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Showing posts with label apb reloaded. Show all posts
Showing posts with label apb reloaded. Show all posts

Saturday, October 19, 2013

Only 5 days until APB Fright Club 2013

Hot on the heels of TechMech and Aphadon's crazy engine upgrade reveal, here's a new blog post by Scottomon with details on what's going down next week for Halloween! For that reason I've chosen a spOoOoky serif font with which to adorn this post; no need to thank me - Linus


To most of us, Halloween usually means fun, pranks and dressing up. However, Halloween in San Paro usually means guns, explosions and dressing even weirder than normal (so just another sunny day in San Paro really...)

Yep, it's time for the annual scare-fest that is Fright Club in APB Reloaded. We've gone all out this year to make sure that this is the biggest and best Halloween event we've put on yet! We'll be starting the event on Thursday 24th October and running right through to Wednesday 6th November, that's almost two weeks of frightening fun and petrifying prizes to be had!

First off, Trick and Treat are returning once again - you'll find them holed up in that old abandoned Asylum with the following goodies for you if you can progress up the ranks with them:

  • Level 1 - Start
  • Level 2 - Spooky Symbols
  • Level 3 - Terrifying Themes
  • Level 4 - Petrifying Pumpkin Mask
  • Level 5 - Thrilling Titles
  • Level 6 - Wicked Weapon Skin and Horrifying Headband
Also returning are those fiendish Orange Pumpkins. Some malevolent being (Qwentle) has hidden these throughout the Asylum - track them down and destroy them to cast away the evil spirits. Find enough and you could make quite the name for yourself...
  • Level 1 - Unlocks 'Pumpkin Chaser' title
  • Level 2 - Unlocks 'Pumpkin Murderer' title 
  • Level 3 - Unlocks 'Pumpkin Assassin' title 
  • Level 4 - Unlocks 'Pumpkin Terminator' title 
Now on to what's new this year. Daily Activities will be available for Trick and Treat in the Asylum District. If you can max them out you'll get access to these special Halloween-themed activities that reward your hard work with Joker Tickets. Be on the lookout though! There is a super-special rare activity that each player will only get one shot at - make it count to get your hands on a unique purple glow-in-the-dark weapon skin with bat motif!

If you thought orange pumpkins staring out of dark corners at you were disturbing enough, then we've got some bad news for you. Purple pumpkins have been spotted hidden throughout Financial and Waterfront, and, like their orange cousins, they need to be destroyed. There are reports of them numbering in the thousands, but with only some of them choosing to make themselves visible to each player across both districts, so you'll need to rely on your own wits to vanquish them. The good news? Once destroyed, those cackling purple monstrosities are gone for good. The bad news? There's quite a few of them... Check your in-game roles and clear your sight of these purple fiends to get your hands on some nice rewards:



  • Level 1 - A unique pumpkin-themed, orange glow in the dark weapon skin!
  • Level 2 - A set of brand new (and only available here) customisable Devil Wings!

To top it all off, we also have special Fright Club Challenges for the duration of the event. Complete enough in-mission activities in the Asylum District to claim your prize!


  • Bronze Challenge Complete - Joker Tickets for use in the in-game Joker Distribution store!
  • Silver Challenge Complete - Scary Clown Mask (available week 1 of event) and a brand-new Witch/Wizard's Hat (available week 2 of the event)!
  • Gold Challenge Complete - A whole stack of Joker Tickets and a 10 day lease of a brand new weapon you can't get anywhere else!
Lots to get your hands on, so make sure you get into APB Reloaded during the event!

Now, if ghouls and ghosts aren't your thing, we've also got a sneak peak at some upcoming content for you. We're tentatively calling this the 'Punk Pack', and it contains a couple of long-requested items including new backpacks as well as the goggles that made Javez famous. The pack also introduces a new weapon from Somatic Advanced Tactical Systems, who seem like they're trying to match a Joker Gunworks favourite. Get your hands on a unique variant of this new weapon by completing the Gold Fright Club Challenge in Asylum!





That's all for just now. We're off to lock the doors, it's close to midnight and something evil's lurking in the dark...


Sunday, January 9, 2011

End of Week 8 Update : Steps to Join the Beta

Closed Beta Steps - easy now, tricky later 

So today's post is going to be short, but somewhat information dense. I will start keeping things short since we are now completely in the thick of getting this game to the finish line.

To register for the beta, we have decided to take a pretty "simple" route in order for you to take the first step;

(1) simply submit your email here: http://www.gamersfirst.com/apb/ in the "stay up to date" box. Make sure you give us one that we can actually reach you on - and not the 14 minute email variation :).
(2) Create a GamersFirst account (preferably with the same email, though not required)

That's it at the moment is the actual first required sign-up step (simple - eh).

But then it gets a little trickier. About 2 weeks before the closed beta (which probably means on or about the first week in February), you will receive an email sent to the address you submitted above. That email will have a unique link where you will go to activate your beta request. In order to do so you will be asked to submit a lot of additional data, among other things your DxDiag (if you don't know that is, then you might not be a great closed beta candidate) and some additional information about you, as well as about your system and your own background as a gamer. Once we have verified the data, we will then send you back your actual beta key. If you feel like you don't want to share the additional data being asked of you, you can always back out of the process, and just ask to be notified about the Open Beta when that's ready instead.

So far we have received about 20,000 emails that have registered their interest in the game at the above location, and we do expect that about 10%-20% of players who sign up for the email notification will in fact fulfill all our closed beta registration requirements.

Our goal is to have a closed beta with approximately 6,000 - 8,000 fully registered and confirmed players, which roughly means we'd expect to see 800 players online at peak times during the closed beta, which would be sufficient to test all the various system components before going in to the bigger Open Beta.

So why are we gathering this extra data, and why have a Closed Beta in the first place?
The question of "why have a closed beta" came up in a previous series of blog replies. It might seem obvious to us why we want to run the game with a limited audience as first pass. But happy to clarify.

For one thing, there are several components that have been updated since the game went dormant. Among them are the Vivox voice over IP libraries, the installation and unpacking components, and there will be some new components we need to test in order to see what might be normal vs. "abnormal" gameplay (you know what I am referring to :) ). As part of this process it's critical we gather data on as many diverse machines and systems as possible. Thus we need to get as many normal, common, uncommon, unusual, strange, weird and just plain odd system configurations into the beta as possible. If we don't think we have sufficient "diversity" in systems we would need to seek out more closed beta testers (though at this point that should not be a big problem).

The second main goal will be to test some of the new balance and progression systems. They will not at first be extremely different than what they were during the original run of the game, however, these progression changes are now "starting their journey" toward incremental change for the real long term (and we hope - improvements), so we need to see how people interact with them during the game run.

What do you "Get" for participating in the beta?

In return for giving us a bunch of extra data, and taking the survey when you sign-up for the beta (and then spending hours in the game) we plan to give you something lasting. As a thank you to our beta testers we expect to give away a token that shows you were a beta tester back in the day. Trust us, we will not forget who you were :)

Finally - what about those pre-existing characters and accounts from the old game?
First of all NO PRE-EXISTING ACCOUNTS will be part of the closed beta. During the closed beta you will create throw-away accounts. That's the purpose of closed beta. 

So this topic is one we will come back to later on, before Open Beta, but at the moment we are trying to allow players to reclaim "lost and found" items as part of the Open Beta (maybe in the "San Paro Lost and Found Department?").

Not all details are finalized for this (since it's really not part of the first beta) - but a few things are pretty clear at this point, and I am happy to share them (though it's possible some will have to be modified down the line);
  • YES - we plan on letting players of the original APB game reclaim the original content (ie characters etc.) that existed at the time the game shut down, since that data is considered "game content." This would give you most (if not all) customizations, gear, and character names back that you had during the first run of the game.
  • NO - we are likely to NOT give you back all the progression data (though some, but this particular point will be explained in much more detail before Open Beta since part of the changes to the game itself relate to progression). 
  • YES - you will need to create a NEW user account (a G1 account that is) before you can reclaim your characters, which means you have to basically sign up and agree to the new terms of service that govern the use of all G1 accounts (ie your old RTW account cannot sign you in to the game or anything else)
  • NO - we will NOT have any of your original payment data on our side, and therefore you also will have no RTW points or cash-equivalent credits. We simply have no information about anything you bought via EA, Digital River nor Steam. So we will have no idea what you did or did not purchase back during the original run of the game. No point in asking us. We simply don't know. If you tell us you spent a bizillion dollars we might feel really sorry for you. And the best sad story might very well win you some sympathy and recognition from our development team. But we simply don't have the data (nor the money) from whatever happened back then. Remember, that company simply does not exist any longer. I know I am going to have to repeat this information many times :(
  • and finally it's LIKELY - that you will be able to "patch-up" to the new game from the original installation. This gets a little bit tricky due to how patching is handled - but it at least appears plausible. Therefore, at least keep any old installations of the game around if you have the space on your drive, since it will save you a lot of content download time. However, we will get back to you before launch to verify this last part.
So, we will continue working hard to keep everyone informed, and I hope the above info has given you guys some additional clarity this week. More info to come next week!

Back to work....