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Sunday, February 17, 2013

Optimization Magic


(a slightly circular reference: link to forum discussion)

One of the hardest things for a small team like ours to fit in to the product cycle on a regular basis is optimization.

Optimization is a little bit like making sure we are eating our vegetables every week. Every time we add or change a feature in the game, in theory we should also refactor everything around the code that just changed. Since that's usually not practical, large scale optimization really tends to happen in chunks when the team is finally given some time to focus on the task.

Now that we are about to release newly optimized code, I wanted to take some time to lift the hood on the work being done, and to share some insight into issues we have to contend with - from the software engine to server hardware.

We are really proud that APB Reloaded has remained a consistent top-5 (out of 100+) in Steam's Free2Play category since its December 2011 launch (as an aside; the game actually gets the vast majority of its traffic directly through http://www.gamersfirst.com/ rather than through Steam, but Steam provides a convenient benchmark to compare against other games), so we are planning for this game to provide many more years of entertainment for all its fans. But this tension between short term and long term goals (survive today, but plan for a 5+ year lifespan) means that every day we struggle with what we should focus on next; features, maps (Asylum anyone?), game content, security or optimization? All of these are pressing needs for one reason or another.

Given that turning off the game and entering an optimization-only cycle is not possible, we instead attempt  the next best thing; we optimize while running full speed. It's a little bit like changing the oil in your car while travelling at 65 MPH down the highway. What could possibly go wrong?

APB - a server resource hog?

Few Unreal engine based games have attempted to throw 100 fully customized players (how many FPS games ever give you 50 v 50 in a single map?) in a twitch FPS/TPS setting on a single area, where each player can have a fully customized character, car and skinned weapon, which means at least 200 fully custom player items (cars and characters), up to 850 autonomous NPC pedestrians and 350 autonomous NPC cars driving around in a district, in addition to everything that's movable and destructible (traffic lights, dumpsters, billboards etc.).

This means roughly 18,000 dynamic actors for the server to track while running in a single shard, and in fact on a single server core (and read more on the 'single-core' issue down in the hardware section).

Granted newer games using other engines like Planetside 2/Forelight have used a very different 'continent', 'distance' and 'mission' optimization system to allow much larger factions on a continent (though not necessarily in the same firefight), and even Fallen Earth uses a system of dynamic shards to allow 10,000 players in an area. But neither is an Unreal game.

Technically speaking customization has some impact on the server side performance (mostly due to large amounts of asset streaming), but customization has a larger negative impact on the game client, and tends to drive client-side frame rate lower than the expected frame rate from someone's gaming rig if customizations had not been such a central part of the game.

While there are clearly other FPS/TPS' that perform amazing graphical feats on older hardware (CoD-MW series, Crysis series, Gears of War series, Far Cry etc.), they rarely allow this many complex humans and AI actors in a single battle area, or when they do, the participants are streamlined and unified and do not permit nearly APB's level of insane customization (or city-wide destruction). Or they behave more like RPG or RTS games and generally have much lower requirements for hit registration, server tick rate and movement prediction. The amazing feat in APB is that this game still actually works on a lot of pre-2009-era hardware given the extreme computational complexity of the game.

Server FPS vs Client FPS

As a general rule, we want the server to perform a full pass of computations for all the 100 players and 18,000+ district actors 30 times per second (giving each CPU core at most 33ms to complete all computations in that one frame). If we achieve 30 FPS on the server, then connected game clients can easily run at 2X-3X the server tick rate (60FPS - 90FPS) without any noticeable loss in accuracy. At 1:2 or 1:3 server-to-client ratio movement prediction and frame-interpolation provide a very smooth game experience.

Unfortunately during the last few updates we have had to temporarily lower the server tick rate to 25 FPS and reduce the max CCU per core, so it's high time to perform another full optimization pass.

Software Optimizations and Server Side Computation times.

Below is a graph of what version 1.10.1 server-side computations look like under ideal test circumstances AND using our new test hardware (more details on this new hardware at the bottom of this post).

In the current 1.10.1 build the server completes 1 full frame (moving those thousands of actors around) on 1 core in 1 full district using the new hardware type in 19.2ms. In 'theory' this means the server on the new hardware is capable of running at 52FPS tick rate (!).

This is to be compared with the 'current gen' hardware, where we have only been able to run a 'safe' server tick rate of 25FPS in the current 1.10.1 build.

The lower part of the graph shows version 1.10.2 with the new software optimizations.

From the synthetic test it appears the team has been able to squeeze a 16% performance improvement in software alone (which amounts to about a 10 FPS improvement on the server). This improvement drops the per-frame processing time to 16.1ms, which means a theoretical 62FPS server tick rate (again on the new hardware).

This 'should' mean that software optimization alone (the 16% improvement) will let us go from 25FPS back to the original 30FPS serverside tickrate on the current hardware as part of the 1.10.2 update (to be determined after the game is live).

You can read these graphs from the bottom up, starting with receiving network packets from all connected actors, updating game elements and physics, updating cameras and streaming, and ending with sending data back to all clients. What's rather surprising is that almost 50% of the entire server processing time consist entirely of receiving/parsing and serializing/sending network traffic. The actual game updates (players, objects, physics etc.) take only 50% of available CPU time.

From the above graphics you can see that the team has been able to really squeeze and optimize the "Receive Network Traffic" and the "Update Game Objects" steps. We expect to continue optimizing all the steps in the system, but presuming QA signs off on the upcoming patch, we will measure the real-world impact of these improvements in the coming week.

The Single-Core Engine Conundrum

First a disclaimer. The Unreal Engine has served us (and thousands of other games and companies) incredibly well. It's a great engine and a fantastic rendering system. Now the engine has certain design choices that create certain hard-to-overcome limits (as all engines do).

The biggest one for large scale games is Unreal's monolithic and (almost) single-threaded server-client-response system. The philosophy behind Epic making that design choice back in the era of Unreal Tournament / Gears of War makes perfect sense, given the engine's focus on small-scale lobby based FPS/TPS games or even single player or co-op games. Some Unreal based RPG's (for example Blade and Soul) have clearly adopted the engine as a renderer, and then created an entirely proprietary server system to handle RPG style updates and connection loads (which usually requires 2000-3000 players per shard but only a server tick-rate of 10FPS or less in RPG mode).

APB Reloaded uses a hybrid of standard Unreal server code (originally we used Unreal version 2008, so the engine is getting a little aged at this point) and its own proprietary TCP message stack coordinating the communications between worlds and districts, as well as a very proprietary customization system. But the general actor-to-actor interaction relies on a system that's very close to the original Unreal system. Mostly handled in a single game update loop.

This means all the processing in a single district happens on a single core and in a single thread.

One way to think of this is that the engine fundamentally works like a turn-based game where each actor has  33ms to move per turn. Within the scope of a single server core/thread, the process gives each actor one chance to make a move (or combination of moves). When all actors have signaled their move, everyone is told of everyone else's  updated moves, and the game now proceeds to the next move (though from the chart above you can see that we actually only spend about 7.5ms moving stuff around, the rest of the time is spent sharing that information).

Human reaction time (or as it's called Mental Chronometry) is around 160ms, so processing everything at 33ms on the server, plus the packet roundtrip time (ideally less than 40-80ms) for a total of about sub 120ms of processing delay, should give us sufficient headroom to provide a good player experience.

However, even just a slight improvement in server side processing will actually enhance the fluidity of the game. We humans are very good at processing sequential frames of information and can easily spot the visual difference between film at 24fps and video at 30fps (or as the case may be "the Hobbit" at 48fps for those of you who now hate Peter Jackson). This means we will notice visual processing hiccups long before we react to new on-screen events.

Why does all this single-threaded-ness matter to us? Well, it turns out that most of the performance gains in recent years in server processors from Intel and AMD have NOT come from performing more computations on a single core, but rather to have many parallel cores performing parallel tasks.

Sadly for APB Reloaded, that type of parallel task division does not improve individual district performance... But... there is hope...

New OTW Hardware Test World going live: OverKill

In the near future we are about to release a new OTW (Open Test World) called OverKill. OverKill is actually an apt name and is the result of a lot of hardware experimentation by our IT team (and the above computation tests were run in this hardware as well).

The current generation APB servers consist of Intel Xeon X5570 "Nehalem" based processors (operating in 3.2Ghz Turbo Mode) with 4 cores x 2 processors each. We use Dell M610 blades like these (just recently pulled from our datacenter).

The benefits of blade servers are that we can increase the density of the hosting operation, since we can fit 16 servers in 10 "rack units." The drawbacks - the types of processors supported by blade servers and the inability to overclock those processors - have caused us some serious problems in optimizing the hardware for the game.

For quite some time we have been looking for a new processor solution specifically to handle Financial and Waterfront (and eventually Asylum) districts. Something that can live in our three datacenters, but at the same time give us a cost effective solution to run at much higher single-core clock speeds, while also taking advantage of the newer "Sandy Bridge" and "Ivy Bridge" Intel processor architectures.

After much playing around with various combinations of server chips, it turns out that  server boards and server chips really don't like or even permit overclocking and they are almost never engineered to optimize single-threaded performance (other than the incidental improvements that come from larger L2 and L3 cache systems), and we also need at least 6 cores to be able to perform these calculations in a cost effective manner (which let's us run 3 fully loaded districts on a single server) which left us with a conundrum.

After experimentation we have settled on having a public test using a custom solution that uses a high end desktop board (ASUS Rampage 4 Extreme) combined with an unlocked Intel i7-3930K 6-core processor that in a datacenter settings (with lots of cold air) easily runs stable at 4.25Ghz (technically we can push it to 5Ghz, but we are starting small).

Will it work once we throw real APB district computations into these systems? The synthetic test indicates it will indeed work. Will I/O performance hold up (given the strangle-hold that network I/O has on server CPU)? That's much harder to test, so we will find out as soon as we start running the  OTW tests.

In a synthetic benchmark the i7-3930K OC (compared to the stock X5570) shows raw gains of nearly 70% in single-threaded performance (!). We do lose two cores per server, but the extra expense (more servers) seem worth the vast performance gain.

CPU Bench – Single Threaded:
[ORIGINAL X5570] – 1349
[EXPERIMENTAL 3930K] – 2284


If we can capture some of these performance gains in the real world, and translate it into improved Action District performance, then our longterm goal is not only to ensure a stable 30 fps server tick-rate, but gradually be able to raise the CCU in each district as well.

From the graphs on software optimization, you can see that the new hardware with the new software 'COULD' run a theoretical server-side tickrate of 62 FPS, which is 206% more than we actually require for the 30 FPS tick target rate.

Our plan is to use the extra performance (again once we have run the real world tests) to ensure we can increase CCU in a single district. Since CCU taxes the server in a non-linear fashion, we expect to only increase CCU 25%-50% before dragging the server back down to 30 FPS tick. Of course this is still speculation, and is still to be determined during live testing.

Higher district CCU would mean better matchmaking (but THAT is a whole other blog entry, though needless to say 80 people in a district means 20 teams with potentially 10 ongoing matchups whereas 120 people in a district means 30 teams with 15 ongoing matchups, resulting in 50% improvement in match availability. Of course it's not quite that simple - but you get the gist). More players = better matchmaking.


OUR hardware, software and network vs. YOUR hardware, software and network.

In this post we have only talked about server side processing and optimization, and have not touched the OTHER things that also affect performance  First and foremost - you need a good gaming rig to play APB. We always recommend having 8GB of RAM and using 64-bit Windows 7. Anything less is asking for trouble. In particular using 64-bit Windows is critical. Also client-side FPS in most Unreal games tends to drop dramatically during very large semi-transparent VFX events (i.e. very big explosions where the player does NOT die - something APB of course has a lot of) so only higher end graphics cards tend to perform ok during those big VFX events (and to optimize that part of the engine code is a whole other ball of wax, far beyond the scope of this current post).

Of course network connectivity, and your latency to our core datacenters are critical as well (Los Angeles, Washington DC and Frankfurt) or to the datacenters managed by our Russian (Moscow) and our Brazilian (São Paulo) publishing partners.

I hope this article has shed some light on the optimization work currently being done. If you are one of our OTW testers, then expect to see the "OverKill" world come online in the next two weeks. And for everyone else we expect to release 1.10.2 very soon, which should have some immediate performance improvements.

Til Next Time!
/TechMech


Friday, February 1, 2013

From Reloaded, With Love

As I mentioned on Twitter, here is the blog we've been working on to let you know in advance all of the plans we have for Valentine's day this year.

Pink and heart-patterned weapons are back! Use them to participate in our Massacre Event or participate in one of our community contests.

We have a fairly new member of the team that will share more details on the festivities on all of our behalf.  Please meet Simon, one of our Producers.

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Written By, Simon
Reloaded Producer

Romance is in the air here at the Reloaded love-nest as Valentine’s Day is fast-approaching. Our Valentine’s update includes new role levels, contests and the all-new Fallen Angel costume pack!

'Valentine's Week Massacre' 2013

To keep things interesting for new players and long-term fans alike, we’re taking last year’s Roles and adding in more levels and rewards. Please note any kills made during last year’s event will be carried over to this year, so you don’t have to start from zero again (if you already hit over 750 kills last year you’ll instantly get the top level reward).

The levels for the ranks of the 'Valentine's Week Massacre' role are:

Rank 1 - Requirements: 50 kills. Reward: Death Theme 1.
Rank 2 - Requirements: 150 Kills. Reward: Love Heart Glasses.
Rank 3 - Requirements: 300 Kills. Reward: Death Theme 2.
Rank 4 - Requirements: 500 Kills. Reward: A leased M1922 (Tommy Gun) + Pink Preset Police Hat.
Level 5 (NEW) - Requirements: 750 Kills. Reward: 'Casanova' Title + Valentine's weapon skin.

The 'Snubby Love' role, tracks kills with the Colby SNR 850 'Cherub' secondary weapon, which is gifted to you when you login to the game.

The levels for the ranks of the 'Snubby Love' role are:

Rank 1 - Requirements: 25 kills. Reward: Ophelia - Blonde Decal Unlock.
Rank 2 - Requirements: 75 Kills. Reward: Prentiss (Enforcers) / Bloodroses (Criminals) symbol.
Rank 3 - Requirements: 150 Kills. Reward: Ophelia - Red Head Decal Unlock.
Rank 4 - Requirements: 250 Kills. Reward: Colby SNR 850 'Cherub' unlock, so it can be purchased from Contacts at any time (including outside the event).
Level 5 (NEW) - Requirements: 375 Kills. Reward: 'Cherub Chaser' Title.

New “Angel Wings” Backpack Item

We’ve had a lot of positive feedback about the skateboard and radio backpacks we recently released, and you’ve been asking us to make more available on ARMAS. Our art team came up with plenty of cool ideas and the first one released is Angel Wings for Valentines!

To get the detail required, one of our artists, Tim, used a piece of software called ZBrush to digitally sculpt the feathers. Digital Sculpting is exactly what it sounds like and can be compared to carving clay or marble, but it’s all done virtually using a PC & graphics tablet instead of a workbench & chisel.



The sculpted model was then exported to a design program called 3D Studio Max where it was tweaked and tested with our APB characters. The final stage meant adding the wings to our test version of APB and checking that they work with other customization items, running around with the item deployed, getting in and out of vehicles, and more.



The final customizable item will be available as part of the “Fallen Angel” pack on ARMAS. As a special bonus we’re adding in a customizable Halo and a “Fallen Angel” title.

In summary, the “Fallen Angel” Pack includes:

• Angel Wings (customizable).
• Halo (customizable).
• “Fallen Angel” title.


Valentine’s Community Contests

In addition to all this new content, we’re going to be running a couple of Valentine’s-themed contests from February 1st to 14th (US Pacific time).

“Rev My Engine”

Keeping the Valentine’s Day theme in mind, players must trick out their ride by designing their own love machines!

  •  14 Entries will be chosen by a unanimous decision.
  •  Each winner will receive a Vehicle Selector - choice of one Account Lifetime Vehicle!
  •  Starts Feb. 1st and ends Feb. 14th

“Be My Valentine”

Love is in the air and it’s time to capture it! Players can design two matching or complementing outfits, one outfit per person.

Players may submit their outfits and characters for only ONE of the following categories:

1) Most Fugly
2) Most Sexy
3) Celebrity Look-A-Like
4) Fictional Icons
5) Star Crossed Lovers

  • Each character must take one in-game editor screenshot and submitted in one entry.
  • Each entry must also have at least one in-game group photo with their matching / complementing outfit worn.
  • Two characters max per couple.
  • One couple per category will be chosen by a unanimous vote. (10 player winners total)
  • Each winning couple (2 different users per couple) will win 300 G1C + A Valentine Weapon selector 90 days!
  • Starts Feb. 1st and ends Feb. 14th.


Friday, January 25, 2013

New Year New Stuff!

It's January and now that everyone is back in the office from the Holidays (or recovering from the epidemic flu season going around) - we are picking up full steam ahead on all sorts of projects.

Server and game optimization, 1.10.1 patch update, Hit Squad Clan Event 2, Joker Jackpot, San Paro Royalty Event, and upcoming plans for Valentines Day! We are starting off the New Year right by working on a bunch of new stuff for all of you.  And part of our New Year's Resolution includes informing our community more frequently about all of the stuff we are working on as we are working on them.

So what's this 1.10.1 patch we speak of?  Our Dev Team has been focusing on various Weapon Balance modifications, crouching modifications, a couple new Weapon Skins, and some minor bug fixes. We are looking at releasing this patch in a few weeks time.

For a more in depth discussion about the Weapon Balancing and other modifications we've asked Qwentle to comment:

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Written by Qwentle
(Lead Designer APB Reloaded)

1-10-1 Weapon Balance

Afternoon guys,

I promised an update prior to the Christmas release but getting those elves into their costumes and ready to go outside took a little longer than anticipated, so I’ll just talk about what we’re working on now.

As promised, we’ll be making a number of balance changes to APB: Reloaded in our next patch, mainly concerning Damage over Range and Crouch heights.

Damage Falloff

Currently we have an ‘Effective Range’ distance, which determines at what distance weapons do their maximum damage. From this point, the damage they do falls linearly down to 35% at the weapons maximum range, which for almost every weapon is 100m. This means we have a damage graph like so.



For 1.11.0, we’ll be adding a further stat, ‘MinimumDamageRange’, while also adding the ability to adjust the minimum damage on a per-weapon value. This allows us a lot more flexibility when determining damage over range, especially for weapons we want to be fairly accurate, but quite low range (i.e. the Joker Carbine and the Nano). It will also allow us to add a more effective niche for sniper rifles, making them the only weapons effective over 85m (I’m also currently playing around with having a 150% effective range on the DMR, making it a 2 shot at extreme ranges and a 3 shot at closer, but I’ve not committed to this yet).

This gives us damage graphs more like the following:



This means weapons fall better into their range niches, with snipers dominating extreme range conflicts, and longer range weapons beating out hybrid weapons such as the Carbine at mid-ranges.

We’ll also be making a number of individual balance tweaks on the weapons, but as these are still being play tested, we’ll wait until they are finalised before revealing the changes.

Crouch Heights

The other thing we're looking to address with this patch is the crouch heights of players. Currently the hit-box for players when crouched is significantly taller than their player, even for large characters. As such you can often shoot at players that are very deep behind cover by aiming above their heads and checking the reticule colour. This is because when players move while in a crouch state their models rise significantly (as they’re standing on the balls of their feet).



To solve this we’ll be adding a third hit-box which will take effect when the player is crouched but not moving, that will be significantly smaller than the current crouched hit-box. This allows the player to fully hide behind most pieces of low cover around San Paro, and they’ll be safe from incoming fire that would previously hit them, but only as long as they don’t move. 

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As mentioned earlier, we also have a few different Community events going on this month.  Seeing as we'd like to continue fostering more Clan-based activity, we decided to launch "Round 2" of our Hit Squad Clan Event.

From our first Hit Squad Clan Event, we received a lot of good feedback from the community.  It seems a lot of players were given an opportunity to group up and meet with new people.  There were a lot of new Clans which formed and some older Clans recruiting new players too.

Round 2 offers some of the same rewards from the first event. That includes free Joker Boxes for participants who simply complete the required number of Missions, and for the top Clans per server a "Clan Shout Out" (in-game broadcasts for their World). 

This time though instead of using Backpacks as our random drawing prize, we thought it would be interesting to change it up with Joker Tickets. It's kind of an indirect introduction of Joker Tickets becoming a reward for Action District Missions. Currently, they are only obtainable through Fight Club Missions, but as we mentioned before, we have plans to have them for Action District Missions too.

San Paro Royalty Event rewards players for finding players in game who have won the elusive Crown from Joker Distribution.  If you saw these "Kings" and "Queens" on the streets of San Paro and took a screen of them you would be rewarded.  And if you get the San Paro Royalty to emote you could earn more rewards.
A simple sighting event that everyone could participate in was what we had in mind, which also gave some recognition to those who worked hard to earn Crowns.

While those events are coming to a close soon, we are already brewing up some events and contests for next month.  Stay tuned for our next post where we'll be sharing more details on how we'll be celebrating Valentines Day in San Paro this year!

Monday, November 26, 2012

Coming next: APB version 10, "New Breed Part 3"


Written By Qwentle, Lead Designer



Now that Halloween is out of the way, it’s time to talk about APB Reloaded v 10 (aka 1.10.0), which will appear in the next few weeks. This is New Breed Part 3, and introduces two new T5 contacts, "Birth" and "Templeton," which will be available to anyone that has completed the two boss contacts from their faction’s organisations.

Birth and Templeton bring with them a large number of goodies that players can unlock through pledging and completing missions with them. Along with a  selection of vehicles, presets and Capacity increases, they also bring a number of new modifications and weapons to the table. Let’s take a look:





With Birth and Templeton, we’re mainly focusing on character modifications. With a number of very useful modifications in all categories, we hope to see a much larger amount of diversity on the streets of San Paro.

Field Supplier – Wide Radius: This field supplier can supply teammates from a longer range at the cost of a slightly shorter deployed time. In addition all ammo suppliers will now automatically resupply any valid targets in range that are not actively firing.

Spotter: An activatable character modification, this works similar to tagger but without requiring you to hit an enemy. Simply activate and paint enemy targets to show them to all teammates, even through walls.




Car Surfer: A utility character mod, this allows you to ride on the roofs of moving vehicles. Great for hitching a ride when there’s not enough seats, or when using a heavy weapon, it does however leave you heavily exposed and without the safety of the car interior to hide when you are hit.





Flak Jacket: A Health modification, this heavily reduces damage taken from explosions. This comes at the cost of your ability to dish out explosive damage however, reducing the number of grenades you have available by 1.



Fragile: A Health modification, this slightly reduces health (14%, just enough that you won’t be 1-shotted by an HVR), but increases your sprint and run speed by the same amount. Perfect for fast assaults and task item carrying.





High-Magnification Scope: An upper-rail modification for weapons, this is functionally similar to a Hunting Sight. It also sets your weapons zoom to a very high value (4.66x normal magnification) and replaces your reticule with a Sniper crosshair at the cost of removing your non-marksmanship crosshair completely.



New Weapons

Half-Brick / Eight-Ball: These are new Grenades that physically hit the target for high damage, depending on how long they have been in the air. At extreme ranges, these can kill instantly, though require high skill to land hits on an aware target. The Eight-Ball flies faster, but the Half-Brick kills earlier in its flight-time. Due to the lack of noise, these can be devastating as stealth weapons, for targeting stationary campers from long range, or just for a bit of fun.




OSCAR : Obeya Corps. Armory have made several modifications to their successful OBIR range in order to provide a weapon for the close-quarters urban market. With the brake removed, iron sights, a 2 round burst and a CQC stock, the Obeya Systems Carbine is much more accurate on the move, giving a burst fire alternative to the Joker Carbine.



We’re also making a number of substantial bug fixes and changes to the game. The most noticeable one is the OSMAW. We wanted to keep our Rocket Launcher feel very powerful, but be primarily useful in an anti-vehicular role, and be very counterable while on foot.  In this regard we’ve implemented a Wind-Up system for it. When firing you now need to hold the button for 1.75 seconds while the rocket is primed then fired. This stops players firing it directly after exiting a vehicle, or directly at your feet from point blank. Due to the balancing brought about by this change, we’ve been able to buff the launcher in several other areas to keep its power. It now carries three spare rockets (so can be affected by Bandolier), has a larger kill-radius, and has a faster travel time. While this may seem like a lot of improvements to an already very formidable weapon, the wind-up timer ensures that it performs most actions either the same or slower than before.


Here's a bit of maths on the subject.


Old OSMAW
New OSMAW
Firing after leaving a vehicle
Instant
1.75 seconds
Switching to an OSMAW and firing
2 seconds
0.7+1.75=2.45 seconds
Reloading and Firing
3.5 seconds
2.25+1.75=4 seconds

Overall it takes longer to perform actions with the OSMAW, hence the improvements to projectile speed, ammo capacity and kill radius. This should make it a more effective primary weapon, and feel snappier to use, but in reality be quite easy to counter by an aware team.
Other improvements include weapon damage visually affecting vehicles, a new alternative weapon skin for players that have progressed past tier 1, changing the default pistol to the FBW, and a lot more. We’ll have full patch notes for you soon.

Next time we'll be talking about the next patch, 1.10.1, which includes a number of fundamental balance changes among other additions, and our upcoming plans for Christmas Fun.










Wednesday, November 21, 2012

A San Paro Thanksgiving

Thanksgiving time is here! While this holiday may be viewed as controversial nowadays, over the years it has also become a shop-till-you-drop and eat-till-you’re-stuffed holiday.  On more positive note, Thanksgiving also celebrates a time of thanks, and what better occasion to give thanks to our community! So starting today the Thanksgiving festivities begin and carry out through the weekend.


Base image courtesy of Salek (Colby)

Black Friday deals are coming to the Armas Marketplace early this year. 


50 % Off ALL Premium Packages

Starting today through Sunday all Premium Packages are discounted 50% off.  If you’ve never experienced the benefits of Premium Membership now’s the time.  For those of you who may not know or need a refresher, Premium Members enjoy the following benefits:
  • Up to 90% Bonus XP
  • 125% Bonus in-game currency (APB$) earnings
  • 50% reduced cooldown on activated abilities
  • Advanced customization abilities
  • 20% Discount on Armas Marketplace purchases


50 %
Bonus Loyalty Reward Points
 

Shop the Armas Marketplace from today through Sunday and get an additional 50% More Bonus Loyalty Reward Points towards your APB Credit Counters for every G1 Credit spent in Armas.


Thanksgiving Day Login Event

For every Character you login to the game with November 22nd - 25th (PST), you will receive an exclusive Character Title Unlock: “Pilgrim” for FREE.  It’s that simple all you need to do is log in and unlock.  Just a little something to thank you for being a supporting member of the community.


Daily Credit Counter Deals

Starting Black Friday Day through Sunday you’ll find Daily Credit Counter Deals in the Armas Marketplace.  Each day (Friday, Saturday, and Sunday) a new Daily Counter Deal will have a different Joker Mystery Box available as your promotional reward. Friday- Sunday (Nov. 23rd – 25th)

Lastly, thanks go out to all the participants of the “48 Hour Turkey Gobble Contest”.  We saw some very creative ways to dress up Characters as turkeys, just like the one posted above, courtesy of Salek.  On a side note, we’ve learned to be a little more careful what we name our contests – seeing as we have a global-wide community and certain terms may have different meanings in different cultures.  For those of you who may not be aware – the unintended meaning of ‘gobble’ can be found in the Urban Dictionary.  Clearly this is an M-rated game, but unlike what some may think, we STRICTLY meant 'gobble' in that Turkey and Thanksgiving kind of sense.

So - Happy Thanksgiving San Paro!  


And don't forget more Holiday fun (and our One-Year Anniversary for our official Live Launch) is around the corner for December so be sure to stay tuned for more details about our Holiday Events! 

Monday, October 22, 2012

Asylum Preview – Halloween Just Got A Little Crazier


On October 11th, an anonymous user posted a mysterious audio file and tiny image on the APB Forums.

Players were intrigued.  What was that haunting score with eerie Tubular Bells' style syncopation? And what was up with that 200 x 200 pixel image?

Over the next few days a new image was posted in random forum threads. Some valiant players started putting together the pieces.

After some time it all became clear… we have arrived at the Asylum.



On October 22 we took down Fight Club to make way for our October 25 preview of "Asylum" to San Paro in the form of, “Fright Club.”

While this is not the full version of our soon-to-be new game area and game mechanics designed for the Asylum, we wanted to give players a serious taste of what’s to come and a chance for the community to provide layout feedback on the core game map.

When you log into the Asylum District for the first time you will unlock a new Title – “Asylum Seeker” since nothing says, “I’m a little off my rocker,” to the world than "Asylum Seeker” floating over your head.  Whether you’re hearing voices in your head, or just morbidly curious, this new Title is just the thing for you.

Fright Club includes 7 new Missions and some pumpkin smashing activities that would make Gallagher want to trade in his watermelons for pumpkins. Just leave your Gallagher-style sledgehammer at home and do it San-Paro-Style and shoot that pumpkin!

Players will also get Joker Distribution tickets when they advance new roles in the Asylum district.  

Enjoy the Asylum, collect those Joker Tickets, and go to the forums and provide map feedback on the Asylum.  Regular Fight Club will return the week after Halloween.

Also here is quick note from Qwentle:

A Message From Qwentle, Lead Designer

“Hey guys,

Due to its construction (multiple level indoor areas with very limited vehicle access) and lack of mission targets, the current version of Asylum is not a straight up Action District.

Our final goal for Asylum is a free-fire district with elements of "turf control" and it also adds some non-PvP oriented goals (emphasising completing non-opposed objectives in enemy territory over engaging in combat, even rewarding players for avoiding combat during certain engagements). We paper-prototyped a number of solutions for more flexible and less goal-oriented designs, and our final design can best be described as modified small scale Turf Wars.

Completing the full non-opposed objectives for Asylum will still take quite some time, but since the map is very close to complete, and we felt Asylum fit Halloween perfectly, we wanted to take the opportunity to share it with you as quickly as possible. This meant temporarily making it a Fight Club map (or in this case a 'Fright Club' map with some modifications).

Keep in mind that the current game modes are not yet finalised, but certainly feel free to give us constructive feedback on the map layout itself.

With those important caveats in mind, please go out and enjoy this preview of Asylum!”



Don’t forget to stay tuned for more details regarding all of the Halloween Contests and Events we have going on starting this week!