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Mardi 22 décembre 2015  
 
Patch 1.19.3 (838)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 2 - 3 hours.

Bug & Exploit Fixes

Christmas 2015

    Killing players inside cars now increases your score in the 12 Deaths of Christmas event.

Marketplace

    Fixed an issue where players could not sell secondary weapons on the Marketplace in the Social District.
 
Tiggs


Jeudi 17 décembre 2015  
 
Patch 1.19.3 (833)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 5:30 PM UTC (11:30 CST / 12:30 EST / 9:30 PST)) and will take approximately 2-3 hours.

Bug & Exploit Fixes

Weapons

    Raptor

      The Raptor 45 'Vulture' and 'Hawk' no longer gain accuracy if the player shoots whilst jumping.

Christmas 2015

    The SBSR 'Coroner' now has the correct gun model and kill icon in the 12 Deaths of Christmas Event.
    Fixed an issue where the Snowballs and the Raptor 45 'Vulture' and 'Hawk' were not appearing in Contact menus.
    Fixed an issue where the Holly weapon skin was not displaying correctly on the Raptor weapons.
 
Tiggs


Mardi 15 décembre 2015  
 
Christmas Patch - Patch 1.19.3 (836)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 2 - 3 hours and will start at 10 AM UTC.

Christmas 2015

Season’s greetings, and welcome to APB: Reloaded's Christmas 2015 event! This year we combine and extend all of our previous events, providing entertainment to old and new players alike. Claw your way to the top in the 12 Deaths of Christmas Event in Beacon, gain respect with the Christmas Elves in Mission Districts and reward your friends with access to Secret Santa gift boxes. New and expanded roles provide access to new titles, access to new weapons, and a new festive clothing option.

The 12 Deaths of Christmas

Free-for-all Event (no teams)

Player's Objective

    Kill other players to advance weapon tiers and earn prizes (see below).

Progression

    At the start of the game, players are given a weapon and they must advance through the weapon tiers until they reach the final tier - the first person to get a kill with the final tier weapon wins the game.

Tier Breakdown

Further Information

The HUD will show remaining score required, current weapon tier, current place and remaining time.

When a player reaches the final tier, all players will be notified of who this player is.

Rewards

Secret Santa Boxes

You will earn Secret Santa Boxes based on your performance during the 12 Deaths of Christmas Event - the better you do, the more boxes you will earn. You can then take these boxes into the regular Action Districts. Please see "Secret Santa Event" below for more details.

Deck The Halls

Triggered by gaining score in the 12 Deaths of Christmas event, which is gained by Killing or Assisting during the minigame. As such, this is a grind-challenge which all players can get after enough time, though skilled players will complete it a lot faster. This replaces last year's event, rewarding our new clothing asset.

Requirement Reward

NOTE: Players do not earn Score towards "Deck The Halls" for vehicle kills

Snowball Fight

Pelt enemy players with snowballs to win prizes. Top prize gives you a Candy Cane Weapon Skin!

Snowball Wars

Take part in Snowball fights in the X-Mas Event district to complete this role. You get 1 point for participating in a snowball fight, and a bonus point if you win! Unlocks the Santa Hat, Reindeer Antlers and the Raptor 45 'Vulture'.

Secret Santa Event

Players can now utilize the SECRET SANTA BOXES earned through the 12 DEATHS OF CHRISTMAS event (see above) in the main action districts.

Secret Santa Boxes are a new type of deployable that players can place at any location they please - other players can then interact with them to get randomly generated weapons as prizes.

Secret Santa Boxes

When deployed, a Secret Santa Box appears in the player's hands (their interaction with this box is limited to dropping, picking up and moving it around).

Once the box is placed on the ground, all other players in the district (no faction restriction) can interact with the Secret Santa Box to win a random weapon, which will also have a random selection of modifications and a random skin.

NOTE: The player who placed the box can't take a prize.

Achievements and Rewards

Ho Ho Ho, Now I have a ...  

Kill 50 players with weapons you've taken from SECRET SANTA BOXES to earn the Raptor 45 'Hawk' for purchase from a contact.

The Gift that keeps on Giving 

Other players have killed a total of 100 players, using weapons they've picked up from a Secret Santa Box you've deployed. This will unlock the Christmas Holly weapon skin.

Returning Christmas Content - The Elves

    Regular Action Districts - Elves

      As with all years, there are Christmas elves in Financial District. These elves can be pledged to by the appropriate faction (Criminelf for Criminals and Elforcer for Enforcers) and by playing missions while pledged to them you can level them in the same way as a normal contact. They unlock the following based on the level:

Contact Levels

The Snowball Launcher and Snowball can be used to level the Snowball Fight role outside of the minigame.

Once the Elves have been completed they will also have a Daily Activity available for players to complete that is a repeatable challenge each day.

In addition to their progression, the elves also sell a number of unique titles

Titles

    I. Naughty
    II. Nice
    III. The Red Nosed Criminal
    IV. The Red Nosed Enforcer

All these titles can be bought from the Elves for 10 Joker Tickets (faction-specific titles are only for their respective faction)

 
Tiggs


Jeudi 10 décembre 2015  
 
The Twelve Days of Giftmas Begins Soon!

Starting December 12th at 12 AM UTC (December 11th, 4 PM PST) you can usher in the holidays a bit early this year with the Twelve Days of Giftmas event! What is this magical and festive event you say?

Each day for the next twelve days you will receive a mission that can be found using the new Event Tracker system. Complete the day's objective and receive a reward (no two days will have the same reward) and check back the next day for a new objective! If you feel extra jolly this year and complete the objectives for at least 11 days you will receive a Weapon Selector! The Giftmas Weapon Selector unlocks one of five character lifetime guns ranging from a Joker SR15 Carbine (0 Open Slots) to a N-TEC5 (0 Open Slots).

Using the Event Tracker

The Event Tracker system can be found by visiting the ARMAS Marketplace and then by clicking the Events button. Complete the objectives for the day and get rewarded instantly – no more waiting for your rewards! Check back each day at 12 AM UTC / 4 PM PST for the new mission and reward!

Special Giftmas Discounts

Each new day of Giftmas also comes with special limited time discount or promotion, don't miss it!

Other Upcoming Xmas Fun

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Keep an eye out on the forums and email for the official Christmas patch that will be available soon as well as other events!

 
Tiggs


Mardi 8 décembre 2015  
 
Patch 1.19.3 (833)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Bug Fix

    Clothing

      Fixed an issue where the Joker Hipster Tactical Knee-pads were not unlocked when players purchased the Joker Hipster Outfit.

Note: Any players who bought the outfit prior to the patch tomorrow will have to have the Tactical Knee-pads sent out to them later after the patch.

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Tiggs


Mardi 1 décembre 2015  
 
Patch 1.19.3 (831)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

    Exploit

      Waterfront

        The glass roof area by the docks is now out of bounds, since players were still gaining access with vehicles.
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Tiggs


Mardi 24 novembre 2015  
 
Black Friday Preview Sale!

Won't be around for Black Friday? We have you covered!

The holidays can be busy for some so this year we're offering an appetizer for our annual Black Friday sale so that everyone can grab a great deal. Starting November 26th at 12:01 AM PDT you can get up to 50% off most items in the ARMAS Marketplace catalog. Today is your last chance for the buy one get one free Joker Mystery Boxes! Don't miss these great deals and stay tuned for even more Black Friday deals which start November 27th!

Have a Happy Thanksgiving from all of us to you and yours!

P.S. : Keep watch for Tiggs flash sales on Black Friday!

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Tiggs


Mardi 24 novembre 2015  
 
Patch 1.19.3 (830)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

Roles

    The Graffiti role now always shows the correct Roman numeral for the player's level.

Happy Thanksgiving to our US players!

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Tiggs


Vendredi 20 novembre 2015  
 
A November Together - Thanksgiving Event!

Thanksgiving is nearly here, a time to get together, celebrate the year and to give thanks. APB Reloaded would like take this time to celebrate the players in one of the best ways possible and that’s with 9 days of rewards for playing APB! Simply login on the days you want to participate in while also meeting the objective for the particular day to get a reward!

The login and play rewards will be added to your account the following day with a promo code. Mission events will be rewarded on the same day through the Event Tracker that can be accessed in the ARMAS Marketplace! While you’re there look out for any surprise ARMAS Marketplace deals!

Note: The event tracker is a new system and we're still working out the kinks. Please allow up to 24 hours for the reward to be issued.

Log in and Play means one hour of game play, and includes Social district if you're working on designs.

Enjoy the events and even more so, enjoy the rewards, making new friends and playing with those that you already call a friend.

Happy Thanksgiving!

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Tiggs


Jeudi 19 novembre 2015  
 
Patch 1.19.3 (828)

We're aiming at releasing a client update on Friday. Maintenance will start at 3 PM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

Consumables

    Fixed an issue where the number of consumables in a stack would revert back to 0 after reaching 255.

Environment

    Financial

      Fixed an area where players could glitch through the ceiling at X: 839 Y: 1632
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Tiggs


Jeudi 19 novembre 2015  
 
Now on Armas - Death and Taxes

Nothing is certain in life but DEATH & TAXES. Extreme accuracy is Somatic's main goal with their premier D&T line of automatic long range rifles. Forces that would otherwise affect bullet trajectory are instead routed into recoil through a series of springs and compensators. Your shoulder won't thank you, but some bruises are worth it.  Both the CORONER and the IRS are available in ARMAS individually or together in the DEATH & TAXES BUNDLE.

Since Black Friday is right around the corner we are giving players who purchase the pack early a 10% Discount off the normal price! This discount will end soon so pick up the IRS, Coroner or the Death and Taxes pack now before the weapons return to normal price.

Additional Weapon Details

The IRS and CORONER handle similarly but with a few differences. The IRS has the following differences over the Coroner:

    Exclusive IRS weapon skin
    Sniper Rifle Ranges (90-100m drop-off)
    Higher Recoil Loss under firing
    Slightly longer time to regain recoil control
    Slightly larger movement modifiers
    Slightly larger minimum accuracy on switch
    Uses Sniper ammo type rather than Rifle
    Both weapons have 3 open slots

Note: The IRS Skin is currently unlocked on the IRS weapon once Tier 1 Weapon Contact has been achieved. We will be issuing an update for this in the coming days where this is not a requirement.

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Tiggs


Mercredi 18 novembre 2015  
 
Joker Mystery Box - Bogo*

Purchase any Joker Mystery Box and receive a BONUS Joker Mystery Box of the same kind. That's an extra chance at awesome Legendary and rare prizes like the AMG-556 "Medusa", Raptor 45 "Condor" and more!

* For JMB packs, you will receive a free box for each paid box in the pack you purchase; bonus boxes are omitted.

Double your money with Joker Mystery Box buy one get one today!

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Tiggs


Mardi 17 novembre 2015  
 
Patch 1.19.3 (827)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

Consumables

    Consumables will now be sent straight to the player's inventory, unless their inventory is already full - in which case, they will be delivered to the mailbox as normal.
    We've increased the size of consumable stacks - you can now have up to 500 in one stack.

Bug & Exploit Fixes

Missions

    Fixed several instances where orange objective rings were not visible in Waterfront.
    The 4th stage of 'Bad Investment' now has the correct time in the description.

Environment

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    Waterfront

      Removed access to the glass rooftop by the marina, at X:1655 Y:1666, as it was being exploited.
 
Tiggs


Vendredi 13 novembre 2015  
 
November Update - Engine Upgrade Images

Hello Citizens,

As most of you all know, we have been busy with our engine update over the last year and we are proud to see the improvements that have been made over this period of time. Previous blog posts has shown the update improvements to the social district and now is the time to present to you some updated comparison screenshots as well provide a brief comment on what was has been done to reach that improvement.

In order to accomplish what you see below, the art department has completed:

    Balanced color grading and saturation levels.
    Balanced fog and depth of field.
    Altered directional light color, light bounce, brightness and skylight shadow depth.
    Added dynamic shadowing to certain assets (such as the palm trees on the strip).
    Rebalanced sky
    Various material updates










While it's been incredibly slow to get here, we are making great progress and soon all of you will be able to enjoy a nicer visual experience, and our team will finally have the ability to implement new content and areas using the new engine systems.

MoK

 
Tiggs DaTigger


Mardi 10 novembre 2015  
 
Patch 1.19.3 (823)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

Halloween

    The Halloween 2015 Event has now ended.

Bug & Exploit Fixes

Environment

    Waterfront

      Fixed an issue where a skylight and air conditioning unit were clipping into each other on the roof of 'The Murnau' in Green Spit area.

    Financial

      Fixed some garbage bags by Grayson Fell that had a tendency to explode when touched.

    SOCIAL

      Fixed an issue where Enforcers could be killed while touching the seats to the back of Trespass.

Exploit

ShHxC3S.jpg
    We fixed an issue where items would not land in the correct place when dropped near a wall or object, which fixes several exploit areas - specifically: the concrete pipes in the north of Financial; the statue in Financial at X:1452, Y:1458; and the pigeon holes in Asylum.

    Asylum

    Financial

      Players can no longer reach an otherwise inaccessible area by Bonita Benjamin with the use of a tall vehicle.

Weapons

    NCR

      We've reduced the accuracy cool-down of the NCR-762 after sprinting, as it had been increased incorrectly.

Missions

    Fixed an issue where the drop-offs in "The Hidden Menace" and "Dirty Business" took longer to complete than in other missions.

Weapon skins

    Fixed an issue where the Halloween Bats skin was displaying as the Halloween Pumpkin skin when placed on the SHAW. Fixed an issue where the Revelations skins were displaying incorrectly when placed on the Norsemen weapons.
 
Tiggs


Mardi 3 novembre 2015  
 
Patch 1.19.3 (821)
We're aiming at releasing a client update on Wednesday. Maintenance will start at 10 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

Halloween

    We have now enabled Car Surfer in Halloween districts. Halloween will be removed next week.

Bug & Exploit Fixes

Halloween

    Fixed an issue where players were being awarded achievements from the Easter Event instead of Halloween achievements.

Exploits

    Fixed several more areas where players could hide inside of buildings in order to survive the Halloween Event.

Clothing

    Fixed several different pieces of footwear that sounded incorrect when the player moved around.
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Tiggs


Mercredi 28 octobre 2015  
 
APB Pumpkin Carving Contest and Costume Contest

APB Pumpkin Carving Contest

Get out your shivs or other safe pumpkin carving tools because this Halloween your artistic skills are required! Carve, chisel and mold your pumpkins into a Halloween masterpiece and become the envy of the living and the.. dead. Be one of top three master artists and receive a bag full of APB treats (listed below). Entries may also be eligible to be featured on APB Reloaded’s Facebook page!

Game entries are limited to one submission only, so choose your theme carefully! Contest ends November 4th 11:59 PM PDT

    In order to be eligible

      Contestants must use the APB Pumpkin Carving Contest - Submission Thread to enter. 
      Contestants must use a real pumpkin (no vegetable substitutes like squash, zucchini, or eggplant, etc.) 
      Contestants must actually carve some part of the pumpkin or make a visible incision to the pumpkin. Contestants may decorate or paint the pumpkin if desired but there must be some carving/slicing/hacking in order to qualify.
      The pumpkin should be themed towards APB Reloaded in some way.
      You must take a photo of the pumpkin and most importantly in the photo there needs to be a hand-written sign saying "Happy Halloween 2015 – APB Reloaded" 
      In your post please put the following:

        Your character name
        server name
        your pumpkin theme and a description.

      Only one entry per contestant will be considered. Multiple submissions will be discarded. 
      Only submissions will be allowed in the official submission game thread. All extraneous posts will be removed.
      Please use the spoiler tag when posting.

    Prizes

      1st Place: 30 days premium, $30,000 in-game currency,  3D glasses,  Butcher skin and 2 Tiggs Power Joker Mystery Boxes
      2nd Place: 30 days premium, $20,000 in-game currency, 3D glasses and 5 pack of JMB 19
      3rd Place: 30 days premium, $10,000 in-game currency and 5 pack of JMB 19

APB Costume Contest

Do bad Halloween costumes make you groan like the undead? Then put together your best Halloween costume and show San Paro your supernatural design skills. 

Be it fun, creepy or something in between you can be the one to unlock a special Halloween treat! Win in any of four categories to get a prize. All participants may have their costumes featured on Facebook!

Each winner gets 4,000 G1C (in duo and group situations, each participant gets the 4k). Winners will be chosen from amongst all servers, and we will be verifying that you’re using your own customizations.

Winners

    There will be Four single winners
    One Duo winner
    One Group winner (No more than 4 people in a group)
    Only one entry per contestant will be considered. Multiple submissions will be discarded. 
    Only submissions will be allowed in the official submission game thread. All extraneous posts will be removed.
    Please use the spoiler tag when posting.
    Contestants must use the APB Costume Contest - Submission Thread to post their entry. 
    Please include:

      Character Name(s)
      Server Name
      Category
      Description/Backstory (optional)
 
Tiggs


Mercredi 28 octobre 2015  
 
Halloween Sale! Up to 50% off!

Halloween is here and APB has conjured up some frightening and delightful treats for you. Give yourself a treat with 50% OFF NEARLY EVERY ITEM in the ARMAS Marketplace!

Login to the ARMAS Marketplace and redeem promo code TrickOrTreat to get three days of Premium Membership access and to unlock your 50% discount. The free Premium offer and 50% discount promotion expires November 1st 11:59 PDT so get in on the fun while you can!

The 50% Halloween Sale Ends Soon!

 

 
Tiggs


Mardi 27 octobre 2015  
 
Patch 1.19.3 (819)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

Fight Club

    Fixed an issue where the Challenge money would be calculated incorrectly, causing players to be moved down a tier after leaving the district.
    Assists now add to your monetary reward.

Tutorial

    Fixed an issue where players could only complete the "Finish the First Four Contacts" tutorial by maxing out the Halloween contact.

Weapons

    Revelations

      Removed the wind-up timer from the Oblivion sniper rifle.
 
Tiggs


Lundi 26 octobre 2015  
 
Patch 1.19.3 (818)

We're aiming at releasing a client update on Monday (today). Maintenance will start at 8 AM UTC and will take approximately 2-3 hours.

Bug & Exploit Fixes

Asylum

    The Asylum has returned.

Exploit

    Fixed several instances where players could escape the map through holes in the ceilings.
 
Tiggs


Vendredi 23 octobre 2015  
 
Let the Trick or Treating Begin!

Hello Citizens,

Halloween is 8 days away but we at Reloaded wanted to start the festivities early and are pleased to announce that the Halloween 2015 begins today!

Returning with a vengeance is the Headless Horseman Event II, which will be packed with 4 new titles and a new customisable backpack for you to earn and enjoy.

We are as excited to bring back this popular event and looking forward to joining you all in this action packed, unique and fun arena where you can team up with friends, work your way to become the Horseman or run till the bell tolls and the nightmare is over.

So enjoy the festivities and looking forward to seeing you all online.

Till next time,

MoK

Halloween 2015 Horseman Event

The rules for the event are simple:

    1. Collect X amount of pumpkins to become the Horseman and start the event (Timer Starts).
    2. The Horseman must kill other players to convert them Horseman’S army (Soldiers).
    3. Soldiers must kill other players to recruit them into the Horseman’S army.
    4. Survivors must avoid being killed, till time runs out (Timer Ends).

Note:  Survivors blip on the Horseman’S army's radar when the bell tolls, signifying that the Horseman Event is coming to an end...keep fighting, running or hiding to survive.

Additional notes

    Horseman

      Buffed up health, flare gun and a custom steed envegas
      Earn points by killing Survivors

    Soldiers

      Able to re-spawn multiple times without penalty
      Earn points for killing survivors

    Survivors

      Earn points for surviving
      Earn extra points for killing and becoming the Horseman

Prizes and Rewards

Achievements, titles and a new backpack can all be won and earned in this year’s event.

    The titles are

      Survivors - human resistance
      Headless horseman - vengeful spirit
      Pumpkin soldier - one of many

    For participating in the Headless Horseman Event 2015

      HHE 2015 - Back for more

Note : Car surfing has been disabled for this event only.

Enjoy folks and have a happy Halloween.

MoK

 
Tiggs


Jeudi 22 octobre 2015  
 
Patch 1.19.3 (817)

We're aiming at releasing a client update on Friday. Maintenance will start at 8 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

    Halloween

      The Halloween 2015 Event has now started! This event comes with new titles and a whole new backpack reward. Details about the event will be available on APB Blog post during the maintenance.

    Weapon Skins

      Players who purchase the Revelations pack will receive a version of the Revelations weapon skins that can be applied to all weapons. Players who purchased prior to the patch will receive codes to fix this problem later in the day.
 
Tiggs


Mercredi 21 octobre 2015  
 
Now Available On Armas - Joker Mystery Box 19

H9ZlEzM.jpg

Unwrap the Mystery for just 99 G1C! This box features the exclusive AMG-556 “Medusa!” 

With Joker Mystery Box 19, legendary power is in your hands with Agrotech’s AMG-556 “Medusa”. Combining suppression and movement, this light machine gun comes pre-equipped with intelligent suppression, making it one deadly package. The Medusa is made to get in fast and leave your opponents, stone cold dead. Make the Medusa yours today and be the legend you know, you can be! 

Agrotech’s AMG-556 “Medusa” Mods

    All-New Mod - 'Intelligent Recoil Stabilizer'

      Machine controlled weights are distributed around the receiver to compensate for the recoil in real-time.
 
Tiggs


Mardi 20 octobre 2015  
 
Patch 1.19.3 (815)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

    Inventory expansion

      Upon logging in, all players will find the following in their mailbox

        +10 Clothing capacity
        +20 Modifications capacity
        +2 Outfit capacity
        +5 Songs capacity
        +5 Symbols capacity
        +5 Themes capacity
        +5 Vehicles capacity
        +20 Weapons capacity.

    Note: If you have already used an inventory expansion item in the past you may already be set at the maximum allowed inventory limit and your expansion will not expand any further.

    Clothing

      The Juggernaut clothing now has descriptions.

Bug & exploit fixes

    Modifications

      Fixed an issue where players could swap between weapons whilst using the blowtorch.
 
Tiggs


Mercredi 14 octobre 2015  
 
Weapon Balance Overview

The patch today contains the culmination of our work over the past months to balance the weapons. It helps improve a number of weapons that have not been competitive for a long time, and reduce the performance of those that were so powerful they were hindering weapon diversity. It also contains a significant change to the Weapon Curve system that ensures that it provides a consistent experience. More information will be posted with specifics as stated in this post I made earlier today.

Curve Recovery Change

The biggest complaint of Weapon Curves is that they introduced an additional level of randomness into the game. This was the exact opposite of the intended effect with the intention for the system being to reduce randomness by ensuring the first few rounds shoot at near maximum accuracy. The issue here appears to be not with the curves themselves, but with the recovery. When you stop firing a weapon, any curves it is currently running will retract, and if you start firing again they'll continue from where they have retracted to. This results in a situation where you fire and are unaware of exactly what your weapon will do. To fix this we've removed curve recovery for all weapons that use it to improve performance towards the start of firing (such as Assault Rifles, UL3, OCSP etc). This ensures that once you stop firing and wait a fraction of a second (0.07 longer than fire rate), the weapon will always start with its initial accuracy and recoil. In most cases, this results in significant positive
improvements to how the weapon feels.

Assault Rifles

With this new patch, all Assault Rifles bar the NTEC7 and STAR-LCR have slight accuracy and recoil weightings towards the start of their fire rates, though far less This means that the first few rounds fired are significantly more accurate than in Live. The following have also been changed:

Maximum Curve Recoil reduced heavily. This means for all Assault Rifles, they'll never become uncontrollable. This affects the current versions of the NTEC and COBR-A, making them easier to control when fired fully automatically.

Accuracy Cooldown improved to 35 (Close/Mid Range Assault Rifles. Most of them) or 25 (Long Range ARs, such as the NTEC7 and STAR-LCR) from 20. This improves the rate at which accuracy will regenerate from movement modifiers, allowing you to more quickly fire accurately after jumping or sprinting.

Effective Ranges for Assault Rifles are now standardized and ease in and out of their damage dropoffs, rather than being directly linear. The easing points are 50m/70m for most assault rifles, 50m/75m for the NTEC7 and 75m/80m for the LCR.

Here's an example of how the STAR has changed with this mechanic (X axis denotes number of shots fired in a row, Y axis is radius of potential accuracy at 10m, measured in centimeters):

Light Machine-Guns

General Changes

In previous weapon prototype tests, we had made some major changes to how the ALIG and SHAW played, with their recoil improving over time until it was negligible. While this had some overall positive effects, the change was a little too dramatic for existing weapons. As such these changes haven't made it into the standard districts for the SHAW and ALIG, though we will be using similar mechanics for an upcoming LMG.

NSSW

    The NSSW is a hybrid LMG/AR, sharing several similarities to the NTEC. As such, it now uses similar curves, getting higher recoil over time (primarily this is done by lowering initial recoil, rather than increasing recoil at full-auto). Unlike the NTEC, it's still very accurate fully-auto, as it's meant to be able to provide continuous fire support when needed.

SWARM

    This weapon is quite fun to play with but hasn't been competitive enough either against vehicles or players. In order to make it somewhat more competitive without changing the feel heavily the Radius@10m has been improved to 20 (from 22) and the OverallShotModifierCap improved to 0.45 (from 0.65), significantly increasing its full auto accuracy. This ensures that the primary factor in killing with the SWARM at reasonable ranges is controlling the recoil (which is predictable on this weapon) rather than having to tap fire to control accuracy.

Secondaries

OCSP

    Though nothing has changed specifically on the OCSP other than the general change to weapon curve recovery, it should be noted that the change makes a large difference to this gun, allowing it to stay completely accurate when fired slightly below its cyclic rate.

N-FA 9

    Recoil on the N-FA9 has always been its defining feature, ensuring it isn't an unstoppable close combat machine. It was a little too harsh though, given that you need to hit 15 rounds of its 24 round magazine in order to kill, and tended to result in a weapon that very rarely managed a killing blow. Due to this, we now severely reduce recoil over time with the N-FA9, providing the player a greater chance to kill if he manages to hit enough bullets during the initial heavy recoil phase.

Rifles

General Changes

The changes to Rifles with the curve system have been the most subtle of any weapons. Firstly, effective/min range is defined through an exponential drop, rather than a linear curve (different ranges for the Carbines and the full Rifles, natch). This also necessitates a 5m reduction in range (as the damage is kept much longer). Lastly, recoil becomes more uniform over time, as the variance is removed. This ensures that if recoil is uneven at the start, it will very quickly become very defined. This provides the benefits of randomness in recoil (not feeling like a simulation) with the reliability of always recoiling an exact amount after a small duration. This is entirely an improvement to the weapon, and the worst case scenario (first shot) is identical to the previous live stats.

Also increased Accuracy Cooldown to 25 (from 20), slightly improving the time at which you can get an accurate shot after moving.

Shotguns

The meta over time has mostly pushed shotguns out of being viable weapons at medium-high skill levels, with players becoming accurate and fast-moving enough that Shotguns are unlikely to kill before the user dies, and rarely managing to two-shot within their effective range. As such, they have received very slight improvements pretty much across the board, hopefully allowing them to compete close-up at high skill levels without making them dominate the low skill brackets.

General Changes

    Accuracy Cooldown to 50 (from 20). Basically means the weapon is accurate as soon as you hit the ground from a jump.

CSG

    Pellet Damage improved 3.1% (from 2.9%). Fire Rate improved 0.68s (from 0.7s)

DOW

    Pellet Spread at ten meters improved to 1.25. (from 1.5m). Due to the choke, this is 81.25cm (from 0.975cm) when in marksmanship mode.

JG

    Pellet Damage improved 6.6% (from 6%). Fire Rate improved 0.68s (from 0.7s)

NFAS

    Fire Interval improved 0.29s (from 0.3s)

NFAS-Ogre

    The previous improvement to the magazine size of the Ogre has been received well and really helps it as a close-range sustained-fire weapon. It was however still a little lackluster in a straight up fight. As such we've improved the Fire Interval to 0.2s (from 0.3s), and reduced the Magazine size down to 18 (from 24) to offset this major improvement to its killing power.

Shredder

    Scoria

      Damage improved to 4.9% (from 4.6%)

Sub Machine-Guns

General Changes

    Accuracy Cool-down to 50 from 20 (40 for hybrids such as the VAS, M-1922 or ACES-Rifle). This means your SMG will be accurate as soon as you hit the ground from a jump, rather than having to wait a short time.

M-1922 Tommygun

    Vertical Recoil steadily increases over time. Horizontal Recoil steadily decreases over time. Previously the Tommygun was incredibly difficult to use from the off, kicking like a mule. This change allows you to have some control, especially at short ranges, before it starts becoming uncontrollable.

OCA

    The OCA has always been our benchmark SMG, but has slowly fallen very slightly behind others as we've added more weapons to the category. As such it's in need of a very small improvement to bring it back up to par, and we've done so by improving the accuracy radius by 1cm at 10m to 36cm from 37cm.

Norsemen

    Since launch, the Norsemen series have never been particularly competitive. While they have great sustain value, landing enough shots to kill an enemy has been a problem. As such we've made a number of improvements to improve its killing power.
    Radius@10m improved to 34cm (from 35cm). Minimum Accuracy multiplier improved to 110% (from 130%). Damage improved to 9.5% (from 9%). Recoil slightly improved, including removal of minimum horizontal recoil (it recoils somewhere between -X to +X, rather than -X/-Y or +X/+Y).

Sniper Rifles

General Changes

    For all Snipers that lose damage over distance (everything but the DMR), we've standardized the effective range to 90m, dropping to 60% at 100m. This is a fairly major improvement for the semi-auto snipers that previously had lower effective ranges (ISSR, NCR).

HVR-762

    The HVR has been a hot topic recently, with its extreme accuracy and damage easily offsetting its relative downsides. We've made a number of changes to the weapon in order to slow it down, and it will now play similar, though slightly less extreme, to its stats in the Weapon Prototype District. Accuracy Cool-down reduced 14 (from 20). Min Switch Accuracy of 8. This makes the player have to stop for a short period after moving or switching weapon before they can fire, and reduces the effectiveness of 'Quick-switching' (the primary way to use the gun, tagging with a pistol before finishing off). Overall it slows the weapon down and pushes it more into a support role rather than a direct aggression one.
 
Tiggs


Mardi 13 octobre 2015  
 
Patch 1.19.3 (812)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Weapon Balancing

This patch contains the culmination of our work over the past months to balance the weapons. It helps improve a number of weapons that have not been competitive for a long time, and reduce the performance of those that were so powerful they were hindering weapon diversity. It also contains a significant change to the Weapon Curve system that ensures that it provides a consistent experience.

The main weapons we focused on are as follows: all Assault Rifles, the NSSW and the SWARM, the OCSP and the N-FA 9, all Rifles, all Shotguns (with changes specific to the CSG, the DOW, the JG, the NFAS, and the Shredder), all SMGs (with changes specific to the M-1922 Tommygun, the OCA, and the Norsemen), and finally, all Sniper Rifles (specifically the HVR).

Changes & Additions

    TTK

      The TTK Test Districts have now been removed.

Bug & Exploit Fixes

    Missions

      Fixed an issue where the 'overtime' notification could appear multiple times in the chat window.
 
Tiggs


Vendredi 9 octobre 2015  
 
Weapon World Tour - Event

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Get your fright on and scare up some kills this weekend while bagging some treats in return with the return of the Weapon World Tour event!

Each day for the next 8 days you will be tasked with sending your adversaries to an untimely demise. There is a catch though, you must dispatch them with the assigned weapon type for that particular day. Each day has a new weapon type along with a unique prize. Completed all days and get a bonus prize!           

    Kills are account wide.
    Fight club is included
    Kills must be unique kills
    Bonus prize announced during the event
    All prizes will be delivered within 72 hours of event end.

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Tiggs


Mercredi 7 octobre 2015  
 
A whole lot of october for you

Hello Citizens,

With all the work that has been going on, it has been a bit of time since I have spoken to you all. With the Halloween season upon us, now is a good time to get you all updated on what will be in store for this month.

Phase 4 Revelations Pack

Phase 4 of the REVELATIONS PACK will soon be released to all those who have purchased the pack.  Since the release is a few weeks away, we wanted to provide a preview of what you will receive.

Plague

    Female

    Male

War

    Female

    Male

Famine

    Female

    Male

Death

    Female

    Male

Weapon rebalancing, weapon and ttk districts

Over the last few months we have gathered important information from both of our test districts.  We thank all those who took the time and energy to participate, your feedback was very helpful to us.  With that being said, all weapons that were being worked on will now be returning to the main game next week, weapon test and TTK districts will therefore be removed on the same day.  Of course no weapon balance is ever complete and we will update you on any changes that may happen in the future.

Halloween event 2015 returns

We are pleased to announce the return of the HEADLESS HORSEMAN event for this Halloween, details of start dates and prizes will be presented to you soon.  There is a lot going on this month and we will keep you informed as we move forward over the next coming months.

This is shaping up to be a fun month, unfortunately with all the good news comes some bad. Jobs has been the producer on APB over this last year and a vital team member for many years previously to this and it saddens me to announce his departure from Reloaded Games.  He had some final words for you all before he left, which you can read below.

    Hey San Paro!

    After five years with the Reloaded Team, I’ve decided to cast my sails and embark on a new journey.

    When we re-launched APB in 2011, I knew we had something special in our hands. Like many of you I fell in love with APB:R, made lasting friendships, and felt privileged to be a part of its community. I am proud to have poured my heart and soul into growing this game. And having contributed to nearly every aspect of APB – from coding to design to production – I feel that it’s the right time to begin the next chapter in my career.

    I’d now like to introduce you to APB’s new Producer: Kullgar. As one of our most senior team members, he’s long been an invaluable part of the APB production staff who’s made extraordinary contributions from behind the scenes. And with over nine years of experience at Reloaded, you couldn’t ask for a better person to lead APB into the console generation.

    Thanks to all of you again for your loyalty, support and friendship. I’m sure you’ll still see me around San Paro every now and then (especially if you own a PS4)!

    Jobs

The entire APB team wishes the best for Jobs and welcomes Kullgar to his new role as producer.

Till later citizens,

MoK

 
 


Mardi 6 octobre 2015  
 
Patch 1.19.3 (809)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

    Missions

      Fixed an issue where team lives weren't displaying correctly during the final stage of Dr. Borious' Snake Oil

    Weapons

      Fixed an issue where the Valentines weapons weren't available to buy from contacts.

    Crash

      Fixed a crash that could occur when driving a vehicle out of bounds.

    Environment

      Fixed several instances where players could glitch into walls, floors and ceilings.

    UI

      Fixed an issue where the word "Unavailable" would appear twice on invalid vehicle spawn locations.
 
Tiggs


Vendredi 2 octobre 2015  
 
Dressed To Thrill - Sports Edition!

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While you are BLITZING the competition in the Autumn Blitz event, this month also marked the American football season start (yes the fake kind for all you Euros and UK)  and a competitive team spirit vibe is flowing through the streets of San Paro as citizens adorn themselves with their favorite sport team jerseys, helmets, and cheer outfits while killing people!

Create an imaginary or real life inspired sport team (doesn't have to be football) and crank out your fan fever by designing a sport inspired look that that screams team spirit! Then run out into San Paro to take a picture of your avatar showing off it's team spirit outfit!

Judging will be based on design color scheme flow, technical and creative applications, unique/professional overall appearance and details on the outfit.

Whose the better team, San Paro United or San PArsenal F.C.?  Will the San Paro Patriots ever beat the San Paro Giants in a San Paro SuperBowl? We don't know, but that doesn't stop us from cheering!  Design not your thing?  Participate in the Autumn Blitz event going on now to win some other great prizes!

Prizes for team spirit design contest

    1st place:   Choice of one legendary weapon character bound
    2nd Place:  5 pack of JMBs 18
    3rd place:   3 JMB 18s

Post your submissions in the Forum thread by October 21st!

 
Tiggs


Mercredi 30 septembre 2015  
 
September Steals and Deals Event
Time is running out on huge end of month savings! Throughout the day select items will be discounted up to 60% off their normal price. Check the ARMAS Marketplace regularly throughout today (September 30th) for newly discounted items. Get started now and don't miss out on the Double Loyalty Reward points for Power Joker Mystery Box 17 (Available for a Limited Time Only)!
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Tiggs


Mardi 29 septembre 2015  
 
Patch 1.19.3 (804)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Bug & Exploit Fixes

Environment

    Removed an erroneous graffiti point listed as 'DO NOT TRANSLATE' in the St Medina Incinerator rubbish room.

OOB

    Fixed an area in the south-west of Waterfront, near the Baylan warehouses, that was incorrectly registering players as being in a forbidden area.
    Fixed another instance where players could become out of bounds whilst driving a vehicle.

Missions

    Players should no longer see 'action' prompts for task targets that they have to defend.

Weapons

    The Raptor 45 'Condor' now uses the correct muzzle flare.
    Fixed the description for the FFA-Bullshark, as it was too long to display correctly.

    Revelations

      The H-9 'Curse' and the R-2 'Harbinger' now have the correct UI stat bar values for Hard Damage.

Weapon Skins

    The Casino skins can now be used on the Revelations weapons.
 
Tiggs


Vendredi 25 septembre 2015  
 
Autumn Blitz Event

It’s the season of pumpkins, spice and everything nice but most importantly it’s the season for full-contact sports!

Show your competitive side and bask in the glory of victory with APB Reloaded’s Autumn Blitz event. Dominate your opposition by making 15 kills each day for the next six days. Each day that you login and nab yourself 15 kills you will get a gift. The more days you login and reach the goal the better the rewards get.

    Event starts on September 26th 12 AM PDT and ends on October 1, 11:59 PM PDT
    All districts are eligible, kills are unique
    This is per account  Example: Character 1 can complete day 1, 2, and 3, and character 2 on same account can complete day 4, 5  and 6 to complete the event.  
    If you miss a day, you can still continue where you left off but you will not be able to receive the Day 6 Reward. For example, if you miss Day 3 you can come back on Day 4 and still earn the third day’s reward. If you continue to play the rest of the days, you would be able to receive up to Day 5’s reward.
 
Tiggs


Vendredi 25 septembre 2015  
 
Win Big with Joker Jackpot!

Starting from September 25th, (Friday) 11AM PDT and lasting until October 2nd - 11 AM PDT (Friday), every Joker Mystery Box purchased gets you one step closer to epic gear! Win any Legendary Prize and we will double it! Get the latest and greatest like the Raptor 45 Condor, Volcano Rocket Launcher, tricked-out vehicles, skins and more*

Here are the details:

    Win exclusive Jackpot Prizes for Green, Blue, Purple and Orange prizes you get from Joker Boxes!
    Rewards from mixed JMB purchases can be combined to win a Jackpot Prize.
    You can earn unlimited Jackpot Prizes during the promotion. (prizes can repeat)
    Jackpot Prizes will be rewarded within 72 hours of event completion

* Exclusions

Select vehicles and skins are unavailable for reward. Exclusions include new releases, season pass content and pack only items.

Bonus JMBs are excluded

 
Tiggs


Jeudi 24 septembre 2015  
 
Pack of Revelations Pass - Phase 3

Phase 3 of the Pack of Revelations is now available in the ARMAS Marketplace! With this phase you will get the 4 exclusive primary weapons, a secondary revolver and exclusive skins that will not be available in ARMAS.

We also have Armas the Fire & Brimstone kit bundle, Fire contains both War and Famine vehicle kits with Brimstone containing Plague and Death.

You can also pick up each of the kits individually in Character and Account Lifetime options.

Don’t have a Growl yet? You can get the Growl in-game or get one with all of kits from the Pack of Revelations!

Note: If you've already purchased the Pass of Revelations we'll be starting delivery of those now, please allow time to receive the item prior to opening a support ticket.

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Tiggs


Jeudi 24 septembre 2015  
 
Pack of Revelations Pass - Phase 3 Coming Soon!

Hello Citizens,

Phase 3 of the Revelations pack will be available today, for all those that have purchased the Pack of Revelations.  With this phase you will get the 4 exclusive primary weapons, a secondary revolver and exclusive skins that will not be available in Armas.

We also have Armas the Fire & Brimstone kit bundle, Fire contains both War and Famine vehicle kits with Brimstone containing Plague and Death

Here is your chance to purchase the entire Pack of Revelations with the exclusive weapons and skins or purchase the kits you desire to make the IO Growl your own.

I also want to congratulate all those players that have won the IO Growl during missions, the feedback has been positive and plans are being made to include more items that could be won.  We will keep you all posted as new items are introduced.

That’s it for me citizens, till next time.

MoK

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Tiggs


Mardi 22 septembre 2015  
 
Patch 1.19.3 (801)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 2 PM UTC and will take approximately 3 - 4 hours.

Continuing on with our 1 Million Facebook likes celebration, any player who logs in between September 23rd (after patch) and September 30th (patch time) will be awarded the "One in a Million" title" and if you login and play a mission you'll be awarded 3 GM Joker Mystery Boxes (GM JMBs will be delivered by Saturday, October 3) . A celebration wouldn't be complete without a Party hat and blower, so pick yours up now by entering the code LetsParty (the code is character bound).

Changes & Additions

    Titles

      The following titles will only appear in the titles list if you have them unlocked- 'Head of the Class', 'Stars', and 'Stars and Stripes'.

    Missions

      ‘Pineapple Cocktail’ and ‘Just What the Doctor Ordered’ now attempt to ensure that both team’s drop-offs are close but not too close to the final item spawn point.

Bug & Exploit Fixes

    OOB

      Fixed an area in the north of Financial where players could be incorrectly teleported for being 'out of bounds' whilst driving a car.
      Fixed an area on the highway in Financial that could trigger a 'Forbidden Area' warning.
 
Tiggs


Lundi 21 septembre 2015  
 
A Million Fans 1 Million Thanks! Fan Appreciation Celebration Week!

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It’s time to celebrate because APB Reloaded has just hit 1 MILLION fans on Facebook! We could have not done this without the support of APB’s fantastic community and the APB would like to thank you immensely for your support!

To celebrate this monumental occasion the APB team is throwing some awesome promotions and giveaways. Starting now Premium players will get 40% off most of the ARMAS Marketplace item catalog! Free players can enjoy up to 20%! We’d like for everyone to be able to take advantage of this discount, so get a FREE 2 days of Premium on us! Simply go to your redeem code page and enter PremiumFan to unlock your 2 days of Premium. This code expires in 48 hours so use it now before it’s gone!

The fun doesn’t end there, additional goodies will be given throughout the week so stay tuned for future emails and news posts about those extras.

 
Tiggs


Mardi 15 septembre 2015  
 
Patch 1.19.3 (797)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

    Vehicles

      Growl

        The 2-slot version of the IO 'Growl' is now available to buy from Contacts.
        Players will now randomly be given a chance to win a 1-slot IO 'Growl' if they win their current mission.

    Consumables

      We've increased the chances of players receiving Epinephrine and Medspray as a mission reward.
      We've decreased the amount of time it takes to deploy Mobile Cover.

    Environment

      We removed the two mystery cubes from beneath the highway ramp in Financial.
      We removed a graffiti spot in Financial that was impossible to reach.

    Gameplay

      Criminals now get a Heat penalty if they kill members of their own faction that are at Notoriety 5.

Bug & Exploit Fixes

    Exploit

      Fixed an area in Waterfront where players could get out of the map using a Vegas.

    Environment

      Asylum

        The red barrels commonly seen in the Asylum district will now block gunfire.
        We moved the air con units on the warehouse roof in order to prevent players getting stuck behind them.

      Financial

        We added some blocking volumes to an area where players could get stuck near the church in Financial.

      Waterfront

        We removed a sneaky barrel that was hiding inside some destructible crates in a warehouse in Waterfront.

    Vehicles

      Fixed an issue where the camera would stick very close to the vehicle when riding as a passenger in the following vehicles: Vegas 4x4, Varzuga Rally XS, Han Coywolf, IO Growl.

    Contacts

      We moved Jeung and Lilith Bloodrose further apart so that players can click on either one of their map icons more easily.

    Missions

      On stage 5 of 'Dirt on the Department', Enforcers will now correctly use a battering ram rather than a crowbar.
      'Organ Grinder' and 'No Guts No Gory' now both use the correct item for the last stage.
      Stages 4 and 5 of 'Bad Investment' now have 5 minute timers.

    Modifications

      The Blowtorch now uses the correct audio.

    Weapon Skins

      Casino

        We made a minor fix for the handle texture of the Dealer skin when applied to the VAS weapons.
        Fixed several instances where the Casino skins could load the wrong weapon model.

    Clothing

      The following clothing sets are now once more available to new players : 'Suki', 'Unead Pony', 'Stallions', 'Prentiss Boxing Club', "Crossed Laces", "Here Piggy", "LeBoyce"
 
Tiggs


Vendredi 11 septembre 2015  
 
You Got The Moves To Groove? Prove It! APB's Newest Contest!

So, you think you can dance?

Get your dance crew together and perform a dance routine in game, recording it for video and post that video in Forum.  Get creative and make it fun with locations and even outfits!  Use the music in your music library in game or create your own!  5 total dancers per crew please.

Prizes

    Grand prize

      1,500 G1C plus 20 Pack JMB18

    2nd Prize

      1,000 G1C plus 10 Pack JMB18

    3rd Prize

      500 G1C plus 5 Pack JMB18

How to submit your entry

    1. Submit a video of you and your friends in your own dance video *under 3 minutes* in Forum under the submission thread.
    2. Submit the names of your dance crew, server, crim or enforcer faction.  5 crew members max please!
    3. Use the "Spoiler Tag" to post your video
    4. No reserving space, all entries should be posted as a final submission.
    5. As with any contest, plagiarism, copying or any form of cheating is prohibited and can lead to a disqualification.  No materials that violate TOS.  In game branding and sponsorship such as Birth and Ophelia Customs are allowed. Failure to follow will result in disqualification.
    6. Put your entry under the appropriate thread started for this contest which will be announced in the APB Forums.  Submission for the contest will be closed:  SEPTEMBER 27th  with winners announced shortly after.

Judging

Once submissions have been closed, a panel of Developer judges are selected and they will vote for the top three favorite designs based on scores in creativity and technical applications

 
Tiggs


Vendredi 11 septembre 2015  
 
New Casino Skins - Available on Armas!

In the thick of battle, sometimes luck is what you need to turn the tide in your favor. The new CASINO SKINS bring that much needed luck to the weapon of your choice. These skins are available individually, in two 5 packs (RED & BLACK) or purchase the COMPLETE CASINO SKIN Pack for all 10.¨

The Complete Pack
Includes the following

    Snake Eyes Skin Pack Exclusive
    Singer Skin Pack Exclusive
    Dealer Skin Pack Exclusive
    High Roller Skin Pack Exclusive
    Numbers Skin
    Suits Skin
    Rabbit Hat Skin
    Chips Skin
    Dice Skin
    Money Skin

The BLACK pack
Includes the following

    Dealer Skin Pack Exclusive
    High Roller Skin Pack Exclusive
    Chips Skin
    Dice Skin
    Money Skin

The RED pack
Includes the following

    Snake Eyes Skin Pack Exclusive
    Singer Skin Pack Exclusive
    Numbers Skin
    Suits Skin
    Rabbit Hat Skin

Note: The complete packs include all of the above chips, dice, money, numbers, suits and rabbit hat are available individually

Get yours now on Armas

 
Tiggs


Mercredi 2 septembre 2015  
 
Pack of Revelations Pass - Phase 2

Hello Citizens,

Today we launch the 2nd Phase of our Pack of Revelations,  with the 4 Horsemen kits.  

Breaking open the seals, each kit represents the start of each horsemen starting with the first seal being PLAGUE, second being WAR, third being FAMINE and finally DEATH.  Combine all the kits to unleash the Apocalypse.

With the 2nd phase now available, you can expect your Exclusive weapons set and skins to be in your hands on September 24th. 


Package includes the:

    Plague  (SMG) - Curse
    War (Shotgun) - Strife
    Famine (AR) - Misery
    Death (Sniper Rifle) - Oblivion
    Secondary weapon (Revolver) - Harbinger

We will be providing the stats regarding this packs weapons shortly prior to its release and remember there is still time to purchase the Pack of Revelations and receive your bonus Joker Boxes.

 
Tiggs


Mardi 1 septembre 2015  
 
Patch 1.19.3 (788)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

    Vehicles

      The Bishada Rapier and IO Growl now repair at the same rate as other vehicles.

Bug & Exploit Fixes

    Vehicles

      Growl

        The IO Growl now correctly slows down when carrying an item or a VIP.

    Modifications

      The Improved Rifling mod now works correctly on all weapons.

    Gameplay

      We fixed an area in Waterfront on Colony Road where you couldn't enter LC vehicles. Players no longer gain accuracy for a fraction of a second at the pinnacle of a jump when standing still.
 
Tiggs


Mardi 25 août 2015  
 
Patch 1.19.3 (785)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 - 4 hours.

Changes & Additions

TTK Districts: The APB: Original District now uses the stats from 1.4.1. In some cases, these weapon stats are significantly different than 1.4.0. We previously used the older stats due to the general feedback of players on the forums being 'the environments only work with the weapon balance being the way it was originally designed', which was without recoil.

1.4.1  added recoil and removed the minimum number of shots before losing accuracy requirement, along with adding different Field of Views between weapons, removing the maximum range values, and significantly altering accuracy on a lot of weapons. Grenade Launchers also now change, requiring to arm before exploding. It's at this point you can see the game become more like what we continued to refine in APB: Reloaded.

    TTK Districts

    Shotguns have been disabled in the APB: Original District due to a difference in how we calculate shotgun spread. We now use a more even pellet distribution which causes older stats to be more effective than they used to be. With the choice of either disabling or tweaking spread, we chose to disable in order to only provide balance that is directly from 1.4.1.

    UI

      A HUD message will now display when you are killed by an exploding vehicle.
      The chat message that informs criminals when they become vulnerable to witnessing has been reworded in order to make it more clear.

    Environment

      An in-game game billboard has been added to advertise the IO Growl.

    Modifications

      The description of Cooling Jacket has been reworded for clarity (no functional change here).

    HUD

      Friendly Mobile Radars and Mobile Spawners are now visible on the district map. Enemy Mobile Radars and Mobile Spawners will only appear when they would otherwise appear on the radar.

Bug & Exploit Fixes

    TTK Districts

      Fixed an issue where explosives dealt too much hard damage in the APB: Original District.
      The OPGL now uses the correct crosshair in the APB: Original district.
      The CCG is now available in the APB: Original district.

    OOB

      Asylum

        Fixed a wall on the outside of Asylum in the south-east that would kill players for being in a forbidden area.
        Fixed several instances where players could be killed for being in a forbidden area whilst on the roof of the south-east warehouse in Asylum.

    Exploit

      Waterfront

        We moved some boxes that gave access to an area that was unfairly beneficial for holding task items.

      Financial

        We marked a rooftop near Kamatsu Imports as 'out of bounds', since players could gain access using a Vegas and unfairly exploit it during item hold missions.

    Tutorial

      Fixed an issue where players could not progress the tutorial by entering a Fight Club district.

    Crash

      Fixed a client crash.

    UI

      Fixed an issue where players would be awarded points for completing 'hacking' objectives, when they were actually completing 'sabotage' objectives.

    Missions

      Players now correctly receive assist points when standing near a teammate completing a 'sabotage' objective.
 
Tiggs


Mercredi 19 août 2015  
 
Pack of Revelations Pass (Phase 1)

The moment of judgment is at hand with the release of the PACK OF REVELATIONS PASS. Reign your anger upon others with this new theme pack for APB Reloaded. The pack includes the new IO GROWL with content including kits, weapons and clothing becoming unlocked over 3 additional phases between the Month of September and October.

Buy now and get a Bonus 20 Joker Mystery Box 18s! Content and Bonuses for each PHASE are:

August - Phase 1 (Early Access)

Bonus 20 Joker Mystery Box 18s

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IO Growl

You wanted something different, something that screams respect wherever you go. The new IO Growl has what you're looking for.

Feel the acceleration as you slam the clutch and upshift one row after another until everything is a blip in your rear view mirror. The new IO Growl, Performance and style never sounded so good.

    Included kit pieces

      Cross Faction (Standard)

        Front Bumper
        Rear Bumper
        Hood
        Wing Panels
        Side Skirts
        Doors
        Roof
        Rear Wing Panels
        Spoiler/Trunk
        Wheels
        Wing Mirrors
        Brake Callipers

      Cross Faction (Matte)

        Front Bumper
        Rear Bumper
        Hood
        Wing Panels
        Side Skirts
        Doors
        Roof
        Rear Wing Panels
        Spoiler/Trunk

      Unique Audio (Cross-faction)

        Dsan Artisan 800W - Amp
        DSan Boomer RF16C - Speaker
        Gaffney 4-20i SRX - Exhaust
        BFG Turbo Kit - Turbo
        Jensen 4T - Transmission
        IO RTX Dump Valve - Dump Valve

      Top Enforcer Only Lights

        ARS Powerbright ii
        Hot Response RX II
        Tomia UV Urgency
        EVE Xenon II Beacon
        Boomer Raptor III
        Boomer Swingback

      Secondary Enforcer Only Lights

        Eve Max Leds
        Tomia Intercept
        City Soldier LS
        Boomer Halogens

September 2nd - Phase 2 (IO Growl Kits)

Bonus 10 Joker Mystery Box 18s

9XBTtND.jpg

    Famine
    Death
    Plague
    War
    Apocalypse

September 24th - Phase 3 (Exclusive Primary and Secondary Weapons + Exclusive Skins)

Bonus 5 Joker Mystery Box 18s

iQpCQFM.jpg
r4udNQr.jpg

    Plague Model - SMG
    War - Shotgun
    Famine - Assault Rifle
    Death - Sniper Rifle
    Pistol - Secondary

October 28th - Phase 4 (All Four Horsemen Clothing)

    Plague
    War
    Famine
    Death

No refunds or exchanges allowed for this item.

 
Tiggs


Mercredi 19 août 2015  
 
Hotfix

We're deploying a hot fix at 9:00 AM PDT to fix an issue where the LTL OPGL had the stats of the Shaw.  Estimated downtime 2-3 hours.

 
Tiggs


Mercredi 19 août 2015  
 
Patch 1.19.3 (780)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes & Additions

    TTK Districts

      We've now added two new district types to test , visible under the Advanced District Select tab - 'High TTK' Financial, and 'APB: Original' Financial. The former uses lower damage output weapons with better accuracy. The latter uses weapon stats from patch 1.4.0, just prior to the implementation of recoil (with a few changes to avoid exploits, such as disabling players being able to switch weapons directly after firing the HVR).

    Weapon Prototype Districts

      Weapon Prototype districts have been disabled.

    Skins

      Removed 'Coming Soon to Armas' from the Snake skin description.

    Tutorial

      We've reworded the header and description of the 'Complete 3 Objectives' advanced mission tutorial to be more specific.

    Text

      We've changed Devildog to Devil Dog, GKings to G-Kings, and Donovan to Donavan in several places in order to be more consistent.

Bug & Exploit Fixes

    Weapons

      Fixed an issue where the S1-FA Frenzy was using the wrong stats. It has had slight tweaks over its initial implementation, with all behavior resetting directly after 0.175 seconds rather than regenerating over time.

    Exploit

      Fixed an exploit in Asylum where players could drop the item on top of the pigeon holes in the south-west and south-east wings.

    OOB

      Fixed another area in the north-west of Asylum that could incorrectly cause the player to be out of bounds.
 
Tiggs


Lundi 17 août 2015  
 
Weapon Rebalance - Pre-High TTK Test Values.

We tend to be somewhat cagey about releasing statistics on what we've changed in relation to weapons before or shortly after releasing them in order to not color user behavior. This is especially important when working with the Prototype districts as the feedback we receive (both directly through the community / playing in these districts and indirectly through stats gathering) needs to have as few preconceptions as possible. If we announce specific changes prior to or as we release something, we will change how players perceive that item to behave. For example we had a change a couple of years back when we heavily improved the Kurai, but released the patch notes for it with the previous patch. In this case a large percentage of players swore that their Kurai suddenly handled a lot better. These pre-conceptions can affect how a player uses a weapon, which then affects the data we gather, further skewing balancing attempts.

Saying that, now that we're moving past our first phase of balancing and into our testing of the High TTK districts we would like to spend some time detailing the outcome of these balancing changes, given that the initial stage :

Altering Weapon Behavior over fire duration

The most drastic thing that has changed with the weapon updates are the altering of weapon behavior as it fires, generally changing recoil patterns and accuracy loss. Primarily this allows us to have weapons that retain their initial accuracy for longer, and don't recoil as much initially, which helps incentivise burst firing over tap firing or full auto, making weapons have less RNG initially. It also allows us to have weapons that improve over time, encouraging players to use sustained suppression fire.This works by using a curve in Unreal to define a shape, and change the X value of the curve each time you fire, using the Y output as a multiplier into one of the standard weapon stats, such as Accuracy or Recoil Pitch/Yaw.

vSkT0nR.png
The 'default' accuracy curve for an Assault Rifle, starting at 75% of normal and increasing to 125%. This varies between Assault Rifles.

When you stop firing, after a short delay the curve retracts back to default, which makes weapon control a much greater skill factor. There has been some feedback for curves related to reduced reliability, which is the exact opposite of the purpose of this system and something we are currently working on improving while retaining the reduced randomness this new system provides us. One area we are investigating involves removing the retraction time, instead simply resetting the curve to 0 after the short delay. This will remove some of the uncertainty we've been seeing with weapons that use curves, where players are not quite sure of what their behavior will be. The High TTK district uses a somewhat extreme version of this to provide great accuracy for initial shots (and good accuracy thereafter) while ensuring you always know how your weapon will react when you fire it.

Notes about deciphering information from mass-data

Below we're going to show you graphs on data we've collected prior to and after changing various weapons. All the caveats of the previous Weapon Rebalance blog post apply here. In addition, I thought it prudent to bring up another few points:

    Reading these graphs are as much about interpreting as it is about data gathering. An Armas only weapon will likely have a higher KD ratio than a non-armas weapon even if it's worse due to players that have paid money generally being more invested in APB (and having a higher playtime and skill) than those that don't. On a similar matter, the data for the STAR and FBW will be heavily skewed due to them being starter weapons. In order to avoid any perception issues arising from this, the vertical axis of any data graphs will not be shown. This also allows us to better compare like for like rather than getting hung up on pure numbers (long range weapons for instance have better KDs across the board due to the relative lack of danger they put themselves in).
    As before, the less used a weapon, the less data we have to extrapolate from. This can clearly be seen by the graphs being 'spiky'.
    We use a number of graphs to get broad overviews of how a weapon is performing. Last time we showed you graphs that determined what percentage of kills a weapon had at each range. Today we'll be showing their K D ratios at 2m intervals. This provides us an idea of how changes to the weapon interact how it deals with other weapons at range within the meta, without being skewed towards average fight distance.
    Collating and analyzing these graphs are of course no substitute for in-game experience. Over and above gathering data, our main way of determining the appropriate balance of a weapon is to head onto live servers and try them out against other players.
    Unlike the previous set of graphs, these values are not from the Prototype Districts. They are directly comparing weapons that have graduated vs the same data from the beginning of April. As such the data is more directly comparable (totals vs totals rather than totals vs Baylan) and generally has more data-points. Some weapons, particularly the less popular ones, still don't have much data however.
    None of this exists in a vacuum. Changes in how a weapon performs may be more down to how we have tweaked others, rather than how we change the weapon itself. If the SR15 becomes worse at range, we may start to see an improvement of the K D of rifles as they are no longer countered.

Assault Rifles

Assault Rifles in general have received the largest overhaul of any of the weapon groups. They all now start with much improved accuracy and recoil retention, allowing them to fire the first few rounds without heavily losing accuracy or recoiling. This makes them much better at burst firing than they were previously, allowing for them to be more effective at medium ranges. The effective range of all Assault Rifles have also been slightly tweaked to ease into and out of their damage drop off, providing a less harsh transition.

ceOEjFp.png
New effective range in blue, old in pink. This example is for the NTEC

Each Assault Rifle has slightly different curves in order to distinguish them and provide them with a unique feel. Below are individual changes to weapons and graphs of how they perform now vs then.

NTEC

    Damage Down to 18.5% from 19% -This reduces the effectiveness of Heavy Barrel in completely removing any accuracy loss

    KD over distance

1eXRHJq.png

With a requirement to burst-fire rather than tap-fire for the best effect, the NTEC now takes a hit at close ranges (where burst-firing under pressure is difficult, but tap firing can be maintained easier) and at long ranges, where any loss of accuracy is detrimental. The ability to accurately hit the first 3 rounds in any burst though improves the mid-range capability, with it becoming more effective than ever between 35 and 55m. Following these changes, the popularity of the weapon has dropped slightly, losing market share to the STAR and Joker Carbine. It's now the second most popular weapon after the starting weapon.

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COBRA-A

    Fire Interval improved 0.17s from 0.21s

    KD over distance

Djhd2Zl.png

Too little data to bring any major conclusions, but if we are to speculate, we could say that the improved fire rate is helping it at sub-20m ranges but harming it slightly further out unless tap or light burst-fired. Overall though it now plays more flexibly, and the improved fire-rate helps when you are caught unawares at close range, where the majority of APB's combat happens.

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ISSR-A

Overall the ISSR has gone from a lackluster slow firing weapon that generally would never kill before an enemy got to cover, to a relatively fast firing weapon that needs a lot of weapon control to keep the accuracy relatively tight. The first two shots of an ISSR will be near pinpoint, but you will want to wait for regeneration to kick in before firing the second burst.

    Magazine Capacity 12/84 (from 10/70).
    Fire Interval 0.28 (from 0.4)
    Per Shot Modifier down from 400% to 150% (more controlled by curves now)
    Recovery Delay up to 0.38s from 0.29s.
    Recovery Per Second controlled by curves (initial delay followed by massive regen)
    Overall Shot Modifier cap increased to 150% extra (from 50%)
    Marksmanship FoV increased to 45 (from 38)

    KD over distance

8830dkh.png

Not near enough data to make any conclusions here unfortunately, other than it certainly gets more use now than it used to.

Light Machine-Guns

LMGs have never really had much of a unique place in APB in an anti-personnel fashion (the ALIG has always been very useful for anti-vehicle purposes). In the past they've generally always been overshadowed by other weapons, and generally have not been able to compete head-to-head with other weapons in their brackets, which results in a very small population using them. In order to provide them a unique purpose, we have changed their recoil patterns to significantly reduce as they fire, allowing players to accurately place suppressive fire that can annihilate anyone that steps into it. The exception here is the NSSW, which as a hybrid that falls more towards the side of ARs, uses NTEC style recoil.

SHAW

    Damage reduced to 11.2% from 12.5%

    KD over distance

DFhXdwr.png

By decreasing recoil over time while leaving the initial recoil very similar to the older version, we significantly improved the lethality of the SHAW over sustained fire. With this change we decided to reduce the damage slightly so it took one more shot to kill in order to offset what we initially believed to be a major improvement. Turns out this was overkill, so we will be removing the reduced damage from the SHAW shortly.

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ALIG

    KD over distance

o8Pp0TJ.png

The ALIG behaves more or less identically to as it always has, the change in recoil doesn't really affect it (accuracy is a bigger factor to kill time for the ALIG).

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NSSW

    KD over distance

R1yTxSk.png

The improved burst fire capability of the NSSW has helped it considerably, allowing it to complete with Assault Rifles in direct fights.

Secondaries

OCSP

    KD over distance

ezbSzeu.png

As mentioned in the prior blog, the OCSP really needed to stay accurate as you fire multiple rounds. As such it starts off with almost no accuracy loss, only losing similar accuracy to the original stats after you fire 5 shots. In addition, accuracy recovery was changed so that it is regained exponentially, quickly allowing you to continue firing after a short delay. These changes have shown significant improvement in the performance of the weapon.

It should be noted however that sidearms can't be reliably tracked with stats other than through generalizations. When a player dies with a sidearm, it's often due to being caught at close range with a long-range primary, or as a last ditch effort to kill when running out of ammo with your primary. As such, secondaries die much more frequently than they kill.

Rifles

Rifles have some of the most subtle tweaks with the new system. Firstly their recoil now becomes less diverse over time. This is purely a way to increase recoil consistency (and thus ease of use) over time, allowing the weapons to be slightly more controllable. Secondly, rifles now use an exponential drop off for their effective range, allowing them to retain more of their effective damage further into the drop off distance. This is a fairly major change so we pull the distance at which they start to slightly drop damage back by around 5m to compensate.

r6rtLAK.png


TBNrNdJ.png

Other than this, the following has changed:

Joker SR15 Carbine

    Damage down to 18% from 19.5% -  This slightly reduces the range outside its effective range where it can still 6-shot enemies, along with removing the ability to mostly bypass Heavy Barrel downsides.

    KD over distance

q0G3tDj.png

Reduction in the damage and change in the effective range curve has shown some decrease in TTK over long distances, which helps slightly for reaching outside of its desired effective range. We are seeing some increased lethality at mid-range, likely from users switching over from the NTEC, but we need to do some more research. Overall this weapon is still very powerful at early-mid ranges, surpassing SMGs at more than 10m range. As such we'll need to be taking a further look at how to improve the shotgun/SMG match-up at close ranges so as to not completely overshadow them.

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VBR

Overall the VBR has been made significantly better at shooting from marksmanship mode, while reducing its from-the-hip fire rate.

    Marksmanship movement speed up to 3.5m/s (from 1.39m/s)
    Crouch modifier down to 90% (from 70%)
    Recovery Delay removed (from 0.07)
    Marksmanship FoV increased to 67 (from 50)
    Run Modifier increased to 275% (from 200%)

    KD over distance

7iPBFZt.png

As expected the significant change in how the VBR works has improved the mid-long range viability of the weapon while reducing the close range ability.

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FFA-BULLSHARK

We wanted the Bullshark to provide some unique gameplay over the standard Obir / FFA and we have done this in traditional Joker Box fashion by providing unique functionality. This weapon now becomes significantly more dangerous, but also slightly shorter ranged, the more you fire it.

    Gains bullets as it fires, starting at 2, increasing up to a maximum of 6.
    Damage reduction dropped from 25% to 10%

    KD over distance

rLGBjEZ.png

Though the lack of data makes the graph very spiky, the general trend has been the weapon seeing improved K D across the board, likely both from the improved functionality of the weapon, and players returning to use the weapon where before they would have simply used the OBIR as an all around superior option.

Sub Machine Guns

Sub-Machine guns are designed to be reliable, fixed, spray and pray weapons that shift skill focus from aim and tracking to movement, map knowledge and survivability. As such most of them have not been altered with this focus on changing how accuracy works. The exceptions are SMGs that fall into hybrid categories with other archetypes, specifically the VAS-C2  and M-1922.

VAS-C2

The VAS-C2 uses similar recoil and accuracy loss stats to its NTEC big brother. This heavily reduces its ability to both tap-fire and full auto at range but improves its ability to consistently hit the first few rounds of the magazine.

    Effective Range down to 35m/55m from 45m/65m

    KD over distance

kNyGz1b.png

Overall the weapon sees a similar or slightly better performance within SMG ranges, but has a massively reduced effectiveness out at Assault Rifle range. While a major change, this was really needed in the case of the VAS-C2.

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M-1922

The M-1922 Tommy Gun gains vertical recoil over time and loses horizontal recoil over time. This means as you fire the weapon becomes initially less random and more controllable (able to be fired out to a longer range) before the vertical recoil becomes too much to control.

    KD over distance

WEIJCZ7.png

With the heavily decreased initial horizontal recoil, the weapon stays controllable enough to kill more efficiently at close ranges. Otherwise it's the same old tommy gun. We're slightly surprised by this, and were expecting to see it slightly improve at a distance, but the initial horizontal recoil may be holding this back.

Sniper Rifles

ISSR-B

    Magazine Capacity 12/84 (from 10/70).
    Fire Interval 0.3 (from 0.46)
    Per Shot Modifier down from 400% to 50% (more controlled by curves now)
    Recovery Delay down to 0.45s from 0.46s.
    Recovery Per Second controlled by curves (initial delay followed by massive regen)
    Overall Shot Modifier cap increased to 100% extra (from 50%)
    Marksmanship FoV increased to 45 (from 38)

TCM3gSP.png

As with the ISSR-A, data here is very unreliable with a number of the initial check not having any data-points at all. Overall it seems to be performing very similar (which is actually quite good for the players using it) but with a higher number of players playing with the weapon meaning we are getting some data.

 
Tiggs


Lundi 17 août 2015  
 
Something is in the air and it is getting closer

Hello Citizens,

This month’s blog post comes to you with a few announcements and some updates on what is going on in the city of San Paro.  We will be bringing players a new vehicle, an upcoming pack, updated weapon stats on the weapons that have been balanced previously and returned into the main game and the new TTK test districts coming this month.  Please visit the forum links provided to view more detail on what has been done and what you can expect to see in the next month.

OK, let’s start with…

Juggernaut Pack Phase 4

This Wednesday will see the distribution of PHASE 4 of the JUGGERNAUT PACK containing the remaining 2 weapons, RABID and THE MANIC from the FANATIC BROTHER LINE.

The IO Growl

As well as the introduction of the new IO GROWL to our vehicle line up, available for purchase in ARMAS, in game and won as rewards during gameplay.



The open 4 slot model will be an ARMAS exclusive and available on Wednesday Aug19th.  On September 16th all players will be able to purchase an open 2 slot version in game using APB Cash and open 1 slot models, being available randomly during missions.

The Pack of Revelations Pass

We were not just happy with creating a new vehicle, we also wanted to kick off the next pack with some style.  Therefore the team and I are happy to present, the PACK OF REVELATIONS PASS on ARMAS.  This pack is unique in that, we wanted to offer a stronger visual variety of goods to the player and yet still maintain the overall APB Reloaded feel.  This PASS will be available to players this Wednesday as well, with each phase being released over the next two month.

We wanted to share as much as we can before the items are released to the players and are happy to show you what has been created and worked on.

With that said, I present to you the PACK OF REVELATIONS which contains:

Phase 1 (Aug 19th - 2015)

    The Car

Phase 2 (Sep 2nd - 2015)

    The Kits





Which when combined together give you the "Apocalypse" 

Phase 3 Pack Exclusive (Sep 24th - 2015)

    Exclusive Primary and Secondary Weapons + Exclusive skins

      Plague Model - SMG
      War - Shotgun
      Famine - Assault rifle
      Death - Sniper rifle

    Primary Weapons

    Secondary Weapon - Pistol

Phase 4 (Oct 28th - 2015)

    All 4 Horsemen Clothing (Male & Female versions)





Working concept versions, final release may appear differently. final images to be released shortly.

Note: Purchase early to receive your bonus Joker boxes with this kit and each phase will be available for sale 1 month after pass distribution, minus the revelation pack exclusives.

As you can see this pack has something for everyone and we are proud to bring this to you all.

Update Weapons Stats

As was mentioned on some of the forums, we did not provide updated information and stats made to the following weapons.  To remedy that issue, we have provided all the stats and description changes that were done based on the information gained from the weapons test district.

Of course no weapon balancing is ever truly finished, but for the time being we will be removing the weapon test district and substituting it with:

Two New TTK Test Districts

Since my time here with the company, I and many others have looked at and debated the merits of a longer or shorter TTK and its relationship with players expectations and the weapons they chose to use.  Forum chats and feedback have been present for some time now and the upcoming month of September, you the community will have a chance to test out two TTK districts. One of the districts will contain RTW configuration, the other will contain a predetermined set up which will allow you the player, a chance to try out different TTK times and compare if they are better or worse than what is present in game as well as provide us statistical data on what was being used, how long and etc.

We will not only be reviewing forum feedback but will also have survey questionnaires sent to random players requesting more detailed information on their experiences between each test district.

As you can see we have packed in a fair amount of stuff for you to test, enjoy and customize.  Stay tuned for updates regarding our TTK findings and updates as they happen.

Till next time citizens,

MoK

 
 


Jeudi 13 août 2015  
 
Pack of Revelations Pre-Release Launch Event

MR7MkJR.jpg

It’s time to toss out those energy drinks because you won’t be needing ‘em with the soon to be released Pack of Revelations Pass! The new season pass features early release content each month starting with an adrenaline inducing new vehicle.

To celebrate this most excellent release the APB team is running two exciting events that start today, August 13th at 11:59 PM PDT and end on August 18th, 11:59 PM PDT.

Event 1: Down and Dirty

There are missions that need to be completed and there are rewards to be had.

    Event is available for all Action districts (sorry no FC). 
    Earn 1 point for each completed opposed mission 
    Earn an additional point if you win the opposed mission. 
    At the end of the event all points are tallied and you'll win one of the 4 point categories below.
    Please Note: Points and potential G1C earnings do not stack. 
    This is account bound (yes you can play on different characters through out the event and earn towards your point goals).
    Prizes will be delivered within 72 hours after the event ends.
Points
G1C Earned
25
40
40
70
70
150
120
325

Event 2: Pack of Revelations Pass Giveaway

Be one of 25 lucky winners per server to get a FREE Pack of Revelations Pass! We can't tell you everything in the pack just yet, however see the banner above for a hint!!

For each hour that you play from now until August 18th 11:59 PM PDT you will get one entry into the raffle giveaway. The more hours you play the more entries you will receive! (Yes, Social and FC count for this one!)

 
 


Mardi 11 août 2015  
 
Patch 1.19.3 (777)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 5 PM UTC / 10 AM PDT and will take approximately 3 hours.

Bug & Exploit Fixes

    Out of Bounds

      Fixed an instance where players would incorrectly receive the out of bounds warning message whilst standing on a plank between the highway and a rooftop in the Financial District.
      Fixed a door in Asylum that had developed a habit of killing players for being in a 'forbidden area'.
      Fixed a window in Asylum that was also incorrectly killing players for being in a 'forbidden area'.
 
 


Mardi 4 août 2015  
 
Patch 1.19.3 (775)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes & Additions

    Prototype District

      The Shaw has undergone some balancing tweaks.

Bug & Exploit Fixes

    Prototype District

      Fixed an issue where the Obir, Obeya and the Oscar had too much initial recoil in the Weapon Prototype Testing District.
      The district's 'welcome' message now lists the correct weapons.
      The Balanced Bundle Boxes now contain the correct weapons.
 
 


Vendredi 24 juillet 2015  
 
Patch 1.19.3 (767)

We're aiming at releasing a client update on Friday. Maintenance will start at 4 PM UTC and will take approximately 2-3 hours.

Bug & Exploit Fixes

    Clothing

      Juggernaut

        Fixed deformation issues with the Calf-Length boots and Baggy Jeans.
        Fixed an issue where your character's feet would appear tiny if you wore socks with the Calf-Length Boots.
 
 


Vendredi 24 juillet 2015  
 
As we head into August with APB

Hello citizens,

With the month of July coming to an end, it is time for a quick update on what is going on and what you will see going into August.  We hope you enjoyed participating and earning the awards from this year’s July 4th event.   Statistics from our weapon testing district are still coming in strong and of course we thank you all for providing feedback over the last few months as we get closer to the Unreal Update.  With that said, we have some information to provide regarding some elements we will be adding to the main game, and others we will be removing.

The Removal

Weapon Pick-up / Drop Mechanic

As most of you know, we implemented a weapon pick-up/drop system over the last few months, which was implemented with our previous season events as well as being used in our weapon test districts.  We will still see it being used in the testing districts but as was commented previously that we would potentially be adding the drop mechanic to the main game.  After reviewing all the feedback and comments provided, the decision to implement this mechanic into the main game has been shelved.

The Additions

Engine Update Video

Many of you (if not all J) have been asking for some video footage to be shown of the latest update work being done to the game.  We are happy to provide the first of a few videos highlighting the difference between the present APB and what it will look like running with the upgraded engine.  Below is a video clip of the Social District where we reveal the differences between old and new.  We are excited with the possibilities and feel you will appreciate them as well.



TTK Test District

During my vacation time, I reviewed most of the forum threads regarding the TTK in APB (those most recent and going back a few years).  I will admit that I have been having in-office debates regarding this topic and with the present feedback, I feel it is time we give it a good old, once over review.  We will therefore be setting up a TTK district to test out some numbers as well as provide you all with the chance to see how the game feels with some modified stats.  I personally am pro increase of TTK, but I will add that I am also a fan of implementing a stamina system to coincide with any TTK changes.  My view on adding stamina (if any) will be addressed at a later date following the results we acquire from this test district.

Since I am not married nor steadfast on the idea of adding a stamina mechanic, feel free to leave your feedback and comments as it will help decide if this is a good addition to the main game.

IO: Growl

We are excited to try some new things with APB and the creation of new vehicles was a perfect start.  We wanted to introduce not only new vehicles but to also prepare for the introduction of new lore, future content as well as allowing us with options for new gameplay elements.  The aim is to have a more varied feel between each vehicle model, with very visible advantages and disadvantages between them.  Moving forward we will attempt to create more mods as well as provide gameplay reasons for specific vehicles being used in relation to the tasks the players require to complete in mission.

Therefore, in the next few weeks we will be unveiling the first of two new auto manufactures and their vehicles.  The first to be unveiled is the IO: GROWL, a new sports car to hit the streets of San Paro in a very long time.  This will be the first, of hopefully many new models that the players can purchase, earn or unlock.  With an opportunity for us to show something new, I figured a good way to promote this new addition would be to have (drum roll) BeardyD, the artist responsible for the GROWL to discuss the process of creating and implementing vehicles into the game.

Take it away BeardyD   :-D

A basic overview of vehicle art development in APB-Reloaded

Hey there, my name is BeardyD, I am one of the artists at Reloaded Productions. With the IO: Growl now unveiled, we thought it might be interesting if we discussed some of the procedures involved with creating it.

Design and Mock-up

Our first step was coming up with the vehicle we wanted to create. When MoK came into the office and proclaimed “What we need is a new vehicle (arm stretched and finger pointing), that can allow us to create something different for the future” and then doing his “sales pitch” for what the new car(s) should be and why we needed them that way.  My response was, “this guy is crazy” but he actually made sense.

Once we had decided on an initial design, we started with setting up a proxy for the new car. This consisted of a fully rigged asset that had a proxy mesh in place for each individual component. We started with this so we could test that the vehicle’s design would work within APB’s animation constraints, and also so that our design team could begin immediately on setting up some basic handling for the new car.

Before long we had a drivable asset in the game.

Creating the Main Meshes

After some initial testing and tweaks for the proxy, the next step was to create the main in-game asset (or LOD-0 as it’s referred to internally).

The LOD-0 started as an exterior shell, which was built as one mesh, smoothed out, optimized and then separated in to the various components required for the customization system. These components were then unwrapped and assigned a paint mask to support colour customization and decal projection. Anything that doesn’t support colour customization is mirrored to save on texture space, which is even more important in APB as our unwrap procedure differs from most as it needs to support our component mask system, which allows players to literally cut out and piece together various textures as custom components get added.

Smoothing groups are also set up to allow for a better normal map (which we’ll get to later).

After these new meshes have been imported in, the interior, base structure and wheels were then created in a similar manner.

High Poly and Texture Creation

With these meshes in and working as intended, the next step is to create the high poly mesh. We use a high poly mesh to generate normal and ambient occlusion maps (a procedure called “texture baking”). This helps smooth out surface shading and also provides the illusion of more texture detail.

With the base textures now generated, a final detail pass is done in Photoshop. It’s during this time that the specular map for the vehicle is also created.

Emissive Lighting

With the main models now textured, the next step is to create the emissive maps and masks. The emissive maps are texture maps that are used to simulate lighting on the vehicle. We use one for the exterior (covering headlights, taillights, etc.) and one for the interior (covering interior lighting and dashboard panels). We also use masks for both so the lights can operate independently from one another.

Level of Detail

At this stage, the LOD0 model is now considered complete and it’s now time to move on to creating the LOD1 meshes. The LOD1 meshes are low detail meshes that are assigned to each of the car’s individual components. These appear when the player is a certain distance from the vehicle so that we can prioritize detail whilst cutting down render costs.

Damage Morphs and Textures

The final stage for the main vehicle is the creation of damage morphs. Damage morphs are meshes which each component of the main vehicle references when damage occurs. We use multiple directions for vehicle damage in APB (Front-Left, Front-Right, Side-Left, Side-Right, Back-Left, Back-Right and Top) so there are a lot of meshes to create. We also have to ensure that there is no clipping with the base structure of the vehicle and that certain components are still snapped together correctly.

This entire procedure then has to be repeated for the LOD1 meshes.

We also use an overlay normal map and scratch texture that becomes more visible as the vehicle takes more damage. A dirt mask is also applied for when the car gets dirty.

Extras and Finalisation

With the main vehicle now ready to go, we then begin adding extras such as more components, or in the case of Enforcers, police lights. All of which have to go through the same processes as described before.

We have to be careful when adding these components that they don’t add too many restrictions for any future content. As an example, Enforcer light positions restrict any future kit design we may do in the future, as all new versions of a component now have to support them.

With these added, the art development for the IO: Growl is now complete.

I hope you enjoyed the write-up from BeardyD and I thank him for the insight he has provided here.

That is all I have for today folks, till next time citizens,

MoK

 
 


Mercredi 22 juillet 2015  
 
Last Chance for Juggernaut Strike Pack - Phase 2

The Juggernaut Strike Pack (Phase 2) ends this Wednesday and shortly after Phase 3 will be ushered in. If you haven't jumped in and picked up the Strike Pack you’ve been missing out on the thrills of plowing through fellow citizens in the Mammoth/Big Horn vehicle and mowing down the opposition with S1-FA Frenzy. 

Purchase the Strike Pack now before Phase 3 starts and get 10 BONUS Joker Mystery Boxes! 

If you have already purchased the pack or are about to, you will receive your Phase 3 items shortly after the third phase has been released (same day).

Check out the Juggernaut Strike Pack Now!

 
Tiggs


Mardi 21 juillet 2015  
 
Patch 1.19.3 (764)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes & Additions

    Vehicles

      All base vehicle components of the Jericho, Pioneer, Vaquero, Rapier, Espacio, and Mikro can now be used by both factions.

    Vehicles (Refer-a-Friend)

      The Jericho and Vaquero rewarded through Refer-a-Friend no longer have Enforcer-only parts. The Jericho pack now comes with 'Hotdrive' Skirts and Grill. 

Bug & Exploit Fixes

    Weapons

      The description of the Colby .45 has been shortened to make it more readable.
      Fixed an issue where the Raptor 45 'Condor' could sound differently depending on which skin is applied.
      Bullet casings now eject from the correct place when using the FFA (Bullshark and R&D III).

    Weapon Skins

      The tooltip for the Future Tech weapon skin has been changed to reflect Refer-A-Friend's beta status.
 
Tiggs


Mercredi 15 juillet 2015  
 
Joker Mystery Box 18 is Here - Featuring the Raptor 45 'Condor'

Stalk your prey and sweep in for the kill with the Raptor 45 'Condor' Assault Rifle.

A rugged weapon with an extremely effective silencer makes the Condor a deadly weapon that your enemies won't hear coming.

Raptor 45 'Condor' Mods

    All-New Mod: XTD-7 Silencer mod combines high-tech materials with the pinnacle of baffle design in order to create a weapon that's so whisper quiet, it won't show up initially on even the most sophisticated listening devices.
    Open Slot
    Closed Sot

Each Joker Mystery Box 18 randomly rewards one of the following prizes

    Raptor 45 'Condor'
    Bishada Rapier Sport S4/Patriot V20 Super 4A (180 Days)
    Vegas G20 4x4 'Gumshoe' (180 Days)
    Patriot Vegas G24 (180 Days)
    Charge Cisco 1804 (365 Days)
    Dolton Fresno D 400 (365 Days)
    Premium (30 Days)
    Joker TAS20 - Tactical (15 Days)
    Pathfinder PR2 (15 Days)
    Pathfinder SD PR2 (15 Days)
    Pathfinder LR PR2 (15 Days)
    STAC 10 - Tactical R&D III (15 Days)
    Nekrova ISS-b 'Dog Ear' (15 Days)
    Agrotech VAS R-2 'Scepter' (15 Days)
    Agrotech VAS R-2 'Crown' (15 Days)
    PDW-57 'Dagger'
    PSR 'Osprey' (15 Days)
    CBMP 'Dart' (15 Days)
    COBR-A 'Adder' (15 Days)
    Premium (10 or 5 Days)
    Random Armas Weapon ** (3 Days)

 
Tiggs


Mardi 14 juillet 2015  
 
Patch 1.19.2 (762)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes and Additions

    Gameplay

      The 4th of July Event is now over.
      The weapon drop mechanic has been removed from all districts except the Weapon Prototype District.

Bug & Exploit Fixes

    Skins

      The Snake skins now appear in the list of skins for the FFA, and can be applied as normal.

    Crash

      Fixed a rare crash that could occur when a player leaves the district.

    Refer-a-Friend

      The Mikro reward is no longer tradeable.

    Weapons

      Fixed an issue where the OCA-SD series still had rating requirements where they shouldn't.
 
Tiggs


Mardi 7 juillet 2015  
 
Patch 1.19.2 (756)

We're aiming at releasing a client update on Tuesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes and Additions

    Weapon Prototype District Changes

      HVR: We've made some tweaks to the accuracy of the HVR prototype.
      The following weapons have graduated from the Weapon Prototype District and are now available in Action Districts:  NTEC/NTEC-Scoped, ISSR-A/B, Joker SR15, VBR.
      The following weapons have been added to the Weapon Prototype District for testing:  CSG, DOW, JG, NFAS, NFAS-Ogre, Shredder.

Bug & Exploit Fixes

    Weapons

      Fixed an issue where several weapons suddenly had rank requirements.

      Mods

        The SWARM Series once again has modifications attached.

    Vehicles

      Fixed an issue where the Vegas G20-04 "Firebomb" had been given rank requirements.
      Fixed an issue where the SS4 Bishada Rapier "APB" had been given rank requirements.
      The Vegas 4x4 once again has Nitro 3 as a preset mod, instead of Ramming Plate 3.

    Skins

      The Spotted Snake skin now appears correctly when applied to the PSR 'Osprey'.
 
Tiggs


Mardi 30 juin 2015  
 
Patch 1.19.2 (753)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

4th July Event

America's 4th of July celebrations are just around the corner and to celebrate we have some goodies for you all to earn during the 2 week period.  We are not offering one new item, but we are offering two new items. Uncle Sam Jacket and Bald Eagle Mask that can be added to your characters collection.

zJNDZ42.jpg

You want these pieces?  Then here are the rules for the upcoming event:

The Rules for July 4th Celebration

Setup

New in game progression for Enforcers and Criminals

Task

During opposed missions in Action Districts, use any dropped weapon from an opponent and:

    Kill an opponent with a dropped weapon earns 1 kill point 
    Kill an opponent with their own weapon earns 2 kill points 

Example:

Player 1 (Enforcer) kills player 2 (Criminal): Picks up dropped weapon (No kill point earned). Player 1 uses Player’s 2 weapon and kills player 3 (Criminal) in mission (1 Kill Point Earned), Player 1 then kills Player 2 using his original dropped weapon (2 Kill Points Earned). Player 1 switches to his original weapon and kills Player 3 again (NO Kill Points Earned - Not Used Dropped Weapon).

Total Kill points earned: 3

Role & Prizes

    Earn 100 Kill Points Stars & Stripes: Level 1 (Stars)

      Prizes

        Bald Eagle Mask
        Title: Stars

    Earn 250 Kill Points Stars & Stripes: Level 2 (Stars & Stripes)

      Prizes

        Uncle Sam Jacket
        Title: Stars and Stripes 

Note: Clothing items are character bound and not account bound.

Other Changes & Additions

Weapon Prototype District

    Some more changes have been made to the N-TEC.

Titles

    Added the new 'Rainbow' and '#LoveWins' titles.

Roles

    The description of the Cop role has been changed to appear more consistent with other roles.

Bug & Exploit Fixes

Weapons

    The descriptions on the Bullshark and Ogre modifications are now correct.

Client Crash

    Fixed a crash that could occur when a player enters the Garage Editor.

Modifications

    Some mod descriptions have been changed to correct any double negatives or double positives (e.g. Norseman Runes, and Magazine Pull).
 
Tiggs


Lundi 29 juin 2015  
 
Here comes the July 4th weekend

Hello Citizens,

America’s 4th of July celebrations are just around the corner and to celebrate we have some goodies for you all to earn during this 2 week period. We are offering not one, but two new items, the Uncle Sam Jacket and Bald Eagle Mask that can be added to your character’s collection.

You want these pieces? Then here are the rules and info for JULY 4th CELEBRATION:

Duration

From July 1st to July 15th - 9 AM UTC

Setup

New in game progression for Enforcers and Criminals

Task

During opposed missions in Action Districts, use any dropped weapon from an opponent and:

    Kill an opponent with a dropped weapon earns 1 kill point 
    Kill an opponent with their own weapon earns 2 kill points 

Example:

Player 1 (Enforcer) kills player 2 (Criminal): Picks up dropped weapon (No kill point earned). Player 1 uses Player’s 2 weapon and kills player 3 (Criminal) in mission (1 Kill Point Earned), Player 1 then kills Player 2 using his original dropped weapon (2 Kill Points Earned). Player 1 switches to his original weapon and kills Player 3 again (NO Kill Points Earned - Not Used Dropped Weapon).

Total Kill points earned: 3

Role & Prizes

    Earn 100 Kill Points Stars & Stripes: Level 1 (Stars)

      Prizes

        Bald Eagle Mask
        Title: Stars

    Earn 250 Kill Points Stars & Stripes: Level 2 (Stars & Stripes)

      Prizes

        Uncle Sam Jacket
        Title: Stars and Stripes 

Note: Clothing items are character bound and not account bound.

So jump in during the time of the event and work your way to titles and goodies.

Till later citizens and enjoy your July 4th holiday weekend.

MoK

 
MoK


Mardi 23 juin 2015  
 
Summer In San Paro Designer Contest

Time to show off your hot bods with sexy and fun summer wear and spruce up your car with some summer time themes!

Create a complete outfit and/or car design that represents your idea of Summer In San Paro!

    3rd place

      500 G1C

    2nd Place

      1,000 G1C

    First Place

      1,500 G1C

How to submit your entry

    1. You can post as many entries of an outfit and/or a vehicle design as you like.  You also must post basic information for the avatar that is being submitted as an entry, including the character name, the server and the faction posted at the top of your entry as well as which outfit slot the entry is located in your locker.  You MUST be the owner AND creator of this design or be disqualified.
    2. Next, post up to 5 pictures MAX for each entry to display your themed Outfit and/or Vehicle
    3. Use the "Spoiler Tag" to post your pictures
    4. No reserving space, all entries should be posted as a final submission.
    5. As with any contest, plagiarism, copying or any form of cheating is prohibited and can lead to a disqualification.  NO COPYRIGHT/TRADEMARK MATERIAL. No real world branding or sponsorship symbols are allowed. No materials that violate TOS.  In game branding and sponsorship such as Birth and Ophelia Customs are allowed. Failure to follow will result in disqualification.
    6. Put your entry under the appropriate thread started for this contest which will be announced in the APB Forums.  Submission for the contest will be closed:  JUNE 30th, 2015 with winners announced shortly after.

Judging

Once submissions have been closed, a panel of judges is selected and they will vote for the top three favorite designs.  Judges consist of a panel of the following people:

    1. Community Manager, Tiggs, as well as other APB developers and staff members
    2. Several random APB volunteers in the group of SPCM, SPCT and APB Moderators.
    3. Several random APB players (these people will not be chosen ahead of time, will be randomly selected from both the Forum and in districts on each server and will be asked for their vote immediately upon being asked)
 
Tiggs


Mardi 23 juin 2015  
 
Patch 1.19.2 (746)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Changes and Additions

    Weapon Prototype District Changes

      Minor tweaks to the N-TEC.
      The recoil has been tweaked on the ALIG and the SHAW. The ALIG's recoil is no longer bugged.

Bug and Exploit Fixes

    Vehicles

      The descriptions of the 'Romulus' and 'Remus' Coywolf variants now have an additional paragraph to describe their mods.

    Weapons

      Fixed a minor typo in the description of the SAS-PDW.

    Hud

      Team member's points of interest (i.e. Ammo Boxes, Field Suppliers) are no longer shown to off-mission group members.
 
Tiggs


Mardi 16 juin 2015  
 
Patch 1.19.2 (744)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours. 

Weapon Prototype District Changes

The following weapons have graduated from the prototype district. This doesn't mean we're done tweaking them, but that the changes in the prototype district bring significant improvement to the balance of the weapon and are safe for a live environment:

    COBR-A
    OCSP
    NFAS-OGRE
    FFA-Bullshark
    VAS-C2

The following weapons now have prototype variants to play with in the prototype districts:

    SHAW-556
    ALIG-762
    N-SSW
    M-1922

    'Weapon Caches' have been renamed to 'Balanced Bundle Boxes'

Balanced Bundle Box

    The 'graduated' weapons have been removed from the Balanced Bundle Boxes, and we've now added two surprise weapons.
    These consumables now have their own unique icons.

Bug and Exploit Fixes

    UI

      Added the Joker SR15 to the weapons listed in the welcome message shown when players enter the Weapon Prototype District.

    Titles

      The Trailblazer titles now have descriptions.
      The 'Underboss' and 'Brigadeer' titles now have tooltips.

    Weapon Skins

      Certain flag skins were renamed to appear more consistent with other flag skins (specifically, the 'Saltire', Spanish, Norwegian, Irish, Mexican, Japanese flag skins).

    Weapons

      Casings now appear to eject from the correct part of the NCR-Anubis.
 
MoK


Mardi 16 juin 2015  
 
Balanced Weapons, Creative Competition Winners and Phase 2 of the Juggernaut Strike Pack.

Hello Citizens,

We have just passed the halfway mark for the month of June. I have a few announcements prior to our live update for tomorrow, regarding a few things we have in store for you.

Balanced Weapons

On my last post, I shared some info on our Weapon Test District as well as providing statistical info and description changes in the forums.  It was good to see that people enjoyed the forum thread and we are happy to say the following weapons have been migrated into the main districts:

    COBRA-A
    OCSP
    NFAS-OGRE
    FFA-Bullshark
    VAS-C2

With the above weapons returning a new batch of weapons will be included into the Weapon Testing District, these will be:

    SHAW-556
    ALIG-762
    N-SSW
    M-1922

All the new weapons listed will be included into the Balanced Bundle Boxes, which we are using to provide those who do not own a testing weapon, a chance to try them out and provide feedback.

Creative Competition Winners

After careful review, we at Reloaded Games have selected the winners of the Creative Competition that was created in May.  Below are the grand prize winners, the 2 runners up and links to view their submissions.

Video Winners

    First Place



sluttles

    Runners Up



Janeconstatino



thelinux

Music Winners

    First Place



JungleFlaco

    Runners Up



Havok5

Art Winners

    First Place




supfinal

    Runners Up






incbox


jossin

I wish to congratulate those that were chosen, and thank everyone again for their participation and look forward to next year’s competition.

Phase 2 Juggernaut Strike Pack

On the 24th of this month the Second Phase of the Juggernaut Strike Pack will be available for those who purchased the PassPhase 2 includes the exclusive weapon and skins pack:

    Frenzy Assault Rifle (Fanatic Brother Collection)
    Strike & Blend Skin Pack

Don’t miss out on these exclusive items, you still have a chance to purchase a Pack Pass and still receive bonus Joker Mystery Boxes.  For those that are only interested in the following Espacio Vehicle Kits:

    Bighorn
    Mammoth

These will also will be available in the Armas store on the 24th of June.

So in summary, we have the return of balanced weapons, winners of the creative competition and the Phase 2 release in the Juggernaut Strike Pack Pass.  Please feel free to join us in the Weapon Test district and help us make APB Reloaded better each and every month.

Till next time,

MoK

 
MoK


Mardi 9 juin 2015  
 
Patch 1.19.2 (741)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately 3 hours.

Weapon Prototype Districts Changes

    Deployable

      Weapon Box

        We've added new deployable weapon boxes to the Weapon Prototype Testing District. You can win these from completing the Testing Event and they will dispense random rebalanced weapons when used.

    Weapon Balancing

      Re-balanced versions of the Joker Carbine,  ISSR-A/B, NFAS-OGRE are now available for testing in the Weapon Prototype district.

    Gameplay

      Players will now automatically drop picked-up weapons when they run out of ammo.
      We've increased the number of kills required per player in order to make the Testing Event last slightly longer.

    UI

      Added error messages when a player tries to equip a weapon, modification or consumable that's disabled in the current district (or enters a district with disabled items equipped)

Note: Be sure to check out our blog for more detailed information on the Weapon Prototype Districts.

Other Changes and Additions

    Art

      The Air Mech advertisement banners in the Social district have been reverted to their original artwork.

Bug and Exploit Fixes

    Client Crash

      Fixed a rare crash that could occur upon disconnecting.

    Weapon Balancing

      You can no longer perform a jump shot with the prototype HVR.

    Weapons

      Male and female characters now hold the EOL and the FFA-Bullshark correctly when standing idle or sprinting.

    Gameplay

      We've slightly increased the time between failing to fire and the automatic retry in order to combat 'ghost shotting/weapon jamming' issues
 
Tiggs


Mardi 9 juin 2015  
 
Hit Squad - Stand Together Or Fall Divided

ePuxGIj.jpg

It’s time! Gear Up with your clan and prove your team is the deadliest of them all.

    Event Begins: 06/11/2015 12:01 AM PDT
    Event Ends: 06/21/2015 11:59 PM PDT

Rules

    Players earn 1 point for every opposed mission (1/2 point for Fight Club) they play with a Full Clan Group (4 members all in the same clan)
    Players can earn increasing rewards (listed below) by earning points throughout the event. Rewards given out within 3 business days of the end of the event.
    The top 3 clans from each district will be showcased in a sticky thread in the forums, along with a screenshot/graphic of their choice (we reserve the right to deny a screenshot and screenshots must be submitted to support within 3 business days of winners announced).

Rewards

    55 Points

      7 days Premium
      2 Joker Box 10’s

    75 Points

      500 Joker Tickets
      2 Joker box 11’s

    100 Points

      100 G1C
      2 Joker box 12’s

    150 Points

      2 Mok’s JMB
      2 GM’s Joker Box
      500 Joker Tickets

    250 Points

      2 Power Joker Box 13
      2 Power Joker Box 14
      2 Power Joker box 16
      150 G1C
 
Tiggs


Mardi 9 juin 2015  
 
Weapon Rebalance Description

We mentioned the Weapon Test District in last month’s Q&A post. We are gaining larger and larger amounts of data which is being gathered in order to solidify changes that may be made to some weapons in a future patch. For those interested in participating, head to the Advanced tab of the District Select Menu. Now that you've had some time to play with the pre-selected 10 weapons, let’s go into exactly what has changed, along with some insight into what data we've gathered, our conclusions from that, and where we are potentially going with the next set of changes.
Firstly, a couple of thoughts and caveats about the data below:

    Data only really becomes valid with tens of thousands of data points. While we get millions of kills each week, only a fraction of these are in Prototype Districts and as such this preliminary data will be somewhat incomplete. This can be clearly seen by 'Spiky' graphs.
    We're comparing ALL weapon data vs Prototype weapons in Baylan only. It's a lot faster and provides us more info gathering everything to compare against, rather than comparing against like weapons in Baylan Fight club. As we move on and get closer to our desired results we'll be running longer, slower comparisons that are more accurate. At this stage, 'fast' comparisons that let us know we're going in the right direction are good enough and let us iterate faster.
    We gather metrics based on the point of death. Specialized weapons, such as Rocket Launchers and Sniper Rifles for instance will have higher than average Kill Death Ratios since players will often have switched to their side-arm when caught unawares and thus more likely to die.
    A lot of APB kills across all weapons come from 0-4m, regardless of the weapon. Through both our environment and vehicles, opportunities arise for players to get close, and almost every weapon can be effective at point blank range.
    What's Next?

As we move forward with the accumulated data, refinements will be made.  Once we feel a weapon(s) has been properly balanced, an announcement(s) will be made providing the live date of submission as well as a final description of changes. New weapons will be made available in the Weapon Test District as rebalanced weapons become closer are removal.

Weapon Rebalance

NTEC

What we've done and why

The current version of the NTEC is by far the most popular weapon in APB Reloaded. On a chart of combat events using weapons (total kills + deaths) we can see that the NTEC is used in 14% of cases:

HnCX1gD.jpg

Even against the STAR, the weapon used at one point by every character, the NTEC dominates in terms of use, and this is stifling weapon variety during missions. A major point of this ubiquity is its ability to tap fire at near full speed and not lose any accuracy. We don't feel this is the ideal use for an assault rifle, and the primary goal for our changes have been to reduce its ability to keep full accuracy under near-cyclic tap fire, while moving it more to a weapon that benefits from being fired in short bursts. 

The first part of this was reducing its overhead. By reducing the damage down from 19% to 18.5% we remove the ability to use Heavy Barrel 2 without a major downside. 

Secondly we reduced the initial accuracy loss and recoil when firing, and had it increase over time. This makes the weapon much more effective at burst firing (the second shot is almost as accurate as the first) while making tap fire less accurate as you need to wait longer to allow the accuracy exponent to reset.

The accuracy of the NTEC at 10m from the hip when firing fully automatically looks like the following (the Y axis is centimetres, X is bullet fired). 

l5j6CIr.jpg

Aiming from Marksmanship mode is a multiplier on accuracy, so the graph will look the same but with a contracted Y axis.

What Effect has it had?

HRTVJ3n.jpg

Above is the graph of percentage kills at various ranges taken from the last week's data we've been gathering. The prototype values are Orange lined. It's important to note that the data for the prototype weapons is not enough to draw any conclusions from yet, but it is useful for early thoughts. Of all the data gathered, the NTEC by far is the one we have the most data on, so we can at least make some conclusions. From the above graph, we can see that percentages of kills at 4-24m are down, and the percentage of kills from 30-60 are up, so it's losing out to weapons at closer ranges and/or winning more at mid-ranges.  The Kill / Death ratio is also slightly down, though it's within a range that could be attributed to variance. Note that a K:D of less than 1 is perfectly acceptable for a non-situational weapon, as gravity, suicides, accidental team kills and vehicles take their toll.

HVR-762

What we've done and why

The big problem we had with the HVR was its ability to be fired accurately and quickly when ambushed. This allowed it to be used in close ranges when attacked, and also tangentially to be used for quick switching. The first thing we did here was to add a short delay on accuracy gain whenever you would gain any (for instance from switching states from running to stationary, or into marksmanship). This adds an element of preparation to using the HVR, making it useful for a area denial and suppression tool rather than a directly offensive weapon. We then added a minimum accuracy on switching weapon to the HVR, ensuring that a player couldn't immediately switch to it and fire at full accuracy. This new addition also allowed us to reduce the base accuracy from the hip and improve the marksmanship modifier instead to ensure the weapon needs fired from marksmanship to be useful at range. 

One thing we were not wanting to change with the HVR was its base damage. At 85% it is the big hitter in APB, and we felt reducing this would heavily remove from its desired role as an assist and suppression weapon. By pushing it more into a support role, we hope to increase the amount of users using other sniper rifles, but we want to keep the HVR-762 as a valid choice, rather than have players wholesale switch over to the 243.

What Effect has it had?

The distance kills graph for the HVR-762, and pretty much all weapons that isn't the NTEC, looks somewhat spiky. This happens when we don't have enough data, as we need tens of thousands of data points to gather consistent information. Over time as we gather more information these graphs will become more accurate and readable.

D2LDjkU.jpg

The graph here doesn't show us much yet. Mid-range kills are up and long range kills down but this is almost certainly due to all our kills with the test version of the 762 being in Baylan, where there aren't many fights happening above 80m. The K:D has dropped as well, as desired, meaning it's less useful in a direct fight. Note that longer range weapons tend to have much higher Kill / Death ratios than others, since you engage outside of other's effective ranges, and if they get close you'll switch to your sidearm (our metrics at the moment count what weapon you died with, so if you die with your sidearm out it'll count as a death for that rather than your primary).

VAS-C2

What we've done and why

The VAS-C2 series was designed as an SMG-NTEC, meant to be played at short ranges in a similar style to the NTEC. Unfortunately we went a bit too far down this path, and it basically combined the benefits of an Assault Rifle and SMG with only a minor reduction in range. The first thing we've done has been to remove the range benefit it receives over the other SMGs, giving it the same damage dropoff as the OCA/PMG et al. Further to this we've given it the same accuracy degradation as the new NTEC, but more pronounced. While the new NTEC has a significant buff over the previous NTEC for the second and third shots fired fully auto, the new VAS-C2 remains very similar to the old one for the first 3 shots, then gets worse from there. It can still tap fire and finish wounded targets at mid-ranges, but it won't devastate there any-more, and with a slight decrease in its minimum accuracy it ensures at full auto it will lose out against other SMGs at short ranges.

7NI7X2z.jpg

What Effect has it had?

NLRyGNv.jpg

First thing that's good is that K:D ratio has reduced significantly to bring it down to an appropriate level. As mentioned above, a ratio of less than 1 is perfectly good for a weapon that is in the middle of combat due to other non-enemy related deaths. The distance kill graph stays roughly the same, while the slight increase in the average kill distance may be due to the reduced minimum accuracy making it worse in extreme CQC. Either way we won't know until more data comes in and reduces the randomness.

ISSR (A / B)

What we've done and why

The ISSRs have always been very lackluster, and we want to give them their own niche while allowing them to be competitive. For both we've adjusted their accuracy loss and recovery profiles to make them very accurate for the first two slots, then very inaccurate thereafter. This forces players to fire them in 2 round bursts, waiting between bursts to recover. We also increased the ammo count slightly, making it a bit more lenient if you miss a couple of shots.

What Effect has it had?

rA8uVQZ.jpg

Thyr5je.jpg

Neither live nor prototype districts have enough data to provide us enough to gain valuable insight here. It looks like K:D has gone up significantly on the B variant, but we really can't gain conclusions from this as it could just be variance.

OCSP

What we've done and why

As with a lot of these weapons, the accuracy profile has been adjusted significantly for the OCSP. It starts very accurate and maintains this for around the first 4 rounds, it then begins to quickly lose accuracy. This makes it great for a short-mid range finishing weapon, or a harassing weapon, while not being too great at finishing people off. It provides the niche of a fast firing agile marksman secondary that we are somewhat missing (most of our semi autos are fairly inaccurate)

What Effect has it had?

2CU7MpA.jpg

The increased ability to land at least the first few rounds of the magazine have appeared to make it a bit better at competing in sub-10m ranges. Importantly the K:D has increased significantly.

FFA-BullShark

What we've done and why

The Bullshark now starts at a 2 round burst, and if you quickly fire it again, it will add an additional bullet into the burst (up to 6 rounds, as 7 rounds kill and we don't want it to 1-shot). Also reduced the damage reduction on the mod from 25% to 10% (this won't show up right now, as the description is shared with the live version). As bursts increase, the weapon becomes harder to use at longer ranges due to accuracy and recoil taking effect more noticeably, but the additional damage helps it up close.

In our normal servers, the Bullshark is essentially a less fun OBIR. By making its bursts increase over time we provide a unique spin on a similar concept to the OBIR while making it more in tune with the other Joker Boxes in having fun, off-beat functionality that makes them different, but not better than our standard range of weapons.

What Effect has it had?

0Rern6s.jpg

As predicted, it becomes better at close ranges, but worse at long. This might not be accurate however as there aren't that many Bullsharks being used, resulting in not much data to work with. Though it's likely just randomness, it's interesting to note that the K:D ratio has increased slightly to 1.23, which is the exact same ratio as the OBIR.

COBR-A

What we've done and why

As with a number of the other weapons, this loses accuracy and increases recoil over time. Uses the same curve sets as the VAS-C2, though increments along them at different rates due to its fire rate. It also recovers on the curves slightly faster, allowing for longer bursts before a short recovery. Again we want these weapons to be able to tap fire at the extents of its range, but in most situations we want short-bursts to be better (tap firing should really be the domain of the Rifles). We also significantly increased its fire rate (we accidentally did it to the live version as well when testing this a couple of weeks ago. Oops!)

What Effect has it had?

uJ18woF.jpg

The improved fire rate has helped the weapon hold its own a little better in the <15m bracket. The K: D of the weapon has also increased significantly, raising it to a respectable 0.96.

VBR

What we've done and why

While fine for balance, the live version of the VBR essentially plays identical to the Joker Carbine and sees little play. We wanted to provide it a unique play-style that befits a JB weapon. Its defined role now is as a mobile mid range skirmishing weapon fired primarily from the shoulder while moving. For this the following changes have been made:

    Crouch Modifier worsened from 70% to 90% accuracy.
    Run modifier worsened from 200% to 275% accuracy.
    Marksmanship speed increased from 1.39ms to 3.5ms (fastest in-game)
    Accuracy loss is reduced over continuous shots, providing an accurate initial shot for tap fire with a hard accuracy loss, with follow up shots becoming having less of a detrimental effect.
    Average Recoil remains steady over firing, but recoil variance becomes much lower, making it more predictable.

What Effect has it had?

8XQpf4R.jpg

With the new focus on marksmanship mode, the average kill range is pushed out a little, but there's not enough data yet to be sure. K:D ratio stays within a healthy value, dropping slightly. All in all nothing has really changed much in terms of balance, with only the feel of the weapon changing.

NFAS-Ogre

What we've done and why

The OGRE is a weapon that essentially plays like a big NFAS with a fairly major downside. While it can be good in Bronze and Green matches, the wind-up timer tends to neuter it at silver and upwards. A Slight reduction in the wind-up timer from 0.65 to 0.59 will allow it to survive slightly better when ambushed. 

What Effect has it had?

rTzv0gy.jpg

The NFAS Ogre really doesn't have enough data to draw conclusions, and its viable range is so tiny that you can't even draw anything from the distance graph. The K:D ratio shows something interesting though; The few players that use it in our normal districts are actually getting really good results in it, we're guessing through use in lower threat tiers. In the prototype district though, it still loses quite heavily. 

NCR-Anubis

What we've done and why

The NCR is a fairly effective rifle, but it is hampered by both a lack of niche (the DMR fits in pretty much where it is meant to be), a suppression by the HVR, which outclasses all the rifles, and by a crosshair that somewhat obscures what you are aiming at. To improve matters we have pushed the weapon to fit into a more unique niche, acting as a long range sustained suppression weapon by improving its qualities as you continue to fire. Shots past the first gain lose slightly less accuracy, allowing for sustained shooting. Recoil (Pitch) decreases heavily with subsequent shots, benefiting sustained firing. We've made some minor tweaks to the crosshair for the time being, reducing opacity of various parts, though our goal is to replace it in time completely.

What Effect has it had?

F5ICTLp.jpg

Nowhere near enough data to make a valid conclusion here.

 
Tiggs


Mardi 9 juin 2015  
 
Weapon Test District Update and a bit more

Hello Citizens,

We start the second week of June with an announcement regarding the new weapon test district and changes we have in store with tomorrows update.

Weapon test district update

Your play testing has provided us with valuable data regarding the 10 weapons we selected for testing.  Performance data and changes can be found in the forums later today.  In order to gain the best info possible, all changes we implement will be provided shortly after a weapon has been included for balancing.  The reason for this is to avoid preconceptions which allows us untainted feedback. Many thanks to Qwentle for his work on analysing the data, implementing the changes and providing the descriptions of what has been done in order to balance the weapons better.

And a bit more

We also provided the weapon drop system for those players wishing to participate and test, but do not have the weapon presently in their inventory.  These can be used until the player switches weapons, the weapon is dropped or on player death.  Future plans call for Weapon Caches Boxes, many players have seen this mechanic before with last year’s Christmas Event.  But Unlike Christmas, these weapons will be available to the player and for others to use. As we move forward with testing more and more weapons, the weapon drop system will also be refined in order for us to include it into the main game.  Consideration is also being taken for changing the Weapon Test District from Baylon, over to a modified Open Conflict District.

Next week will also include the announcement of the Creative Competition Winners.  I wish to thank everyone that has submitted their work and appreciate their patience in waiting for the final results.

Announcement of the Q&A live stream will also be provided this month once the date and time has been confirmed.  Details will be provided to you once everything is ready to go.

That’s all she wrote for now folks.  As changes occur, announcements will be made here or on the forums.

Till next time Citizens,

MoK

 
MoK


Vendredi 5 juin 2015  
 
New NA Server LIVE and Action District First Look

As of Wednesday 6/3 we finished bringing our two NA servers together into a new, centrally located server located in Dallas. Just like with the Citadel in the EU, the merge creates a larger and more diverse population, which means better matchmaking and more chances to make new allies (or enemies) throughout each district. You might notice that it's currently named 'Union' - but don't get too attached; our NA players are in the middle of a final voting process that will most likely result in a new name by next week.

Early Merge Rewards

If you have a character on Colby or Joker and haven't already merged a prior EU character, simply log into the new server before Tuesday, July 14th to claim your exclusive Early Bird merge reward! The special gift includes 3 X Joker Mystery Box 17's, 5 X Premium Days and a special Trailblazer title for each merged character that displays its original server name.

Improving Network Performance

Now that the bulk of the merge work is done, we're now focusing on optimizing network performance and minimizing latency spikes that some of our players have been experiencing over the last couple of days. Specifically, all the districts are now centrally located in Dallas, but it appears that one of the network providers is having intermittent connection issues that has lead to random lag spikes, and our engineering team has been working with them to sort that out.

In a pretty extreme move, we are moving all the Waterfront districts to a different provider early (tomorrow) Saturday morning PST, and then we will be running an ongoing comparison on the performance between Financial (current provider) and Waterfront (alternate provider) for the rest of the weekend and next week. If the alternate network shows significant improvements, then we will be switching everything over to that by the end of next week.

A First Look at the Upgraded Financial District

Many of you have asked for a shot of an Action District using the new upgraded engine, so here it is! Enjoy an early look at a familiar Financial location, and the difference is night and day (no pun intended =) ):


Jobs

 
Jobs


Lundi 1 juin 2015  
 
Patch 1.19.2 (734) US Server merge and EU / HAN downtime

US World Merge Start: 12:00 am (PDT) / 8 am (BST) / 7 am (UTC)

US servers will be taken out of service for the US Merge of Joker and Colby servers. EU and Han are not affected by the merge and will be online until the patch.

EU and Han Maintenance begins: 6:00 am (PDT) / 2 pm (BST) / 1 pm (UTC)

Maintenance is approximately 2-3 hours for EU and Han. There is no estimated down time for the US server merge. 

Changes and additions

    Weapon test districts

    Players will now drop their weapon when they die. Other players can then pick them up by pressing [F] (by default).
    These can then be used until

      Death
      Ammo runs out
      The weapon is manually dropped (by either switching weapon or pressing [X])

      N-TEC

        Has received some balance tweaks to its bloom recovery.

      HVR

        Tweaks have been made to make this weapon more responsive.
 
Tiggs


Samedi 30 mai 2015  
 
NA Merge on for June 2, plus New Engine Screenshots!

As we finish ironing out the kinks from this month's EU merge, we are happy to say that the NA merge is on schedule and set to go on June 2nd! The Citadel launch has seen a large increase in activity from both new players discovering APB and old vets returning to stake their claim, and we are excited to do the same for our NA players.

NA Server Name Leaked?

Many of you that are active on the forums saw a leaked name for the new server - "Liberty". This was a result of some of tests that involved momentarily putting a new server on display, which at the time was using Test server name. Good or bad news (depending on what camp you are in) the new Live server name is not Liberty, but something else entirely, which will be revealed on launch day!

New Engine Screenshots

Our team is rapidly making progress on the long-awaited Unreal Engine upgrade toward both the Console and PC releases going live this Summer. Here is another set of screenshots that share a glimpse of the dramatic visual improvements you can expect when it arrives:


As we get closer to the engine release, we will be spinning up a new OTW (online test world) for the PC game, where we will invite select community members to test the new game engine. More information will be released on the forums as we get closer to the first OTW test. The initial engine test will require that your system has DX11 (including a DX11 capable graphics card) and Windows 7 64-bit or later. Once these tests are completed we are still anticipating making a back-port to support DX9/DX10 cards, but the game will likely at minimum require 64-bit only systems going forward. 

Making the game 64-bit only solves several long-standing memory management and performance issues that we are happy to finally put behind us. But it does mean that a small percentage of machines currently used to play APB will need a new OS in order to continue playing.

Final Thoughts

We are excited about the upcoming North American server merge as we think it will be great for all NA players. Also we are very excited to see the return of many players after the EU merge was completed last week as well as the return of some players that took a brief GTA-V hiatus in the past month (which may have included some of our own team that went to check it out). Also a huge thanks to those who continue supporting the game through in-game purchases, giving us the ability to complete these great upgrades and continuing to deliver the unique creature that's APB. 

Wish us good luck on the NA server merge on Tuesday, and we are thrilled to finally being that much closer to the PC engine and the Console versions nearing the completion of their very long development journeys. As soon as we can share all release dates we will, the timing of which is in part driven by when our publisher announces the final Console release date.

See you in San Paro!

 
Tiggs


Mercredi 27 mai 2015  
 
Patch 1.19.2 (733)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 3 - 5 hours and will start at 9 AM UTC.

Changes & Additions

    UI

      The Weapon Prototype District type is now available and can be found on the Instance List.
      The weapons that have been re-balanced and are currently available for testing are:

        NTEC
        HVR
        VAS-C2
        ISSR (A/B)
        OC SP
        FFA-BULLSHARK
        COBRA-A
        VBR
        NFAS-OGRE
        NCR-ANUBIS

Note: Descriptions and stats of what has been balance, modified or changed are not listed. This is intentional as to allow for true testing without a potential bias due to statistical information or written description.

Bug & Exploit Fixes

    Vehicles

      Vegas

        Firehawk Wing Mirrors are now named correctly.

      Espacio

        Espacio Style AD Visor (part of the Pro-Mode kit) can now be used by enforcers.

    Weapons

      Dow

        Hand placements have been fixed so that characters now hold the DOW Thumper with the fore-grip rather than the barrel.

    Clothing

      Fixed an issue where the SMG Vest Configs could have the wrong icon when retrieving them from the mailbox.

    Weapon skins

      Fixed an issue where skins would not work on the FFA.
 
Tiggs


Jeudi 21 mai 2015  
 
Merge Cleanup and Final NA Merge Date

Hey San Paro!

As players continue to merge characters into the Citadel, our team has been working hard to tie up loose ends this week.

The TL;DR version; while 99% of characters were moved successfully during the EU merge (you can read more here), the remaining 1% had various issues, which means our dev team has been deep into sorting out the unique circumstances that lead to these conflicts. The team is updating the merge code as they go along to avoid those same issues during the NA merge. To give them sufficient time to sort out the current customer support tickets and updating the code, this unfortunately means we have to push the NA to Tuesday, June 2. It really does suck we have to move it, but this will allow for the smoothest possible NA merge.

Current Citadel Merge Status

Here is a a list of merge issues we have either fixed, or are working on fixing:

    Not being able to merge certain characters, or unexpected behavior during the character select screen  : Fixed
    Mail in inbox being reversed, from oldest to newest : Fixed

    Unable to restore deleted characters from EU1/EU2 : In progress
    While we still store deleted character info, retrieving and transferring this data from the old servers is a complex task. We are building a set of tools to streamline this process.

    Clans being renamed : In progress
    Some clans that contained banned characters had their names mistakenly changed during the merge process. We are working on fixing these clans.

    Unable to create new clans : Fixed
    We temporarily disabled this feature while investigating an issue where new clans could potentially take the names of pre-existing ones from EU1/EU2. This is now re-enabled, and un-merged clans from EU1/EU2 will have their names reserved until they merge.

NA Merge Date

As mentioned earlier, our goal is to make sure that all the kinks are ironed out before we kick off the Colby/Joker merge, and we are now set to start the NA merge on Tuesday, June 2. More details will be posted as we approach this date.

Thanks for your patience, and we look forward to another successful server launch!

Jobs

 
Jobs


Mercredi 20 mai 2015  
 
Juggernaut Strike Pack (Early Access)

The JUGGERNAUT STRIKE PACK is what you need to smash through any opposition and bring the pain right to your enemies' doorstep. You get everything in one powerful bundle and save some cash in the process.

The JUGGERNAUT STRIKE PACK includes a Seiyo Espacio and is ACCOUNT BOUND making the pack available for any present or future characters created. The EARLY ACCESS promotion unlocks content in PHASES over the next several months. Pick up the Juggernaut pack will get all of the Bonus items for that phase and later!

Content and Bonuses for each PHASE are:

May- Phase 1 (Early Access)
BONUS 20 Joker Mystery Boxes

    Big Horn - Enforcer
    Mammoth - Criminal

June- Phase 2 (Exclusive Fanatic Brothers Weapon and Skins)
BONUS 10 Joker Mystery Boxes

    S1-FA Frenzy Assault Rifle
    Strike & Blend Weapon Skins

July- Phase 3
BONUS 5 Joker Mystery Boxes

    Urban Strike Clothing Set

August - Phase 4 (Fanatic Brothers Weapon Collection)

    S1-NA Manic Submachine Gun
    S1-TIC Rabid Light Machine Gun

Phase 1 Breakdown

The Seiyo Espacio "Big Horn" and "Mammoth"

Already a tough vehicle, the Seiyo Espacio been thoroughly retrofitted to go from brawny to hard as nails. This "Big Horn" and "Mammoth" custom versions of the Seiyo Espacio provides quick acceleration, cargo space and armor ready for some fiery inner city warfare.

    Include Kit Pieces

      Big Horn

        Big Horn ARV Front Bumper
        Big Horn ARV Bull Bars
        Big Horn ARV Grille
        Big Horn ARV Headlights
        Big Horn ARV Hood
        Big Horn ARV Side Skirts
        Big Horn ARV Wing Mirrors
        Big Horn ARV Doors
        Big Horn ARV Roof
        Big Horn ARV Visor
        Big Horn ARV Window Panels
        Big Horn ARV Rear Bumper
        Big Horn ARV Spoiler
        Big Horn ARV Taillights
        Espacio Reinforced Interior (Cross Faction)
        Espacio Reinforced Seats (Cross Faction)
        Espacio VES Warrior Wheels (Chrome)
        Espacio VES Warrior Wheels (Gloss Black)
        Espacio VES Warrior Wheels (Customizable)
        Citadel ARV Mk I Top Enforcer Lights

      Mammoth

        Mammoth Front Bumper
        Mammoth Bull Bars (Armor)
        Mammoth Grille
        Mammoth Headlights
        Mammoth Hood
        Mammoth Side Skirts
        Mammoth Wing Mirrors
        Mammoth Doors
        Mammoth Roof
        Mammoth Visor (fog lights)
        Mammoth Window Panels
        Mammoth Rear Bumper
        Mammoth Spoiler
        Mammoth Taillights
        Espacio Reinforced Interior (Cross Faction)
        Espacio Reinforced Seats (Cross Faction)
        Espacio Rokk Challenger Wheels (Chrome)
        Espacio Rokk Challenger Wheels (Gloss Black)
        Espacio Rokk Challenger Wheels (Customizable)

No refunds or exchanges allowed for this item.

 
Tiggs


Mardi 19 mai 2015  
 
Citadel Merge and Fixes!

Hey San Paro!

Just a quick update on the status of the EU merge. In the first two hours we have seen 12,000 characters merge in to Citadel, most (98.97%) making it safely across to the new world in this first batch. There are at this moment over 2100 players on the Citadel, and this combined world filled up its action districts at a record pace! 

Unfortunately a small number of merged characters, 1.03% to be exact, did not fully transfer or ran in to a database conflict during the transfer, and as a result are in a broken or partially working state in the Citadel (issues with names, mail etc.). There are also a few secondary issues, including some reserved names being taken by newly created characters which should not have taken place, unexpected clan name changes, and friends/ignore lists not working correctly.

The team is working to resolve all these anomalies right now, and working to have fixes in place before the weekend so you can resume your APB-ing on the larger world. Some fixes will take a few days, but some we expect to roll out as early as today. Rest assured – no character data from EU1/EU2 has been lost at any point and we will preserve this data indefinitely to make sure every single character has properly transferred to the Citadel. Given these items, we have also decided to take extra time to verify all fixes before the upcoming NA merge, and we have decided to hold the NA merge until we are confident all issues are totally resolved.

So – we are thrilled to see the vibrant activity in the Citadel within just hours of launch, but apologize to those accounts that are not able to fully enjoy it (yet). For anyone who has been in the unfortunate “merge-glitch” category, we will take care of you and give you some extra goodies for your troubles while we fix the issues affecting your account.

Jobs

 
Tiggs


Mardi 19 mai 2015  
 
Citadel Server Merge - Known Issues

Known Issues for Citadel Merge

    1. Character did not merge - please log out of the game completely and back in.
    2. Emails are now listed oldest to newest .
    3. Some players have received old emails for account bound weapons.
    4. We found a problem with Clan creation and this is now temporarily disabled. 
    5. New Character creation has been temporarily disabled on Citadel server to fix a bug. 
    6. Characters unable to login (receive character locked for 15 mins). Please wait the 15 mins and you should be able to login.

Fixed

    New character creation is now enabled on Citadel

      Some new characters that were created today on Citadel will receive a forced name change upon logging in. This is due to a bug that allowed newly created characters to choose a name that was reserved for another player from the Merge. In all fairness the players that originally owned the name get first rights. 
      Players whose names were taken prior to logging in to complete your merge, were given back the name they earned by the rules posted in the blog. 
      New players from here on out, will not be able to choose a name that is reserved.
 
Tiggs


Mardi 19 mai 2015  
 
Welcome to the Citadel!

After weeks of planning, building and testing and we are pleased to announce that the new EU server - the Citadel - is now open for you to play in!

A few weeks ago, we let you the players vote for the name for our new server, and Citadel was an overwhelmingly popular choice. We agreed, and thought this was a fitting choice - the Citadel is now APB's largest server, boasting 3.1 million characters, 193845 clans across 2.5 million accounts.

What to do Next

Just log into APB!

As we mentioned in an earlier post, most characters will be merged on-demand as you log into the new server for the first time. This will only take a few seconds in most cases, but some accounts may take longer, especially if you are the first member of your clan to login. Once you see your characters in the selection screen, the process will be finished and you can start playing.

Earn Your Special Treat for Being an Early Bird!

Simply log back in to the EU server to automatically merge your accounts before June 30, and you will receive the special Early Merge Bonus Package, featuring 3 X Joker Mystery Box 17's, 5 X Premium Days and ONE Exclusive Title! 

Later This Week: Get The Juggernaut Strike Pack Season Pass

As a special treat, the eagerly-awaited Juggernaut Strike Pack will be available this week. Compared to our previous bundles, this season-pass style pack will bring you more, exclusive content than ever before from May through August.


The Juggernaut pack will include:

    Bighorn / Mammoth Vehicle
    Frenzy Assault Rifle*
    Strike & Blend Weapon Skins*
    Urban Strike Clothing Set
    Manic Submachine Gun
    Rabid Light Machine Gun

* denotes pack exclusives

 

 

As an added bonus - players who pick up the Juggernaut pack will get all of the Bonus items for that phase and later!

Happy Hunting!

We sincerely hope you enjoy playing in the new Citadel and look forward to the intense matchups, new friendships and clan activities from here on out.

Jobs

 
Jobs


Lundi 18 mai 2015  
 
Patch 1.19.2 (731) EU Server merge and NA / HAN downtime

Here we go! We're ready to start the EU server merge on Tuesday, May 19th at 2:00 AM BST (which is Monday 6:00 PM PDT). The EU servers will remain down until the server merge has completed, once it has completed we'll post on the forums and social media to let you know! We'll also be creating a separate thread for EU players to post after the merge should they have any unexpected problems. We're hoping that everything goes smoothly and the thread won't be needed!

Joker, Colby, and Han will go down for maintenance at 8:00 AM BST (12:00 AM PDT) and be back in service at approximately 11:00 AM BST (3:00 AM PDT).

Bug & Exploit Fixes

    Roles

      Fixed an issues where roles were not incrementing correctly, for some players.

    VFX

      NCR-762 Anubis

        The shell casings now eject from the correct side of the weapon.

    Text

      Fixed an issue where text was not present in Spanish and Italian.
      Bloody Mary mod description now correctly lists the changes on the weapon (combines both hard damage modifiers into one, includes the -1 ammo).
      Updating Hitchhiker mod description to avoid confusion. The weapon has a larger exponential accuracy loss than the others, so is more accurate for the first 5 or 6 rounds, then less accurate after, promoting burst firing more than the others.

The mod description now reads 'On subsequent rounds fired: rather than 'Under sustained fire' as some players were perceiving it as a weapon that lost accuracy when you were being shot at.

 
Tiggs


Lundi 18 mai 2015  
 
EU Merge Countdown

Here we go! We're ready to start the EU server merge on Tuesday, May 19th at 200 AM BST (May 18th 6:00 PM PDT). The EU servers will remain down until the server merge has completed, once it has completed we'll post on the forums and social media to let you know! We'll also be creating a separate thread for EU players to post after the merge should they have any unexpected problems. We're hoping that everything goes smoothly and the thread won't be needed!

Joker, Colby, and Han will go down for maintenance at 8:00 AM BST (12:00 AM PDT) and be back in service at approximately 11:00 AM BST (3:00 AM PDT).

Once the EU merge is completed we will determine the best day to execute the NA merge based on the initial merge results (and if there are any new cleanup tasks the team has to perform after the EU merge).

Next Up; Server Name Unveiling and the Juggernaut Strike Pack info.

Keep your eye out for a new post once the merge process is complete, where we will unveil the new name of the EU server, and where we will share the details and preview images of the upcoming Juggernaut Strike Pack that arrives later this week.

Jobs

 
Jobs


Vendredi 15 mai 2015  
 
Play and Win Event!

Jump into the thrilling and uniquely customizable game of APB Reloaded and collect some big rewards today! Get yourself one of many sweet daily prizes like Joker Mystery Boxes and Joker Tickets,  just login and play for one hour each day to win. Do this EVERY day from May 15th until May 17th, 11:59 PM PDT and unlock one Inventory Expansion Selector! The Inventory Expansion Selector is an all-new item which lets you expand an inventory type of your choosing. Pretty good stuff.

Get in on the action now and win big with APB Reloaded’s Login and Win event before it ends this May 17th  at 11:59 PM PDT.

    Day 1 May 15th 12:01 AM PDT - May 15th 11:59 PM PDT
    Day 2 May 16th 12:01 AM PDT - May 16th 11:59 PM PDT
    Day 3 May 17th 12:01 AM PDT - May 17th 11:59 PM PDT

Login all 3 days for one hour and unlock One Inventory Expansion Selector! 

Notes

    One hour of play is counted by action district time, actively playing 
    If you login and go idle, this will not count. 
    Driving around to avoid AFK will not count.
    This is account wide - meaning you can login one character for 30 minutes and another for 30 minutes and it would qualify for the one hour. The account will receive the prize, not the character(s) that were logged in and you can choose which character the redeem code is for.
    Start and stop time for each day is listed above. 
    Yes, Fight club counts!

Prizes

    Login and play 1 hour on day 1 and receive day 1 prize of 3 Joker Mystery Box 17
    Login and play 1 hour on day 2 and receive day 2 prize of 3 days of premium
    Login and play 1 hour on day 3 and receive Day 3 prize of 100 Joker Tickets

If you qualify for day 1, 2 and 3 prize you'll receive one Inventory Expansion Selector 

Inventory Expansion Selector
(You choose one for one character on the qualifying account)

    Clothing 15
    Modification 20
    Song 5
    Symbol 15
    Musical Theme 5
    Vehicle 5
    Weapon 20

Prizes will be delivered three days after the event ends completely.

 
Tiggs


Vendredi 8 mai 2015  
 
The Big APB Roadmap Update
New EU hardware, server merges, engine upgrade, console games and surviving GTA-V (again)

(note: read about the latest server merge schedule here)

A mighty northern wind...

Citizens!

As we recover from the storm that blew in across our northern border from Los Santos two weeks ago, down here in San Paro we are still plugging away on the jam packed schedule we are facing over the next three months.

First of all, a huge thanks to everyone who stuck around in APB Reloaded during the last two weeks, and to those who simply decided to come back after checking out some of the great storyline gameplay in GTA V.

Second, a very warm welcome to the slew of new players that found APB during this heightened interest in urban city combat! We admit we may also have wandered over to that "neighboring" city of Los Santos for some exploration, before we returned to APB with great ideas for how to keep APB unique and different, especially by focusing on and refining APB's multiplayer combat both on PC and Console.

Also, it has been interesting to see the competition step out of the safe confines of the console world with their new online PC experience, and attempt to deal with the crazy challenges that come from being a PC online game. We wish them the best on handling those situations, as it seems they have had their hands full the last few days.

On our end, as a small team juggling a lot of new releases and changes, we wanted to get you up to speed with a new roadmap post, particularly as we depend on your ongoing support to keep APB running, for many more years to come.

The Roadmap...

We are really excited to share the new roadmap, with its list of really important releases being worked on right now. We will also make a few individual blog posts for some of these key features as we near each launch.

May-Aug 2015 Roadmap

    Completion of all EU District Server Upgrades (NOW LIVE!)
    Joker Mystery Box 17: Urban Legends (NOW LIVE!)
    EU PC Server Merge
    US PC Server Merge
    Espacio Season Pass
    Refer-A-Friend
    CRISP: Community Moderation System
    New Matchmaking Release
    PC Engine Upgrade Release
    PS4 Launch and Xbox One Launch

Live (May 1): All EU districts have been migrated to the new server hardware

So after what feels like thousands of iterations, all EU action districts are now running on the newest upgraded district server hardware. So far the hardware performance has been great. Of course we have seen problems with some malicious individuals still DDoS-ing things (making things feel slow), but when there are no network storms going on, we are now running a steady 33ms frame times on all action districts. That's exciting and should be a great experience improvement for all players.

Live (May 6): Joker Box 17

We are excited to release the next Legendary weapon model series, the Urban Legends, as part of the next Joker Mystery Box. Each of the 3 fully-automatic secondary weapons (Bloody Mary, Jersey Devil, and Hitchhiker) comes with their own unique modifications and deluxe skin designs. We hope you enjoy using them as much as we did crafting them!

Going forward

US and EU server merges

After massive amounts of testing, the very hard desicion was made to move the EU server merge from May 6 to the week of May 18-22 (the same week as the US server merge). More details here.

Aside from the ongoing engine update work, completing the merge preparations is currently our very top priority, not only to prepare for the upcoming console releases, but also to make sure that everyone will have a great experience on the PC version going forward. The merged servers will effectively double the current population, but will also set the stage for the "Server-Wide" matchmaking system that is being worked on. In short, the server merges are a critical cornerstone to a massive amount of upcoming new launches.

Introducing the JUGGERNAUT STRIKE PACK (THE JUGGERNAUT STRIKE PASS – Early purchase)

Since releasing the Heavy Duty pack in December, our art team has been crafting a bold new body kit design for the Espacio vehicle, along with matching clothing items and weapon.

We are planning to release the Espacio Pack at the end of May, but with a bit of a twist. Since we release a pack about once every 3-4 months, we are planning to release the upcoming Espacio pack as a "Season Pass," where for the same price as a normal content pack you will get even more content over a period of time: pack exclusives, Joker Boxes and other items every month.

The earlier you buy the more bonus items you will get. The goal is to make new content and extra bonus items available to you each month as a Pass holder. And also to pave the way for a fixed predictable long-term release schedule for these large content packs.

CRISP Community Moderation

Whether in missions or hanging around the Social District, APB is at its core driven by constant and positive social interaction between each of the players. Each day our team strives to create an inviting atmosphere so you will not only feel welcomed among other APB players, but also invite your friends to join you here. Still, we realize that our small GM staff is not always able to properly address all the harassment, scamming, and offensive language that takes place and much more needs to be done. So over the next couple months, we are introducing two major initiatives that will both tackle this toxic behavior head on while bringing the next generation of players into APB.

First, we are nearing completion on integrating a sophisticated community moderation solution called CRISP Thinking into APB. CRISP works seamlessly in the background to automatically detect and moderate toxic players anywhere in the game, then take instant action as necessary. Unlike conventional filtering systems, CRISP is able to look beyond 'bad' word usage and examine the context of entire phrases. Harassment, hateful speech, and even scam attempts can be detected and acted upon in real-time while keeping positive players protected. We are aiming to introduce CRISP this Summer.

Refer-a-Friend

We are finishing up our referral system that will award prizes for bringing your friends into APB! While there are other referral systems out there, APB's Refer-a-Friend is the deepest, most rewarding and most convenient system devised in a game like this.

As you invite friends and help them achieve milestones in APB, you will earn points that you can choose to spend across 31 different prizes at launch! After over a year of development, designing and balancing, we are expected to unveil the Refer-a-Friend system at the end of May.

Revised Match-Making

This summer we are looking to launch our new matchmaking system we first described here, internally named Dedicated Automatic Matchmaking (D.A.M.). By introducing the ability to match teams with equal ratings located on different servers, the new system was designed to promote more balanced, frequent, and engaging matches across all districts so that you can truly enjoy the unique multiplayer gameplay that sets APB apart from the competition.

Combined with a more concentrated population, D.A.M should vastly improve your chances of having those elusive, exhilarating and insane "APB moments" that will stick with you for a long time.

PC Engine Launch

It feels like an eternity since we began the complete rebuild of the underlying APB game engine. When we started the project back in 2013 (in fact if you go back to our October 17, 2013 blog post we shared that the engine upgrade project had begun July 17, 2013), we were wildly optimistic that we could complete the project in about 9-10 months.

That was insanely optimistic for a whole host of reasons. First we didn't count on the amount of other ongoing work APB needed just to stay operational day in and day out, so when the team was pulled away to solve other problems, the engine work slowed down. But most of all we hadn't anticipated the ungodly amount of work required to undo years of custom systems that would no longer be part of the new engine.

The Console game actually helped the team refocus on the engine update since the upcoming Console versions absolutely had to use the later version of the engine.

Below are screenshots from the current game (left) and the updated engine (right) that we are currently running in our office. Clearly the new look will be great for the game, but more than the visuals, the simplified workflow will dramatically improve our ability to actually make new meaningful content going forward for all three versions of the game.

Our current expectation is that the PC engine upgrade will go live either concurrent with, or just after the release of the Console games. It's been an insanely long road to get here, and when the engine and the console versions are launched we will finally breathe a sigh of relief, and then we will go right back to building new things for the updated game!


The upcoming Playstation 4 and Xbox One versions of APB Reloaded

Finally, we are also getting closer to the launch of our first ever console versions of APB Reloaded! While we don't yet know the final Console launch date, all the teams involved, i.e. our internal team, the external console development partner's team and the publisher's team, have been working around the clock to get the Beta and Certification versions readied for submission.

Unlike the PC game which can basically be launched "when ready," the Console versions require a long series of approvals from Publisher, Microsoft and Sony before anything can go live.

As soon as the formal launch date has been finalized, our publisher will be sharing that information through their channels, and after that we will be able to share that information here as well.

Thank You

Finally, it’s an awesome privilege to work on a game with this kind of longevity and ongoing community support. I am thrilled with all the changes that are coming, the big leap it will mean for us in adding new content with the new systems, and I cannot thank you enough for your continued support of the game. See you in San Paro soon again!

Jobs

 
Tiggs


Mercredi 6 mai 2015  
 
Feature Creeper Collection of Urban Legends

Obeya takes to the streets with the Urban Legends line (UL) of sub-machine guns.  Impressive firepower in a handgun is an understatement with its full auto design and punching power, the UL-3 line will be the sidearm of choice for those aiming to release as much carnage as possible with very little fuss.

Feature Creeper Collection of Urban Legends can only be won in this Month’s Joker Box 17.

    Jersey Devil

      Configured with the Speed Demon Special which allows you to draw quicker and fire faster, this gun can be called for quickly, to rain down hell fire just as fast.  The Jersey Devil model is just the curse you need for those wanting speed in every way possible.

    Bloody Mary

      Named after the female legend of doom, this version of the Urban Legend comes configured with the Deadly Fear Special. Offering more damage in a silent package, this model are for those wanting to dish out damage with a silent touch.

    Hitchhiker

      When you need to deal a death curse from far away, the Hitchhiker model is the passenger you want by your side.  Built and configured with the Eternal Traveler Special, this line provides you the longest range and largest magazine capacity to get you where you want to be.

Here’s your chance to win one of the 3 Urban Legend line of guns that make up the Feature Creeper Collection. Only in Joker Box 17, available today on Armas.

 
Tiggs


Mardi 5 mai 2015  
 
Patch 1.19.2 (727)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and last approximately 2 - 3 hours.

EU Server Merge

Just a quick update on our progress as we prepare for our massive server merges. First the TL;DR version; after a lot of testing and simulated merging even through today, we have decided to postpone the EU merge this week and are moving it to the same week as the previously scheduled US merge (the week of May 18-22), with the EU merge likely occurring at the start of that week, and the US merge occurring during the second half that week.  Read the full blog post here.

Fight Club Challenges and User-Created Marketplace Auctions will be re-enabled. System Auctions will stay disabled for now.

Bug & Exploit Fixes

    Weapons

      Fixed an issue where the COBR-A had an increased fire-rate

    Tutorial

      New players are once again able to complete the tutorial, as the Dynamic Events section has been removed.
 
Tiggs


Mardi 5 mai 2015  
 
Merge Update

Hey San Paro,

Just a quick update on our progress as we prepare for our massive server merges. First the TL;DR version; after a lot of testing and simulated merging even through today, we have decided to postpone the EU merge this week and are moving it to the same week as the previously scheduled US merge (the week of May 18-22), with the EU merge likely occurring at the start of that week, and the US merge occurring during the second half that week.

The fundamental concern; if this merge runs in to any issues, it would be nearly impossible to reverse once it's set in motion, and any post-merge repair job could take a very long time to complete. At this point we don't have enough test data showing us that the merge will succeed in all cases.

Therefore the decision was made today to give the first merge at least 10 more days of QA and testing time before we pull the trigger.

An insane number of merge simulations...

These server merges may be the riskiest operation we have ever undertaken with the game, other than maybe taking over the game in the first place, since it's going to be nearly impossible to undo or reverse once it's been kicked off.

Over the last two months we were busy writing the merge code and revising database systems to handle the size and complexity of the merge, while also running simulations of every type of merge we could conceive of.

Our first approach "worked," but yielded merge simulations showing the game might have to be offline several days and nights to complete the merge! Therefore over the last couple of weeks we reversed course and designed a new type of merge that lets us bring the game back online in less than 24 hours.

Old Plan: Merge 5.7 million characters in two rounds.

Since APB:R launched in 2011, a LOT of characters have been created by you and your friends - over 5.7 million characters to be exact. For each one of these characters we store each character's customized appearance, vehicles, symbols, themes, inventories, friends lists, in game mail and a whole host of internal parameters that relate to each character's relation to all other characters in that world, like clan membership, the "author" of any items in your inventory you bought from the auction house etc.

Suffice to say, reliably moving this data is a colossal undertaking in terms of both scripting, hardware configuration and sheer processing time. As you might expect, the most time-consuming pieces to migrate are related to character customization and inventory.

On the technical side, each of our 5.7 million characters "own" a set of around 30 distinct, long XML blocks, and each of these must be converted, validated and potentially modified as they move to the merged database.  This is why our last tests using this method showed it would take a colossal 3 days (72+ hours) of continuous downtime to merge the EU servers, and slightly less than that to merge the US servers. This would simply be an unreasonable amount of time to keep everyone out of the game this week.

New Plan: Merging On-Demand active characters.

Over the last couple of weeks our lead engineer in charge of the merge team devised a clever new way of reducing the 72-hour downtime down to a more manageable 8 hour downtime window, to fit in an "extended maintenance" period. Rather than merging all characters at once, the team implemented a new system to merge a lot of the preliminary data first, and then merge each character in real-time as players log into to the new world for the first time. This means that you will only need to wait 2 seconds for each of your characters to "arrive" before hopping right into APB again.
While this plan is certainly faster, it makes the upfront development effort significantly more complex, since we now have to consider the edge cases around the fact that characters will essentially be created on the fly on the new server at different times. In essence it became a live "character migration" in real time. The new issues that arise are things like - what does this mean for clans with members arriving at the new server at different times? What about mail that was sent by a character that doesn't yet exist, but might "arrive" at the new server eventually?

After the last few weeks of development we are finally confident we have a good solution, but now we need to spend significantly more time testing all these edge cases.

How long before it goes live?

The merge is something we have been working toward for a long time, and we never like pushing these dates back. So while we can't merge this week simply because we don't yet have all the test data showing us that we have a green light, the new plan is to complete both the EU and US merges the week of 5/18.

Thanks for all your patience. I assure you that it will be worth the wait!

Stay tuned for another post later this week, where I'll be going over the brand new roadmap (including the Engine Update) and unveiling the six new names for the six going forward servers for PC and Console for both EU and US!

Jobs

 
Jobs


Mercredi 29 avril 2015  
 
Patch 1.19.2 (726)

We're aiming at releasing a hot fix update on Thursday. Maintenance will start at 9 AM UTC and last approximately 3 hours.

Bug & Exploit Fixes

    Bug Fix

      Fixed an issue where players were able to see others through various doors and windows.




Posted in Public Bug Reports here: http://forums.gamers...-door-building/

 
Tiggs


Mardi 28 avril 2015  
 
Patch 1.19.2 (725)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and last approximately 2 hours. 

EU Server Merge

In order to prepare for the EU server merge:

    Fight Club challenges will be off until the server merge is complete. Fight Club Missions will still be active.
    User created auctions will be disallowed until the server merge
    System created auctions (Billboard, Statues, etc. tokens) will not be put up next week. Existing tokens will be sent but should be used before the server merge or will potentially be lost.

Changes and Additions

    Trophies

      Players that have earned either the Valentine Quiver, Egg Head mask or both by participating in their respective events can now be customized.

Bug & Exploit Fixes

    Weapons

      Skins

        The Italy and Russia skins now display correctly on the VAS, CASE and SWARM weapons.

    UI

      Open Conflict no longer appears as Dynamic Event on the District Rule-set filter
 
Tiggs


Lundi 27 avril 2015  
 
Some Important News as we Move Into May

Hello Citizens,

This blog post will be a quick one with a few announcements from myself to you all. 

Last week ended the Easter Event 2015 and a new month is just around the corner. With the upcoming month of May, I will be providing the next batch of answers to your inquires and posting my questions to you very shortly. 

One issue I will address in this post regards our Trophy system that started in February.  The goal was for participants to collect unique items in past and upcoming events and then reward players with an upcoming unique event and customizable versions of their items. 

Much as the idea of a trophy system was solid, the methodology and practice did not perform as well as I expected.  So, with the next live release, all players that have earned the Valentine quiver and Easter egg head trophy will be provided with customizable versions of their very own.


As mentioned in the first Q&A session, we had plans to change the direction of our Trophy system in 2016.  The feedback and concerns from players provided us with the proper info and guidance to create a more valuable and promising system for the New Year.

For your feedback, I say thank you in making our game better each and every step of the way.

Well, as I said this was a quick post so till next time citizens.

MoK

 
Jobs


Jeudi 23 avril 2015  
 
Built By Us Defined By You - Cisco Charge Now Available On Armas!

Ride or die with the Charge Cisco performance street vehicle. The Charge Cisco was bred for high-performance street races that require power, efficiency and accuracy. With a body sculpted to match it's street racing DNA you will get the street cred you deserve. Now available on Armas in 4 different packs and a standalone version!

Cisco Uber Bundle

This exclusive bundle includes the following:

    Cisco Chimera Kit
    Cisco Rebellion Kit
    Cisco Racing Kit
    Cisco Wheel Kit
    Charge Cisco 1804 Vehicle - 4 Open Slots

Cisco Racing Pack

This exclusive pack comes with the following:

    Cisco Racing Kit
    Cisco Wheel Kit
    Charge Cisco 1804 Vehicle - 4 Open Slots

Cisco Chimera Pack

This exclusive pack comes with the following:

    Cisco Chimera Kit
    Cisco Wheel Kit
    Charge Cisco 1804 Vehicle - 4 Open Slots

Cisco Rebellion Pack

This exclusive pack comes with the following:

    Cisco Rebellion Kit
    Cisco Wheel Kit
    Charge Cisco 1804 Vehicle - 4 Open Slots

Charge Cisco 1804

The Charge Cisco 1804 come with:

    Open Slot
    Open Slot
    Open Slot
    Open Slot
 
Tiggs


Mardi 21 avril 2015  
 
Patch 1.19.2 (721)

We're aiming at releasing a client update on Wednesday. Maintenance will start at 9 AM UTC and will take approximately:

    1-2 hours for the US worlds and HAN
    8-10 hours for the EU worlds

Changes and Additions

    Easter Event

      The Easter Event 2015 has come to an end. Thank you for taking part - we hope you enjoyed yourself and are now the proud owner of a shiny Egg Head Mask Trophy item.

    Dynamic Events

      The Dynamic Events (Butcher & Drug Mule) are now disabled in Action Districts for the foreseeable future - we do have plans for what they'll become, which we'll be sharing on our blog in the future.

Bug & Exploit Fixes

    UI

      The chat channel now correctly returns to District as default when players leave a group or team.
      Fixed an issue where Percussion Grenades would not appear in Inventory window.

    Weapons

      The ALIG now has the correct icon in the kill feed.
      The ACT44 GM now sits correctly in the player's hand.

      Swarm

        Hand placements have been adjusted to look more natural.
        The correct parts of the Asylum skin now glow.

      Norsemen

        Switching weapons while reloading no longer breaks the Hoenir's reload modification effect.
 
Tiggs


Lundi 20 avril 2015  
 
Server Merge Update and Name Survey

We have been working hard this month toward the scheduled EU server merge this Wednesday, and the US merge 2 weeks later. As promised at the beginning of the process, I'd like to keep you updated on where we're currently at.

New Merge Dates

We are pushing both merge dates back by two (2) weeks. This means that the new merge dates will be:

    EU: Wednesday, May 6 
    US: Wednesday, May 20

Setting up a successful merge involves a ton of moving parts, including hardware setup (which requires flying out to the data center), database and server configuration, and extensive scripting work. We unfortunately ran into a series of events involving international travel complications and hardware shipments over the last couple weeks that delayed our timeline.

Still, most of the configuration work is already complete and we are in a solid position to complete the merge. And despite these setbacks, we were considering different ways we could get everything in place by the original date. In the end, we felt it was best to reserve another 2 weeks for simulation and testing to take extra care that your characters appear on the new worlds just as you left them.

Server Name Survey

We need need six new names for each of the servers that are soon coming online (PC/PS4/X1 on US and EU). One (or more) of these servers will be your new gaming home over the coming years and it's fitting that you take part in their creation.

After gathering your suggestions for what to name the new servers, we compiled the most popular names into a survey for you to cast your votes. In case your chosen name isn't on that list, we left a space for you to write it in. Should you write yours in, we only ask that you pick a name that appears in the APB universe.

So please cast your vote here by May 1st 11:59 PM PDT!

APB Server Merge Survey

Jobs

 
Jobs


Vendredi 17 avril 2015  
 
APB Reloaded Music Competition

Hello Citizens,

One of the major appeals in APB, is the ability to customize who you are in the game.  I want to open up and broaden that freedom of creation by introducing a new contest for those you want to take their imagination further by presenting the game in a way that others would enjoy.

The Themes/topics for the competition are:

    Weapons
    Vehicles
    Clans
    Action
    Customization
    Districts
    Mission and Events
    Lore
    Advertisement
    Art
    Spotlight (any aspect of APB)
    Soundtrack

As you can see we are providing a broad range of themes for you to focus your attention on, but to keep things organized and structured I came up with some simple rules. 

Music

    All submissions must be submitted by Midnight PST 15th May 2015  to the APB Reloaded Music Competition - Submission thread
    Competition ends 15th May 2015.
    Create any musical track you wish to create for one of the above themes listed in this competition. 
    Music tracks can be no shorter than 1.5 min and no longer than 4 min.
    Must list all members and participants that were involved in the project.
    All Music must include one point of contact (key team members).
    List all members and participants that were involved in the project.
    Team/Group collaborations are accepted but individual members are not allowed to resend multiple submissions.
    All Music can be made in any fashion desired, but must be the author’s original work and cannot contain copy written material.
    All submission for Music become the property of Reloaded Games.
    Please included a development timetable (time to complete) when submitted work.
    Please maintain a relationship between the material and APB Universe.
    Focus on not only what you want to see, but what you feel others would appreciate.  All Music should complement the theme in which it was selected for (please specify when you submit).

That’s it…pretty simple.  At the end of the completion deadline all work will be reviewed by selected APB Reloaded staff and winners will be announced in an upcoming Blog as well as in the forums.

Rewards and Prizes

    Grand prize

      Consideration for contract with Reloaded Games for creating Music promotional material, 20000 G1C and in-game title and access to features prior to their release. NOTE: Group/Team collaborations will require 1 representative for contract signing.
      Credit will be given on sanctioned future created Music used for promotions and advertising.

    Runner-up prizes for 2nd / 3rd place

      2nd place: 10000 G1C
      3rd place: 5000 G1C

The Grand Prize winner will work with in collaboration with myself in the event of their signed, paid contract.  So put on your creative caps and we look forward to seeing what you all come up with.

Till later,

MoK

Please post your questions regarding this competition here. Please use the APB Reloaded Music Competition - Submission thread for your competition entries.

 
Tiggs


Vendredi 17 avril 2015  
 
APB Reloaded Video Competition

Hello Citizens,

One of the major appeals in APB, is the ability to customize who you are in the game.  I want to open up and broaden that freedom of creation by introducing a new contest for those you want to take their imagination further by presenting the game in a way that others would enjoy.  

The Themes/topics for the competition are: 

    Weapons
    Vehicles
    Clans
    Action
    Customization
    Districts
    Mission and Events
    Lore
    Advertisement
    Art
    Spotlight (any aspect of APB)
    Soundtrack

As you can see we are providing a broad range of themes for you to focus your attention on, but to keep things organized and structured, I came up with some simple rules. 

Video

    All submissions must be submitted by Midnight PST 15th May 2015  to the APB Reloaded Video Competition - Submission thread.
    Competition ends 15th May 2015.
    All Videos must be no shorter than 1 min and no longer than 3 min.
    All Videos must include one point of contact (key team member).
    List all members and participants that were involved in the project.
    Team/Group collaborations are accepted but individual members are not allowed to resend multiple submissions.
    All Video footage can be made in any fashion desired, but must be the author’s original work and cannot contain copy written material.
    All submitted Videos become the property of Reloaded Games.
    Please included a development timetable (time to complete) when submitting work.
    Please maintain a relationship between the material and APB Universe.
    Focus on not only what you want to see, but what you feel others would appreciate.  All videos should attract or provide the incentive to participate and join the world of APB Reloaded (please specify when you submit).

That’s it…pretty simple.  At the end of the completion deadline all work will be reviewed by selected APB Reloaded staff and winners will be announced in an upcoming Blog as well as in the forums.

Rewards and Prizes

    Grand Prize

      Consideration for contract with Reloaded Games for creating Advertising promotional material, 20000 G1C and in-game title and access to features prior to their release. NOTE: Group/Team collaborations will require 1 representative for contract signing.
      Credit will be given on sanctioned future created Video used for promotions and advertising.

    Runner-up prizes for 2nd/3rd place

      2nd place: 15000 G1C
      3rd place: 7500 G1C

The Grand Prize winner will work with in collaboration with myself in the event of their signed, paid contract.  So put on your creative caps and we look forward to seeing what you all come up with.

Till later,

MoK

Please use the APB Reloaded Video Competition - Submission thread for your competition entries.

 
Tiggs


Vendredi 17 avril 2015  
 
APB Reloaded Art Competition

Hello Citizens,

One of the major appeals in APB, is the ability to customize who you are in the game.  I want to open up and broaden that freedom of creation by introducing a new contest for those you want to take their imagination further by presenting the game in a way that others would enjoy.  

The Themes/topics for the competition are: 

    Weapons
    Vehicles
    Clans
    Action
    Customization
    Districts
    Mission and Events
    Lore
    Spotlight (any aspect of APB)
    Soundtrack

As you can see we are providing a broad range of themes for you to focus your attention on, but to keep things organized and structured, I came up with some simple rules. 

Art

    All submissions must be submitted by Midnight PST 15th May 2015 to the APB Reloaded Art Competition - Submission thread
    Competition ends 15th May 2015.
    Create any Art you wish to create for one of the above themes listed in this competition.
    All Art must include one point of contact (key team members).
    List all members and participants that were involved in the project.
    Team/Group collaborations are accepted but individual members are not allowed to resend multiple submissions.
    All Art can be made in any fashion desired, but must be the author’s original work and cannot contain copy written material.
    All submissions for Art become the property of Reloaded Games.
    Please included a development timetable (time to complete) when submitted work.
    Please maintain a relationship between the material and APB Universe.
    Art provided must fit within the following criteria:

      Message Image • 897 x 250 • JPG
      Wallpaper • 1920 x 1080 • JPG
      Launcher • 263 x 214 • JPG

    Quality: 1080
    Focus on not only what you want to see, but what you feel others would appreciate.  All Art should attract or provide the incentive to participate and join the world of APB Reloaded (please specify when you submit).

That’s it…pretty simple.  At the end of the completion deadline all work will be reviewed by selected APB Reloaded staff and winners will be announced in an upcoming Blog as well as in the forums.

Rewards and Prizes

    Grand Prize

      Consideration for contract with Reloaded Games for creating Advertising promotional material, 20000 G1C and in-game title and access to features prior to their release. NOTE: Group/Team collaborations will require 1 representative for contract signing.
      Credit will be given on sanctioned future created Art used for promotions and advertising pieces.

    Runner-up prizes for 2nd/3rd place

      2nd place: 10000 G1C
      3rd place: 5000 G1C

The Grand Prize winner will work with in collaboration with myself in the event of their signed, paid contract.  So put on your creative caps and we look forward to seeing what you all come up with.

Till later,

MoK

 
Tiggs


Mercredi 15 avril 2015  
 
Weapon Rebalance and a Few Other Things

Hello Citizens,

We are halfway through April and we have more things to bring to your attention.  First, the Easter Event will be coming to a close and you have till April 22nd to earn those rewards and Egg Head trophy.  For those that have already played or have been playing, we appreciate all your feedback and all data in game and from the forums will be taken into consideration for all future gameplay and events.

We are also happy to say that we have now moved 10 of our newly balanced weapons into the advanced testing stage, our goal again is to give them the good once over before making these changes live.  The 10 weapons again are:

    NTEC
    HVR-762
    VAS-C2
    ISSR (A/B)
    OCSP
    FFA-BULLSHARK
    COBR-A
    VBR
    NFAS-OGRE
    NCR-ANUBIS

With this testing we are also refining a variation of the WEAPON PICKUP mechanic, which players saw in last year’s Christmas Event.  The goal is to release this mechanic and the rebalanced weapons within a few months.  There will be a forum post as soon as testing is completed regarding our final changes, listing each weapon as well as a brief description of the changes.

The next Q&A session will be started in a few weeks on our forums.  Of course, you the audience can ask any questions you may have.  I do ask that each person please limit your questions to 2, this way the same or similar questions can be answered as one response.

New questions for the players will also be posted shortly after the Q&A session is posted.  The information you provided previously are actively being considered and in some cases have been implemented in our present weapon rebalancing stage of our testing.

In a few days APB will be having a Video, Art and Music competition open to our entire audience.  This will be your chance to show off your creative chops and help spread the word about the APB universe and how elements in game should be made to look, read and sound cool.  Details will be made available on the forums within the next few days.

So to recap…

    10 rebalanced weapons are in advanced testing – details will be posted on the forums when testing is completed.
    Introduction of the Weapon Pickup mechanic – as seen on Xmas event 2014
    New Q&A session – details will be posted on the forums this Friday.
    APB Reloaded new Video, Art and Music competition – details will be posted on the forums this Friday

As you can see we have a few coals burning and are all excited to see what the end result will bring. We look forward to announcing the release date of the rebalanced weapons, but only when we feel they are fully ready.  But at the same time we are excited to see what your next questions may be as well as the answers you will be providing and the creative output some of you will attempt to do with our upcoming completion.

This is going to be an interesting couple of months.

Till next time citizens,

MoK

 
Jobs


Mardi 14 avril 2015  
 
Login and Win Event!

Sometimes it can be tough, making a living on the streets of San Paro… no matter if you wear a badge or spend your days collecting them. But times have just got a whole lot better and your payday is right around the corner.

Spring into the mayhem and collect big rewards by logging in over the next 7 days. Each day that you login and play one hour you will get paid out in one of many insane prizes! Login and play for an hour each of those 7 days and collect a cool EXTRA 500 G1C.

The event starts April 15th  at 12:01 AM PDT and ends April 21st at 11:59PM PDT. Get started now and while you are at it check out the prizes for each day below:

    4/15 – 2 PJMB 16
    4/16 – 50 G1C
    4/17 – 10 Days Premium
    4/18 – 50 G1C
    4/19 – 2 PJMB 3
    4/20 – 2 PJMB 11
    4/21 – 2 PJMB 10

Prizes are delivered within 24 hours after each day reset.

 
Tiggs


Lundi 13 avril 2015  
 
Hit Squad Winning Clans

Our last event, we challenged you to prove that your clan had what it takes to stand above rest.  You have all fought hard during the Hit Squad event, unfortunately only a few winners can emerge. Below you will find the top 3 clans from each server. There were some clans that did not get in touch with us in time, if you notice that your clan’s entry is not there please contact customer support with your clan image so that we may update the thread. Please note that we will need to approve any submissions.

Colby

    1. Conclave
    2. Section 9

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    3. Pony Time

Joker

    1. Code of Silence

    2. War Games
    3. Army in White

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Obeya

    1. Oversight

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    2. Sweet Dream
    3. Eternal Breath

Han

    1. Cheng Guan

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    2. Special Air Service Regiment

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    3. ReveNgeJustice

Patriot

    1. OutLaws
    2. Lex Prioria
    3. The Last Hope

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Tiggs


Mercredi 8 avril 2015  
 
SWARM your enemies!

Get ready to swarm your enemies in a shower of bullets with the new SWARM LMG series of guns!  The Locust LMG provides great sustained fire ability in a lighter package than most other LMGs making this a necessary weapon to add to your arsenal.

Get yours in one of three unique variants or combine them with the power of the FR0G series of weapons by collecting them all in one of several available packs for an incredible value.

Available SWARM Variants

    SWARM 'Yellow Jacket'

      Hunting Sight 3
      Extended Magazine 3
      Three Point Sling 3

    SWARM 'Locust'

      Hunting Sight 3
      Bandolier 3
      eavy Barrel 2

    SWARM 'Killer Bee'

      Open Slot
      Open Slot
      Open Slot

 

 

 

 

 

Available SWARM and FR0G Packs

    Black & Gold Bundle

      SWARM Yellow Jacket
      FR0G Rocket
      FR0G Skins: Litoria & Ranito

    Poison & Hunger

      SWARM Locust
      FR0G Kokoe

    Water & Air Bundle

      SWARM Killer Bee
      FR0G Thumbnail
      FR0G Skins: Litoria 2 & Ranito 2

    Forces of Nature Bundle

      SWARM 'Locust'
      WARM 'Killer Bee'
      SWARM 'Yellow Jacket'
      FR0G 'Kokoe'
      FR0G 'Thumbnail'
      FR0G 'Rocket'
      All 6 FR0G Weapon Skins
 
Tiggs


Mardi 7 avril 2015  
 
Patch 1.19.2 (717)

We're aiming at releasing a client update on Wednesday. Maintenance should be approximately 3 - 5 hours and will start at 9 AM UTC.

Easter Event - Changes and Additions

    Gameplay

      Players now have an Egg Shield and a speed boost that lasts 10 seconds when they respawn with eggs.

    Mods

      Car Surfer is now disabled in Easter Event Districts.

    UI

      Added Respawn Shield message to text box.

    Role

      Added an 'Egg Hunt 2015!' role that is progressed when eggs are handed in. The levels and rewards are as follows:

        Level 1 (250 eggs) - Animal Suit
        Level 2 (500 eggs) - Rabbit Mask
        Level 3 (1000 eggs) - 'Easter Bunny' Title

Please note: The role values are higher than last year because they are affected by the egg multipliers in this event.

Bug Fixes

    Hud

      Chop Shop/Impound HUD markers will no longer show up during the Easter Event, since players aren't able to deliver vehicles during this time.

    Text

      Fixed errors in the tutorial text for the Easter Event.

    Role

      'Egg Head' role will now correctly level when mugging enemy players.
 
Tiggs


Mardi 7 avril 2015  
 
Easter Update Patch

After Thursday’s release the team and I further reviewed our play testing sessions and also read the feedback you all left on the forums. On many issues we agree with you and went forward with some rule changes to the event.

To tackle some of the exploits and obvious balance issues base on play styles, we implemented a few changes with tomorrow’s update:

    Players will be invulnerable and will have a speed boost for 10 Sec when Re-spawning with eggs.
    Car Surfing will be removed from the Easter Event.

The additions above should remedy a few of the bad experiences players are encountering.

Back by popular demand, we will also be awarding players with Rabbit Ears for just logging in.

Finally, we are introducing last year’s EGG HUNT 2015! ROLE that has been updated for this years event.

    Level 1 (250 eggs) : Animal Suit
    Level 2 (500 eggs) : Rabbit Mask
    Level 3 (1000 eggs): 'Easter Bunny' Title

That’s all from me gang, thank you again for the feedback and stay tuned for a new post from Jobs regarding other game developments.

Till next time Citizens,

MoK

 
Jobs