30%hp, -15% Sprint Speed, -15% run speed
ACT44 ‘Last Stand’ Change
Qwentle wanted to ensure the retail box magnum was not overpowered, and perhaps erred too much on the side of caution. But to re-balance things, we’re switching out the mod for this weapon and replacing it with a mobility sling mod. This should allow it to move faster when aiming. This should fit it into a fairly interesting place, being a high damage side-arm that can be aimed and fired when moving at near run-speed.
So there you have it folks! We hope all of you are prepared for New Breed Part 1 (1.7.0) and as you get to make your way with exploring the new content please feel free to share your feedback with us. For more nitty-gritty details, we’ve pre-emptively posted Release Notes on our Official Forums - Forums
There have of course been many additional improvements that will make life harder for unpleasant players and for cheaters, though we will not discuss those in an open forum. That's an ongoing battle which continues unabated behind the scenes.
So stay tuned for more news about 1.7 when we go LIVE and keep your eyes peeled for some special upcoming promotions and Armas Releases around the release of 1.7, by visiting the Armas or checking your registered GamersFirst e-mail.
Genitalia and Bigotry - "Drawing the Line" !
Post by Quinzel, Producer of APB
San Paro - a city where anarchy and iron-fisted justice clash. Who is to say what is “right” or “wrong” in this concrete jungle? Where does that leave you in this M-rated game? What does “rated M for Mature” even mean in San Paro?
It would surprise me if anyone playing the game has not seen an inappropriate player-created image. Whether it is a customized van with a “graphic” paint job or a topless toon on one of the display points in Social District – we have seen it all! Now, what happens when players do this? Some players get banned and some players are warned and you are left scratching your head asking, “Where do we draw the line?”
Apparently we (the production team) are all-powerful and as noted before we reserve the right to ban people for any reason what-so-ever. But as the producer of the game, I really do want to help define what we think “our community standards” are supposed to mean, even in a game intended for a 18+ audience.
One morning, I found an e-mail thread reported by our Community Team that there were some questionable nudity images in Social:
G1 Staffer 1, “We need a clean-up in aisle Colby – display points section. Is there anything we can do about this – I have the name of the players that posted this stuff. Let me know please.”
G1 Staffer 2, “I don’t see the problem. It’s just some boobs :P?”
G1 Staffer 3, “I second that J 18+ Rated game J
G1 Staffer 4, “I actually find it kinda comforting…”
G1 Staffer 5, “Unless she has a swastika for a nipple or something I don’t think we have to remove it, 18+ game.”
We discussed this thread in one of our weekly team meetings to make sure we define our general policy and refreshed messaging to the community. One point mentioned was that the game by design has characters that show a lot of skin. If you go to our Character Customization Editor you can get characters down to their underwear. Seeing as this was something we built how can we fault the community for doing the same?
Quick answer – we can’t and we won’t.
But what about more “disturbing” images involving nudity? We were already taking actions towards players who created and displayed images that were “disturbing” to both us and other players. Were nipples acceptable? How about butt-cheeks?
So one take away from the meeting was - genitalia is where we draw the line; we did not create that by design. That line is the base. Certainly, there are things that exist beyond that line which I’m sure if your imagination wonders far enough you will find. Furthermore, our rated M for Mature is based off of content we created and have designed for the game.
Looking back at some of the legacy APB Sourcebooks, (documentation from RTW days), I found the following text in one of the design documents:
There you have it! So here is where we can roughly define what our take on “disturbing” might mean; it says right there “Explicit sex must not be depicted.” It also states, “we are not trying to needlessly shock or offend.” So here is the general rule of thumb next time you ask yourself, “Can I put this image that I’ve created out on display?”
The last reply from G1 Staffer 5, (“Unless she has a swastika for a nipple…”), is a perfect segue to my next point of discussion – bigotry!
While my office is based in the U.S. my team (GamersFirst and Reloaded) are spread over different continents. Our APB Reloaded team is an international bunch not to different from our player-base; we have an international player community spread across the world. With that said, we all should recognize that as an international community we have a diversity of players from a wide range of cultural backgrounds.
We have zero tolerance for any disrespect of diversity.
It’s not uncommon practice for us to ban accounts that are infringing that respect between players so think twice before you create a characters, symbols, or images in game that are racist, sexist, or discriminate against any of the Protected Classes (based off U.S. anti-discrimination laws). We clearly DO draw the line at Bigotry, and we also reserve the right to enforce 'community standards' when it comes to sexual imagery.
For those of you who are unfamiliar, the “Protected Classes” generally include race, color, religion, national origin, age, sex and disability (and in some states sexual preference as well).
As an example, there were players in game who were going around wearing swastikas. The symbols were making players around them feel uncomfortable and so we asked that they please remove those symbols. They refused so we blocked their accounts. Soon after the banned players tried to contact us through customer support and dispute that we (GamersFirst) were the ones acting discriminatory; they claimed that they were banned for expressing their political views while other players with religious character names were allowed to run around in-game. These players who were sporting the Nazi symbols in game were defending themselves saying that they never griefed any players in game, never used hacks or exploits, and further more felt uncomfortable seeing players in game with names that had some religious reference or players wearing religious symbols or national flags.
While I don’t want to go into a whole WWII dissertation or lesson in auspicious Asian symbols, let’s just say that in general - in today’s society - Nazi symbols are taken as symbols of hatred. Any symbols or actions that actively and deliberately are aimed to express such hatred are not tolerated.
While one can argue that swastikas are a political symbol rather than a hate symbol, political affiliation is not a protected class. There is a difference between a character named “STFU [FILL IN PROTECTED CLASS]” vs. a character named “iLUVBuddha." And in plain English, if we think you are being overtly and actively offensive, we will ban you.
Generally we DO try to give players a warning first. So, take this post (and also previous forum posts that have informed the same) as an official first warning. We are not obligated to warn players but we’d like to think that everyone can make a mistake and try to give people a chance to correct themselves.
We hope that this post has helped clarified any mystical questions about what the boundaries are and why. If you have to ask yourself twice better not chance it.
New Breeds Part 1 (1.7.0 Update)
Post by Quinzel, Producer of APB
Thank you, TechMech for the formal introductions! So as promised, with mic in hand, I’ll start getting into all of the juicy details of “New Breeds Part 1” – our 1.7.0 Update.
You might ask yourselves, “Where did the name ‘New Breeds Part 1’ come from? Does this mean there will be a Part 2, Part 3…?” While 1.7.0 might not be considered a major expansion by MMO standards, we felt this MEGA-Update was worthy of a name. That name is inspired from our added progression content – our “New Breed” of contacts you will get to meet in game very soon.
For all you Criminals out there, we have a special lady waiting to wreak havoc with you. Her name is Tiptoe, and she is the long lost daughter of one well-known Bloodrose - Tyron Sennet! She’s employed by the Blood Roses but runs with her own brood of elite sociopaths. You can find Tip Toe hanging out on top of the APD car park in Financial. But be warned - the apple doesn’t fall far from the tree!
As for all of you Enforcers out for blood, we have a Prentiss Tiger on the prowl and he’s got a pedigree for taking people out. Meet DevilDog, an ex-sniper who was honorably discharged from the Marines on medical grounds. DevilDog can be found on the roof (naturally) of the abandoned “Munson’s Screw & Bolt” factory in Financial.
Should you get on either of these two new contacts’ good graces then you will be rewarded with unlocks for high level Vehicles, Inventory space increases, New Modifications, and new Weapons / Weapon skins.
As some of you have noticed in the past couple of weeks we have been releasing some sneak-peek images and videos for some of the New Modifications through our Official Forums and Facebook. Here is the full list of Mods and Weapons below:
New Weapons and new Modifications are not the only new things you will get to play with. With the new patch we'll be adding a number of new character Gear items to purchase on Armas. There's been a lot of speculation about where the Tactical Pack went after the Thanksgiving sale, and the reason has been because we felt that we were being a little bit unfair. The Tactical pack was very Enforcer themed, and we wanted a Criminal themed set to add as a counterpart. As such, with 1.7.0, we'll be bringing back a revamped Tactical Pack and adding a Paramilitary Pack for the criminals.
Last but not least, the other major feature to this colossal update will be the highly anticipated Fight Club Challenges! These occur weekly and give players the chance to complete for various prizes. These prizes will range from straight up APB$ (low end prize) to unique vehicles and weapons (top end prize), along with things such as limited usage of Armas weapons and inventory increases.
Each week, both fight clubs will be set to a specific map, game-type and challenge. As we only currently have two maps, these will stay the same until more are complete, while the game-type and challenge will change weekly. The challenges will have three tiers, with the third and second prizes being straight up requirements, and the top prize requiring you to be in the top X% of players that have taken part in the challenge. Our first week's challenges are as follows:
Seeing as this post is getting a bit lengthy, we’ll save Environmental changes and New Weapon mechanics for our next blog post. So stay tuned and get ready for New Breeds Part 1!!!!!!!
Now, I should probably explain Scavenger. When the mission starts, both teams are given a base. A number of task items will spawn in the map, and the player's goal is to grab the items and take them back to the base. The difference to the normal 'Grab and Deliver' style modes is that once you have captured the item, it doesn't disappear. Instead you drop the item (you can no longer interact with it) in your base and you gain points for every second you hold it. The enemy can steal the items back. It's kind of like capture the flag, only there are multiple flags and the enemy has to come and get them back.
So that’s what’s coming up in the near future. This work is currently sitting with our QA Team, so we’ll have more for you on dates once we’ve finalized things.
|Posté par Bjorn / TechMech