However, we initially were a bit baffled since the district threads (there can be 4 district threads running per processor) were behaving erratically last week and were randomly dropping the server-side tick rates dramatically (causing some server side lag), until we realized that the X-series processors were configured to run in a standard energy saving mode.
It's clear that the 100-person districts can only actually run properly on Intel X5570 processors and above. Instead we ask players focus on items that can actually help improve the game. Yup - we know there is a lot of lag from the UK to Los Angeles. The least amount of help is pointing out that there is a lot of lag from the UK to Los Angeles. Therefore the biggest help for the team are well written bug reports of issues that you encountered in the game or details of any unexpected behaviors that you can document thoroughly. Let's be clear - there are SEVERAL of these issues in the game that we are working on right now. Especially since right now we only have the Los Angeles location operating the game to test all routes to that one location. The entire purpose of CB is to validate the basic game systems, work out all game balance issues, solve server lag, identify any performance problems, identify any unexpected crashes and identify serious game play or progression issues. I do need to point out that most players are doing just fine as CB testers and are diligently filling out reports of issues and bugs, but there are a few who clearly are NOT doing really that great. It occurs to me (and the whole team), that some people testing the game are not really familiar with the whole idea behind participating in a closed beta, and instead think this is like playing a live game. That was not really the intent, and is a focus during this week's balancing exercises, which involves actually measuring the usage of all guns in the game. The bad news, pretty much everyone uses the NTEC in game. So, the good news - the new NTEC surely is a good gun.
This week we will have to deal with how to best handle the NTEC (and possibly even the STAR). Mid last week we had to de-power the shotgun that could blow up a car in (almost) one shot. So first of all - some closed beta observations: But at least now we have proven that the game can be resurrected, and the next chapter is entirely going to be focused on improving the game progression, improving the servers and improving everything else that remotely touches the game in the long term. What's scary now is the staggering amount of work that still remains ahead for the rest of the year. Dave Jones disappeared but has now reappeared as an advisor for APB Reloaded.So clearly I have to thank everyone in our various global teams for coming together in an amazing fashion to make this CB run possible. Its original launch was a flop and Realtime Worlds closed as a result. That's the first stage over the coming months and years - providing the game attracts profitable numbers - APB Reloaded will be developed and tweaked and improved.ĪPB was developed by Crackdown maker Realtime Worlds under the leadership of Grand Theft Auto co-creator Dave Jones. The new recipe for success involves ripping out the subscription business model and replacing it with a tempting free-to-play scheme. GamersFirst picked up down-and-out MMO APB for a bargain $1.5 million - that's the rumour.
He promised to be "extremely communicative" with the community about any future updates.Īs a sorry for making you wait, GamersFirst will put together a 'goodie-pack' for all closed and open beta testers.Ī new closed beta patch has gone live "to further investigate the issue" and an evaluation of its success will happen soon. "If we determine after the next patch that the issue has been resolved, we will then proceed to release the game to the public."īook-Larsson added: "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."
"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. "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," announced GamersFirst boss Bjorn Book-Larsson. The APB Reloaded beta test was supposed to start yesterday.