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發表於 14-2-27 06:48 PM |只看該作者 |倒序瀏覽 |打印
本帖最後由 calvinngth 於 14-2-27 10:50 PM 編輯

2月27日

Reminder: Starting at 6 PM GMT/ 10 AM PST/ Noon CST / 1 PM EST all servers will be taken out of service for an extended maintenance which is part of our ongoing comprehensive mission to improve performance and make significant hardware and network changes, approximate downtime will be 8 hours.

GMT 下午6點即係香港既上午2點.需要維護8個小時,即係今晚10點先有得再玩..........

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發表於 14-2-27 10:10 PM |只看該作者
冇加其他新野?

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發表於 14-2-27 10:15 PM |只看該作者
terencetse2003 發表於 14-2-27 10:10 PM
冇加其他新野?

有既,不過要查下先@@

更新做1.15版本~

Welcome to APB:R 1.15.0!

Version 1.15 brings a new Tutorial system to APB Reloaded that will teach you how to play the game at your own pace. It is split into two main sections: "Basic" and "Advanced". These sections have a variety of categories that will take you through various aspects of the game - everything from contact pledging to Death Theme creation. Each category has a range of objectives to complete - once all these objectives have been completed you'll earn a reward for completing the category! These rewards will mainly be invaluable for helping new players with their early adventures in San Paro but advanced players will also find some useful rewards for themselves too. You can see what reward you'll earn from a category by selecting it from the main tutorial interface, which you can open with [T].

Here is a brief overview of the other new changes you can expect to find in 1.15.0:

Weapon Balance: 1.15.0 introduces some new weapon balance changes - full details of which are below.

Joker Box Weapons:
You can now mail your Joker Box weapons between characters on the same account (please remember that you'll have to refurbish them first).

Spawning system Updates:
Mission spawn zones within 110m (up from the previous 50m) from objectives are no longer picked by the spawning system as valid locations.

District Spawns:
Players now gain the use of specific out-of-mission spawn points by unlocking the appropriate contacts.

New Characters:
New characters will now be automatically dropped into a financial district, ready to take on the tutorial. (NOTE: If the account already has an active character, players will be asked if they want to enter a financial district).

Missions:
"Auto-Ready" is now turned off by default. Players will have to press to ready up. This can be reactivated, if desired, from the in-game Gameplay options.

Clothing:
We have fixed an issue regarding customizing the Armored Shoulderpads, when these and the Armored Vest were equipped in a certain order.

Modifications:
Mobile spawn units will now appear on the radar for enemy players.

OTHER CHANGES
Added a local test button for VOIP.
Updated the in-game VoIP to the latest version of Vivox.
APB's Built-in video capture functionality has been removed.
Ty Durrant, Wilson LeBoyce and Mirri Kent have had a bit of a shuffle around - Ty is now where Wilson had been previously, Wilson has taken Mirri's place and Mirri has set up in Ty's old hang out.

WEAPON BALANCE - FULL DETAILS OF CHANGES:

NTEC-Scope - Walk Modifier : 4 ->2.5 (increases accuracy when aimed and moving. Still lower than a standard NTEC, but not by too much now)

N-SSW – OverallShotModifierCap: 1.6 -> 0.82, Walk Modifier: 1.5 -> 1.75, Walk Speed: 139 -> 150 (fairly accurate now fully auto, Can move faster but loses accuracy slightly while doing so)

RFP-9 - Ammo Capacity: 63 -> 105, PerShotModifier: 0.8 -> 0.42. (Marksmanship Recoil Modifier: 65 -> 25. (This essentially makes it into a pretty great mid-range aimed sidearm, while still leaving it not great on the move to avoid the sprint shooting issues we had before with it)

Tommy Gun – Magazine Capacity: 40 -> 50 (Back up, previous nerf was a little too much)

CR-762 – Minimum Damage: 44% -> 52% , Marksmanship Modifier: 0.4 -> 0.35 . Makes it a little more dangerous at long ranges

NCR ‘Anubis’ – OverallShotModifiercap: 4 -> 1.64 (allows the third killing shot to hit more reliably when firing at maximum fire rate).

OBIR / FFA – Jump Modifier: 2 -> 3.5. (Less accurate while jumping. This doesn’t actually really change anything, just fixes a discrepancy between rifles)

OCA series – Recovery Per Second: 6 -> 5.15 (Allows the negative to Cooling Jacket to have an effect, otherwise has no effect on weapon handling at all).

PMG series – Recovery Per Second: 10 -> 7.2 (Allows the negative to Cooling Jacket to have an effect, otherwise has no effect on weapon handling at all).

HVR-243 ‘Scout’ series – Jump Modifier: 2 -> 8 (Allows us to minimise jump-shoting. This seems like a big leap, but really isn’t as the maximum accuracy modifier catches this value first).
- General – Minimum / Maximum Accuracy Modifier: 0.01 / 10 .
- General – Minimum / Maximum Marksmanship Modifier : 0.02 / 1

Primarily it’s a fix for the long standing bug that allowed the HVR-243 Scout series of weapons to fire at 100% aim while jumping. The problem here was the Hunting Sight modifiers dropping the Marksmanship modifiers to 0, hence making the entire accuracy 0. This fixes that, and Jump-Shoting is now only really accurate from close-medium range. The other side effect is that it stops weapons blooming out too much. This was an issue as prior weapons could get incredibly inaccurate. After a certain accuracy weapons tend to be useless anyway, but the issue here was accuracy regeneration. By capping the maximum accuracy modifier at a reasonable rate, we can keep the effect (essentially unhittable in certain situations, like sprinting sniper rifles) while allowing you to regain shooting accuracy a lot faster when you stop and zoom in.

The above changes are mainly changes to weapons that need it, and are primarily related to accuracy.

BUG FIXES:
Iron bars in Jangma Square (Financial) can no longer be walked through by players.
Players can no longer gain access to an invalid area in the evidence lockers behind Karnak Casino.
Snub nose revolver now correctly triggers "street justice" and "kill more enforcers" Daily Activities.
Lobby UI no longer hides a character that the player unsuccessfully attempted to delete. (Clan leaders etc.)
Players who throw grenades while falling will re-equip a weapon now, as opposed to landing unarmed.
Players can no longer glitch their way into the water area with the wooden ship in the Washes (Waterfront).
Players can no longer place a task item into a car owned by someone who isn't on their mission.
Fixed an issue where allies were not able to resupply when the owner of a vehicle with mobile resupply is dead.
Fixed an issue where Remote Detonation audio could play from destroyed vehicles.
Fixed an issue where pedestrians occasionally had enlarged collision while cowering.
Fixed an issue where the in-game VoIP would be too quiet.

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發表於 14-2-27 10:49 PM |只看該作者
本帖最後由 calvinngth 於 14-3-1 01:18 AM 編輯

伺服器維護經已完成,宜家可以重新登入繼續遊戲~
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