<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/atom10full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" gd:etag="W/&quot;CE4DSHg6fSp7ImA9WhVUFUk.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403</id><updated>2012-05-20T12:42:59.615-07:00</updated><category term="ban policy" /><category term="new game modes" /><category term="character restoration" /><category term="Closed Beta" /><category term="Open World" /><category term="vivox" /><category term="Peering" /><category term="punk buster" /><category term="apb reloaded" /><category term="apb beta" /><category term="Sneak Peek" /><category term="Progression" /><category term="open beta" /><category term="APB Closed Beta" /><category term="OC-48" /><category term="CounterStrike" /><category term="game changes" /><category term="APB Open Beta" /><category term="NVidia" /><category term="quick update" /><category term="WarRock" /><category term="terms of service" /><category term="download" /><category term="all points bulletin" /><category term="GTA" /><category term="Roadmap" /><category term="Reloaded" /><category term="patching" /><category term="GDC Europe" /><category term="APB Open Beta 2" /><category term="Threat Level" /><category term="APB" /><category term="GamesCom" /><category term="APB Closed Beta requirements" /><category term="Asylum District" /><category term="APB hacking cheating" /><title>APB Reloaded</title><subtitle type="html">(APB) All Points Bulletin Reloaded Development Blog - the journey of turning APB into a Free2Play experience</subtitle><link rel="http://schemas.google.com/g/2005#feed" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/posts/default" /><link rel="alternate" type="text/html" href="http://apbreloaded.gamersfirst.com/" /><link rel="next" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default?start-index=26&amp;max-results=25&amp;redirect=false&amp;v=2" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><generator version="7.00" uri="http://www.blogger.com">Blogger</generator><openSearch:totalResults>73</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/Apb-reloaded" /><feedburner:info uri="apb-reloaded" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><entry gd:etag="W/&quot;CkcEQ3w_eyp7ImA9WhVVFkU.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-2610989176033908050</id><published>2012-05-10T12:55:00.000-07:00</published><updated>2012-05-10T13:00:02.243-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-05-10T13:00:02.243-07:00</app:edited><title>New Weapon Skins Coming with 1.8.0 Update</title><content type="html">&lt;div style="color: white;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="color: white; text-align: center;"&gt;
&lt;i&gt;(Post by Qwentle, Lead Designer of APB)&lt;/i&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="color: white;"&gt;
&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;With 1.7.0 out of the way, &lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;w&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;e thought
it's about time to talk about what we've been working on with the next big
update. While there will be a number of items and updates in 1.8.0, the big
talking point that I'm going to discuss is the introduction of Weapon Skins.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Over the past couple of months we have
added a number of uniquely textured weapons as part of various promotions, both
in Armas (The Sitting Duck and Hazardous Tommy Gun) and in-game as Fight Club
Challenge Rewards. While we are big fans of these unique looking weapons, we
felt that it was a bit unfair to have to purchase new weapons each time you
want to have a unique skin, and a bit clunky to have to pull mods out of one
gun and into another each time you want to change your look. To solve this,
we're adding the ability to choose your weapon skin as a drop down option for a
lot of the weapons in the game. &lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;How Do Weapon Skins Work?&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;By default when you unlock a weapon skin,
all skinnable weapons in the game will gain access to that skin. In some cases
however this will be unique to the weapon, available to all weapons of that
type (Shotguns for example) or archetype (Pointman weapons etc). When you are
near an ammo zone, you can choose from a list of all weapon skins, mousing over
them to preview the item. If you select an unlocked skin (shown highlighted in
white) your weapon will immediately switch to the selected object and if you
mouse over a non-unlocked skin (greyed out) you will be told how to attain it.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Why aren't all weapons skinnable?&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;To get this feature to you guys as soon as
possible, we'll be initially rolling out a limited selection of weapons
(generally one from each weapon group). Adding the ability to switch the skins
quickly and with a minimum of network traffic / memory has required us to
completely switch how the textures on the weapons work, and it takes time to
convert from the old version to the new. As such, the first release will
include the following weapons, with more to follow as they are converted:&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;OCA-626 (and variants), NTEC (and
Variants), CR5, STAR, JG, CSG, NFAS, Obeya CR-762, OBIR, SHAW, HVR (all variants),
Colby SNR, Obeya FBW.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;While we understand that there are a
number of other weapons in-game that are much loved by you guys, we wanted to
ensure that we had an even spread to start, and felt this was the best
selection we could make for an initial release.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;In addition, any unique weapons (for
instance the Fireball from the Challenges, or the Sitting Duck from the Joker
Random-Box) will be unable to have their skins changed. &lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Why can't I completely customize my
weapon?&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="color: white;"&gt;
&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;The massive amount of customization in
APB is a feature that makes us stand out from the crowd, but it comes at the
cost. The amount of customization over the large number of players in any one
district means that sending and building of customizations is one of the most
resource intensive parts of the game. Full customization of weapons would
increase the number of items being built per character from 2 (Vehicle +
Character) to 3, an increase of 50% of customization data being sent. The
increased bandwidth here would put too large a strain on the clients and
servers, so is unfortunately infeasible, despite how cool it could have been.
By selecting from a large selection of pre-made options, we keep a lot of the
benefits of visual weapon customization while only sending a tiny amount of
information across and removing any customization building.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;How Do I get Weapon Skins?&lt;/span&gt;&lt;/b&gt;&lt;span lang="EN-GB"&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="color: white;"&gt;
&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Firstly we will be adding an extra level
to each of the Weapon roles. Completing these will unlock a unique skin for
those weapons. On top of this, some weapon skins will be available through &lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Armas&lt;/span&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;. Each
faction also has a special skin that is unlocked through completing a new
achievement that is triggered from completing the boss contact with that
faction. This will likely mean that for players that have completed the organizations / killed a lot of players with certain weapons, a number of skins
will unlock when you log into the game following the patch.&lt;/span&gt;&lt;span lang="EN-GB"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/span&gt;&lt;b&gt;&lt;span lang="EN-GB" style="font-family: &amp;quot;Arial&amp;quot;,&amp;quot;sans-serif&amp;quot;; font-size: 11.5pt;"&gt;Can I see weapon skins in actions?&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="color: white;"&gt;
&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="separator" style="clear: both; color: white; text-align: center;"&gt;
&lt;object class="BLOGGER-youtube-video" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" data-thumbnail-src="http://0.gvt0.com/vi/0sJaiadVryw/0.jpg" height="266" width="320"&gt;&lt;param name="movie" value="http://www.youtube.com/v/0sJaiadVryw&amp;fs=1&amp;source=uds" /&gt;


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&lt;span lang="EN-GB"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/5-oMUEaJv7Qq0aOQWhAoQiIO1AE/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/5-oMUEaJv7Qq0aOQWhAoQiIO1AE/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/5-oMUEaJv7Qq0aOQWhAoQiIO1AE/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/5-oMUEaJv7Qq0aOQWhAoQiIO1AE/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/Id3tQvALyB0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/2610989176033908050/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/05/new-weapon-skins-coming-with-180-update.html#comment-form" title="31 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2610989176033908050?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2610989176033908050?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/Id3tQvALyB0/new-weapon-skins-coming-with-180-update.html" title="New Weapon Skins Coming with 1.8.0 Update" /><author><name>Quinzel</name><uri>http://www.blogger.com/profile/17656309494115851306</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>31</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/05/new-weapon-skins-coming-with-180-update.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DE4GQn46cCp7ImA9WhVWGUQ.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-7588863977085063547</id><published>2012-04-30T09:38:00.000-07:00</published><updated>2012-05-02T15:15:23.018-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-05-02T15:15:23.018-07:00</app:edited><title>Last chance for 50% G1 Credit Bonus, ends tonight (April 30)!</title><content type="html">&lt;span style="background-color: #38761d; color: white;"&gt;[Edit: May 2nd at 3:00pm PST: The bonus credit process just completed for all players. You should now have your 50% credit bonus in your account (if you spent credits in Armas during the bonus period). Enjoy!]&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
Just pointing out that 11:59pm PST April 30 (or 07:59am UK time on May 1) marks the end of the "post 1.7 and tactical gear" 50% G1 credit bonus, where 50% of the G1 credits you spend in the marketplace will be redeposited into your G1 account! So if you have not yet gotten your items from Armas, you should take advantage of the last few hours of the bonus.&lt;br /&gt;
&lt;br /&gt;
We threw the bonus in as another incentive to smooth all the minor issues after the 1.7 major release and to coincide with the tactical gear pack this weekend.&lt;br /&gt;
&lt;br /&gt;
Here is the forum link for the actual details:&amp;nbsp;&lt;a href="http://forums.gamersfirst.com/topic/274877-urban-warfare-packs-50-g1c-refund-promotion/"&gt;http://forums.gamersfirst.com/topic/274877-urban-warfare-packs-50-g1c-refund-promotion/&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
Last time we had a G1 credit bonus was 10 months ago, when the game went from Closed to Open Beta (and at that time it was a 100% bonus!), so chances are that there will not be another credit bonus for quite some time after this one (though we usually try to throw them in once a year or so).&lt;br /&gt;
&lt;br /&gt;
See you in San Paro!&lt;br /&gt;
&lt;br /&gt;
/TechMech&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-7588863977085063547?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/4uw0eH9ZiGlaq32EjY6MU4G4Arg/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/4uw0eH9ZiGlaq32EjY6MU4G4Arg/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/ZEtWkwWKOxY" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/7588863977085063547/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/last-chance-for-50-g1-credit-bonus-ends.html#comment-form" title="9 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/7588863977085063547?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/7588863977085063547?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/ZEtWkwWKOxY/last-chance-for-50-g1-credit-bonus-ends.html" title="Last chance for 50% G1 Credit Bonus, ends tonight (April 30)!" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>9</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/last-chance-for-50-g1-credit-bonus-ends.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A04GRHwzfSp7ImA9WhVWFEg.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-81532111051132603</id><published>2012-04-26T00:57:00.002-07:00</published><updated>2012-04-26T10:05:25.285-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-04-26T10:05:25.285-07:00</app:edited><title>Gear Up &amp; Roll Out - Paramilitary and Tactical Armas Release!</title><content type="html">As announced in our earlier posts we will be releasing the all new Paramilitary Pack along with a revamped re-release of the Tactical Gear Pack. When will you be able to get your hands on the new Gear?&amp;nbsp; This weekend starting Friday!&lt;br /&gt;
&lt;br /&gt;
For those of you who remember, the Tactical Gear Pack first made its debut on the Armas Marketplace during Thanksgiving Weekend for a Limited Release. &amp;nbsp;The first rendition of the 'Tac Pack' had a very limited release as it was only available for purchase for that weekend only. &lt;br /&gt;
&lt;br /&gt;
Five months later, we're bringing the&amp;nbsp;Tac Pack back. While this release will not be quite as "Limited" as the first time we released the Tactical Gear Pack, we do have a limited offer some unique Bonus Gifts and suped up bundles that will only be available for the first couple of weeks for the release. &amp;nbsp;Here is what's in store for you:&lt;br /&gt;
&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;Paramilitary Gear Pack + FREE Paramilitary N-TEC&amp;nbsp;&lt;/li&gt;
&lt;li&gt;Tactical Gear Pack + FREE Tactical CR-5&lt;/li&gt;
&lt;li&gt;Paramilitary Urban Warfare Pack&amp;nbsp;&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;(Includes Paramilitary Gear Pack, FREE Paramilitary N-TEC and Nulander Nomad Q134)&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Tactical Urban Warfare Pack&amp;nbsp;&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;(Includes Tactical Gear Pack, FREE Tactical CR-5 and Seiyo Citadel V4)&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;Seiyo Citadel V4 (4-Slot Vehicle)&lt;/li&gt;
&lt;li&gt;Nulander Nomad Q134 (4-Slot Vehicle)&lt;/li&gt;
&lt;li&gt;Combat Helmet&lt;/li&gt;
&lt;li&gt;Elbow Pads&lt;/li&gt;
&lt;li&gt;Knee Pads&amp;nbsp;&lt;/li&gt;
&lt;/ul&gt;
&lt;br /&gt;
New Gear, new Vehicles, and new unique Weapons are here for you to gear up and roll out!&lt;br /&gt;
&lt;br /&gt;
And because we want to share a little look behind the scenes of the making of this new release we have our Lead Character Artist, Peter Andersson, sharing with us the process and back story for our latest Armas release.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;------------------------------------------------------------------------------------------------------------------------&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: center;"&gt;
&lt;span lang="EN-GB"&gt;&lt;i&gt;(Written by &lt;/i&gt;&lt;/span&gt;&lt;i&gt;&lt;span lang="EN-GB"&gt;Peter
Andersson&lt;/span&gt;&lt;span lang="EN-GB"&gt; - &lt;/span&gt;&lt;span lang="EN-GB"&gt;Lead
Character Artist)&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;With 1.7.0
we’re seeing both the release of the Paramilitary clothing and gear pack and
the re-release of the Tactical pack. I wanted to give you guys an insight into
some of the thought processes behind making them and also a hint at where we
will be looking in the future when it comes to making more character assets.&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;To get the
full picture I’m going to jump back to when G1 and Reloaded first took APB on.
When we were asking ourselves what we could improve in our respective areas I
had some pretty clear ideas of where I wanted the character assets to go. The
biggest issue in my mind was that, for a game that primarily uses combat as its
core game play element, there was a noticeable lack of character assets to
support that notion.&lt;span style="color: #1f497d;"&gt; &lt;/span&gt;Work therefore started
on a set of gear that was aimed entirely at pushing the combat aspect of APB.
This eventually led to the release of the Tactical pack. Most of the
inspiration came from professional combat units; tactical vests and webbing,
ammunition pouches, Kevlar helmets, knee-pads, elbow-pads etc.&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
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&lt;a href="http://4.bp.blogspot.com/-Bk-09T5s_9o/T5hYL1CmNRI/AAAAAAAAAAc/ohjUQOCQNlM/s1600/01_Inspiration.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-Bk-09T5s_9o/T5hYL1CmNRI/AAAAAAAAAAc/ohjUQOCQNlM/s320/01_Inspiration.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;span lang="EN-GB" style="color: #1f497d;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;i&gt;&lt;span lang="EN-GB"&gt;Combat gear inspiration&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;Upon the
first release of the Tactical pack there were two things that stood out in the
feedback we received. Firstly, people seemed to like this choice of a pack of
gear revolving entirely around the combat aspect of the game. That part
obviously made us happy and feel that we were somehow taking this in the right
direction. Secondly, they seemed to think it was much more useful for kitting
themselves out as an enforcer than a criminal so that for criminal players, the
pack felt somewhat lacking. When I saw this feedback I felt that the players very
much had a point. Knowing that this pack had drawn its inspiration heavily from
combat units which was the main idea, I also knew that those units were mainly
elite police and army divisions. These professions obviously have a much
stronger connotation to law enforcement than crime out there in the real world
so this reaction felt natural and justified.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-8kZoVFcFhRA/T5hYQBlDfdI/AAAAAAAAAAk/6hLsXBLxKaY/s1600/02_Too_similar.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://4.bp.blogspot.com/-8kZoVFcFhRA/T5hYQBlDfdI/AAAAAAAAAAk/6hLsXBLxKaY/s320/02_Too_similar.JPG" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;i&gt;&lt;span lang="EN-GB"&gt;Too similar&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;We decided
that even though the direction seemed good enough, some tweaking of the plan
was in order to better support the idea of the criminal/enforcer factions. We
therefore started looking into a set of assets that would serve the criminals
better, which led to the creation of the Paramilitary pack. This pack features
some assets similar to the Tactical pack like the idea of an ammunition vest,
separate pouches and additional webbing, only for the criminals we have gone in
a different direction with the style. Their version looks more like it would
have been obtained from an army surplus store or some other unofficial source,
maybe dug out from a dusty attic somewhere and appropriated for urban warfare.
We’re looking at the same underlying idea but executed differently for each
faction.&lt;/span&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Z3AlRE1dHU4/T5hYV7wM-yI/AAAAAAAAAAs/AIpAhl1YjlE/s1600/03_Same_thing.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-Z3AlRE1dHU4/T5hYV7wM-yI/AAAAAAAAAAs/AIpAhl1YjlE/s320/03_Same_thing.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;span lang="EN-GB" style="color: #1f497d;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;i&gt;&lt;span lang="EN-GB"&gt;Same thing, different look&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;In my mind
this strengthens the perception of factions in APB and will hopefully help
players feel more unique in the game world. Whatever you decide to do with your
character customization, this prevents someone from the opposing faction
turning up looking just like you. Not only does it feel inappropriate that
somehow an opposing faction member has been able to kit themselves out exactly
like you, it tends to confuse game play quite a bit too. As we have seen already
in internal play tests, introducing these rather distinguishing faction-specific
items has meant that all of a sudden it’s become that much easier to see who is
friend and who is foe in frantic fire fights. Having the art content support
the game play in that way definitely constitutes a win in my book.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-7MLjZLJORvc/T5hYmEkaHVI/AAAAAAAAAA8/yOyD2B2UQgU/s1600/04_Clearer_faction_representation.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="240" src="http://3.bp.blogspot.com/-7MLjZLJORvc/T5hYmEkaHVI/AAAAAAAAAA8/yOyD2B2UQgU/s320/04_Clearer_faction_representation.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div align="center" class="MsoNormal" style="text-align: center;"&gt;
&lt;i&gt;&lt;span lang="EN-GB"&gt;A clearer faction representation&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;There are
indeed other areas we want to support too, such as the many fashion styles and
subcultures of the real world you can draw inspiration from when you’re
designing a full video game wardrobe for a game like APB. More fancy clothing
is definitely on the agenda, not just bulletproof vests and ammunition pouches.
Exactly what they are will remain undisclosed at this point but I’d like to let
you know that work has already continued in both areas: cool clothing as well
as more combat related gear. We are definitely not short of ideas. On the
contrary the idea list is massive and the challenge we’re facing is rather determining
exactly how and when these ideas will best manifest themselves.&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span lang="EN-GB"&gt;I hope this
provides a little insight into what lead up to this asset release and some clue
as to what direction we’re planning to take it in. I’m looking forward to the
next time I’ll be writing an announcement of new exciting stuff for the game.&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-81532111051132603?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/21-aFeps42F_bMu19ZUhyjE4xR4/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/21-aFeps42F_bMu19ZUhyjE4xR4/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/21-aFeps42F_bMu19ZUhyjE4xR4/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/21-aFeps42F_bMu19ZUhyjE4xR4/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/N0hQzUhgUxE" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/81532111051132603/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/gear-up-roll-out-paramilitary-and.html#comment-form" title="25 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/81532111051132603?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/81532111051132603?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/N0hQzUhgUxE/gear-up-roll-out-paramilitary-and.html" title="Gear Up &amp; Roll Out - Paramilitary and Tactical Armas Release!" /><author><name>Quinzel</name><uri>http://www.blogger.com/profile/17656309494115851306</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-Bk-09T5s_9o/T5hYL1CmNRI/AAAAAAAAAAc/ohjUQOCQNlM/s72-c/01_Inspiration.jpg" height="72" width="72" /><thr:total>25</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/gear-up-roll-out-paramilitary-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0AMRH87fSp7ImA9WhVXGUs.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-2257337431754439150</id><published>2012-04-19T20:53:00.001-07:00</published><updated>2012-04-20T16:49:45.105-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-04-20T16:49:45.105-07:00</app:edited><title>1.7 now live (a.k.a launching is hard) and...  One Free 3-Day Premium for All !</title><content type="html">&lt;b&gt;&lt;span style="background-color: #38761d; color: white;"&gt;[UPDATE: the code distribution completed at 4:40pm PST April 20. If you do NOT have a code in your account when you visit the Armas marketplace after 4:40pm PST / 02:40 EU time - then please submit a support ticket. Keep in mind only accounts created BEFORE the distribution started are&amp;nbsp;eligible&amp;nbsp;for the code]&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Ok - so - launching a build with as many inter-dependent changes as 1.7 is a giant task, and while having been thoroughly tested, you never know what little trolls will rear their heads in the machinery when it hits live volumes of players.&lt;br /&gt;
&lt;br /&gt;
Just after launch we experienced several unexpected server crashes, most related to an unexpected bug in the auction house when dealing with live data. Most of the issues were mitigated throughout the day, and things are becoming more stable. Also - just because the timing could not have been worse - our private backbone provider, which links our datacenters, decided to have connectivity issues at the same moment, making our troubleshooting much harder than it would normally have been, and also introducing strange lag issues. That too appears to have been mostly cleared up.&lt;br /&gt;
&lt;br /&gt;
We are likely to have a minor update patch early next week to patch lingering issues.&lt;br /&gt;
&lt;br /&gt;
Now that the dust has settled, Quinzel and the APB team want to extend a general 'thanks' to everyone who have stuck it out and are now playing 1.7. It's critical to get as much play time in as possible into 1.7, so we can finalize all the changes going in to the next major version.&lt;br /&gt;
&lt;br /&gt;
So just in time for the weekend she will be sending out a few million 3-day premium codes to everyone who logs in, so look for a notice in your email inbox in the next day or so that your personal code has been activated (and no - you don't really have to do anything to be&amp;nbsp;eligible&amp;nbsp;to receive one other than just play the game).&lt;br /&gt;
&lt;br /&gt;
Once the promo has been triggered, you just need to open the Armas marketplace (and if you haven't done so before, this could be a new&amp;nbsp;experience), and claim your free 3 day premium by clicking the "Redeem Code" button at the top of the Armas marketplace page.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-X9O3NTDo-Nk/T5DSpw81mqI/AAAAAAAATkg/D3pRdzLcZvo/s1600/armas_redeem_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="110" src="http://2.bp.blogspot.com/-X9O3NTDo-Nk/T5DSpw81mqI/AAAAAAAATkg/D3pRdzLcZvo/s320/armas_redeem_1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
When you get to that location, the code will "automagically" have been deposited in your account (it will appear at the bottom of the "Redeem Code" page - so you need to click the code to activate it in your account.&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-1Dmz4D8LJdI/T5DdDRCKErI/AAAAAAAATks/8GBKJYyqzBQ/s1600/armas_redeem_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-1Dmz4D8LJdI/T5DdDRCKErI/AAAAAAAATks/8GBKJYyqzBQ/s320/armas_redeem_2.jpg" width="283" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you redeem your code, you will enjoy 3 days of 20% off everything in the store, as well as faster progression and all the other premium goodies.&lt;br /&gt;
&lt;br /&gt;
This is our little token of saying "thanks for playing right at the launch, in spite of any hiccups that may crop up at a major version launch!"&lt;br /&gt;
&lt;br /&gt;
Check your email in the next day or so, and we'll see you in San Paro!&lt;br /&gt;
&lt;br /&gt;
/TechMech&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-2257337431754439150?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/20ogMkOrcmyV6dDF98iEUoNe2-U/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/20ogMkOrcmyV6dDF98iEUoNe2-U/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/20ogMkOrcmyV6dDF98iEUoNe2-U/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/20ogMkOrcmyV6dDF98iEUoNe2-U/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/WZnpqoDFJ00" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/2257337431754439150/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/17-now-live-aka-launching-is-hard-and.html#comment-form" title="62 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2257337431754439150?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2257337431754439150?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/WZnpqoDFJ00/17-now-live-aka-launching-is-hard-and.html" title="1.7 now live (a.k.a launching is hard) and... &lt;br&gt; One Free 3-Day Premium for All !" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/-X9O3NTDo-Nk/T5DSpw81mqI/AAAAAAAATkg/D3pRdzLcZvo/s72-c/armas_redeem_1.jpg" height="72" width="72" /><thr:total>62</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/17-now-live-aka-launching-is-hard-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A04HSH08fyp7ImA9WhVXFE8.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-2819712955413588978</id><published>2012-04-14T11:41:00.002-07:00</published><updated>2012-04-14T11:58:59.377-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-04-14T11:58:59.377-07:00</app:edited><title>More 1.7.0 - Get Ready for Countdown!</title><content type="html">&lt;div class="MsoNormal"&gt;
&lt;span style="font-family: inherit;"&gt;Welcome back to the second half of our “New Breed Part 1” blog post! &amp;nbsp;As mentioned in the first half, here we will get into more details on the other new features coming with the big 1.7.0, including environmental changes, new weapon mechanics, and new character mechanics. &amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;As with any of the changes made to the game, we make a concerted effort to take into account the feedback given to us from the Community. &amp;nbsp;In 1.7 we have tried to address both community feedback and to implement new items that will give us room to grow the game in the future. &amp;nbsp;On that note, without further ado;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Environmental Changes:&lt;/u&gt;&lt;/b&gt;&amp;nbsp;You will see that we’ve made quite a few improvements in both the Financial District and the Waterfront District. &amp;nbsp;While, most of the changes focused on Financial we think you’ll like what we’ve done for both. &amp;nbsp;And we didn’t forget about our latest maps from Fight Club. Some of the things we did to improve Fight Club maps include removing a few camping spots and adding details where we felt more depth was needed. While city planning can be a full-time job, we’ve also made sure to add a few new areas in preparation for future content updates, where some of the other New Contacts (cough – New Breed Part 2 – cough) will have a home.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;h2&gt;






&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;&lt;b&gt;Financial&lt;/b&gt;&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;&lt;b&gt;&lt;u&gt;Gaijin Club:&lt;/u&gt;&lt;/b&gt;&amp;nbsp;A smoking area has been added to the back of Gaijin for late night clubbers. This is accessible through a new entrance on the top floor and from the alleyways around the rear. This extra entrance helps make the area a lot less impenetrable as a defensive location. &amp;nbsp;Now you can dance, hang out, and assault other players all in the same locale. &amp;nbsp;Sounds like a fun night to us!&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;St Medina's Incinerator:&lt;/u&gt;&lt;/b&gt; The Incinerator Building (opposite Wilson LeBoyce) will now have an extra rear entrance added to the roof, so take advantage of this new route of attack. The rear courtyard now contains overflow waste waiting to be incinerated. &amp;nbsp;This place might be ideal to hide a dead body or two – I mean – an ideal place to recycle a thing or two!&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Alexandra Park and Display:&lt;/u&gt;&lt;/b&gt; The top two floors of the car park have been opened up, with the top floor TipToe’s stomping ground. Multiple entrances and a gaping hole in the floor for access to the level below make this a great combat space also. Remodelled parking complex in the Financial District now gives players access to its top floor. &amp;nbsp;Keep one thing in mind – only visit the top floor if you have business with TipToe. If you don’t she might give you a one-way express ticket to the ground floor (courtesy of the gaping hole in the floor)…&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;New-Cross Skate Park: &lt;/u&gt;&lt;/b&gt;&amp;nbsp;You might remember getting a first glance at this area from our sneak peek video of the new Brick Mod. The Skate Park has extensively been rebuild and re-envisioned. This area now features a number of ramps and jumps, and has access to vehicles. The perfect place for all you aspiring stunt car drivers and extreme sportsmen/women.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Pretorian Offices (Justin Teng):&lt;/u&gt;&lt;/b&gt;&amp;nbsp;A new stairwell has been installed in the rear of the building allowing access to the upper section of the building, making this popular camping ground far harder to hold.&lt;br /&gt;SSPD Offices (Violet Prentiss, Ty Durrant &amp;amp; Grissom): The interior decorator has been in and given these offices a fresh lick of paint and installed some new lighting fixtures.&amp;nbsp;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;h2&gt;






&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;Waterfront&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;&lt;b&gt;&lt;u&gt;Prentiss Boxing Club:&lt;/u&gt;&lt;/b&gt;&amp;nbsp;For all you real contenders out there head to his spot to train in the “noble art” and maybe learn a few more “unorthodox” methods of combat. The gym itself is not currently open to the public but its break area and upper balcony are, offering a strongly defensible location to set up in. A stairwell and offices have been created inside the Prentiss Boxing Club to give better access to the roof-top as well.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Villanueva Hotel:&lt;/u&gt;&lt;/b&gt; The luxurious sea front property has had some work done to its upper balcony, allowing Michael Simeone to relax in style - though he’s thinking of hiring some security to keep to riffraff out… An extra stairway has been created to the top level, and the area has had some graphical improvements to bring out the hotel class.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Rimbaud Cocktails:&lt;/u&gt;&lt;/b&gt;&amp;nbsp;A new cocktail bar has been opened in the down town area the Waterfront district, just across from the Tsunami Casino. An exclusive bar, its popularity among the wealthier of San Paro inhabitants has blessed it with a 24-hour alcohol licence. The cocktail menu is mixed Mandarin and Renaissance Italian. Apparently, the house Absinthe is the best in the city.&lt;/span&gt;&lt;br /&gt;
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&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;Baylan&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;There has been an extra 'base' area added near the cranes, and the enforcer spawn point has been moved to the Dog-Crate in the north-west. The previous enforcer spawn has also had a small makeover, with extra entrances in and out. This is primarily to facilitate the new 'Scavenger' Game-type (I'll cover that in the Fight Club Challenges section).&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;A shipment of new creates was recently “commandeered” by the factions and relocated (with some planks they also “borrowed”) to give them new routes to navigate the Baylan container yard. The Criminal faction have also set up a new, better fortified, base at the feet of the crane. The billboards by the Enforcer’s base are now free for anyone looking to throw up some of their tags.&lt;/span&gt;&lt;br /&gt;
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&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;Beacon&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;The top floor of the north tower in the beacon has had a few changes to make it less defensible. In addition, the scaffolding on the west side has been extended, giving an extra (though risky) fast access from the fifth to eleventh floors.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;The construction site has recently had some new scaffolding installed, making it easier to ascend to the roof from the front of the building. General work has been on going, so you find various tweak and changes to this decadent high rise building. Some blank billboards, that are just asking to be tagged, have also been installed at the entrance to the construction offices.&lt;/span&gt;&lt;br /&gt;
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&lt;h2&gt;





&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;Vehicle Changes&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;New ambient taxi with a roof mounted advertising board. Mobile billboard sounds like a good place to advertise and recruit new clan members? Maybe you are planning on having a player event and want to spread the word. The sky is the limit for things you might want to show on that cab! (Just keep in mind the limit for the things you CANNOT show, and you will avoid the banhammer).&lt;br /&gt;We also will have new vehicle kits for both the Enforcer and Criminal carrying kits for you to carry your group in style. &amp;nbsp;And as hinted here and there we’ll have a few new Uber Packs, new Vehicles and Kits in store for you soon.&lt;/span&gt;&lt;br /&gt;
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&lt;h2&gt;





&lt;span style="font-family: Arial, Helvetica, sans-serif; font-size: large;"&gt;New Weapon &amp;amp; Character Mechanics&lt;/span&gt;&lt;/h2&gt;
&lt;span style="font-family: inherit;"&gt;Now, Qwentle, our Lead Designer spent some late evenings a long with the rest of our team, trying to make some of these needed adjustments become a reality. &amp;nbsp;So if you see him around be sure to say ‘Thanks’ or emote some happy dance.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Marksmanship and sprinting mobility improvements&lt;/u&gt;&lt;/b&gt;: Now we have different speeds for Marksmanship, depending on type. For all but the heavy weapons, this has either increased or stayed the same. Large weapons such as the heavy-snipers and LMGs have had their marksmanship and run speeds reduced, but have been given the ability to sprint, albeit at a much lower speed than normal weapons. This removes an arbitrary constraint (not being able to sprint) while still maintaining the effect (the weapon is bulky and slow).&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;Marksmanship and sprinting movement speed is now modified by the weight and encumbrance of a weapon. This means that you can technically sprint with every weapon, but how fast you move will be determined by the aforementioned modifiers.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;Kevlar Change&lt;/u&gt;&lt;/b&gt;: Kevlar will now only adjust movement speeds, and not acceleration. It now slows as follows:&lt;br /&gt;L1: +10%hp, -10% Sprint Speed&lt;br /&gt;L2: +20%hp, -10% Sprint Speed, -10% run speed&lt;br /&gt;L3: +30%hp, -15% Sprint Speed, -15% run speed&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;b&gt;&lt;u&gt;ACT44 ‘Last Stand’ Change&lt;/u&gt;&lt;/b&gt;: Qwentle wanted to ensure the retail box magnum was not overpowered, and perhaps erred too much on the side of caution. &amp;nbsp;But to re-balance things, we’re switching out the mod for this weapon and replacing it with a mobility sling mod. This should allow it to move faster when aiming. This should fit it into a fairly interesting place, being a high damage side-arm that can be aimed and fired when moving at near run-speed.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;So there you have it folks! &amp;nbsp;We hope all of you are prepared for New Breed Part 1 (1.7.0) and as you get to make your way with exploring the new content please feel free to share your feedback with us. &amp;nbsp;For more nitty-gritty details, we’ve pre-emptively posted Release Notes on our Official Forums - &lt;a href="http://forums.gamersfirst.com/topic/270423-170-patch-notes/"&gt;http://forums.gamersfirst.com/topic/270423-170-patch-notes/&lt;/a&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;There have of course been many additional improvements that will make life harder for unpleasant players and for cheaters, though we will not discuss those in an open forum. That's an ongoing battle which continues unabated behind the scenes.&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span style="font-family: inherit;"&gt;So stay tuned for more news about 1.7 when we go LIVE and keep your eyes peeled for some special upcoming promotions and Armas Releases around the release of 1.7, by visiting the Armas or checking your registered GamersFirst e-mail.&lt;/span&gt;&lt;br /&gt;
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&lt;h1 style="color: black; font-family: Arial,Helvetica,sans-serif;"&gt;












&lt;span style="font-size: small;"&gt;&lt;a href="http://www.blogger.com/blogger.g?blogID=3933631983274710403" name="_Toc318204655"&gt;&lt;/a&gt;&lt;/span&gt;&lt;/h1&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-2819712955413588978?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/PD9OewYgtM0EasYds_XV0Yvu7VM/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/PD9OewYgtM0EasYds_XV0Yvu7VM/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/PD9OewYgtM0EasYds_XV0Yvu7VM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/PD9OewYgtM0EasYds_XV0Yvu7VM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/bvDy1UTiRLg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/2819712955413588978/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/more-170-ready-for-countdown.html#comment-form" title="19 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2819712955413588978?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2819712955413588978?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/bvDy1UTiRLg/more-170-ready-for-countdown.html" title="More 1.7.0 - Get Ready for Countdown!" /><author><name>Quinzel</name><uri>http://www.blogger.com/profile/17656309494115851306</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>19</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/more-170-ready-for-countdown.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CEQDQXc5fSp7ImA9WhVXEUo.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-7243413804303986521</id><published>2012-04-11T12:26:00.000-07:00</published><updated>2012-04-11T12:26:10.925-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-04-11T12:26:10.925-07:00</app:edited><title>Genitalia and Bigotry - "Drawing the Line" !</title><content type="html">&lt;br /&gt;
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(Post by Quinzel, Producer of APB)&lt;/div&gt;
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&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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San Paro - a city where anarchy and iron-fisted justice clash.&amp;nbsp; Who is to say what is “right” or “wrong” in this concrete jungle?&amp;nbsp; Where does that leave you in this M-rated game?&amp;nbsp; What does “rated M for Mature” even mean in San Paro?&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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It would surprise me if anyone playing the game has&amp;nbsp;&lt;u&gt;not&lt;/u&gt;&amp;nbsp;seen an inappropriate player-created image.&amp;nbsp; Whether it is a customized van with a “graphic” paint job or a topless toon on one of the display points in Social District – we have seen it all!&amp;nbsp; Now, what happens when players do this?&amp;nbsp; Some players get banned and some players are warned and you are left scratching your head asking, “Where do we draw the line?”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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Apparently we (the production team) are all-powerful and as noted before we reserve the right to ban people for any reason what-so-ever. But as the producer of the game, I really do want to help define what we think “our community standards” are supposed to mean, even in a game intended for a 18+ audience.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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One morning, I found an e-mail thread reported by our Community Team that there were some questionable nudity images in Social:&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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G1 Staffer 1, “We need a clean-up in aisle Colby – display points section. Is there anything we can do about this – I have the name of the players that posted this stuff. Let me know please.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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G1 Staffer 2, “I don’t see the problem. It’s just some boobs :P?”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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G1 Staffer 3, “I second that&amp;nbsp;&amp;nbsp;&lt;span style="font-family: Wingdings;"&gt;J&lt;/span&gt;&amp;nbsp;18+ Rated game&amp;nbsp;&lt;span style="font-family: Wingdings;"&gt;J&lt;/span&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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G1 Staffer 4, “I actually find it kinda comforting…”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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G1 Staffer 5, “Unless she has a swastika for a nipple or something I don’t think we have to remove it, 18+ game.”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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We discussed this thread in one of our weekly team meetings to make sure we define our general policy and refreshed messaging to the community.&amp;nbsp; One point mentioned was that the game by design has characters that show a lot of skin.&amp;nbsp; If you go to our Character Customization Editor you can get characters down to their underwear.&amp;nbsp; Seeing as this was something we built how can we fault the community for doing the same?&amp;nbsp;&amp;nbsp;&lt;/div&gt;
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Quick answer – we can’t and we won’t.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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But what about more “disturbing” images involving nudity?&amp;nbsp; We were already taking actions towards players who created and displayed images that were “disturbing” to both us and other players. &amp;nbsp;Were nipples acceptable?&amp;nbsp; How about butt-cheeks? &amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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So one take away from the meeting was - genitalia is where we draw the line; we did not create that by design.&amp;nbsp; That line is the base.&amp;nbsp;&amp;nbsp; Certainly, there are things that exist beyond that line which I’m sure if your imagination wonders far enough you will find.&amp;nbsp; Furthermore, our rated M for Mature is based off of content we created and have designed for the game.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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Looking back at some of the legacy APB Sourcebooks, (documentation from RTW days), I found the following text in one of the design documents:&lt;br /&gt;
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&lt;a href="http://www.blogger.com/blogger.g?blogID=3933631983274710403" name="_Toc172511954"&gt;&lt;span lang="EN-GB" style="font-size: 11pt;"&gt;1.1.1&lt;span style="font-size: 7pt; font-weight: normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;span lang="EN-GB" style="font-size: 11pt;"&gt;Adult Material&lt;/span&gt;&lt;/a&gt;&lt;span lang="EN-GB" style="font-size: 11pt;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/h3&gt;
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&lt;span style="font-family: Symbol;"&gt;·&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 7pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;Adult material must be sensitively handled – we are not trying to needlessly shock or offend, but we are trying to put across a real seeming world with a definite edge.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;span style="font-family: &amp;quot;Courier New&amp;quot;;"&gt;o&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 7pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;No story elements should be gratuitous.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;span style="font-family: Symbol;"&gt;·&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 7pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;Hardcore brutality or cruelty, etc. must be played down.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;span style="font-family: &amp;quot;Courier New&amp;quot;;"&gt;o&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 7pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;However, the world must feel capable of such things (e.g. such events may be referenced in the story).&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;span style="font-family: Symbol;"&gt;·&lt;span style="font-family: &amp;quot;Times New Roman&amp;quot;; font-size: 7pt;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;Explicit sex must not be depicted.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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There you have it!&amp;nbsp; So here is where we can roughly define what our take on “disturbing” might mean; it says right there “Explicit sex must not be depicted.”&amp;nbsp; It also states, “we are not trying to needlessly shock or offend.”&amp;nbsp; So here is the general rule of thumb next time you ask yourself, “Can I put this image that I’ve created out on display?”&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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The last reply from G1 Staffer 5, (“Unless she has a swastika for a nipple…”), is a perfect segue to my next point of discussion – bigotry!&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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While my office is based in the U.S. my team (GamersFirst and Reloaded) are spread over different continents.&amp;nbsp; Our APB Reloaded team is an international bunch not to different from our player-base; we have an international player community spread across the world.&amp;nbsp; With that said, we all should recognize that as an international community we have a diversity of players from a wide range of cultural backgrounds.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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We have zero tolerance for any disrespect of diversity.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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It’s not uncommon practice for us to ban accounts that are infringing that respect between players so think twice before you create a characters, symbols, or images in game that are racist, sexist, or discriminate against any of the Protected Classes (based off U.S. anti-discrimination laws).&amp;nbsp; We clearly DO draw the line at Bigotry, and we also reserve the right to enforce 'community standards' when it comes to sexual imagery.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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For those of you who are unfamiliar, the “Protected Classes” generally include race, color, religion, national origin, age, sex and disability (and in some states sexual preference as well).&lt;/div&gt;
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As an example, there were players in game who were going around wearing swastikas. The symbols were making players around them feel uncomfortable and so we asked that they please remove those symbols.&amp;nbsp; They refused so we blocked their accounts.&amp;nbsp; Soon after the banned players tried to contact us through customer support and dispute that we (GamersFirst) were the ones acting discriminatory; they claimed that they were banned for expressing their political views while other players with religious character names were allowed to run around in-game.&amp;nbsp; These players who were sporting the Nazi symbols in game were defending themselves saying that they never griefed any players in game, never used hacks or exploits, and further more felt uncomfortable seeing players in game with names that had some religious reference or players wearing religious symbols or national flags.&lt;/div&gt;
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&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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While I don’t want to go into a whole WWII dissertation or lesson in auspicious Asian symbols, let’s just say that in general - in today’s society - Nazi symbols are taken as symbols of hatred.&amp;nbsp;Any symbols or actions that actively and deliberately are aimed to express such hatred are not tolerated.&amp;nbsp;&lt;/div&gt;
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While one can argue that swastikas are a political symbol rather than a hate symbol, political affiliation is not a protected class.&amp;nbsp; There is a difference between a character named “STFU [FILL IN PROTECTED CLASS]” vs.&amp;nbsp; a character named “iLUVBuddha." And in plain English, if we think you are being overtly and actively offensive, we will ban you.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Generally we DO try to give players a warning first. So, take this post (and also previous forum posts that have informed the same) as an&amp;nbsp;&lt;u&gt;official first warning&lt;/u&gt;.&amp;nbsp; We are not obligated to warn players but we’d like to think that everyone can make a mistake and try to give people a chance to correct themselves.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
We hope that this post has helped clarified any mystical questions about what the boundaries are and why.&amp;nbsp; If you have to ask yourself twice better not chance it.&amp;nbsp;&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
GAME ON!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-7243413804303986521?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/khw0uclj0Ge-17g17P7_y5offZI/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/khw0uclj0Ge-17g17P7_y5offZI/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/khw0uclj0Ge-17g17P7_y5offZI/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/khw0uclj0Ge-17g17P7_y5offZI/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/WGvmFChWrqA" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/7243413804303986521/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/genitalia-and-bigotry-drawing-line.html#comment-form" title="61 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/7243413804303986521?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/7243413804303986521?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/WGvmFChWrqA/genitalia-and-bigotry-drawing-line.html" title="Genitalia and Bigotry - &quot;Drawing the Line&quot; !" /><author><name>Quinzel</name><uri>http://www.blogger.com/profile/17656309494115851306</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="16" height="16" src="http://img2.blogblog.com/img/b16-rounded.gif" /></author><thr:total>61</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/genitalia-and-bigotry-drawing-line.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUHRX88eyp7ImA9WhVXEEw.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-4649429079085590848</id><published>2012-04-07T22:41:00.001-07:00</published><updated>2012-04-09T17:03:54.173-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-04-09T17:03:54.173-07:00</app:edited><title>New Breed Part 1 (1.7.0 Update)</title><content type="html">&lt;div style="text-align: center;"&gt;
(Post by Quinzel, Producer of APB)
&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: center;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: left;"&gt;
&lt;span style="text-align: center;"&gt;Thank you, TechMech for the formal introductions!&lt;/span&gt;&lt;span style="text-align: center;"&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style="text-align: center;"&gt;So as promised, with mic in hand, I’ll start getting into all of the juicy details of “New Breed Part 1” – our 1.7.0 Update.&lt;/span&gt;&lt;span style="text-align: center;"&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;span style="text-align: center;"&gt;&amp;nbsp;&amp;nbsp;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: left;"&gt;
You might ask yourselves, “Where did the name ‘New Breed Part
1’ come from? Does this mean there will be a Part 2, Part 3…?”&amp;nbsp; While 1.7.0 might not be considered a &lt;i&gt;major&lt;/i&gt; expansion by MMO standards, we
felt this MEGA-Update was worthy of a name.&amp;nbsp;
That name is inspired from our added progression content – our “New Breed”
of contacts you will get to meet in game very soon.&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="text-align: left;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
For all you Criminals out there, we have a special lady
waiting to wreak havoc with you.&amp;nbsp; Her
name is Tiptoe, and she is the long lost daughter of one well-known Bloodrose
- &lt;span style="line-height: 115%;"&gt;Tyron Sennet! &amp;nbsp;She’s employed by the Blood Roses but runs
with her own brood of elite sociopaths. You can find Tip Toe hanging out on top
of the APD car park in Financial.&amp;nbsp; But be
warned - the apple doesn’t fall far from the tree! &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
As for all of you Enforcers out for blood, we have a
Prentiss Tiger on the prowl and he’s got a pedigree for taking people out.&amp;nbsp; Meet DevilDog, &lt;span style="line-height: 115%;"&gt;an ex-sniper who was honorably discharged
from the Marines on medical grounds. DevilDog can be found on the roof (naturally)
of the abandoned “Munson’s Screw &amp;amp; Bolt” factory in Financial.&amp;nbsp; &lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="line-height: 115%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="line-height: 115%;"&gt;Should you get on either of these two new contacts’ good graces then you
will be rewarded with unlocks &lt;/span&gt;for high level Vehicles, Inventory space
increases, New Modifications, and new Weapons / Weapon skins.&lt;a href="http://www.blogger.com/blogger.g?blogID=3933631983274710403" name="_Toc318204644"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
As some of
you have noticed in the past couple of weeks we have been releasing some
sneak-peek images and videos for some of the New Modifications through our
Official Forums and Facebook.&amp;nbsp; Here is
the full list of Mods and Weapons below:&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;u&gt;New
Modifications&lt;/u&gt;:&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoListParagraphCxSpFirst" style="mso-list: l2 level1 lfo2; text-indent: -.25in;"&gt;
&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Radar Jammer&lt;/span&gt;&lt;/span&gt;:&lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt; This is an activatable character
modification that jams all enemy radars within a 50m radius. At the same time,
it covers their radar screen with your personal graffiti (or a generic one if
you don't have any equipped). It also obscures your own radar (but not your
teammates) so it's best to fire just before an engagement when you know where
the enemy is but they don't know where you are coming from.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Symbol; line-height: 115%;"&gt;&lt;span style="font-family: 'Times New Roman'; font-size: 7pt; line-height: normal;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Hard Landing:&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt; This utility character mod completely removes the 'Heavy Landing'
animation, meaning you can drop from heights and be ready to go right away. It
comes at the cost of a slight increase in fall damage taken.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Brick:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;An office favourite, this activatable
vehicle mod places a brick on the accelerator, allowing you to exit your
vehicle and have it fly off into the distance. It's great as a distraction tool
when entering a combat situation, or coupled with Explosives on a damaged
vehicle for a semi-guided bomb.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Valzipram Tablets:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;Fairly simple one this, it's a utility character modification
that allows you to be hit by vehicles at higher speed without dying. Fairly
niche, but good as a utility improvement (though naturally it’s mutually
exclusive with Happy Landings and Hard Landing).&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Mobility Sling:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;This receiver weapon modification
improves the speed at which you can move in marksmanship mode, but increasing
your equip time.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Tagger:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;Familiar to anyone online during the
Valentine’s event, we’ve added this to the first contact’s progression. It’s a
receiver modification that adds a target above anyone that is hit by your
weapon, allowing easier coordinating of fire between groups.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Muzzle Brake (Horizontal&lt;/span&gt;&lt;/span&gt;):&lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt; A
barrel modification for weapons, this takes propulsion gases and steers them
horizontally, lessening the recoil in that direction at the expense of
vertical.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;div class="MsoListParagraph" style="mso-list: l2 level1 lfo2; text-indent: -.25in;"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoListParagraph" style="mso-list: l2 level1 lfo2; text-indent: -.25in;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoListParagraph" style="mso-list: l2 level1 lfo2; text-indent: -.25in;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;u&gt;New Weapons&lt;/u&gt;:&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoListParagraphCxSpFirst" style="mso-list: l0 level1 lfo3; text-indent: -.25in;"&gt;
&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 18px;"&gt;&amp;nbsp;Low Yield Fragmentation Grenades:&lt;/span&gt;&lt;/span&gt;&amp;nbsp;&lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;&amp;nbsp;lighter frag grenade with the same range but damage similar to
percussions. The light nature means you can carry three, along with allowing
them to be faster flying and having a shorter fuse timer. Great for flushing
enemies or steering combat.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Tommy Gun:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;Those that completed the Valentine's event will already have seen
this. It's a high capacity, high recoil SMG best fired in marksmanship mode.&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;b style="text-indent: -0.25in;"&gt;&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;Unique NTEC5 Skin:&lt;/span&gt;&lt;/span&gt; &lt;/b&gt;&lt;span style="text-indent: -0.25in;"&gt;As a final reward, both DevilDog and
Tiptoe give out a personalised NTEC. These have a solid stock with unique
colouring and decals.&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;/div&gt;
&lt;div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo3; text-indent: -.25in;"&gt;
&lt;a href="http://www.blogger.com/blogger.g?blogID=3933631983274710403" name="_Toc318204654"&gt;

&lt;span class="Heading3Char"&gt;&lt;span style="font-family: Calibri,sans-serif; line-height: 115%;"&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;
&lt;div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo3; text-indent: -.25in;"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo3; text-indent: -.25in;"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="line-height: 115%;"&gt;New Weapons and new Modifications are not the only new things you will
get to play with. With the new patch we’ll be adding a number of new character
Gear items to purchase on Armas. There’s been a lot of speculation about where
the Tactical Pack went after the Thanksgiving sale, and the reason has been
because we felt that we were being a little bit unfair. The Tactical pack was
very Enforcer themed, and we wanted a Criminal themed set to add as a
counterpart. As such, with 1.7.0, we’ll be bringing back a revamped Tactical Pack and
adding a Paramilitary Pack for the criminals&lt;span style="color: #365f91;"&gt;. &lt;s&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/s&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="line-height: 115%;"&gt;&lt;span style="color: #365f91;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;span style="line-height: 115%;"&gt;Last but not least, the other major feature to this colossal update will
be the highly anticipated Fight Club Challenges! &lt;/span&gt;These occur weekly and give players
the chance to complete for various prizes. These prizes will range from
straight up APB$ (low end prize) to unique vehicles and weapons (top end
prize), along with things such as limited usage of Armas weapons and inventory
increases.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Each week, both fight clubs will be set to a specific map,
game-type and challenge. As we only currently have two maps, these will stay
the same until more are complete, while the game-type and challenge will change
weekly. The challenges will have three tiers, with the third and second prizes
being straight up requirements, and the top prize requiring you to be in the
top X% of players that have taken part in the challenge. Our first week’s
challenges are as follows:&lt;a href="http://www.blogger.com/blogger.g?blogID=3933631983274710403" name="_Toc318204674"&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;/a&gt;&lt;b&gt;&lt;u&gt;Deathmatch&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;u&gt;&lt;br /&gt;&lt;/u&gt;&lt;/b&gt;&lt;br /&gt;
Challenge 1: Deal Damage to Enemies in The Beacon and you will qualify
for these prizes:&lt;br /&gt;
&lt;ul&gt;
&lt;li&gt;1&lt;sup&gt;st&lt;/sup&gt; Prize: (Top 10% of players). An OCA-626 'Fireball' - a uniquely
skinned OCA with a new stock and 3 Open Slots. This prize both gifts a 10-Day
version of the weapon and unlocks it for purchase.&lt;/li&gt;
&lt;li&gt;2&lt;sup&gt;nd&lt;/sup&gt; Prize: +2 Clothing Inventory Space.&lt;/li&gt;
&lt;li&gt;3&lt;sup&gt;rd&lt;/sup&gt; Prize: $10,000 APB$&lt;/li&gt;
&lt;/ul&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;h3&gt;



&lt;b&gt;&lt;u&gt;&lt;span style="font-size: small;"&gt;Scavenger&lt;/span&gt;&lt;/u&gt;&lt;/b&gt;&lt;/h3&gt;
&lt;span style="font-family: inherit;"&gt;&lt;span style="font-weight: normal; text-indent: 0in;"&gt;Challenge 2: Win Matches in Baylan Shipping Storage&lt;/span&gt;&lt;span style="font-weight: normal; text-indent: 0in;"&gt; and you could win these
prizes;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;ul&gt;
&lt;li&gt;1&lt;sup&gt;st&lt;/sup&gt; Prize: Vegas G20 'Firebomb” -A flaming muscle car
with a twist, this version contains a unique modification called 'Meteor' which
acts like Brick but also causes your car to explode when it next hits something.
It also causes it to become much more susceptible to gunfire when active. This
prize is both a 10-Day lease and the unlock to purchase.&lt;/li&gt;
&lt;li&gt;2&lt;sup&gt;nd&lt;/sup&gt; Prize: NTEC-5 Solid Stock: A 2 Slot Solid Stock
NTEC with Mobility Sling and Hunting Sight. This prize is a 20 day lease.&lt;/li&gt;
&lt;li&gt;3&lt;sup&gt;rd&lt;/sup&gt; Prize: $10,000 APB$&lt;/li&gt;
&lt;/ul&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Seeing as this post is getting a bit lengthy, we’ll save
Environmental changes and New Weapon mechanics for our next blog post.&amp;nbsp; So stay tuned and get ready for New Breeds
Part 1!!!!!!!&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Now, I should probably explain Scavenger. When the mission starts,
both teams are given a base. A number of task items will spawn in the map, and
the player's goal is to grab the items and take them back to the base. The
difference to the normal 'Grab and Deliver' style modes is that once you have
captured the item, it doesn't disappear. Instead you drop the item (you can no
longer interact with it) in your base and you gain points for every second you
hold it. The enemy can steal the items back. It's kind of like capture the flag,
only there are multiple flags and the enemy has to come and get them back.&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
So that’s what’s coming up in the near future. This work is
currently sitting with our QA Team, so we’ll have more for you on dates once
we’ve finalized things.&lt;s&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/s&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-4649429079085590848?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/CYjLrHqmnC0zUEneUnta76j7WbM/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/CYjLrHqmnC0zUEneUnta76j7WbM/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/CYjLrHqmnC0zUEneUnta76j7WbM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/CYjLrHqmnC0zUEneUnta76j7WbM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/jJVRK0UKby0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/4649429079085590848/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/04/new-breeds-part-1-170-update.html#comment-form" title="25 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4649429079085590848?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4649429079085590848?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/jJVRK0UKby0/new-breeds-part-1-170-update.html" title="New Breed Part 1 (1.7.0 Update)" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>25</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/04/new-breeds-part-1-170-update.html</feedburner:origLink></entry><entry gd:etag="W/&quot;A0cNSXsyeip7ImA9WhVRFUg.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-6358443211358867822</id><published>2012-03-23T20:18:00.002-07:00</published><updated>2012-03-23T20:18:18.592-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2012-03-23T20:18:18.592-07:00</app:edited><title>We're back!</title><content type="html">Now THAT was a serious hiatus!&lt;br /&gt;
&lt;br /&gt;
&lt;i&gt;A lot of stuff has happened since the last blog entry in October. Between the Greek debt crisis, US Presidential politics and an incredible focus by our Game Studio on the next version of APB, there just never seemed to be time to make a full blog post. And now it's already spring-time again!&lt;br /&gt;&lt;br /&gt;&lt;/i&gt;&lt;i&gt;Separate from the intense work at our Game Studio, our back-end team has been finalizing a brand new stand-alone MMO publishing platform for people who want to spare themselves the trouble of spending years creating their own MMO publishing system and just want focus on making a great game. Our new platform comes with complete payment systems, in-game analytics, fraud&amp;nbsp;management, in game product&amp;nbsp;management, marketing tools and hosting services, so you can publish your own hard-core free2play MMO to millions of players (just in case YOU, or any of your friends, happen to have built a serious free2play MMO in your garage and you need to reach a global audience) But that is a whole other topic that will be announced completely separately from this blog (at &lt;a href="http://www.reloadedinc.com/"&gt;www.reloadedinc.com&lt;/a&gt;). So with that interlude... back to APB!&lt;/i&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: x-large;"&gt;Springtime For APB&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
We have a TON of game changes coming up in our big 1.7 patch. 1.7 introduces a large number of features, an extended progression system and major changes to core features that we think will make the game a lot more fun for many players.&lt;br /&gt;
&lt;br /&gt;
On the global front we partnered with Innova Systems in Russia last year, and last month Innova launched the APB Open Beta in Russia, and they very quickly hit some pretty impressive player numbers on their Russian servers!&lt;br /&gt;
&lt;br /&gt;
Over the last few months we were also battling a few 'snafu's' of our own making - including some messed up threat ratings (which were fixed, but not before causing some major&amp;nbsp;havoc in the game), and some issues around people suddenly having the ability to 'de-threat' almost at will (something that we also curtailed). We did try hard to not let those distract us from the critical work on 1.7.&lt;br /&gt;
&lt;br /&gt;
New in 1.7 is brand new progression content, brand new modifications (like the ability to put a 'brick' on the accelerator in your car, jump out and turn the whole thing into semi-guided cruise&amp;nbsp;missile), updates to missions that continue our long running work of making them more fun and engaging, map updates, as well as major updates to Fight Club with the launch of the Fight Club Challenge system (to give Fight Club a lot more definition and purpose).&lt;br /&gt;
&lt;br /&gt;
We will be updating the Test World with 1.7 this weekend so people can start the process of testing out several of these new features, and then after our final semi-public test-run, we are hoping to go fully live to everyone in mid-April with the first set of 1.7 features.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span style="font-size: large;"&gt;Permanent Weapon Changes Coming&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Last but not least... We will be changing the way you buy permanent weapons in the game in the future (!). Right now most permanent weapons are NOT account bound - but purchased for each character. In the near future we will (finally) be switching to a system that the most common permanent weapon will be account bound and apply to ALL your characters. For those who have already bought those permanent weapons in the past, those will then apply to all your characters. For those who bought more than one of the same permanent weapon, you will get some extra-special compensation and your credits back after this change goes into effect. More details to be provided soon.&lt;br /&gt;
&lt;br /&gt;
&lt;span style="font-size: large;"&gt;&lt;b&gt;More Bloggers!&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
In order to provide a lot more frequent updates to this blog I am also adding some new faces and posters who will start providing many more hands-on updates and news.&lt;br /&gt;
&lt;br /&gt;
This was just a quick 'hello' to tell you guys that 'we are back.' Over the next week I am handing over the mic to APB's Producer 'Quinzel' to start sharing the gory 1.7 details, and then we will open up the floor to a bunch of different team members who will be able to share all the exciting new things we will finally be able to release.&lt;br /&gt;
&lt;br /&gt;
Oh - and don't forget to go check out the latest stuff on the forums (specifically the revamped items that Quinzel just put up:&amp;nbsp;&lt;a href="http://forums.gamersfirst.com/topic/266582-armas-spring-sale-this-weekend/"&gt;http://forums.gamersfirst.com/topic/266582-armas-spring-sale-this-weekend/&lt;/a&gt;&amp;nbsp;). See you all in San Paro!&lt;br /&gt;
&lt;br /&gt;
/TechMech&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-6358443211358867822?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/HfQjDuzu1SPVI5Wk3lRLe3tIvnQ/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/HfQjDuzu1SPVI5Wk3lRLe3tIvnQ/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/4WpyCJfXT7Y" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/6358443211358867822/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2012/03/were-back.html#comment-form" title="41 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/6358443211358867822?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/6358443211358867822?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/4WpyCJfXT7Y/were-back.html" title="We're back!" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>41</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2012/03/were-back.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEUNSHs7fSp7ImA9WhdUFE4.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-5317315127400951224</id><published>2011-09-30T19:31:00.000-07:00</published><updated>2011-09-30T19:31:39.505-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-30T19:31:39.505-07:00</app:edited><title>Do we need some sort of 'cheater amnesty' as we crack down on cheaters?</title><content type="html">Wow - so yes - we have been tracking cheaters for quite some time, and with the launch of patch 130 we basically KILLED almost every cheater from all three major cheatmakers - in spite of their claims to the PB shield and other BS that they have been working on.&lt;br /&gt;
&lt;br /&gt;
I clearly will not tell you HOW you were observed. Let's just say you were observed. And we can say with unequivocal certainty that the account you used has now or in the past been used for cheating. Sorry.&lt;br /&gt;
&lt;br /&gt;
Some people posting in reply to the last post clearly stated things like 'I borrowed the account from a friend' or 'I got the account from a cheater friend.'&lt;br /&gt;
&lt;br /&gt;
So - what do we do now? And what do the cheaters do now?&lt;br /&gt;
&lt;br /&gt;
Sure - as a cheater you can go make a new account and RAGE CHEAT on the servers this weekend. Sure you can get some cheat-time in. But for what? Of course it just means you will be banned again, and with the next couple of builds we are ratcheting up the cheat hunting in such a manner that you cannot return. Ever.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Come Clean Instead!&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
Instead I have a MUCH better idea. If you feel remorseful. If you think you want to come back to the game. Then uninstall the cheat (or in some cases - because several of the cheats are root-kits that have actually BORKED your machine, you may have to re-install Windows), make a new account - and then play nice in the community for the next few weeks while we roll out the next several changes, and then pray we MAY let you continue on the new account before we launch the next anti-cheat patch. If someone TRULY comes back and plays clean - we may consider it. However, under no circumstances will you get back anything from the banned account. Don't even ask.&lt;br /&gt;
&lt;br /&gt;
There are some interesting stats for the crew we banned (and to give you an indication how this was NOT a 'public' or 'easy' cheat ban). Nearly 50% were paid accounts (!). Some had 1500 HORUS of game play (that's 240 hours a month for the period one of the players played!). Some had spent a lot of money. And they STILL could not keep themselves from breaking the rules and destroying the game&amp;nbsp;experience&amp;nbsp;for those around them. It's all VERY SAD.&lt;br /&gt;
&lt;br /&gt;
Based on the bans we can now even compute the revenues of the major cheat makers. We estimate that the three cheat makers make from $15,000 to $50,000 in revenue per month (depending on the cheat maker) from their cheats from the APB portion of cheats. So - for those of you out there will to pay a farg-ing $30 PER MONTH for a cheat - AND as much for items in APB - WHAT ARE YOU THINKING? AND - why on earth do you support the cheat makers to begin with. THEY are the ones that just cost you a boat-load of money, time and effort.&lt;br /&gt;
&lt;br /&gt;
No cheat will go undetected forever. So I say it again - just don't do it!&lt;br /&gt;
&lt;br /&gt;
Here are some interesting screenshots from the 'top-three' cheatmakers. Anyone feel pity?&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-X0cuvMXbjSo/ToZ7BRLWBPI/AAAAAAAAR7E/Xq_8a2xxKfo/s1600/cheat_01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="124" src="http://3.bp.blogspot.com/-X0cuvMXbjSo/ToZ7BRLWBPI/AAAAAAAAR7E/Xq_8a2xxKfo/s320/cheat_01.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://3.bp.blogspot.com/-Ji5MLLT0D9s/ToZ7Bjs-e5I/AAAAAAAAR7I/A5dXZ0oufyw/s1600/cheat_02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="171" src="http://3.bp.blogspot.com/-Ji5MLLT0D9s/ToZ7Bjs-e5I/AAAAAAAAR7I/A5dXZ0oufyw/s320/cheat_02.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://1.bp.blogspot.com/-UFFHqQ3dVRo/ToZ7B0EXfpI/AAAAAAAAR7M/looIwi9EQmY/s1600/cheat_03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="209" src="http://1.bp.blogspot.com/-UFFHqQ3dVRo/ToZ7B0EXfpI/AAAAAAAAR7M/looIwi9EQmY/s320/cheat_03.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;br /&gt;
You have ONE LAST CHANCE to stay with this game before we go live. Don't F-that last chance up.&lt;br /&gt;
&lt;br /&gt;
/TechMech&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-5317315127400951224?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/ZBCWsB9hxyEDjKaFLCu-7i1Na-M/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ZBCWsB9hxyEDjKaFLCu-7i1Na-M/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/ZBCWsB9hxyEDjKaFLCu-7i1Na-M/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ZBCWsB9hxyEDjKaFLCu-7i1Na-M/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/w_E_vYoUDJ0" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/5317315127400951224/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/09/do-we-need-some-sort-of-cheater-amnesty_30.html#comment-form" title="141 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/5317315127400951224?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/5317315127400951224?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/w_E_vYoUDJ0/do-we-need-some-sort-of-cheater-amnesty_30.html" title="Do we need some sort of 'cheater amnesty' as we crack down on cheaters?" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-X0cuvMXbjSo/ToZ7BRLWBPI/AAAAAAAAR7E/Xq_8a2xxKfo/s72-c/cheat_01.jpg" height="72" width="72" /><thr:total>141</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/09/do-we-need-some-sort-of-cheater-amnesty_30.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Ak8FQX49eyp7ImA9WhdUFEw.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-1885359290297501643</id><published>2011-09-30T14:11:00.000-07:00</published><updated>2011-09-30T14:40:10.063-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-30T14:40:10.063-07:00</app:edited><title>Quick "version 130" update</title><content type="html">Today we released patch 130 of the game. This intermediate patches fixes various minor items, but also further tightens security in the game. We expect 1000s of accounts will be banned as a result of this patch.&lt;br /&gt;
&lt;br /&gt;
And again, surprisingly, why people PAY for game items and STILL cheat blows our minds. You will be caught (eventually), and what fun can that ever be?&lt;br /&gt;
&lt;br /&gt;
Patch 130 resolves one of the 'rubberbanding' issues that was introduced in patch 123, though further testing is required for a permanent solution.&lt;br /&gt;
&lt;br /&gt;
We are continuing to rapidly move toward the critical 1.5.4 version of the game, which introduces the first iteration of the new maps and game modes. Also 1.5.4 will also further tighten cheat resilience another notch.&lt;br /&gt;
&lt;br /&gt;
Finally, the game will be in retail in North America in December. This means that the 'LIVE' version of the game will be scheduled to coincide with the retail release.&lt;br /&gt;
&lt;br /&gt;
/TechMech&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-1885359290297501643?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/uL_x23v63RSkSI-awa41iKOxE_o/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/uL_x23v63RSkSI-awa41iKOxE_o/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/AFe3KFMmF-k" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/1885359290297501643/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/09/quick-version-130-update.html#comment-form" title="39 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1885359290297501643?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1885359290297501643?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/AFe3KFMmF-k/quick-version-130-update.html" title="Quick &quot;version 130&quot; update" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>39</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/09/quick-version-130-update.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D08CQHoyfSp7ImA9WhdVEUQ.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-6128426828470089530</id><published>2011-09-16T10:37:00.000-07:00</published><updated>2011-09-16T10:57:41.495-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-09-16T10:57:41.495-07:00</app:edited><title>Entering the Open Beta "Home Stretch" - Part I</title><content type="html">&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;i&gt;Player Motivation, Player Control and Cheats&lt;/i&gt;&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;
&lt;i&gt;First a quick note; from September 15 - September 20 we are offering &lt;b&gt;a 100% rebate G1C bonus&lt;/b&gt; for everyone who buys any items in the new APB Reloaded (version 1.5.3) which we launched September 15. &lt;a href="http://forums.gamersfirst.com/index.php?showtopic=215420&amp;amp;st=0&amp;amp;p=2024865&amp;amp;#entry2024865"&gt;Click here&lt;/a&gt; for some more information about this promotion. There are always issues with a major new version, and this promo will let people make purchases while knowing they get a complete 'redo' later on.&lt;/i&gt;&lt;br /&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
Hi everyone! I cannot believe it's been more than four weeks since my last post!&amp;nbsp;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
A lot has happened in the past four weeks, so this post is going to be quite
long (and hopefully filled with some great information). After the last entry, we left our offices and went on a&amp;nbsp;pilgrimage&amp;nbsp;to Cologne where the team participated in GDC Europe (we discussed APB in some of the seminars) and GamesCom (which is one of the largest consumer game shows in the world).&lt;br /&gt;
&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-sW6GUAiUeq8/TnLFPNT9-3I/AAAAAAAAR6w/kC_relmm5jk/s1600/show_day_small.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/-sW6GUAiUeq8/TnLFPNT9-3I/AAAAAAAAR6w/kC_relmm5jk/s1600/show_day_small.jpg" /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;/div&gt;
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&lt;div class="MsoNormal"&gt;
GamesCom was great, especially since it gave us a chance to meet players, many who offered us a lot of great feedback and good ideas for the development team to mull over (though it was also a little bit entertaining to watch some new APB players search for the XBox game-pad controllers), and it was also a chance for us to meet some of the more well-known APB players in person.&lt;br /&gt;
&lt;br /&gt;
To make it even better, we gave away tens of thousands of codes to players who stopped by the booth, and a lot of other swag and items. It's always good when you get a chance to play Santa in the middle of summer.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Upcoming Development Roadmap&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
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&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;/div&gt;
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&lt;a href="http://4.bp.blogspot.com/--8jxZUwEs2w/TnLGCDfntjI/AAAAAAAAR60/Sx87rhu7yCU/s1600/roadmap_small.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" src="http://4.bp.blogspot.com/--8jxZUwEs2w/TnLGCDfntjI/AAAAAAAAR60/Sx87rhu7yCU/s1600/roadmap_small.png" /&gt;&lt;/a&gt;&lt;/div&gt;
In August the
development team focused on finishing up the first 1.5.3 version build (which we released today). Builds 1.5.3 through 1.5.7 represent the "Home Stretch" for the
entire Open Beta process, and after 1.5.7 we anticipate considering making the fateful leap to the Live version of the game (wooo!).&lt;o:p&gt;&lt;/o:p&gt;&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Version 1.6 is scheduled as the first Live (non-Beta)
release, but before we actually get to 1.6, we still have a lot of work to
complete, so today I will cover the most drastic upcoming changes,&amp;nbsp;discuss a lot of the overall issues in the game and what we are doing to address them,&amp;nbsp;and finally next week I will share the 1.5.3 through 1.5.7 roadmap as a link at the top of this page so you can see some more details about the upcoming changes.&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
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&lt;br /&gt;
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&lt;div style="text-align: center;"&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: x-large;"&gt;Issues spotted in Open Beta&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;div style="text-align: left;"&gt;
The first 90+ days of Open Beta have been great in helping us identify how players actually interact with the game, where players (like yourself) go, what you do, what you are willing to pay for, what you like to spend time on, what customizations you like, what cars you drive, what players you group up with, how you make your clan, what you hate, what you like and what activities motivate someone to continue playing the game (and sending virtual love-letters to the staff), and what issues and problems drives someone to rage-quit (and makes them email us 15 tickets in a row that all start with FFFF---KKK). The amount of data collected in Open Beta has been staggering. Unfortunately we have to now prioritize and structure this insane amount of feedback into actionable things.&lt;/div&gt;
&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Issue (1): Lack of Player Control&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://4.bp.blogspot.com/-oPcv6D4wQFw/TnLCtdhKGQI/AAAAAAAAR6k/R1tNT0kXI-0/s1600/control.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="133" src="http://4.bp.blogspot.com/-oPcv6D4wQFw/TnLCtdhKGQI/AAAAAAAAR6k/R1tNT0kXI-0/s200/control.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;
One of the core issues the game suffers from is the lack of player control. Not 'control' in terms of changing your character&amp;nbsp;or designing a clan&amp;nbsp;(which obviously are great&amp;nbsp;customization&amp;nbsp;features in APBR), but simply the inability to pick the types of missions and gameplay you like to play when you want to play them.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Unlike traditional games, APB Reloaded uses the "Mission System" to assign you missions while you drive/walk/sprint around the city (of course only if you remember to 'press K' - which is another annoyance of those we observed from watching people play at GamesCom).&lt;br /&gt;
&lt;br /&gt;
The main problem with this fundamental design is that you may not be in the mood for the next mission you will be assigned. Even if it's a good mission, you might not have the right crew, time etc. for that particular game type. But as soon as the mission is assigned - that's it - you are committed (or if you quit, you of course lose Threat Level and thus risking your "Motivation" - so the Threat Level system is ANOTHER problem altogether which I will address below).&lt;br /&gt;
&lt;br /&gt;
How are we going to return player control to the game, while still letting people have a wide open 'Living City' experience?&lt;br /&gt;
&lt;br /&gt;
The first answer we are pursuing is "Fight Club" / "Proving Grounds," now scheduled as our 1.5.4 release. These missions, which you will be able to trigger directly from the district select screen, are&amp;nbsp;the first&amp;nbsp;iteration of what will become a series of dedicated matches that teams and players can launch and get a pre-defined "tweak-able"&amp;nbsp;experience. We will also be able to tune what is included in the pre-defined experience on a weekly or monthly basis until we have given it the right length/content/feel (and take player feedback on which encounters are the most engaging and fun).&lt;br /&gt;
&lt;br /&gt;
The idea is to give you the chance to jump in to a violent 10 v 10 (or similar)&amp;nbsp;death-match&amp;nbsp;or territory capture in a very small isolated portion of a district (which - by the way - also solves some 32-bit and low spec machine issues by being much smaller than the standard districts) for intense short-burst action. Think of it as a PuG clan fight, but with open ended groups/teams on each side and without all the Clan Mechanics.&lt;br /&gt;
&lt;br /&gt;
While this provides insta-match content for players to experience, it also helps us try out new map changes and game-types which if successful, will be added to the main game maps as well.&lt;br /&gt;
&lt;br /&gt;
We will have a whole post about these insta-missions, and how it relates to other districts and features still under development. In the current schedule Fight Club / Proving Grounds are in version 1.5.4 and Clan Warfare is in version 1.5.7 (check back next week for the details of the roadmap). We are really excited about the possibilities of this system, and letting players use it to get to the 'meat' of various types of action in just one click (again - without removing the current open ended districts).&lt;/div&gt;
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&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Issue (2): Cheaters - and the&amp;nbsp;&lt;u&gt;Perception &lt;/u&gt;of Cheaters&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-yZeVjXeV_NE/TnLCtFjmt4I/AAAAAAAAR6c/8i_lka0Hu64/s1600/cheater.jpeg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="178" src="http://2.bp.blogspot.com/-yZeVjXeV_NE/TnLCtFjmt4I/AAAAAAAAR6c/8i_lka0Hu64/s200/cheater.jpeg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;
APB is a Server-Side game. This means that&amp;nbsp;barring&amp;nbsp;various programming snafu's, there really are very few things you can do in the game to actually cheat. Unlike peer-to-peer games or games that rely more on the client being authoritative, APB is impossible to cheat with things like 'one shot kills' or 'invincibility&amp;nbsp;cheats' and similar cheats of those types. The server rules all.&amp;nbsp;Therefore&amp;nbsp;(again barring coding mistakes, which do happen on occasion) most of these types of cheats are useless against the game.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
However - there ARE things that the game is vulnerable to - specifically two items; aimbots and wallhacks (opponent 'ESP tags') since those two types attack the local client and exploit locally hidden information (players behind walls etc.). There is nothing quite as frustrating as finding a good hiding spot, only to be 'magically' found by your opponent. We agree.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
We have two ways of attacking this issue, one is to change actual game code that will make certain exploits much harder, and the other is to work with an enhanced cheat deterrent system. The pros and cons of PunkBuster (or according to the community - the Cons) are quite well known, even though just last week it banned 2,000 players in one swoop when it was able to suddenly detect the latest evasion attempt from a cheat maker. The issue with PB is that it remains one step behind the aimbot/wallhack makers. But there is a solution for this issue in the pipeline as well.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
&lt;b&gt;Cheat solutions in 1.5.3 through 1.5.7&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Starting with 1.5.3 we are making various aspects of cheat coding&amp;nbsp;much harder to perform and/or easier to detect. Because it's cheating we are talking about we cannot really disclose exactly what we are doing, but as of this patch key cheat functions are starting to break in really odd ways. There should be plenty of frustration in the cheat maker side over the next several builds, though 1.5.3 has only implemented a portion of these changes. The goal is to get to make cheating a non-issue by the time we go formally "Live" with the game. As you can imagine, that's a tall order, but based on recent progress (some not yet in the game), we are starting to feel better about the prospects of solving this issue.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
In a later patch closer to Live we have a much more drastic change that will also be rolled out, in addition to the road we have started down in 1.5.3. The goal is to have the full suite of changes in place before we release 1.6.0.&amp;nbsp;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;So - What do you mean by the "Perception" of cheating?&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
IF there are only TWO serious types of cheats that even work in the game, how about the 'perception' of cheating going on? Why is this perception rampant? (see Issue 3 for another critical problem - that also causes rage and/or cheat anger - so all these issues are tied together).&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;First Perception - Snapping&lt;/b&gt;&lt;br /&gt;
First - there is an oddity with the game itself. Snapping is part of the game (!). If you run in one direction, but are looking behind you, the moment you hit 'fire' your character on all opponent computers will appear to make an instant 180 and 'snap' in the opposite direction while firing the shot. Good players can make it appear they are 'multi-snapping' by being very exact. The effect is very easy to test with two computers opposed to each other.&lt;br /&gt;
&lt;br /&gt;
The result is that in many matches you often&amp;nbsp;perceive&amp;nbsp;your opponent 'snapping' to you (almost magically), since you don't actually get a copy of the opponent's camera movement, only the end-shot (snap). That's not cheating. That's normal game play. When you face an extremely good player, it's very hard to NOT think they are cheating. Mostly because the visual appearance of the opponent (snapping around to different targets) makes it look like something is amiss (compared to playing MW2), but also because most of us think NOONE can possible beat us or have better map awareness :) . We know we are awesome :) (again - not saying that aimbotting and wallhacking cannot happen - just that often it also appears to be happening while it's really NOT taking place). Snapping CAN indicating cheating, but only when players target multiple targets that are large angles apart in a split second. Unfortunately the two types of snapping (legitimate and the real cheatin' kind) are hard to tell apart.&lt;br /&gt;
&lt;br /&gt;
We will release some videos to show this in action as well.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
&lt;b&gt;Second Perception - Magic Bullets&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Second - not all misses are&amp;nbsp;noticed by opponents, often due to how bullet flight is handled. If you are being shot by an enemy all bullets that HIT your avatar will always be readily apparent. Bullets that MISS are still sent to your computer, but we often see test players in our focus tests that do not realize that a large number of bullets were fired in their direction during an intense firefight, and that many of them missed. This can lead to a perception that opponents magically HIT YOU with every shot they fire (and magically never missed!), though in reality your enemy is shooting more shots in your direction than you might realize.&amp;nbsp;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;
&lt;b&gt;Third Perception - Cheats that Aren't&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
Third - there are some supposed cheats (some that are even sold to people) - that in fact are not cheats at all. The best example is the 'no-spread' supposed cheat. If you use a 'no-spread' cheat and fire at a wall - you will THINK that bullets are hitting a wall and strike a tight area&amp;nbsp;(or even easier - you can muck with local INI files and see visual changes in your client without having any effect on the server or opponent games). That's because it's a client side change. But, in spite of what you might see on a wall, shooting another player is handled entirely on the server. Turning on a 'no-spread cheat' might make you FEEL you are aiming better (and maybe you DO aim better because you 'feel' better) - but you are actually just as spread-y against opponent players as you were before the 'cheat' from the point of view of the server and the opponent player. Ie the cheat has no effect other than on your computer.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;Are there any cheats right now?&lt;/b&gt;&lt;br /&gt;
Yep. No bones about it - that some people are using wallhacks and aimbots (or after the current update, are certainly trying to use them with the 1.5.3 build), and there clearly is a delay before they get banned. Therefore we are very interested in seeing the changing pattern during this patch version (1.5.3) and then followed by the upcoming 1.5.4 through 1.5.7 series of builds. What will players do? What will the cheatmakers do? We will all find out!&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;Other possible solutions - player kicks?&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
We often get the request to implement cheat-vote-kicking. A small sidenote, when Zak/Qwentle jumped in to Combat Arms for some quick analysis on how they handle something he was trying to work on, he was quickly vote-kicked by the Combat Arms players for being a 'cheater' (something you can do in CA). He clearly was NOT cheating, but he was simply just very good at playing the game, even though he had a brand new character. So player-banning also have problems.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;b&gt;So - what are we going to do?&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
In 1.5.3 we have done some interesting stuff. In x.x.4, 5, 6 and 7 we are doing additional interesting things. Depending on how they work out, we will start disclosing exactly what has changed. Let's first see how people react to them...&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
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&lt;div class="MsoNormal"&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Third issue: Wrong Motivation Goal - and Driving People Nuts (aka the evils of Threat Levels)&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;div class="separator" style="clear: both; text-align: center;"&gt;
&lt;a href="http://2.bp.blogspot.com/-Dib2HEZE42I/TnLDbSHNe6I/AAAAAAAAR6o/zmgcZNcxJBY/s1600/motivation.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="132" src="http://2.bp.blogspot.com/-Dib2HEZE42I/TnLDbSHNe6I/AAAAAAAAR6o/zmgcZNcxJBY/s200/motivation.jpg" width="200" /&gt;&lt;/a&gt;&lt;/div&gt;
So - not only do you have a lack of player control (ie you get handed a random mission, and if you quit it you lose Threat Level) you also start thinking (incorrectly) that Threat Level is actually something you really want to care about as a progression metric and a community status symbol. It was never intended to be either.&lt;br /&gt;
&lt;br /&gt;
We really apologize for not addressing this earlier... Threat Level (or ELO rankings or Glicko Rankings) should actually never be a driving factor for your enjoyment of the game, but partly because of how they are presented, it's become the ultimate status symbol.&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
To use a golf analogy, if I had to continually show my golf handicap (which is not great) and every day I played I was constantly shown Tiger Woods' handicap (which, even in his current slump is probably a sub-zero handicap), I would simply not feel all that great about myself. Or having my high-school football team compared to a professional football team every day (American football or European football - same issue :) )&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
&lt;br /&gt;&lt;/div&gt;
&lt;div class="MsoNormal"&gt;
In games like Golf (or Tennis, or Football) we get around this comparison problem by simply 'grouping' ourselves in logical cagegories, divisions and leagues. NFL teams&amp;nbsp;(or Premiership / Bundesliga teams for the football games where you actually use your FOOT) are never ranked against or compared with&amp;nbsp;high-school or low category club teams. And that's for a good reason. It doesn't make sense.&lt;br /&gt;
&lt;br /&gt;
We are working on a drastically different way of representing Threat Level and progression in the game. Some aspects will be the same (a cool symbol), but what the symbol means will be radically different (and potentially more informative).&lt;br /&gt;
&lt;br /&gt;
Here is our latest idea of how we will do this. You will be assigned a skill rating and a progression. The skill rating (based on the underlying system we have today) will give you one of four colors; Green, Bronze, Silver and Gold. Players will be assigned one of those four colors based on skill rank.&lt;br /&gt;
&lt;br /&gt;
The actual symbol will be one of 20 different symbols (initially) representing the progression you have made in the game; 0-9, 10-19, 20-29 etc. So you will get a different progression symbol every 10 levels from 1 through 195 (until we expand the 195 to permit higher levels as well).&lt;br /&gt;
&lt;br /&gt;
In all matchmaking locations where today you see the Threat Level symbol, you will instead see the new combined Skill / Progression symbol giving opponents information both about your general threat, as well as your progression through the game.&lt;br /&gt;
&lt;br /&gt;
This way you actually get better information about the gear and content that a player is likely to have equipped. Especially for Gold players there is significant difference between a Gold who is progression 25 and one who is progression 125,since the higher progression player has a lot more versatility in equipping the right gear for the right encounter. With the current TL system, this critical information is never communicated.&lt;br /&gt;
&lt;br /&gt;
Will you EVER get to see the 'real' underlying detailed skill information? Potentially yes - in particular in our upcoming Clan Warfare system you are likely going to have the ability to 'see' your mates detailed data (partly so you can build the most competitive clan fighting team to defend your clan ladder rankings). There i&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;s becomes important info (and not unlike how WoW deals with the ELO levels, and the same reason you can only see your own team's detailed rankings, but not your opponents).&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-family: inherit; font-size: large;"&gt;New contacts coming soon&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Now in order to expand the game for those player who are already high level, we are also working hard at adding new levels of progression above the current contacts.&amp;nbsp; Those who have completed both organisations
for their faction will be given the chance to work with several specialists
which we are adding in the next several versions of the game leading up to the Live Launch.&lt;/span&gt;&lt;br /&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;span lang="EN-GB" style="font-family: inherit;"&gt;In addition to expanding the Progression range above 195, new rewards
for working with these contacts will also include High level
Vehicles, Symbols and the first parts of Tactical Gear / SWAT Gear (Helmets, Pads, Loadouts,
Webbing Armor etc).&lt;o:p&gt;&lt;/o:p&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div class="MsoNormal" style="line-height: normal; margin-bottom: .0001pt; margin-bottom: 0in;"&gt;
&lt;span lang="EN-GB" style="font-family: inherit;"&gt;More
importantly, they’ll also unlock a plethora of new Modifications that are not yet in the game, giving
players new options and choices to make when deciding on the best mods for
Weapons, Vehicles and their Character.&lt;/span&gt;&lt;/div&gt;
&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-family: inherit; font-size: large;"&gt;Back to the Grind-Stone...&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
These are the three areas where we are really putting a lot of focus as we race toward the first 'Live' finished game. As we roll these features out, we hope to continue getting your feedback (though, you may want to wait with final feedback until the features are live :) ), and then get to a successful 1.6 Live Launch.&lt;br /&gt;
&lt;br /&gt;
Next week I will post the updated Roadmap at the top of this page, so, check back then for more details about the upcoming changes, as well as the design details of Proving Grounds.&lt;br /&gt;
&lt;br /&gt;
Until next week,&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/aCgqoGU6ffWGKuCxLNl3_XaanP0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/aCgqoGU6ffWGKuCxLNl3_XaanP0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/o6y5hGn_xJ4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/6128426828470089530/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/09/entering-open-beta-home-stretch-part-i.html#comment-form" title="82 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/6128426828470089530?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/6128426828470089530?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/o6y5hGn_xJ4/entering-open-beta-home-stretch-part-i.html" title="Entering the Open Beta &quot;Home Stretch&quot; - Part I" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/-sW6GUAiUeq8/TnLFPNT9-3I/AAAAAAAAR6w/kC_relmm5jk/s72-c/show_day_small.jpg" height="72" width="72" /><thr:total>82</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/09/entering-open-beta-home-stretch-part-i.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEICRHcycSp7ImA9WhdRGUk.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-3902994207933567712</id><published>2011-08-09T19:48:00.000-07:00</published><updated>2011-08-09T20:22:45.999-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-08-09T20:22:45.999-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="NVidia" /><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta 2" /><category scheme="http://www.blogger.com/atom/ns#" term="Threat Level" /><category scheme="http://www.blogger.com/atom/ns#" term="GamesCom" /><category scheme="http://www.blogger.com/atom/ns#" term="GDC Europe" /><title>Server lag = solved, TL-ratings changed, NVidia SLI support and patch 116 improvements</title><content type="html">Today's patch caps lots of different tracks of optimizations and&amp;nbsp;improvements&amp;nbsp;that have been worked on in parallel for quite some time, so this post will outline all these changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Server Side Lag Solved&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
First up - as of this week we have officially sorted out all the items related to server side lag that were killing some servers at various strange intervals (5, 10 and 20 minutes generally). Without going in to extreme technical detail, the issue turned out to be the method used to invoke various external libraries that under certain conditions could cause network congestion on the server itself. That issue was fixed in the last 10 days, and combined with&amp;nbsp;new networking equipment from Internap that optimizes the route selection from individual players, most server side lag conditions have now been completely eliminated.&lt;br /&gt;
&lt;br /&gt;
The network routing optimization boxes are quite cool, as we were able to observe in real time some players connecting from Australia to Frankfurt (maybe not the best idea to connect that far) and see them drop from 1500ms ping times to 500ms ping times. Of course the 500 we cannot do anything about (given the physical distance), but the 1000ms improvement was very significant.&lt;br /&gt;
&lt;br /&gt;
Will you or some of your friends still see game lag? Sure - under three conditions; (1) your home network runs in to congestion, (2) your ISP has a freak-out and messes up its routes to its peers or (3) your home computer is not up to spec and you end up lagging all the time (but that's of course client side lag which is a whole different beast).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;NVidia SLI support in the new 280.26 WHQL drivers&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
NVidia notified us this week that the new WHQL drivers now have the APB profiles included. This is the link to the drivers. The SLI profiles are NOT listed in the release notes, but, if you install these drivers and attempt to run the game using NVidia SLI card config, you will see that the game FINALLY runs as expected.&lt;br /&gt;
&lt;br /&gt;
Download the final release drivers from here:&lt;br /&gt;
&lt;a href="http://www.nvidia.com/object/win7-winvista-64bit-280.26-whql-driver.html"&gt;http://www.nvidia.com/object/win7-winvista-64bit-280.26-whql-driver.html&lt;/a&gt;&lt;br /&gt;
&lt;br /&gt;
(and again - the listed games in their notes is for NVidia 3D vision support, something we have not yet added, but is also on our list of optimizations to come at some point in the future).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Threat Level Revisions&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
A few weeks ago we released code which altered the matchmaking, but in doing so, the code also (actually at my request) included a new 'uncertainty' modifier value which basically made the matches made with new players slightly more 'uncertain' (and for a longer discussion about the matchmaking changes you can look at the earlier blog posts).&lt;br /&gt;
&lt;br /&gt;
Due to some interesting math behavior - the rating system has been properly rating people (so everyone on a relative basis has the proper rating). Here is a histogram of a set of 15,000 ratings from one world from one day in the game using the RAW (underlying) rating data.&lt;br /&gt;
&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-_lzRYOZrDSc/TkHhOAxznRI/AAAAAAAAR5M/eBm13OICbgc/s1600/rating_histogram.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="298" src="http://3.bp.blogspot.com/-_lzRYOZrDSc/TkHhOAxznRI/AAAAAAAAR5M/eBm13OICbgc/s400/rating_histogram.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;Keep in mind that this data DOES NOT equal the game Threat Levels (as you can tell from the above diagram, the ratings are from negative to positive rating levels and don't line up with TL values). However for those who like math, the ratings DO fall on a nice even bellcurve, which in fact IS the expected outcome of our rating system.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;So if the RAW ratings look nice and curve-like, then what on earth went wrong when 'translating' the ratings to in-game Threat Levels?&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;In short - the location of the middle of the bellcurve is NOT where we had expected it to be when we implemented the formulas. In fact - in the live data the bellcurve center appears around the value "5.5" and not at the expected value (which was expected to happen much higher up on the translation scale). There are a lot of math reasons for this 'real world' outcome (after all - that's what we use Beta to figure out), some of the reasons had to do with the formulas and parameters used, and some were the result of the APB mission system and how players of different ratings group for missions.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;So what happened in the current translation in game? Well - we accidentally ended up with THIS lopsided translation to threat levels that people saw in the game:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-F_1ZN_NmbZk/TkHgP9u5cEI/AAAAAAAAR5E/P0lBbKnWcLs/s1600/live_rating_distribution.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="230" src="http://4.bp.blogspot.com/-F_1ZN_NmbZk/TkHgP9u5cEI/AAAAAAAAR5E/P0lBbKnWcLs/s400/live_rating_distribution.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;What actually happened was that the translation from RAW rating data to visual game information (threat levels) pushed 35% of players into TL 1 (aka Bronze 1). In fact a total of 50% of ALL players were rated Bronze 1, 2, 3 (!). That means there is an ENORMOUS difference in skill between players within those three rating levels - and then everyone else were spread out across the rest of the spectrum. Or another way to think of it - the difference in skill between the lowest Bronze 1 player and the highest Bronze 3 player was just as great as the difference in skill between a Bronze 4 player and a Gold 10 player (!).&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;Clearly that was NOT the expected amount of players in those threat levels, and the TL values became pretty useless to gauge overall skill between players.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;In spite of the above translation issue, even though the underlying RAW data was correct, the visual translation into the actual game certainly did not work as intended, and has lead to a LOT of concerns and complaints in the game.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;As a result - with patch 116 we have re-translated all the RAW data, into new TL values. When 116 goes live, then the ACTUAL threat level distribution will look like this:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-BQs8bKHxPB4/TkHgPjd4RKI/AAAAAAAAR5A/QGkNl7xIIHk/s1600/new_rating_distribution.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="262" src="http://1.bp.blogspot.com/-BQs8bKHxPB4/TkHgPjd4RKI/AAAAAAAAR5A/QGkNl7xIIHk/s400/new_rating_distribution.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: -webkit-auto;"&gt;&lt;br /&gt;
&lt;/div&gt;The idea with this distribution is that 30% of players will be Bronze (1-10 in the above chart), 60% will be Silver (11-20 above) and 10% will be Gold (21-30). In this rating system only 0.2% of players will be Gold 10.&lt;br /&gt;
&lt;br /&gt;
The vast majority of players will end up in the range Bronze 6 to Silver 8 (80% of players), and then players above (Silver 9 and up) or below (Bronze 5 and less) will be quite rare (roughly 10% above and below that middle set of values).&lt;br /&gt;
&lt;br /&gt;
Silver 5 will be the most common rating, with 9% of players being a Silver 5.&lt;br /&gt;
&lt;br /&gt;
So when you log back in to the game tonight - don't be surprised that your level has changed. In fact - it may have jumped from a Bronze 1 to a Silver 2 (if you were at the very top of the Bronze 1 range).&lt;br /&gt;
&lt;br /&gt;
Therefore the new threat translation should give you a lot more useful information about the matches you have with opposing players.&lt;br /&gt;
&lt;br /&gt;
Will there be other TL related issues in the future? Potentially - but the plan going forward will be to re-balance the TL display at least monthly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Hong Kong Premium Server Launch, and the upcoming Russian and CIS world.&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Tonight we also enabled the "premium" server in Hong Kong. This is entirely a system meant to give low-latency access to a region that we don't really support yet (given the very high prices for connectivity in the region), and you can ONLY access this server if you are a premium player. That's a little counter-intuitive for a Free2Play© game, but, since you can continue playing for free on the Los Angeles server (where our cost of operations is 10X lower than in Asia), we felt that we would offer a premium access choice for those who really want low ping times to the games locally in that region.&lt;br /&gt;
&lt;br /&gt;
If this experiment works, then we will also consider adding an Australian Premium server given the tremendous amount of interest we seem to have from Australia and NZ as well, where the cost of internet service is equally astronomical.&lt;br /&gt;
&lt;br /&gt;
We have made progress on launching the game in Russia and CIS as its own separate territory, and I will update the blog when we have more details on that launch. When that happen we will also be able to re-enable the use of Cyrillic characters in chat, game names etc. for the Russian and CIS worlds and will migrate all Russian characters over to that world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Going to GamesCom or GDC Europe?&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
We do have a contingent at GamesCom and GDC Europe. If you are going as a gamer (to GamesCom) or an industry person (to GDC), certainly feel free to come by.&lt;br /&gt;
&lt;br /&gt;
We have a pretty small presence at GamesCom (mostly for 'fun') but we WILL be giving out quite a few free codes and other swag, so stop by the APB 'alley' if you plan to be at the conference. You can also meet with some of the APB Devs, Artists and Designers who will be there handing things out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Patch 116; &amp;nbsp;Various fixes plus 'spammy popup reduction'&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
For patch 116, please see the patch notes on the forums, but one of the bigger changes involves reducing the annoyance factor of the popup we added in earlier builds meant to point out the clear difference between premium and non-premium players. We may have gone a LITTLE bit wild (yes I know - maybe VERY wild) with the earlier version of the popup with the sheer amount of notifications. In build 116 we relaxed the spammy nature of the notifications to a much more manageable level.&lt;br /&gt;
&lt;br /&gt;
In the new build the popup does NOT appear in the&amp;nbsp;Tutorial (which was a little over the top), and does not appear when you hit Heat 5, and it ONLY appears after 50% of the missions during normal play. Of course getting a premium account completely removes the popup (yay!), just like premium cable TV has no commercials.&lt;br /&gt;
&lt;br /&gt;
However - for all the people that expressed their concern about this popup, it is worth noting that premium conversions JUMPED nearly 40% over the old conversion rate when we added this notification (potentially people didn't realize what they were missing :) ), so we are going to continue using the popup (albeit in a much milder form). After all, this increases our ability to launch more stuff by being able to increase our staff to work on all the remaining issues in the game. After the popup was added about 33% of all the CCU at any given moment on any server are now Premium players, and the number is growing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Future Changes&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Next up - we are continuing to work very hard on optimizations and exploit fixes as well as the next set of feature changes. Based on some really interesting work we are doing right now we have been making some tremendous progress and at some point (when things thoroughly QA-ed and ready) we plan to release of a lot of changes simultaneously, which likely will take the edge of many current and future exploits. I won't be sharing more than that until it's ready to go (given the enormous amount stuff involved), but as soon as we are ready we will share much more data.&lt;br /&gt;
&lt;br /&gt;
Finally the new features (ClanWarfare, Racing and Asylum) all are progressing, though with a relatively small team progress is taking a little bit of time. Once these features are close to release, we will share that here and then we will start preparing for the final 'formal' (non-beta) release of the entire APB Reloaded game.&lt;br /&gt;
&lt;br /&gt;
Stay tuned - and see you at GDC and/or GamesCom in case you are stopping by!&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
&lt;br /&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Ew1x5WIVXcsF9VhmwlbbpLtXjng/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Ew1x5WIVXcsF9VhmwlbbpLtXjng/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/UpxbvIljVAo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/3902994207933567712/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/08/server-lag-solved-tl-ratings.html#comment-form" title="96 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3902994207933567712?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3902994207933567712?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/UpxbvIljVAo/server-lag-solved-tl-ratings.html" title="Server lag = solved, TL-ratings changed, NVidia SLI support and patch 116 improvements" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/-_lzRYOZrDSc/TkHhOAxznRI/AAAAAAAAR5M/eBm13OICbgc/s72-c/rating_histogram.png" height="72" width="72" /><thr:total>96</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/08/server-lag-solved-tl-ratings.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0MMQHc6fyp7ImA9WhdSEkU.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-577137698013694054</id><published>2011-07-21T14:27:00.000-07:00</published><updated>2011-07-21T14:58:01.917-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-07-21T14:58:01.917-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta 2" /><title>Open Beta 2 (version 1.5.2) live now</title><content type="html">&lt;span class="Apple-style-span" style="font-size: large;"&gt;(plus Nvidia SLI support coming soon)&lt;/span&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So - after some initial delays (recall we had targeted June 30), APB Reloaded&amp;nbsp;Open Beta 2 launched this morning.&lt;br /&gt;
&lt;br /&gt;
The initial patch had a few stability issues at full production load, which meant we had to quickly re-patch, and now the team is working round-the-clock on another patch to solve the remaining disconnection issues in the next 24-48 hours.&lt;br /&gt;
&lt;br /&gt;
Open Beta 2 (aka 1.5.2) contains the biggest changes to Missions, Matchmaking, Skill Rating and District Recommendation to date, and it's very difficult to simulate some of the effects of these changes in QA or even in the smaller "Test World" - so for the next week we will be watching all the data coming in from these changes very closely, so everyone should expect there to be rather frequent patches over the next week.&lt;br /&gt;
&lt;br /&gt;
In other words - YES - between now and next Friday I expected daily&amp;nbsp;occurrences&amp;nbsp;of "15 minute warnings" to take districts down for patching. If you see one of those, then please just log in after the patch and continue testing.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;NVidia SLI support will be added in next NVidia driver set&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
We just received formal notification from NVidia that they are finally including a dedicated APB Reloaded profile in the upcoming beta driver-set 280 thus finally enabling NVidia SLI support. The current driver-set (275) was released June 22, so we expect 280 to appear on the NVidia site the next two weeks. Once the 280 beta drivers are live we'd highly recommend every NVidia gamer try them out (and report on them). This driver update should finally resolve the high end SLI related issues for APB Reloaded (!). Next up - getting AMD to do the same for CrossFire, and then finally fixing some lingering sound driver issues.&lt;br /&gt;
&lt;br /&gt;
After these hardware issues are resolved we will take the&amp;nbsp;decision&amp;nbsp;if we are going to create an Open Beta 3 (aka v 1.5.3) version that will incorporate the next major feature update and&amp;nbsp;optimizations, before we go to final Live/Production release (version 1.6.0). More info to come on this after we have patched and updated 1.5.2 and everything is stable, as well as a longer discussion about future optimizations to 32-bit implementations (which still is affecting about 24% of all our players).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Matchmaking and Threat Level Changes&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
The initial indications from this morning is the people are getting much better matches, but under some circumstances are now seeing a pretty large REDUCTION in threat level compared to what they used to have, even when they are winning.&lt;br /&gt;
&lt;br /&gt;
We will analyze this data today and tomorrow as we get it from the live servers, since it's clearly possible that there could be a bug in the threat system. However (and this is important), the changes we made can also make you arrive at a NEW threat level in the new system even after winning and it may end up being a LOWER threat. So it's entirely possible the system is working as intended and just being&amp;nbsp;re-calibrated, but we will know more once we have analyzed the live datasets.&lt;br /&gt;
&lt;br /&gt;
Also due to the changes, it used to be that everyone basically started out as roughly a Silver 2, and then moved up or down depending on match outcomes. Now instead everyone starts out as a Bronze 1, and from there start moving up (you can technically still move down, but then you just stay as Bronze 1). This change alone essentially could be thought of as 'reducing' all threat levels by about 12 levels (though of course what actually is happening under the surface is much more sophisticated than that).&lt;br /&gt;
&lt;br /&gt;
Basically the threat system is based on two parameters, (1) your expected skill and (2) the uncertainty about your skill. If the system is very uncertain about your skill level, it will use the lowest possible value to signify your new threat. This is all to say that if you were to beat someone of a very different rank than you or who has a very UNCERTAIN rank, even if you WIN it's possible the system will determine that we are now in fact MORE uncertain about your real skill rating even though you won (!). If that happens it will (paradoxically) appear that you are going 'down' in threat level, but in reality your skill level may have stayed static, but the uncertainty about your skill level most likely increased pushing down your threat level. If you continue playing the level will eventually stabilize (though at a new value).&lt;br /&gt;
&lt;br /&gt;
One of the&amp;nbsp;reasons&amp;nbsp;for this current effect might also be because as of 1.5.2 new players have HIGHER uncertainties (by about 25%) than in the original system (which is what makes them start out as Bronze 1 instead of Silver 2), and as those new players play with existing players, their uncertainties are 'spreading out' across all the other players (of course the math behind this is a little more complicated than this). But it also means that over time the system will again&amp;nbsp;stabilize. However - it COULD MEAN that if you used to be a Silver 6, going forward will now be called a Bronze 9 (or other generally lower rating).&lt;br /&gt;
&lt;br /&gt;
In the end, since you will be put in districts with similar ratings, the change should NOT have a massive impact on your performance.&lt;br /&gt;
&lt;br /&gt;
However, we continue looking in to all the data, and we will determine if in addition to the&amp;nbsp;re-calibration&amp;nbsp;there is another hidden issue we need to fix. If we discover this then we will make an update, and also change the current threat levels. More info to come on this over the next few days.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Cheating Stats&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
So we were going to post a name-and-shame wall here on the blog (there is the outline of such a list already on the forums), but ran in to technical issues with the sheer volume of accounts (and blogger not having a good method of showing 6000+ entries) so we are still working on a method to link this to the blog. In this and future patches there are also new methods of detecting cheaters, though we will 'crank up the heat' on cheaters slowly (but surely) as we head closer to live production.&lt;br /&gt;
&lt;br /&gt;
Contrary to what people think, the cheating percentage is quite small (in percentage terms) and we are finding, banning or suspecting about 1.3% of the entire userbase (another way to look at this; 98.7% of players do NOT cheat). And yes - Punkbuster might be slow to catch on sometimes, especially right after there have been some significant updates to paid cheats, but it pretty much always gets the cheater in the end. We DO have a group of suspected cheaters that we have NOT YET BANNED on purpose for a variety of technical reasons (those are the 'I'm crashing my system rather than being detected' crew - and you know who you are), but I feel sorry for their asses for having spent that much money to cheat in a free game, especially after we do include them in our future "Name and Shame" campaign.&lt;br /&gt;
&lt;br /&gt;
Of course even though a low percentage of players cheat, they also ironically are also frequent players, which means they show up in matches slightly more often than non-cheaters. The net result is that usually a cheater is able to play a series of matches before we catch him/her (our name-and-shame log has this data as well), and there are large differences in cheating percentages by country. For example, a Russian player is nearly 2X as likely to attempt to cheat as an American player. Also paid players are slightly less likely to attempt to cheat (though some paid players ALSO try it, which does boggle the mind).&lt;br /&gt;
&lt;br /&gt;
Again - just don't do it. If you do - you might get lifetime banned from all of our current and future games, even if your cheating was in the past (and we haven't yet banned you). Probably not worth the trouble, since all it really will do in APB going forward is to match you with much better players, so the result (if you are NOT a good player to being with and you are RELYING on cheating to get by) is that you will need to continue cheating to maintain your higher rating (it's like a crack-cocaine loop). If you stop cheating, then of course your competition will get easier as well, but during your descent you will of course lose (like drug-withdrawal).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Future Servers - Russia, Hong Kong and Australia&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
None of these future servers are live yet - but this is where we are heading. For Russia, we are in discussions with various Russian publishers to take all Russian players and to have a Russian publisher host and operate the game from Russia. There are a lot of reasons we want to segregate the Russian community, but mostly because we don't have a good payment network for Russia, and also to handle this from Russia would provide some improved performance to that local market. We will share more information about Russian servers as we&amp;nbsp;announce&amp;nbsp;those partnerships in the future.&lt;br /&gt;
&lt;br /&gt;
On a trial basis we are planning something else interesting; we are going to put District Servers in Hong Kong and in Australia. But - because the cost of hosting, power and bandwidth is INSANE in those areas (bandwidth in Australia is 50X - FIFTY TIMES the price in the US) - we are going to make those district servers Premium Only. In other words - just like today, the thousands of players from Asia play on the Los Angeles servers, can STILL play in LA for Free, but if they want to play on a local (Premium) server they will need to have a Premium account.&lt;br /&gt;
&lt;br /&gt;
As we get closer to these new server configurations, we will share more details, but I would expect this to happen sometime before September (and when it does - the world list will simply show new 'Premium' worlds that you can select).&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;In Summary&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
The next couple of weeks are going to be incredibly intense for all the teams as we work through Open Beta 2, and prepare for Clanwarfare and other critical updates that are just around the corner. We really appreciate the support from the community as we continue working toward making APB Reloaded the best Free2Play(R) game on the planet :) ! Obviously some critical things still to do (including Optimization for 32-bit and others), but after all the fixes are in we will have a really strong foundation for the next big release of the game. With today's patch we have taken a big step toward that goal, especially once kinks have been worked out in Open Beta 2.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-577137698013694054?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/NBG6wNQ_vPoOZfSvba0ziVvw1b0/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/NBG6wNQ_vPoOZfSvba0ziVvw1b0/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/TtTXjZXAoLI" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/577137698013694054/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/07/open-beta-2-version-152-live-now.html#comment-form" title="70 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/577137698013694054?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/577137698013694054?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/TtTXjZXAoLI/open-beta-2-version-152-live-now.html" title="Open Beta 2 (version 1.5.2) live now" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>70</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/07/open-beta-2-version-152-live-now.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUcGSH0_eyp7ImA9WhZaE04.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-1801499171870205959</id><published>2011-06-29T00:23:00.000-07:00</published><updated>2011-06-29T00:37:09.343-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-29T00:37:09.343-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Waking back up?</title><content type="html">Alright. We have had an incredibly intense three weeks, so really sorry for the long posting gap (while of course the team has kept updating Facebook and Forums regularly). This will just be a quick preview of what's coming up, and I hope to follow this up with much more detail at 'some point™' when some of the critical items we are working on have gotten sorted out, and at that point also post a brand new roadmap.&lt;br /&gt;
&lt;br /&gt;
We just released patch 1.5.1.96 tonight, which fixes various issues, and adds more server-side controls for certain items to reduce some specific client exploits. That's the good news. Keep in mind patch 96 is a specific hotfix patch, and does not contain the large items the team has been working incredibly hard on for version 1.5.2 of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;The Next Big Thing - version 1.5.2&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
1.5.2 introduces many new items outlined in the roadmap, most importantly district recommendation and skill-rating based matchmaking and it ALSO introduces a lot of items we had not yet talked about; meta-grouping for better PuG-ing, action grouping relaxation (fancy way of saying you will be able to shoot right as you stop sprinting instead of being blocked from shooting), 70+ different mission fixes, new clothing, new items and a boat-load of various bug fixes and improvements based on much of the forum and tester feedback we have had. So there is much more to talk about once that version is ready to go live.&lt;br /&gt;
&lt;br /&gt;
The plan had been to get the 1.5.2 build out by June 30 (per the roadmap), but right now it seems we will go past that by 'some period™',&amp;nbsp;partly because of the massive amount of changes requiring a lot of testing. In the next few days we will also decide if we will use this build as the first one to go up on the Public Test World. We have recruited and selected about 500 volunteers (who do not yet know who they are I should add), and people with those accounts will be able to test builds going forward before going live to the public. The next few days will determine if the PTW system will in fact go live before 1.5.2 or vice versa.&lt;br /&gt;
&lt;br /&gt;
We have also completed the networking upgrades that were scheduled on the roadmap. Now players in Europe will also be able to connect through Telia, which should give customers a drastically reduced ping when going to the servers especially from Northern and Eastern EU. We are in the next few weeks also adding TiNet (an Italian telecom) which has improved network coverage for Southern EU, for areas such as Spain, Italy, France and Greece.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Some Currently Known Issues in the Beta&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Finally - we are fully aware of several annoying issues we are tracking and hoping to address shortly. There are a lot of specific or individual items that are on our list - but there are two in particular that are more general and requires a special mention here - Latency spike and 32-bit issues.&lt;br /&gt;
&lt;br /&gt;
There is a latency issue that kicks in every few minutes or up to every 10 minutes for several players, where suddenly latency spikes to 800ms in the game. However, if you simultaneously happen to be running a long-running ping in the background to 173.195.41.254 (our ping probe in the EU) or 173.195.39.254 (ping probe in US-East) or 173.195.32.254 (ping probe in US-West) - you'd see that the network ping/latency actually stays low during the spike, and server side and client side frame-rates also stay normal during the latency spike. So from what we can tell the current spike is not a direct networking, datacenter or server issue and instead appears to be a client side issue, at least the most likely culprit at the moment. We are working to sort out what other dependencies trigger the random client latency spike, but because of the complex interactions of all the components it will take a bit of time to isolate the root cause. We will update as soon as we have a patch that addresses this particular issue.&lt;br /&gt;
&lt;br /&gt;
And the biggest issue of them all continues being 32-bit optimization for those who do not yet have 64-bit systems. APB LOVES memory. The districts are VERY large (compared to other high end games APB's districts can even be described as HUGE), and therefore the game demands 1.8GB of memory or more (and especially after a few district switches and encountering 100 other players with their&amp;nbsp;customizations, that usage easily hits 2GB plus). We are working to optimize this, but at the moment the game will continue running close or at the 2GB limit. Unfortunately 32-bit windows by default only addresses 2GB of RAM, so this can lead to crashes on Vista-32 and Win7-32 in particular (XP-32 tends to fare a little bit better).&lt;br /&gt;
&lt;br /&gt;
For MOST Vista-32 and Win 7-32 systems, especially if you have 4GB of Ram we continue to highly recommend TRYING (at your own risk) the&amp;nbsp;&lt;b&gt;bcdedit /set IncreaseUserVa 3072&lt;/b&gt; command (&lt;a href="http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&amp;amp;id=9583842&amp;amp;linkID=9240697"&gt;here is a great reference from Autodesk which uses the same trick&lt;/a&gt; for AutoCad and 3DS Max on 32-bit systems). This command will increase addressable application space from 2048MB (default) to 3072MB, minus any memory mapped devices (such as graphics cards). Unfortunately it also means if you have a large memory mapped device (such as 1GB graphics card) this setting could cause conflicts. Some players have reported success when using a slightly smaller amount - in particular&amp;nbsp;&lt;b&gt;bcdedit /set IncreaseUserVa 2560&lt;/b&gt;, which sets the user-mode (program) address memory to 2560MB, which often seems to be enough to keep APB and it's very large world happy for a few hours. Here is the &lt;a href="http://msdn.microsoft.com/en-us/library/ff542202(v=vs.85).aspx"&gt;Microsoft reference&lt;/a&gt; on the bcdedit /set command. Again - try all these commands at your own risk (or go the proven route and upgrade to 64-bit Windows 7, which is clearly the preferred route).&lt;br /&gt;
&lt;br /&gt;
There is a pretty good collection of known &lt;a href="http://forums.gamersfirst.com/index.php?showtopic=167573"&gt;workarounds&amp;nbsp;by moderator nXe here&lt;/a&gt;, which we have not fully vetted - but certainly feel free to try these as well in case you have compatibility issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;Expanding the Team; more C++ game coders needed!&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;Also - as a result of the great response the game has had in Beta, we are right now expanding the development team in Edinburgh, UK. If you (or someone you know) is a fantastic C++ coder interested in either game engine development or game play development you can send in your cover letter (describing &amp;nbsp;why you would be great for a critical job on the APB team), and your CV/resume to careersUK /a t / GamersFirst / d o t / com (split apart just to help with our spammier friends - so your first test is to see if you can figure out what email to send your resume too :) ).&amp;nbsp;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;There is some additional info on this page (click on "UK" to see the description):&amp;nbsp;&lt;a href="http://www.gamersfirst.com/corporate/?q=Careers"&gt;http://www.gamersfirst.com/corporate/?q=Careers&lt;/a&gt;. Our team is located right at the heart of Edinburgh, one of the coolest cities in Europe, with many great direct connections to other key cities on the continent. If you or someone you know are up for an amazing job and an amazing challenge where you will have a lot of impact, certainly drop us a line and try to convince us why you would be a great team member. Only friendly, well adjusted, optimistic and nice people need apply :) . And we are pretty serious about that requirement, since the team requires incredibly tight collaboration between all team members around the planet at all times.&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;In Closing&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;So - in closing - this preview is intended to get everyone up to speed, and prepared for the next major build, which really is the foundation for the more complete game that we had&amp;nbsp;envisioned&amp;nbsp;when we set out on this journey many months ago. A huge thanks to everyone who have played, tested and engaged in the world of San Paro for the last three months. We expect the game will be that much better thanks to all those efforts.&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;See you in San Paro!&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;Cheers,&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-1801499171870205959?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/t_4dGUFmps9MRK2Uhyd8k8S53VM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/t_4dGUFmps9MRK2Uhyd8k8S53VM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/7NjcDCCToYs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/1801499171870205959/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/06/waking-back-up.html#comment-form" title="68 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1801499171870205959?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1801499171870205959?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/7NjcDCCToYs/waking-back-up.html" title="Waking back up?" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>68</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/06/waking-back-up.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUcNQH09eSp7ImA9WhZUFEw.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-3116029043993158664</id><published>2011-06-06T19:18:00.000-07:00</published><updated>2011-06-06T19:18:11.361-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-06T19:18:11.361-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><category scheme="http://www.blogger.com/atom/ns#" term="Roadmap" /><title>The Development Road Map</title><content type="html">In our effort to "hyper-communicate" about what we are working on, today we have released the &lt;a href="http://apbreloaded.gamersfirst.com/p/apb-development-road-maps.html"&gt;Development Road Map&lt;/a&gt; (also reachable as a tab on top of this blog page).&lt;br /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;At the moment it only has the high level public items we are working on for the next 30 days (and a lot of low level details which are not yet published). However, later this week we are going to expand &amp;nbsp;include all the cool long-term features that we are working on, such as Clan Warfare, Asylum, Racing etc. which really will open the game up to a whole new set of experiences.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Instead of answering the same questions (and quite frankly - zany conspiracy theories) over and over again on forums and on the blogs, we figured we'd rather publish all the ongoing work in one place, so if you have any concerns or constructive suggestions, hopefully the most common issues (lag, queues etc.) are addressed as ToDo items in the Road Map; for example the upcoming Firewall rebuild happening this week in the EU, the new ISP peer and IP provider we are adding next week to improve latency for EU players, the launch of the CBAK (Closed Beta Appreciation Kit), the launch of car kits, the new matchmaking and the new district recommendation items.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&amp;nbsp;So - while the current list is just a taste of what we are hoping to share, at minimum our aspiration is to NOT promise things &lt;a href="http://www.wowwiki.com/Soon" target="_blank"&gt;"soon"&lt;/a&gt; Wow-style, nor on &lt;a href="http://developer.valvesoftware.com/wiki/Valve_Time" target="_blank"&gt;"Valve-time"&amp;nbsp;&lt;/a&gt;&amp;nbsp;but instead the plan is simply to share things that we feel comfortable promising within some reasonable time frame. Will we ever miss a date? You'becha. And occasionally we will beat a date or two by getting there a tad early. But the general development direction should certainly be very clear from the roadmap itself.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-3116029043993158664?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Nx5QpMF8ZKJWfFxNiFjWkkM7Fng/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Nx5QpMF8ZKJWfFxNiFjWkkM7Fng/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/Yqf9boouNY4" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/3116029043993158664/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/06/development-road-map.html#comment-form" title="198 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3116029043993158664?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3116029043993158664?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/Yqf9boouNY4/development-road-map.html" title="The Development Road Map" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>198</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/06/development-road-map.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEQDRnw8eip7ImA9WhZUE0k.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-4131592252652089311</id><published>2011-06-03T09:03:00.000-07:00</published><updated>2011-06-06T00:46:17.272-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-06-06T00:46:17.272-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Pearlescent paint bug patch today, and introducing the TMC.</title><content type="html">Alert: Emergency patch v.91 today. Estimated to be released at 1:00pm PST / 21:00 BST / 22:00 CEST. In patch 90 a bug was introduced when customized items with Pearlescent paint appears in very crowded areas, causing a GPF crash. We are patching to fix this asap.&lt;br /&gt;
&lt;br /&gt;
More specifically it's the type of bug that can only be tracked down with 100 live players (a crowd) and a full district where people have a great variety of different items (given the trillions of combinations of items players create). Even a static load test has a hard time catching this particular issue (and required some creative load testing for the development team just to reproduce the issue).&lt;br /&gt;
&lt;br /&gt;
But - to catch these issues more reliably in the future, the next step is the launch of our public test world and the TMC (our Test Monkey Crew).&lt;br /&gt;
&lt;br /&gt;
We will start taking applications for how to participate in the TMC after the E3 show is over on Monday the 13th of June, and Neume will send out more details on how it will work (and how you apply). Some of you will&amp;nbsp;literally&amp;nbsp;be asked to participate (since we can "see" what you have been doing in the game), and for some slots we will simply take applications.&lt;br /&gt;
&lt;br /&gt;
(I am also working on a bigger blog post right now about our upcoming roadmap, so stay tuned)&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
update: June 6 - Scratch the additional blog post with info. Instead we'll convert (and condense) our formal "Roadmap" page instead and make it public for everyone to read. That way you will get far more details about what's going on in the game for both the next few weeks, as well as for the next several months than what you'd get from the blog posts (and commentary).&lt;br /&gt;
&lt;br /&gt;
Also - it's still Beta. For 80% of players it's in fact very close to production quality and an amazingly great game to play. For some however it is not at that level for various reasons (hardware&amp;nbsp;compatibility, latency to their ISP or routing issues, queues, SLI&amp;nbsp;comparability&amp;nbsp;etc.). And - yes - it's a commercialized beta, since part of this open beta is to test what items actually sell and for how much. Wouldn't be much of a test if we didn't do it "for reals." So - please hold any additional commentary until we release the roadmap.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-4131592252652089311?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/ZN5AFsUEX0wGlxYkcCIUf19dwTA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/ZN5AFsUEX0wGlxYkcCIUf19dwTA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/lwsaKn1kcRo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/4131592252652089311/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/06/pearlescent-paint-bug-patch-today-and.html#comment-form" title="146 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4131592252652089311?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4131592252652089311?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/lwsaKn1kcRo/pearlescent-paint-bug-patch-today-and.html" title="Pearlescent paint bug patch today, and introducing the TMC." /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>146</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/06/pearlescent-paint-bug-patch-today-and.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DUEEQHY4fSp7ImA9WhZVF0U.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-8970515309363310633</id><published>2011-05-29T23:58:00.000-07:00</published><updated>2011-05-30T13:33:21.835-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-30T13:33:21.835-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Player Explosion during Beta</title><content type="html">&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;&lt;i&gt;(update May 30, 1:30pm PST; as a temporary measure, in order to reach the in game store to buy premium or character slots without first logging in to the game, you can access the store at the following location:&amp;nbsp;&lt;span class="Apple-style-span" style="color: #6fa8dc;"&gt;&lt;a href="http://www.gamersfirst.com/marketplace/apb/ingame_store.php"&gt;&lt;b&gt;http://www.gamersfirst.com/marketplace/apb/ingame_store.php&lt;/b&gt;&lt;/a&gt;&amp;nbsp;&lt;/span&gt;. We will permit regular we access as long as the queue-ing remains in the game. Note:item purchases should be performed from inside the game.)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;
--------&lt;br /&gt;
&lt;br /&gt;
Ok - so first off - I want to cautiously remind everyone that we launched APB Reloaded "Open Beta" only six (6!) days ago.&lt;br /&gt;
&lt;br /&gt;
Open Beta means primarily that there will be no more character wipes, and while the game is getting very close to final production quality, and it's certainly already a blast to play APB Reloaded in it's current form, the game still needs some key changes, fixes and upgrades before it is fully production grade.&amp;nbsp;There are code improvements to be released for matchmaking, more purchasable items to be completed for the item shop, and key upcoming infrastructure changes to be rolled out.&amp;nbsp;In short - the game is still in Beta, and every week it will continue improving.&lt;br /&gt;
&lt;br /&gt;
This is also why Premium accounts (ie upgraded accounts that accelerate game progression, unlock customizations, increase drop rates and gives players item purchase discounts) are only priced at $9.99 to start, and $7.99 for renewals. This rock bottom "beta pricing" includes a good 33%-50% discount compared to other MMOs.&lt;br /&gt;
&lt;br /&gt;
Now don't get me wrong - while still a little rough around some edges&amp;nbsp;(such as a few pesky sound bugs for some&amp;nbsp;specific&amp;nbsp;sound cards, some occasional district DC issues, and the fact that the large map size dislikes 32-bit Windows, but LOVES 64-bit Windows, as well as more cheat related changes still to be made, and the fact that we are working to add more things for people to do, game modes to use and districts to explore after they get really high level) -&amp;nbsp;APB Reloaded even in Beta is STILL a really great game, with a ton of wild fun to be had in the city of San Paro.&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;Premium holders getting a leg up,&amp;nbsp;because&amp;nbsp;they are doing their part to help rebuild San Paro&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
Getting a premium account supports the development team, and also ensures updates are rolled out even faster since more support means we can invest more in speeding up the development effort. And - best of all - if you don't want to upgrade, you still don't have to. You can still play the game for free. But I do want to take a moment to THANK all the thousands who have already jumped on board and gotten premium accounts! Your support is invaluable. And therefore, we are of course going to let you "cut in line" when things get into a capacity squeeze.&lt;br /&gt;
&lt;br /&gt;
Having a huge volume of free players means that free players will occasionally have to queue for slots at peak times, since it's important we provide priority access to paying players. Even so, our explicit long-term strategy is actually to make sure that everyone (include all free2play players AND all paid players) get basic game access without major game queues, especially when the game goes "Live" after the current Beta phase is over.&lt;br /&gt;
&lt;br /&gt;
But during the massive growth phase we are in right now, or during large upcoming game changes, priority certainly always goes to Premium members, and others will be placed in queues only when network conditions require it, to make sure the game experience is not destroyed for everyone else trying to play the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Records set during the 6 days since start of Open Beta, and a blog post "Stat Scoop"&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
The purpose of the Open Beta is to test the limits of all the equipment and systems. On that score, the Reloaded Open Beta has been a smashing success so far :) !&lt;br /&gt;
&lt;br /&gt;
The good news is that today we again set new records for beta players in the game, and the bad news is that during the beta phase there are some limits on network capacity, with increased capacity originally scheduled to be ramped up over time (which of course - given the response for the game, will now be sped up - a lot).&lt;br /&gt;
&lt;br /&gt;
To give you some inside stats (we can call this the exclusive blog post "stat scoop") even though I will not expect to normally share many (if any) realtime stats. But given the week we have had I will certainly share some of that; at peak today, after only six (6!) days in Open Beta, we had just under 24,000 peak concurrent players connecting to the game globally (aka "Peak CCU") with a somewhat larger number of players logging in to the game in Europe than in the US, with more than four times that number of unique players logging in to the game during the last 24 hours, each player with an average playtime well over 3 hours per game session (average!).&amp;nbsp;This load also meant the system automatically fired up over 200 district server instances around the globe to handle the load from the gamers.&lt;br /&gt;
&lt;br /&gt;
To put that in some perspective with some of the great games out there (some F2P, some subscription); Eve Online announced back in 2007 that they had reached 35,000 peak CCU, which was 4 years after the game was released. World of Tanks announced in April this year that their PCCU reached 25,000 after a year of Beta testing. Nexon announced that Combat Arms beta had reached 12,000 PCCU in Europe in their open beta running for 10 months from December 2008 to September 2009.&lt;br /&gt;
&lt;br /&gt;
So for us to get to 24,000 PCCU in six days (and WELL over 12,000 PCCU in Europe) is certainly a very good start, especially when you consider its still only Beta, and it has not yet been a week :) (and we have now also capped our servers to boot).&lt;br /&gt;
&lt;br /&gt;
That also means the game is consuming A LOT of servers and network capacity to handle the growth, since unlike games that are super-low-server-impact-per-player (FarmVille, Kingdoms of Camelot etc), APB Reloaded consumes an insane amount of processing resources to keep track of 100 players, 250 cars and over 1000 NPCs real-time per district, and performing a large-scale physics simulated district at 30 frames per second server side. To continue the comparison with Eve, the sever side frame rate of APB is an order of&amp;nbsp;magnitude&amp;nbsp;higher than the server side framerate of Eve. Granted, it's not a fair comparison (Eve is a&amp;nbsp;viscous&amp;nbsp;liquid equation system with click to move mechanics that update rather infrequently, and APB is a frame-rate dependent shooter, so both are great games - just of course doing it very differently, even though CCP's upcoming games might change that). But you guys get the point; there are a LOT of sensitive computations going on in this game at a rather massive scale in our datacenters, which also makes the game somewhat "fragile" to large network issues.&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: small; font-weight: normal;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Game Signups and Social Media Growth&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;
The game has also settled into a steady growth pace by adding an average of nearly 1,000 new signed-up game accounts PER HOUR for the past several days, and our Facebook page is getting an average of 6,000 new likes PER DAY (which is great, since we now are using Facebook to post all key game status alerts, which gets info out much faster about game status than just using email, forums and other old skool formats). The page has grown from 48,000 on May 17 to 120,000 on May 29. In fact our facebook page has now surpassed the pages of other great games out there, or is heading toward the same like counts as other games that we all admire. Clearly that increases the pressure many-fold on our teams to live up to the qualities of the games that we are now going to be compared with.&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Growth Strategy and Issues&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
The strategy on the GamersFirst side has been to roll out the game with a large but reasonable amount of investment to avoid starting the project from a big financial hole during the redevelopment phase (since this game certainly had a VERY bad history of not doing too well previously), in particular because this game has massive server side hardware requirements, far beyond most normal MMOs, with several hundred servers to execute the district logic for this volume of players.&lt;br /&gt;
&lt;br /&gt;
But interestingly enough, we actually have plenty of server capacity to spare on hand. In fact right now we have sufficient server capacity on standby that we could power up that will give us 40,000 Peak CCU capacity if not more for the game.&lt;br /&gt;
&lt;br /&gt;
Instead the issues we have seen for the last 6 days in Europe have all been firewall related. Even though the best firewall sales people on the planet will tell you that THEIR firewalls (Ciscos, Junipers, you name them) can handle XX Gbps of traffic, as soon as we throw millions of packets per second of encrypted UDP at any firewall, chances are that the "specs" go out the window. This resulted in the theoretical 7Gbps firewall pair we had in the EU croaking at 737Mb/sec (or less than 15% of the "theoretical" limit) and at much fewer pps than ever "rated."&lt;br /&gt;
&lt;br /&gt;
So, alternatively, we COULD run the servers without any firewalls (that would actually solve the packet loss and firewall congestion issue instantly (!) ). But that would be religiously a pretty bad move. And certainly other game companies have shown that would be a rather bad idea. But, that's often the way this type of issue gets solved (throw the servers out on the net without firewalls). The network performance would surely go up. Be so would the risks to the game and the players.&lt;br /&gt;
&lt;br /&gt;
Therefore, what we are doing instead is a measured increase over time, and also rolling out various changes to our core systems that will permit us to slowly increase all the server caps.&lt;br /&gt;
&lt;br /&gt;
Also, we are cognizant that players can come and go, so we are going to continue performing somewhat deliberate growth during the beta phase and plan to pull out all the stops when all final changes, updates, fixes and features are fully in place.&lt;br /&gt;
&lt;br /&gt;
See you on the streets of San Paro!&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Bjorn / TechMech&lt;br /&gt;
&lt;br /&gt;
-----------------&lt;br /&gt;
&lt;br /&gt;
(updated: Sun May 29 11:59pm to add):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Sidenote to clear up minor mis-information on the interwebs?&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;One of our forum members pointed out a video segment by some random reviewer that got a lot of things wrong about APB, and to top it off referred to Gamersfirst as an Asian company "doing mostly things in the Asian markets." Let me quickly clear that up; Gamersfirst was created in California originally under the name K2 Network, is based in Irvine, and its largest investor is Intel Capital. While we have global operations all over the planet, we only publish games in the regions of North America, South America, Europe and the Middle East. So while that maybe "touches" Asia a little bit, we are actually an entirely a western market focused company and currently do not publish any titles in East Asia. Hope that clears it up (if anyone were to ask :) ). Also - all this information is easily google-able too (for example google: k2 network investment), but I think that would be too much trouble for some people.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-8970515309363310633?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
&lt;p&gt;&lt;a href="http://feedads.g.doubleclick.net/~a/bHAbNDLREe8U4mo6Iy3XEjYB-RM/0/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/bHAbNDLREe8U4mo6Iy3XEjYB-RM/0/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;br/&gt;
&lt;a href="http://feedads.g.doubleclick.net/~a/bHAbNDLREe8U4mo6Iy3XEjYB-RM/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/bHAbNDLREe8U4mo6Iy3XEjYB-RM/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/CvHntFvOaHU" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/8970515309363310633/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/player-explosion-during-beta.html#comment-form" title="162 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/8970515309363310633?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/8970515309363310633?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/CvHntFvOaHU/player-explosion-during-beta.html" title="Player Explosion during Beta" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>162</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/player-explosion-during-beta.html</feedburner:origLink></entry><entry gd:etag="W/&quot;D0cMR305eip7ImA9WhZVFE4.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-4983098754710433807</id><published>2011-05-26T11:35:00.000-07:00</published><updated>2011-05-26T11:38:06.322-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-26T11:38:06.322-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Temporary player limits and game queues placed on European APB worlds during network maintenance</title><content type="html">A quick update, we are preparing to perform network maintenance in Europe this evening EU time to deal with network packet loss, and while we prepare for those changes we have enabled Queue-ing on the European servers in order to improve network performance for those that are already in the game and playing it. It will take about one hour right now until the player levels have dropped to the point where the network performance should return to normal.&lt;br /&gt;
&lt;br /&gt;
After the network maintenance is finished late tonight, at that point we will remove the limits again. For the future if we ever have to use queuing and limits again, then we will let Premium players bypass them (that is not the case at the moment unfortunately, but will be in place as of tomorrow).&lt;br /&gt;
&lt;br /&gt;
So apologies for all EU players placed in a queue at the moment while we rapidly work to expand network capacity to handle the massive influx of new players.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-4983098754710433807?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/f5xdanzvrbK4A0M_Zqrzhc89PhA/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/f5xdanzvrbK4A0M_Zqrzhc89PhA/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/k2KhSJnlKhg" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/4983098754710433807/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/temporary-player-limits-placed-on-eu.html#comment-form" title="197 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4983098754710433807?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4983098754710433807?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/k2KhSJnlKhg/temporary-player-limits-placed-on-eu.html" title="Temporary player limits and game queues placed on European APB worlds during network maintenance" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>197</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/temporary-player-limits-placed-on-eu.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUMFRHo6fyp7ImA9WhZVE0Q.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-3861598768345598072</id><published>2011-05-26T00:03:00.000-07:00</published><updated>2011-05-26T00:03:35.417-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-26T00:03:35.417-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Patch 88 success, EU network packet loss spikes last night, Premium Re-Ups for Only $7.99 and New items on sale shortly</title><content type="html">Today we continue the "blog of full disclosure"&lt;br /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Patch 88 release successful&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Last night PST / morning EU time we released patch 88 which performed a lot of minor tweaks to the game. The patch launch went well, and we saw quite an uptick of players after the patch. In fact - we ended up setting a record in EU today with tens of thousands of players logging in to Open Beta simultaneously from Europe alone. The game has been growing at a rate of 50% per day globally for the past 5 days, though we expect that pace of growth to taper off rather soon.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Packet Loss on Europe 1 &amp;amp; 2 networking equipment last night&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;That giant Open Beta turnout wave caused some unexpected network behavior during EU peak times yesterday. The servers were unaffected (since they scale horizontally and new districts will just start firing up), but we did run in to an unexpected problem with our main network edge devices that caused sudden severe packet loss conditions in Europe, even though the devices were in theory running at only 10% of capacity.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;The result was that between 16:00 and 22:00 CEST on the networking gear connected to Europe-1 and 2 (ie Patriot and Obeya) we saw several sporadic but big spikes of up to 40% packet loss during those hours.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Inside the game those packet loss episodes manifested themselves as severe rubber-banding, even though ping time and server load would actually remain very low (however, you would be able to see the packet loss conditions if you happened to use the test ping IP we provided on the Forums).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;We are working closely with the manufacturer of the networking gear overnight to see if they can resolve the issue before tomorrow's peak time. They are potentially able to provide a fix and if it can be confirmed, I will post the information here as an update to this post.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;US-East and US-West did not experience the same issue, partly&amp;nbsp;because&amp;nbsp;those locations have of course been split between two different physical datacenters and in effect have double the amount of networking gear infront of the game servers at each location.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Again, we hope this issue will be resolved very&amp;nbsp;swiftly, but keep in mind&amp;nbsp;this type of testing is what Open Beta is all about - to test the crap out of all the equipment at full throttle. So, while we apologize for the un-fun experience in Europe during that time window, we hope people continue logging in and playing since that will help us troubleshoot the problem in much more detail tomorrow night.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;New Items on Sale Tomorrow&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;This week we are going to start posting a lot of cool new items in the store, and we are going to start introducing some permanent items as well on a rolling schedule. We will announce the new items on Facebook tomorrow so stay tuned (or simply log in to the Armas Marketplace when we launch the items).&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Renewal of Premiums during Beta - only $7.99 USD (£4.99 GBP / €5.99 EUR) !&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;So in the next two days our first batch of Premium Players are going to get reminder emails that their first 30 days are almost up. As we have said before - during the Beta period the cost of premium is only $9.99 for all of the cool premium benefits that let you vastly accelerate your progression and item drops, and gives you complete artistic freedom when you design your characters plus a whole range of other benefits including a 20% item purchase discount.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Thanks to this discount when Premium Players re-up (adds 30 additional premium days) before the end of his/her premium period, those premium extensions get an automatic 20% off (!) off the Beta $9.99 price.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;The result is that premium renewals are only $7.99 in the US, £4.99 in the UK and €5.99 in Europe. And - any benefits that you accrue, including standing,&amp;nbsp;achievements,&amp;nbsp;customizations, permanent items or permanent weapons you buy during Open Beta carry over to the live production launch of the game as well.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;And finally - a big thanks for Open Beta testing our game!&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;And a final word to everyone trying the game out; a really big THANKS for Open Beta testing our game (and liking us on Facebook!).&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;While we will try to keep the game as near production quality as possible at all times during OB, there will of course be some hiccups along the way, and that's expected at this stage of Beta. But we are working around the clock (litterally) to ensure the best possible "near production" experience along the way. In the next days and weeks we will continue performing network updates, traffic improvements, game tweaks etc., while also working on the major upcoming changes that we expect to launch before the big formal release of the game!&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Happy Testing!&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-3861598768345598072?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/XmFz7raGgQKgKufHISHnQLP_EDk/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/XmFz7raGgQKgKufHISHnQLP_EDk/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/21bBRp4uPek" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/3861598768345598072/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/patch-88-success-eu-network-packet-loss.html#comment-form" title="61 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3861598768345598072?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3861598768345598072?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/21bBRp4uPek/patch-88-success-eu-network-packet-loss.html" title="Patch 88 success, EU network packet loss spikes last night, Premium Re-Ups for Only $7.99 and New items on sale shortly" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>61</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/patch-88-success-eu-network-packet-loss.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DkQERH87fSp7ImA9WhZVEkQ.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-3410278126134844503</id><published>2011-05-24T20:22:00.000-07:00</published><updated>2011-05-24T20:31:45.105-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-24T20:31:45.105-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>More Vivox servers and patch 88 tonight  Maintenance at 12am PST / 3am EST / 08:00 GMT / 09:00 CEST</title><content type="html">&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Two Wild Days of Open Beta Fun!&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
Open Beta so far has gone extremely well in most areas, and now we are heading in to the "cleanup phase" for several parts of the game, including post beta optimizations, tweaks and preparation for new features and items.&lt;br /&gt;
&lt;br /&gt;
In a very short time we saw a huge number of players in game to the point where we accidentally overloaded our voice over IP systems earlier today (which is part of tonight's maintenance).&lt;br /&gt;
&lt;br /&gt;
We have also seen our Facebook group rapidly reach 80,000 likes (now beating out other great games such as Star Trek Online, Champions Online, Runes of Magic, Dungeons and Dragons Online and World of Tanks), while setting our sights next on Eve Online (104,000 likes)!&lt;br /&gt;
&lt;br /&gt;
Of course Facebook likes are vanity items and not great indicators of good games (after all Charlie Sheen has 1.3 million likes, not sure he is a "good person"), however for us Facebook is clearly another important channel we use as a communication tool with our rapidly growing community (and you guys of course know how much we DO value our ongoing communication with players!).&lt;br /&gt;
&lt;br /&gt;
So a big Thank You for all the FB likes (!), and please do continue telling your friends about our Facebook Page, and if they have not yet heard of APB then certainly tell them everything you know about APB and San Paro as well!&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Maintenance tonight&lt;/span&gt;&lt;/b&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;/span&gt;&lt;/b&gt;Tonight at midnight PST (aka early am in Europe) we are performing a quick maintenance to continue rolling out tweaks (patch 1.5.1.88), that will further improve the game.&lt;br /&gt;
&lt;br /&gt;
First - we will be adding more Vivox (Voice over IP) servers tonight on our end, since the incredibly high load and demand for the game had us running short on voice channels today. After the additional systems are added, we should see fewer problems with people unable to launch team based voice chat due to unavailable voice connections.&lt;br /&gt;
&lt;br /&gt;
Second - the new threat levels and matchmaking systems have started working out much better game in the last 24 hours. Still a few more tweaks to go, but now we can see clear behavior trends in the data, and what appears to be some really great matches.&lt;br /&gt;
&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;Specifically - Patch 88 has the following changes:&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Version 1.5.1.88&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;b&gt;Threat Level and Matchmaking Updates&lt;/b&gt;&lt;/div&gt;&lt;div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Fixed an exploit where a leader could gain large amounts of Threat by kicking their team just before winning the mission.&lt;/li&gt;
&lt;li&gt;Fixed a bug where a kicked player could still have their Threat updated as if they had won.&lt;/li&gt;
&lt;li&gt;Fixed the Max Threat Player Notification referring to a ‘Threat Level 30’ player instead of ‘Gold Level 10’.&lt;/li&gt;
&lt;li&gt;Adjusted Matchmaking formula to better fit the new Threat system.&lt;/li&gt;
&lt;li&gt;Added a new ‘Threat Training’ system:&lt;br /&gt;
&amp;nbsp; &amp;nbsp;o&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp; &amp;nbsp;New characters will see their Threat level as ‘In Training’, with a unique Threat icon for up to the first ten opposed missions.&lt;br /&gt;
&amp;nbsp; &amp;nbsp;o&lt;span class="Apple-tab-span" style="white-space: pre;"&gt; &lt;/span&gt;&amp;nbsp; &amp;nbsp;This gives the Threat system some time to home in on a characters skill level before displaying it on the UI and to other players.&lt;/li&gt;
&lt;/ul&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;&lt;br /&gt;
&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-size: large;"&gt;Going Forward&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;Over the next few weeks we will continue tweaking and optimizing the game, and among other things we will be adding more network providers to give people more optimized network routes to reach our servers, and also laying the foundation for the next big wave of core game additions that will give people many more choices in the types of gameplay and engagements they can pick in APB. But we will share more about that after the post Beta cleanup.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;And - before I go - we DO hate cheaters (when they are in fact able to bypass things for short periods of time). As I responded in one of the earlier Blog Responses; after this first wave of OB-launch-craziness subsides this week, we are going to start a much more aggressive campaign of public naming-and-shaming of cheaters when we catch them.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;The exact community policing methods are still under discussion, but we CLEARLY want people to realize that they are playing with fire when they are drawn to the "dark side of the force." In fact, we will extend the system to friends of hackers, where if your friend gets caught cheating, you will instantly be a suspect too. The motto is "Friends don't let friends cheat in APB" - and we will work on new methods of Community Policing to deter cheaters in conjunction with the "normal" technical policing we perform all the time.&amp;nbsp;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;As hackers attempt new cheats that work for limited periods of time (and idiots pay the hackers for the cheat - which basically lets hackers install a keylogger on each machine running the cheat), we will eventually detect it (we always do), and at that point we will invalidate everything you have&amp;nbsp;achieved&amp;nbsp;in the game, and eventually we will also suspect anything any of your friends have also done or achieved in game.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;Nueume will shortly share more information about the upcoming City Council program and other exciting community events in the near future, and as all these initiatives get underway, we look forward to growing a great San Paro community that can thrive and prosper as a self-governing city in cyber space...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div&gt;&lt;br /&gt;
&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-3410278126134844503?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/33siKw-2vgLlS70XD02A4xLV88o/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/33siKw-2vgLlS70XD02A4xLV88o/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/5ua0qNaT7Yo" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/3410278126134844503/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/more-vivox-servers-and-patch-88-tonight.html#comment-form" title="123 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3410278126134844503?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3410278126134844503?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/5ua0qNaT7Yo/more-vivox-servers-and-patch-88-tonight.html" title="More Vivox servers and patch 88 tonight &lt;br&gt;&lt;font size=-1&gt; Maintenance at 12am PST / 3am EST / 08:00 GMT / 09:00 CEST&lt;/font&gt;" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>123</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/more-vivox-servers-and-patch-88-tonight.html</feedburner:origLink></entry><entry gd:etag="W/&quot;CUABSHc4cCp7ImA9WhZVEUQ.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-3874136328175747713</id><published>2011-05-23T12:43:00.000-07:00</published><updated>2011-05-23T16:35:59.938-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-23T16:35:59.938-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Threat Level update, and matchmaking update at 2:30pm PST / 5:30pm EST / 22:30 GMT / 23:30 CEST</title><content type="html">In Saturday's post we noted that the visual threat levels were off given the current curve. We also discovered another critical issue with low-level matchmaking that will be fixed with this current patch as well (fewer wild 1 v 4 matches).&lt;br /&gt;
&lt;br /&gt;
One of the&amp;nbsp;temporary&amp;nbsp;side effects of the change though is that new players will appear to be Silver 2 during their first match before moving around properly. In fact, what SHOULD happen is that for the first few matches the player has "NO" rating, until we have some idea of what direction he/she is moving.&lt;br /&gt;
&lt;br /&gt;
We probably are likely to perform yet another update later this week as we continue tweaking the system.&lt;br /&gt;
&lt;br /&gt;
Today we are patching the game at 2:30pm PST / 5:30pm EST / 22:30 GMT and 23:30 CEST, and this would take about 1 hour.&lt;br /&gt;
&lt;br /&gt;
----- (update) -----&lt;br /&gt;
The servers went live again 4:15pm PST after a slight security patch delay. Enjoy the game!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-3874136328175747713?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Fxyr1UwVHmNtU9k_cdS9oyjZm2M/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Fxyr1UwVHmNtU9k_cdS9oyjZm2M/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/frLJ2sj9xJs" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/3874136328175747713/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/threat-level-update-and-matchmaking.html#comment-form" title="129 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3874136328175747713?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/3874136328175747713?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/frLJ2sj9xJs/threat-level-update-and-matchmaking.html" title="Threat Level update, and matchmaking update &lt;br&gt;at 2:30pm PST / 5:30pm EST / 22:30 GMT / 23:30 CEST" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>129</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/threat-level-update-and-matchmaking.html</feedburner:origLink></entry><entry gd:etag="W/&quot;Dk8FRXo_fSp7ImA9WhZVEEw.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-4547885758946660489</id><published>2011-05-21T14:49:00.000-07:00</published><updated>2011-05-21T14:53:34.445-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-21T14:53:34.445-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Visual adjustment to Threat Levels coming on Monday</title><content type="html">The skill rating system is actually working very well at the moment, HOWEVER, we have realized that the end-user display of the data (the Threat Level Symbol - like "Bronze 1") are out of alignment, in particular since they visually show a very large number of players as Threat 1 for much too long while the system is learning the player's skill. In fact we will start&amp;nbsp;changing&amp;nbsp;the TL symbol much earlier in the process.&lt;br /&gt;
&lt;br /&gt;
It's important to know that a player's REAL skill rating are going to be unaffected by this upcoming change, and this just alters the translation from the real system wide skill rating to the Threat Level display since the current translation skews too low to be practical (in other words, right now there is a VAST difference &amp;nbsp;between people at the very start of TL-1/Bronze-1 and at the very end of TL-1/Bronze-1. In fact the difference between start of TL-1 and end of TL-1 is greater than the distance between TL-3 and TL-11, which clearly is not an appropriate alignment to communicate how "dangerous" or "skilled" a particular player is).&lt;br /&gt;
&lt;br /&gt;
In the higher threat levels the alignments are a bit more appropriate right now, and therefore will only be slightly adjusted by the upcoming change. And yes - we already have a few players (well under 0.5% at the moment) who have reached TL-30 (aka Gold 10). And they seem like the correct players in that category.&lt;br /&gt;
&lt;br /&gt;
When the new threat level visual chart gets implemented Monday, everyone should see drastic jumps in their visual threat levels at that time (though - again - the underlying skill rating stays the same).&lt;br /&gt;
&lt;br /&gt;
The other tweak we are working on a little longer term is modifying the matchmaking system. Because the new skill rating system produces numbers of a whole different magnitude (and accuracy), with the increased player volume they also don't translate very well into the original match making system. It works, it's just not terribly optimized for the new data, and seems to produce too many 4v3 and 2v3 and 2v4 matches at the moment for lower level players, leading to large backup call sequences. Interestingly, the skill rating gets accurately computed in the end no matter who was in the match (ie - if the match was uneven against you, but you still won - then you will clearly gain a lot from the match, in fact, losing a bad match under some conditions can make you move up in skill rating).&lt;br /&gt;
&lt;br /&gt;
Therefore the other upcoming priority is to tweak how the matches are set up, especially now that we have far more information about a player's REAL skill level than we ever had before. Which is a very nice basis to start this change from. Based on this information we will be able to tweak the matchmaking to create better matches in a district at both low and higher levels.&lt;br /&gt;
&lt;br /&gt;
And, there has been a lot of discussion about how we compute Skill Ratings. Without digging in to extreme detail, the basic paradigm of the new system is that at the end of a match the system takes all the ratings of the various team members, then determines a particular person's "participation" quotient in the match (if you don't&amp;nbsp;participate&amp;nbsp;much, you don't get much of the effect), and then the system updates players ratings in accordance whether they were EXPECTED to have wont the match or not. If one group of players were expected to have won, but still lost, then the penalty is much greater than the award they get if they were expected to have won and did win. If they were expected to lose, but still won, then they are going to get a much higher boost to their skill rating.&lt;br /&gt;
&lt;br /&gt;
We will make a future dedicated post to skill ratings, and also start posting some of the data from the real live games so people can get a sense of how these matches play out and how players are shifting in skill ratings over time.&lt;br /&gt;
&lt;br /&gt;
Finally - today for the past several hours we have had well over 250 registrations PER MINUTE for the game, and we expect all these new players to arrive in full force on Monday (except of course for the super-double-secret-early-invites we are doing before Monday morning - but those are of course a big secret). But Monday is also the day we will be formally reaching out to new players, so this coming week certainly should be very interesting.&lt;br /&gt;
&lt;br /&gt;
Cheers!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-4547885758946660489?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/IEvynYBGayAgyNUUu27OIDqCdx8/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/IEvynYBGayAgyNUUu27OIDqCdx8/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/_WleLkU_X30" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/4547885758946660489/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/visual-adjustment-to-threat-levels.html#comment-form" title="95 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4547885758946660489?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/4547885758946660489?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/_WleLkU_X30/visual-adjustment-to-threat-levels.html" title="Visual adjustment to Threat Levels coming on Monday" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>95</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/visual-adjustment-to-threat-levels.html</feedburner:origLink></entry><entry gd:etag="W/&quot;DEICSXwyeyp7ImA9WhZWGUs.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-8186810118540912494</id><published>2011-05-20T13:47:00.000-07:00</published><updated>2011-05-21T01:29:28.293-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-21T01:29:28.293-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Open Beta Set for May 23 6:00am PST / 9:00am EST / 14:00 UK / 15:00 CEST</title><content type="html">The last patch fixed the annoying disconnect issue we were dealing with, so now version&amp;nbsp;1.5.1.85 will in fact be the formal Open Beta. Since it is STILL a Beta game, keep in mind we will have various known issues, but at this point we are confident the game will hold up technically while we work on the series of game items we need to improve on and polish (and part of Beta is of course to get those kinks worked out).&lt;br /&gt;
&lt;br /&gt;
We very much look forward to welcoming the Open Beta crowd to the game on Monday.&lt;br /&gt;
&lt;br /&gt;
After we go Open Beta, we will turn our focus to further game and feature polish, as well as inserting some of the new features and functions during Open Beta, all of this leading up to the formal launch, which is likely to take place sometime in the next few months.&lt;br /&gt;
&lt;br /&gt;
The official release is now set for 6:00am PST / 9:00am EST / 14:00 UK / 15:00 CEST on Monday May 23.&lt;br /&gt;
&lt;br /&gt;
Today (Friday) we are having some major site maintenance starting shortly, so everything should be set over the weekend for the Monday launch!&lt;br /&gt;
&lt;br /&gt;
&lt;span class="Apple-style-span" style="font-size: x-small;"&gt;(edited to add: even&amp;nbsp;though I will not promise anything - there is a chance we will have some super-double-secret number of accounts enabled to enter the Closed Beta during both Saturday and Sunday leading up to the beta launch, which "might" permit access to the game for people who had previously registered an interest in the game, so downloading the game early and trying it out probably will not hurt anyone. If you get in - good for you :) ).&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-8186810118540912494?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/rNMzEJOLi2Yguaw5TE2RooTlUGU/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/rNMzEJOLi2Yguaw5TE2RooTlUGU/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/RgylMzJ0QVM" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/8186810118540912494/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/open-beta-set-for-may-23-600am-pst.html#comment-form" title="187 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/8186810118540912494?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/8186810118540912494?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/RgylMzJ0QVM/open-beta-set-for-may-23-600am-pst.html" title="Open Beta Set for May 23 &lt;br&gt;&lt;font size=-1&gt;6:00am PST / 9:00am EST / 14:00 UK / 15:00 CEST&lt;/font&gt;" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>187</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/open-beta-set-for-may-23-600am-pst.html</feedburner:origLink></entry><entry gd:etag="W/&quot;C0UGR308eyp7ImA9WhZWGEk.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-1662427101992770578</id><published>2011-05-19T14:38:00.000-07:00</published><updated>2011-05-19T14:40:26.373-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-19T14:40:26.373-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Open Beta Release On Hold until next weekRelease 1.5.1.85 maintenance today 4pm PST</title><content type="html">Here is Thursday's update - and the aim here is clearly to be crazy-transparent with what we are doing, so for those not that interested in the technical stuff, the short version is; Open Beta is on hold until next week. For Closed Beta users we are going to roll out patch 1.5.1.85 at 4pm PST / 7pm EST / 24:00 GMT / 01:00 CEST today&lt;br /&gt;
&lt;br /&gt;
For the longer version continue reading below;&lt;br /&gt;
&lt;br /&gt;
The Closed Beta issue we have run in to&amp;nbsp;causes&amp;nbsp;the disconnection of all players on a server. Unfortunately it happens to be of those vexing problems that only shows up at full production load, and an issue that leaves almost no traces of its origin in our logs. During QA and testing loads the issue doesn't materialize (throw 50 people on a server and everything seems just fine), even with large static loads and testing the game from multiple locations.&lt;br /&gt;
&lt;br /&gt;
Specifically the issue manifests itself where districts with 60-100 players suddenly lose IPC (inter-process communication) functionality which then leads to the district dropping all players and the district crashing. This happens anywhere from 1-6 hours from the district starting up. Normally this would be easily grabbed by our crash processor and it's usually a pretty straight forward to identify the location of any GPF, however with this particular issue, the logs don't show anything that helps narrow down the scope other than it's part of the changes for Open Beta.&lt;br /&gt;
&lt;br /&gt;
Rolling back several versions is certainly not the preferred option as it puts us firmly back into Closed Beta, but could be done (it would take us back to&amp;nbsp;somewhere&amp;nbsp;in the 1.5.0.7x range), so instead we are making one last push to get through the current issue with the production load, and we continue to ask our Closed Beta testers to help hammer the servers over the weekend so we can reevaluate where we are on Monday.&lt;br /&gt;
&lt;br /&gt;
Today we are also pushing ahead with release of 1.5.1.85 which further adds information to what is happening, fixes an unrelated client-side GPF that happened when a song changed tracks (a general Audio GPF), and potentially MIGHT solve the district disconnect issue (but again, won't be visible until it's on full production load for a few hours).&lt;br /&gt;
&lt;br /&gt;
Once we enter Open Beta, the patching schedule becomes very different (and slower). We will also at that point recruit our first "Test Monkey Crew" for APB - basically volunteers who will get early access to builds in return for running live tests on a public test world, specifically designed to catch these types of hard-to-QA issues. The TMC gets various in-game benefits for being early testers. But again - that system goes in to place after Open Beta goes live and Closed Beta has ended.&lt;br /&gt;
&lt;br /&gt;
I will continue updating this blog daily until the the game is in formal Open Beta. Also while this is being worked on, be mindful that very few of our tech staff will be active on the boards or blogs, since this is pretty much an all-consuming issue for everyone.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-1662427101992770578?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/Ghp-Qpmj0e0-azpQ7_30oUe_nGs/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/Ghp-Qpmj0e0-azpQ7_30oUe_nGs/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/V2af6K7Xc1I" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/1662427101992770578/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/open-beta-release-on-hold-until-next.html#comment-form" title="174 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1662427101992770578?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/1662427101992770578?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/V2af6K7Xc1I/open-beta-release-on-hold-until-next.html" title="Open Beta Release On Hold until next week&lt;BR&gt;Release 1.5.1.85 maintenance today 4pm PST" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>174</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/open-beta-release-on-hold-until-next.html</feedburner:origLink></entry><entry gd:etag="W/&quot;AkMFRH0-fSp7ImA9WhZWF0k.&quot;"><id>tag:blogger.com,1999:blog-3933631983274710403.post-2296120237276108051</id><published>2011-05-18T12:53:00.000-07:00</published><updated>2011-05-18T12:53:35.355-07:00</updated><app:edited xmlns:app="http://www.w3.org/2007/app">2011-05-18T12:53:35.355-07:00</app:edited><category scheme="http://www.blogger.com/atom/ns#" term="APB Open Beta" /><title>Open Beta on temporary hold while we evaluate a player disconnection issue</title><content type="html">Hi guys&lt;br /&gt;
&lt;br /&gt;
We have come across a new player disconnection issue that cropped up in the last 48 hours that has made us put a temporary hold on the launch of Open Beta until further notice. We are releasing a new Closed Beta patch today (patch 84) to further investigate the issue and will evaluate as soon as that patch is live this afternoon PST.&lt;br /&gt;
&lt;br /&gt;
The issue manifests itself in disconnecting some groups of players after one to two hours of gameplay, which clearly is not acceptable in Open Beta.&lt;br /&gt;
&lt;br /&gt;
In the meantime we are looking to our devoted community of Closed Beta testers to continue playing the game so we can continue recording data related to the issue and track down the root cause of this particular service-affecting problem.&lt;br /&gt;
&lt;br /&gt;
If we determine after the next patch that the issue has been resolved, we will then proceed to release the game to the public.&lt;br /&gt;
&lt;br /&gt;
As soon as we have more data we will update the community on Facebook, Blogs and through Twitter.&lt;br /&gt;
&lt;br /&gt;
We are clearly disappointed that this afternoon's public launch has been put temporarily on hold, but in the end we strongly believe that first addressing this issue is the most critical and important step we can take as a development team.&lt;br /&gt;
&lt;br /&gt;
As we have done throughout the entire re-launch we will continue being extremely communicative with the community, and will share any status updates as soon as they become available.&lt;br /&gt;
&lt;br /&gt;
On a positive note, we are also in the middle of preparing a thank you “goodie-pack” of game items to all our Closed Beta players for their efforts over the past two months, and we will release that pack the week after Open Beta is released to the general public.&lt;br /&gt;
&lt;br /&gt;
Sincerely,&lt;br /&gt;
Bjorn / TechMech&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3933631983274710403-2296120237276108051?l=apbreloaded.gamersfirst.com' alt='' /&gt;&lt;/div&gt;
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&lt;a href="http://feedads.g.doubleclick.net/~a/OFsyy71hGl6RTUD_CFGgKrJ8fsQ/1/da"&gt;&lt;img src="http://feedads.g.doubleclick.net/~a/OFsyy71hGl6RTUD_CFGgKrJ8fsQ/1/di" border="0" ismap="true"&gt;&lt;/img&gt;&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Apb-reloaded/~4/NGcSqb9HUmc" height="1" width="1"/&gt;</content><link rel="replies" type="application/atom+xml" href="http://apbreloaded.gamersfirst.com/feeds/2296120237276108051/comments/default" title="Post Comments" /><link rel="replies" type="text/html" href="http://apbreloaded.gamersfirst.com/2011/05/open-beta-on-temporary-hold-while-we.html#comment-form" title="389 Comments" /><link rel="edit" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2296120237276108051?v=2" /><link rel="self" type="application/atom+xml" href="http://www.blogger.com/feeds/3933631983274710403/posts/default/2296120237276108051?v=2" /><link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/Apb-reloaded/~3/NGcSqb9HUmc/open-beta-on-temporary-hold-while-we.html" title="Open Beta on temporary hold while we evaluate a player disconnection issue" /><author><name>Bjorn / TechMech</name><uri>http://www.blogger.com/profile/12777632945088020646</uri><email>noreply@blogger.com</email><gd:image rel="http://schemas.google.com/g/2005#thumbnail" width="32" height="32" src="http://1.bp.blogspot.com/_7fhH8AiDfhk/S60Yzjt_adI/AAAAAAAAQHo/ojrXhbSK6vU/S220/bjorn_headshot.jpg" /></author><thr:total>389</thr:total><feedburner:origLink>http://apbreloaded.gamersfirst.com/2011/05/open-beta-on-temporary-hold-while-we.html</feedburner:origLink></entry></feed>

