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Friday, June 22, 2018

APB Roadmap

Hi everyone,

Today, I'm going to attempt to outline our Roadmap and approach, so you guys can see our priorities for what we're working on.
This is a little overdue, and I apologize for that. I gave what I thought was a decent overview of the APB Roadmap on the Q&A, but since then several players have expressed that they would like to see something a bit more formal.
I'm going to divide the Roadmap into Projects. Some of these occur in parallel using different teams and team members, but I'm going to list them in chronological order here.
As a side note, most of this early development focuses on PC for a number of reasons. APB console currently has a different publisher, so we have to jump through some hoops when submitting those builds to Microsoft and Sony. That slows things down. But more importantly, we're trying to align the PC version with the console versions to consolidate everything on Unreal 3.5. That means that the bulk of the work is focused on PC.

Project #1: Infrastructure (1.19)We're about halfway through this project. It's everything we feel we need to get out of the way before diving into Unreal 3.5.
Version 1.19.5 (PC Only)
For the month of May and June, we've been focusing on cleaning out the cobwebs. It took a little bit of time just to get a PC build through QA and out the door properly. This version focused on eliminating as many of the cheat opportunities in the game.
- Integration with new client-side Anti-cheat
- Some exploit fixes (coming up in the next patch)
Version 1.19.6 (PC Only)
This version focuses on some quality of life changes for players.
- Fixes to networking to help lag
- Overall weapon balance pass
- Fixes to Friends system
- Update to visual design of ARMAS to help with navigation
- Dropping unpopular items from ARMAS
Version 1.19.7 (PC Only)
This version focuses on some quality of life changes for players.
- New Trade System for players to move items and money back and forth without getting scammed
Version 2.1.0 (Consoles Only)
We need to do some basic console SDK upgrades that have to be completed before we can submit any new changes. Our goal is to get this out of the way in July.
Notes on Project #1:
We also plan on supporting Two-Factor Authentication in this Project.

Project #2: Unification (2.2)This project focuses on bringing the PC version up to Unreal 3.5, and then optimizing and adding some features to the console versions. Some of this work will start in July.
Version 2.2
There is quite a bit here that I'm not going to specifically list. This version focuses on the remaining bits of Unreal 3.5 for PC. But it also includes:
- Fix crashes on console related to memory handling
- Fix level optimizations
- Fix bad frame rate for dynamic lights / night lights / day night cycle
- Fix level collision meshes
- Add music studio to PC/console for Unreal 3.5
Notes on Project #2:
It looks like we will be dropping support for Windows Vista when we upgrade APB PC to Unreal 3.5. Microsoft officially stopped supporting Vista in April 2017, so it just isn't worth the extra development time for us.

Project #3: Critical Mechanics / Minor Content (2.2.1)This isn't as far out as you think, but we have some content planned including progression changes, 1 new gun and 1 new vehicle.

Alongside all of this, our 2nd team is working on Unreal 4. This will not be a short project, but it has lots of milestones along the way. We are initially focused on getting the third person shooter mechanics of APB up and running in one of the existing districts. From there we'll start layering on customization and other systems.
I plan on doing regular updates to this Roadmap, and hopefully a dev blog to show off things we're excited about.

Thanks,
Matt

Thursday, June 7, 2018

June 2018 Anti-cheat Update!


Hi everyone,

We're coming up on nearly 30 days, and I am excited to announce that we will be releasing our first patch.

Just to set expectations there is one major outstanding bug, so I'm not 100% positive this will be ready, but with a little testing we should be ready to go. We expect to lock servers at 4am Pacific / 11am UTC, and there will be 6 hours of downtime for patching and testing.

One of our players provided these links to track the exact time in your timezone:

Server going down:
https://www.timeanddate.com/worldclock/fixedtime.html?msg=SERVERS+GOING+DOWN&iso=20180608T11&p1=1440
 
Server coming back up (expected):
https://www.timeanddate.com/worldclock/fixedtime.html?msg=APB+UNBAN&iso=20180608T17&p1=1440

BattlEye:

This is the first big step in rebuilding this game as a fun, safe environment to play. Our new client-side anti-cheat is the biggest addition in this update. Our initial implementation should handle a majority of situations, but you can expect that we will continue tweaking this until we're happy with the results.

FairFight unbans:

In my Q&A I mentioned that I had done a lot of research into many of the FairFight bans, and due to a number of factors, I found many permanent bans that were either blatantly incorrect or too subjective for my comfort level. As of this release, we will be unbanning a significant of those players because it's impossible for me to tell who cheated and who didn't. For most players, you should be able to log in on Friday and access these older accounts. If you didn't get unbanned, you are welcome to send in a support ticket, but it will take some time for us to address these, so please be patient with us.

Stripping unbanned accounts:

The community has been very vocal about the fact that we will be unbanning known cheaters. This is unavoidable, even though we know those accounts abused the system and their opponents to their own personal gain. After some consideration, I have decided that all unbanned accounts will be stripped of the following:
- APB$
- Joker Tickets

I realize this will also penalize some of the honest players who were banned unfairly, but it's the only way I can see to make sure we don't flood the game with accounts that have unfair advantages.

Next steps:

I'll be collecting notes from the devs over the weekend, and I'll post the timeline and focus of our next update soon.

Thanks,
Matt

Friday, May 25, 2018

Two week update: Q&A notes from my stream

Hi everyone,

I want to start by thanking everyone who came out for the stream today. I had a great time chatting with Kempington. He was a gracious host and put a lot of behind-the-scenes effort into pulling off the broadcast. The community asked many thoughtful and direct questions, and I know he and Lixil tried to include as many as they could.

Before I jump in, I want to talk a little bit of how I like to approach problems.

I like clear solutions that can be largely enforced through objective systems and infrastructure. If an exploit exists, then we should be trying to fix it. Make no mistake, that doesn't give players license to abuse it. Our terms of service clearly state you should report it and that we can ban you for exploiting. However, that also means we shouldn't leave these kinds of problems around for years on end either.

Here are the questions and answers from today:


1. Will you be changing the cheat detection? If so, will you be looking to unban players from the past? Will there be ban broadcasts in future?


The cheating problem in APB is complex. It's a hard game. Our players like it, because it has a unique combination of gameplay that takes a while to master. Managing recoil. Leaning around cover points. Switching weapons for various conditions.

Cheating robs everyone of that experience.

I fully understand the desire to want to put on some training wheels to make your own gaming experience a little more fun. Wall hacking. Smooth aim. No recoil. I get it. But ask yourself what are you afraid of? Being embarrassed? Losing a match? Isn't that how we get better?

We are committed to creating a fair, fun environment to play the game. So, I am very excited to announce that we are implementing Battleye as our client-side cheat solution. It's used by Fortnite, PUBG, and many other games. The implementation is mostly done, and we hope to include it in our next patch. We will be keeping our internal cheat detection and our server-side cheat detection and continue to tune them as well.

Now the second part. Unbanning.

This has been a complicated decision. One part of the community feels that cheaters have ruined the game and that they deserve to stay banned. The other part of the community feels they have been unjustly banned.

For me, this comes down to a single question: “Has the cheating/banning policy been enforced objectively or subjectively?”

In an ideal world, everything is black and white. I've spent the last couple weeks working alongside customer support, talking to players, vetting logs, and testing our cheat detection myself.
The results were conclusive.

Our current system is inaccurate and capable of automatically banning players who are not cheating. I also found a lot of instances where bans were enforced subjectively. That means the punishment or lack thereof was largely at the discretion of the GM or CS person.
In order to grow, we need consistency.

With that in mind, I am going unban a significant portion of the player base.

Before you get too excited or disappointed, let's establish a couple expectations.
  • This isn't going to happen until we release the next patch with Battleye.
  • Please do not contact support asking to be unbanned. That will happen automatically when we're ready, and then we'll message the player base.
  • We will not be unbanning players that violated other parts of our terms and conditions. For instance, credit card fraud or other forms of illegal activities.
My hope is that players will see this for the opportunity it is and come enjoy the game. If they choose to cheat, then we have given fair warning, and we will ban them again.

Lastly, we will not be broadcasting, tweeting, or publicizing bans. We are not proud of banning or catching cheaters. Banning is a failure. It means someone has left the game, and while that person may have clearly violated the rules, it still means we lost a player.


2. Can you give us a rough roadmap on what you plan on working on first? Is the Engine upgrade to 3.5 a priority/first on the list? What can we expect?


Our project for the last two weeks has been "Infrastructure".

We identified a couple key areas such as customer support, anti-cheat, and the forum systems, and we upgraded them to help provide a better base for us to grow on. The PC version has not seen a patch in 9 months. We are clearing the cobwebs, upgrading old licenses, and getting testing processes back in place. We have a little more to do on this including 2FA to help secure accounts better, and a couple other items.

Our next project is "Unification".

We will be completing the upgrade to Unreal 3.5, which will  benefit both the PC players by incorporating a lot of optimizations that the console version received, and also improving the console version by filling out the missing features. This will also include some optimizations to help the game run better, and we will be cleaning up a lot of code.

There are a slew of other things we want to do, but trying to implement any new content onto the top of what we have would be a mistake, so I prioritized this piece first. I'm not going to give a time estimate, but I will give periodic updates on our progress. I will also say that we have an entirely separate team working on the Unreal 4 upgrade. They are starting from an empty project and then migrating one system at a time.

Beyond Unification, we will be focusing on "Critical Mechanics".

This will be a hard core look at some of the long standing issues in the game that need fixing.
Alongside this project, I'd like to do a "Minor Content" update. Just a small project to get back into the content generation tools. We'd like to get a new weapon in the game. Possibly some new clothing items. Possibly a new vehicle. I doubt they will be crazy innovative, but we need to start somewhere.
And then I'd like to do a "Major Content" update.

A new map and/or a new mode. We have plenty of these systems that were already in the works, and some that were nearly finished.

Hopefully we will catch up with the Unreal 4 team at this point, and we'll be able to cut over.


3. Will ARMAS pricing in the future be changed? If so how. On the subject of micro-transactions, how do you plan on tackling the Pay 2 Win stigma that’s been haunting this game for a long time?


I have spent some time looking at this, and this is another polarizing question.

I personally don't feel that APB is Pay 2 Win. The weapons don't make that big of a difference on whether you win or lose. Not every weapon can be used in every situation. A very skilled player will nearly always win regardless of whether an unskilled player has bought the best weapons they can get.

However, that stigma exists for a reason.

In my opinion I think the balance/costs on ARMAS do need to be examined. We have a designer coming in who will be make a pass to balance the pricing of the store. I do want players to feel that we're being fair and not trying to gouge them for money.


4. With the upcoming changes to the CoC and ToS, what areas are going to be scrutinized the most? How will in-game behavior be moderated in the future? What’s the stance on nudity, such as player made symbols and clothing?


I really feel like this question is better answered by Lixil, but I'll answer this question from a high level standpoint.

First, you're going to see us in-game more. So expect to interact with the GMs.

Second, I love the immense creativity at the heart of APB. Personalizing your character, weapons, and vehicles is one of the aspects of this game that makes it fun. Overall, I don't want to dampen that creativity. However we have limits. This is a game. Nudity doesn't have a place here, and it's not allowed. Hate speech or symbols are also not allowed.

Use some common sense, and you'll be fine.


5. De-threating. Will you be looking to tackle this phenomenon, if so how? Will changes to the threat system be made to assist this?


At the end of the day, this comes down to proper matchmaking and creating fair fights.

This is one of those long standing systems that needs to be changed. I want to dig in more deeply, but we are committed to better matchmaking.


6. Will there be a live stream dedicated to Dev updates / Dev Vlog to show active process and work on the game?


I love this idea, and based on the reaction to today's stream, I want to make it happen.

I think the best way for us to build trust with the community is to do what we say we are going to do. Showing off progress is a great way to do that.


7. Will the original login screen, along with some of the previous music within the game, be making a return?


I think so - or some close variation.

I need to check a couple of things like music rights to make sure we can still use that track. Admittedly I had the login screen music track playing on a loop from YouTube for a portion of May 10th. It's a great vibe to start the game with.


8. Will you be addressing the poor performance and optimization on the console versions of the game?


First, I have to apologize, because I saw the Xbox and PS4 forums, but I didn't realize they couldn't post in the main Social Discussion. We've corrected that in the new forums, so console players can better participate in the community.

Second, yes. There are a bunch of areas that we should be improved on the consoles. By unifying the code base, I think we can put more attention on this. The console players need some love.


9. Are there going to be any further extensions to the ignore/friend lists? Will this system be changed at all, if so how?


I have spoke with the dev team, and there is a small "cost" to the database size for friends and ignores, so we can't make these lists infinite.

However I'm a not a big fan of charging for more ignore or friend slots. I don't know when we will be able to address this, but I'd like to increase the size of the lists and just give that to everyone for free.

Other Questions:


1. What is your stance on the prestige/notoriety system (bounty system). Do you plan to make any amendments to this?


This needs work.

I understand what the designers were going for, but the current system has a lot of feel-bad moments for higher skilled players. Mainly I don't think anyone outside the opposing team should be able to interfere with you when you're in a mission.


2. Will the Refer-A-Friend system be making a return? Do you plan to make any changes to it?


I haven't given this a lot of thought yet.

We do need to implement something that helps players share the game with their friends to help us grow APB.


3. A lot of players are curious to the future of the weapon balance in this game. Do you plan on making changes to the weapons in the near future?


This is tricky.

We are going to have a designer make a pass through the game, but I would expect only minor tweaks to help balance things. My general feeling is that most weapons are decently balanced now, and its a lot easier to mess that balance up than to improve it.


4. In the distant future, will character server transfers be possible?


Character server transfers current have a lot of pitfalls.

I wish it were an automated system, but more often than not when we move characters it screws up some aspect of their customizations. Symbols. Facial features. Clothing items. If we can solve these issues, then I would love to make this available to players with some limitations, because I think it would help our server populations, but we need to do some serious work on it first.

As a side note, we will be migrating the Han players to Jericho. This wont happen immediately because of the issues I mentioned above, but I want to give the Asia/Pacific players a larger pool of players to interact with.


5. Players are eager to see a proper trading system in the game be implemented. Is this a possibility?


Yes. This comes down to infrastructure. It shouldn't be possible to scam players. That's bad system design.

However, trading securely leads to other problems that we need to think through. It's possible that we may need to build in waiting periods or trade locking mechanisms to manage abuse.


6. What plans do you have to improve the competitive scene of the game?


I'm going to be more vague about this.

There are some things in the works that I hope come to fruition. If they do, then I'll point back to this stream and say, "that's what I was talking about". But we are definitely looking at new modes for the Major Update.


7. Are there any changes coming for Joker Boxes due to potential gambling legislation?


For those that aren't aware, the Netherlands and Belgium have approved laws that define Loot Boxes or any randomized reward system as gambling based on specific criteria.
We are watching this fairly closely.

I like the Netherlands approach, because they have specific guidelines and timelines to help publishers get into compliance. Belgium not so much. Most likely we will keep the Joker Box system, but the rewards wont be tradable, which means the price may go down.


8. Will GamersFirst approve the use of shader configs or the Advanced Launcher?


No. This is a super slippery slope.

Once we allow players to modify parts of the game, then how do we detect cheater-based changes from these more innocuous changes? That makes our investment into Battleye useless.

However, I do believe GamersFirst needs to solve the problems that these things address. We need to allow players to change the color of the crosshairs in-game for colorblind people. We need to add a lower graphics processor setting to help people with less powerful machines.

Thanks again to everyone who participated and volunteered questions.

Sincerely,
Matthew Scott

Tuesday, May 15, 2018

Changes in Community Management and Customer Support

Hello G1 Community,

It's Day #5, and I want to thank everyone for reaching out with their support and enthusiasm. Please know that we are reading and digesting all the feedback that has come in. I'm not quite ready to walk through our new policies, but we are making progress.

We said that we would be making changes, and that starts today.

NEW COMMUNITY MANAGER

First, we are announcing that Tiggs will no longer be the GamersFirst Community Manager, Customer Support Manager, and Producer.

She has decided to transition into an advisory/training capacity and will be helping onboard the Little Orbit staff to get everyone up to speed on the many tools and systems that go into running GamersFirst, APB: Reloaded, and Fallen Earth. Personally, I want to thank her for the years of very difficult service that she provided. At times she was a one-woman show, running all of these departments by herself. She has a dedicated set of GMs that will remain in-game to help players and respond to tickets. Over the next couple weeks we'll be adding GMs to make sure we're more available.

I don't want to setup our new staff for the same problems and hard ships of the past.

I've already stated that we will be announcing a new set of policies including the Forum Rules, Code of Conduct, Terms of Service, and Privacy Policy. These will have simple straightforward wording designed to help players understand the rules. Our intention is to create a safe place for people to get the full enjoyment of our games, and I want our players to know exactly why corrective action occurred for any issues they might face in the future.

With that in mind, I would like to introduce everyone to Lixil, Little Orbit's current Community Manager. Some of you noticed her logging in and reading the forums. Effective immediately she will be taking over management of social media, the forums, its mods, the GMs, and our volunteer programs.

Also as part of this transition on Friday the 25th we will be putting up a brand new version of our forum software. The team is working hard to QA test that system now. As I mentioned in my Open Letter, we wont be deleting these forums. We will move them to a new URL, and any player who wants to repost any thread is welcome to move it over.

NEW CUSTOMER SUPPORT MANAGER

Second, we are announcing that Selali will be expanding his role as Little Orbit's Customer Support Manager and taking over GamersFirst Support. He will be running customer support along with his internal CS and QA team.

As part of this transition on Friday the 25th we will be launching an entirely new Support Site with a new knowledge base and the ability for players to track their tickets.

Lastly, I also want to acknowledge the lengthy "Questions for Matt" thread on the forums. I'm not ignoring those, as the CEO of Little Orbit I have a couple other priorities that absorb my time. But I still plan on slowly starting to answer those questions as we keep moving forward.

Feel free to comment.

Here is the forum thread for APB: Reloaded.

Here is the forum thread for Fallen Earth.

I look forward to sharing more information with you soon.

And of course, thank you for your patience and support.

Sincerely,
Matthew Scott

Thursday, May 10, 2018

Open Letter to the APB: Reloaded Community

Hello APB community,

My name is Matthew Scott and I’m the CEO of Little Orbit.

Today we have announced the acquisition of GamersFirst, and the games it contains, but to go along with that announcement, I thought I would take some time and write a personal letter to the APB Reloaded community.

Let me start by sharing an introduction to Little Orbit so you can get to know us. We started as a small game developer in 2003, and in the last 8 years we have grown into a small retail publisher. We are not a big studio, and trust me, you wont find any of our previous titles impressive. But over the last year, we have started taking steps to transition into the publisher we want to be.

There’s been a lot of speculation over the last couple months about who would be crazy enough to take on this game. And I’m not going to try and sugarcoat it, we know that the confidence in this game is at an all time low, and odds are you haven’t heard of us at Little Orbit. But that’s OK. There’s a lot of work to do, and I’m not writing this letter to make unrealistic promises or layout a grand roadmap. Instead, I’m going to ask for your patience as we get organized and that you give us a chance to show you that we are sincere in our efforts to make APB Reloaded the game we all know it can be.

I will however make one simple commitment right now. From here on out, I promise to communicate with the community on a regular basis. No more silence. Good, bad or ugly I will share where we are at.

Moving forward there are a number of areas that we need to address for the long term health of this game. Some of them are sexy like new content for the game, and some are just operational changes to how the game is run that I feel need to be made.

In the next 30 days, expect to see GDPR updates for GamersFirst including new privacy policies, code of conduct, and term & conditions. We will also be cleaning up the social pages, implementing a new forum, showcasing a general roadmap for the game and announcing a significant change to our banning and cheating policies.

This is all critical for setting up an environment where you can give us feedback.

After that we’re going to focus on content. I’ll be working on an exact roadmap that we can publish soon, but over the coming months we would like to add a new mode, maps, clothes, guns, vehicles and a new matching system for competitive play. Alongside all of that we are committed to upgrading APB Reloaded to the Unreal 4 engine. This is a long process that involves a massive rewrite of several core systems and a lot of art migration. I know that this has been talked about extensively in the past, and it has been a sore point with the community for a while. It’s going to take time. We need to start by unifying the PC version on Unreal 3.5, and then moving to Unreal 4. Personally I don’t think Unreal 4 is going to have a big impact on the look or speed of the game. It may not even be noticeable to some. But for APB Reloaded to have long-term viability, transitioning to Unreal 4 is something we need to do.

I look forward to sharing more information with you soon.

And of course, thank you for your patience and support.

Sincerely,
Matthew Scott

Wednesday, May 17, 2017

NEW Summer Survival Event!

It’s blog post time and in this blog we’re asking for feedback from our players on a few different events that we are working on. We will have different forum threads ready for your suggestions and we’re excited to read your feedback.

Upcoming: Memorial Week Sale

We’ll be having sales across all of our Platforms in celebration of our console releases and Memorial Day (US Holiday). For PC users, starting on Friday, May 19th (5 PM PDT) the Armas store will see up to 50% off on items and a 25% Instant Bonus for PayPal purchases of G1C (see forum post for more information). Console Users will have up to 30% off of store purchases.

Xbox One and PS4 performance updates

The PS4 has seen patch and hot-fix updates to clear up the recent crash issues which has improved the PS4 experience dramatically. We are still working on the very latest patch and are aiming to launch it this week. With the work on PS4 mostly completed we are now aiming to push those fixes out to the XB1 as soon as the fixes pass cert for XB1.

The team has also been working with our network provider to mitigate effects of the ongoing DDOS attacks that have been happening since our console soft launch. When we switch to mitigation, players may experience additional lag or stuttering in game play.

PC – NEW Summer Survival Event, with user design input

We really appreciate our PC players hanging in there while we have been obligated to spend most of our very limited team working on the final fixes to the console versions. Now that we are finally out of the bulk of the console work, in order to get the PC players a whole new experience with the team we have in the fastest time possible, we have focused on creating a whole new event for the summer and we’ll be gathering feedback from the players on the forum threads on how we should change or improve the event as we go along. This event will need a new name and logo (feel free to make suggestions on the forum thread) and any other feedback you’d like to provide as we work on it. The goal of the event (after taking player input) is to consider it for a new permanent game mode if it proves to be popular. Based on similar events in the past (our Halloween event with the Headless Horseman’s Army) and seeing the success of Battlegrounds and H1Z1 Survival mode, we realized we have almost all the ingredients in APB to create a gang-land survival game, and we want to your help to make this event as fun as possible.

Here’s a description of the survival event. Numbers in (parenthesis) are subject to change and will be part of the user testing, and forum feedback.

Game Start

Requires at least (10) people in the district. After this, the survival event starts at the end of a (5 minute) timer. During this count-down new players can join the district until the timer hits 0. If at any point (70 players) enter the district it will be considered “full” and the timer will drop to (30 seconds) for immediate match countdown and start.

Limitation: You can only enter survival districts at the start of the round. Once a certain amount of players is reached or the timer hits 0, the district will lock and no longer be available for entry. If you get killed, you will be able to instantly join a new survival district.

Game Goal and Design

Be the last player standing (ends at 1 player left alive and declared the winner). If you die you will be ranked in accordance with your “death number.” In the future we will create special awards for the best repeat survivors.

Teams: Free for all.
Event UI:
Right top:
Players left.
Notice timer: Block becoming unsafe.
Objective text:
In Safe area, stay alive and kill
In (soon to be) Dangerous Area, get to a safe area

While active, the play field will shrink to match the shrinking number of players. This will happen every (70 to 180 seconds) automatically, or (60 seconds) once there are less than (3) players alive per current safe block. Blocks will be selected based on distance from the end-block, with some randomization involved. The status of the blocks will be available on the map. Also the block’s walls will be visualized differently between dangerous and safe areas. Areas that are not part of any block are always considered dangerous.



In dangerous areas players will take (200 damage per second) after a (10 second) delay. When there is only one block left, the “tiebreaker” to get a final survivor is that everyone left will take an additional (10 damage per second) until there is only one player left.

The end-block will not be known to players until the end, and the end-block is randomly selected at the start of the event.

In the first version of the event, your “Survival Number” will be shown, and we will run promotions and giveaways for those with the lowest average survival number over some event period (this is also subject to the design of the event).

Possible addition: Resource Management

A big part of most survival type games is match-length resource management. In order to do that we are considering starting players off with a basic weapon (potentially the players’ secondary weapon), and only unlock their regular weaponry through pick-ups. The ammunition in these weapons will be limited, and players need to find ammunition pick-ups. Ammunition cannot be purchased at joker vending machines and/or ammunition during the match, or these items could provide a limited amount of ammunition instead. Weapon drops would be enabled in this mode so other players can pick up the weapons you drop. Weapon and ammo drops do not respawn.

Conclusion

If this event is successful (especially after initial input from the players), we hope to turn this (or some variation of this mode) into a new permanent mode alongside APB’s normal Mission Mode, Fight Club and now potentially Survival.

We look forward to your feedback and ongoing tweaking to these systems for the PC game. We also expect that survival mode will trigger some unusual behaviors in APB; for example since you can drive around with a buddy in your car shooting out the window, these kinds of collaborative built in mechanics means there will be some advantages to collaborating during survival mode at the start of the game, even though in the end you are bound to kill each other. There is a good chance APB’s version of survival will have its own flavor with some unique tension between collaboration and competition. In fact, we may want to explore this dynamic even further by encouraging initial collaboration turning into end-game competition.

Innova Migration


We’ve moved Innova to their own world (separate from our current EU world) since the Innova devs introduced weapons that we feel are imbalanced. Once ready, Innova players will be able to create a Gamersfirst.com account and transfer their character(s) over.

Once we’re ready, the Innova developers will send out an email blast containing a six-digit code that will be used to verify ownership of their APB Innova-account on Gamersfirst.com. If Innova players don’t receive a code for some reason they will be able to retrieve it with send-to-email functionality (sent to the email they registered Innova-APB with).

Note: We’ll be testing the Innova Migration on the OTW servers in the upcoming weeks.

Contagion Event

Previously this event was held to introduce new weapon into APB. We’ll be using this event to have some variation in events in the game and provide players with a way to win some of the RAF rewards that are no longer being used. The only way to participate in the event is by being infected (killed) by the designated weapon. Once you’ve been killed by the weapon, you’ll receive a temporary version of the weapon and then you infect / kill xx amount of players with it to receive a title. If you have suggestions for the Epidemic event titles, please post them to the forum thread.

Engine Upgrade

Now that we’ve successfully launched a version of the new Engine on the console platforms, the majority of the general engine upgrade bugs relating to game-play and rendering are fixed. Right now a full regression is being done on the PC to confirm fixes. Platform specific optimizations are being evaluated and ported to PC - including multi-threaded rendering and GPU texture generation for customization which the PC version has never had before. 

Once we are done with the first pass we expect to release a new engine version that can be tested by the community on a larger scale than we can achieve internally (especially with more versions of GFX cards and CPU varieties). With the feedback from that testing, we will fix the remaining issues and finalize the engine upgrade release. This all takes time and we appreciate the patience our community has shown while we work on the Engine Upgrade and bringing it all back to the PC.

Monday, April 17, 2017

Console Latency Issues and Network Outages

At the start of the weekend we began seeing an issue on our PS4 environment. We initially thought it was due to the recent patch or seasonal event but as time went on the issue spread to our XB1 environment as well. We have now identified the issue to be related to a new type of DDOS attack against our servers which spams our network and is causing latency and connectivity issues within the game.

Today we also received approval for the Xbox One to be patched with the seasonal event however we’re holding off on patching while the DDOS issues are present.  

We apologize for the disruptions and are working with our mitigation provider to combat the attacks moving forward.

Thursday, April 6, 2017

PlayStation 4 Update



With the soft launch finally done, we now have a new build being tested to resolve the key issues reported. The main issue so far has been the frame rate drop as new characters load in, which some players may have reported as lag. The cause is actually not “lag” (which would imply server or network issues), but the frame drops have to do with the custom character baking when new characters show up in the district, which is especially noticeable in the social district.

Frame Render

As you know APB Reloaded gives you the ability to customize your characters to an unbelievably high level (one of our favorite features), but the downside is that the system creates the custom character textures and shapes in real-time based on each player’s character data, and then pushes the content to everyone else who happens to be in the same district. The code breaks this complex process down into smaller components and spreads the work over multiple frames, but there appears to be an issue with performance on PS4 which causes some of the computations to take considerably longer than expected when combined with real world customized characters and the number of characters that load in and out of a district in a session (especially in Social). We are right now working hard on a new build that will dramatically reduce this effect, and have been working on fixes we can quickly get in to the first patch. Then we are planning a more extensive overhaul in subsequent patches to eliminate the issue.

Crash

Two thirds of the crashes from the first weekend were due to a single memory issue (again related to the complexity of real world custom characters), and we have identified the cause and are testing a fix in the live environment right now. Once it passes Sony QA we’ll push it out to live which should remove the main stability issue in that first patch.

Thursday, March 30, 2017

Play Station 4 Soft Launch!


Spring has sprung in the US and with that we have exciting news! We’re happy to announce that the APB Reloaded PlayStation 4 soft launch starts during the next 24 hours. The US launch occurs at 8 AM PDT March 31, with most of the other regions launching at midnight their time.

The game will remain in a "Soft Launch" mode for the first 30 days (which mostly means it will have limited public announcements other than the formal launch announcement from the Publisher). During this 30 day period we encourage all current and former PC players to try the game and to give us feedback that we can incorporate into the upcoming updates (note: in order to access our private APB PS4 forums, you first have to log in to APB from a PS4 before you can use the forums).

As a "thank you" for helping test the game during the first month, we are giving out freebies to all players who log in AND we will be giving out "Founders" tags for those that put in more than 10 hours in game prior to the first patch (or during the first 30 days, whichever comes first). These will be delivered at patch time.

Innova Migration

We’re still working hard on the migration as it has taken longer than originally anticipated, especially as it has collided with the PS4 launch. We are going through all items in the databases and doing some balance passes. Once we get closer to the launch of the migration, we will make a post asking for testers from the original Russian side to help us with testing out the processes. 

Engine Upgrade

Once we are out of the soft launch for the PS4 the team moves on to completing the Engine Upgrade work for the PC side. There is no estimation at this time, but we’ll keep you posted.

Have a great week! 


Tuesday, February 7, 2017

Valentine's Day Event

Hello Everyone!

We hope the PC players enjoyed the Anarchy event! The Xbox One players will get to try it out with this upcoming patch along with the Valentine's day event.

Innova Migration

With the news of Innova server closing down we’ve been working on the migration of all the accounts to our servers.  We’ve decided to give Innova their own server (yes we’ll need a name), instead of migrating them into our existing communities. Once everything is finalized, we’ll have more details on how to proceed with the migration.  Here is a FAQ we’ve put together for now and some items may change as we progress further into the process.   We’re taking name suggestions in this thread for the new server.

What will happen to player nicknames written in Cyrillic?
We will support Cyrillic names on the new world we are migrating the players to. It will be on a first-come/first-serve basis, so character names will be migrated as-is if there are no conflicts (nobody has created a character with that name already). If there is a conflict, we will randomly assign them a new name and provide a free name change.

What happens to banned Innova accounts?
It will be a clean slate - we will allow all accounts to migrate their characters over.

What happens if I have an account with Innova and GamersFirst using the same e-mail? Will they be merged?
Players will need to login to an existing GamersFirst account or create a new account prior to their characters being migrated. The e-mail for the GamersFirst and Innova accounts do not need to match.

Will you delete some of the content that players had, or will all items be present after the transfer?
We are still reviewing the content that Innova players had and comparing it to what we support in our version of the game. We may need to remove any content that was not intended to be released to players such as in-development/incomplete clothing, weapons, etc. Besides those items, we plan to bring over all other content including the items created for the Innova build of the game. In the case of weapons, we may alter their stats slightly to maintain proper game balance with our weapons.

What if I don’t have access to my e-mail address for Innova?
The primary verification method for claiming accounts will be based on a code that Innova will e-mail to their players when the migration process is ready. The code will also be accessible by logging into their website.


Valentine’s Day PC

Valentine's Event: Runs from the 8th of February until the 22nd of February at 10:00 AM (UTC).  Earn various rewards and prizes for completing special Valentine's roles with the unique Valentine's weapons.  Whether it is your first time or you are a returning player, here is your chance to earn theme, skins, weapons and many other prizes.

New Mission Rewards

Players have a chance of winning new Valentine’s Day Gift Boxes with every mission to give away to that special someone. 






The 'Valentine's Massacre’ Event

Tracks kills with the following primary weapons:

STAR 556 'Love-Gun' - Gifted on login (please check your in-game mail)

Colby SNR 850 'Cherub' - Gifted on login (please check your in-game mail)

Colby M-1922 'Chopper' - Level 4 reward of the 'Valentine's Week Massacre' role

Joker SR15 'Casanova' - Available through Armas

Obeya CR762 'Heartbreaker' -  Available through Armas

Colby CSG-20 'Speed-Dater' -  Available through Armas

N-HVR 243 'Cupid's Arrow' -  Available through Armas

STAR 556 'Love-Gun' R&D III -  Available through Armas

Colby M-1922 'Big Chopper' -  Available through Armas

The requirements and rewards for the ranks of the 'Valentine's Week Massacre' role are as follows:

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 
Requirements: 750 Kills
Reward: 'Casanova' Title + Valentine's weapon skin

The 'Snubby Love' Event

Tracks kills with the following secondary weapons:

Colby SNR 850 'Cherub' - Gifted on login (please check your in-game mail)

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

Rank 1
Requirements: 25 kills
Reward: Ophelia - Blonde Decal Unlock

Rank 2
Requirements: 75 Kills
Reward: Prentiss (for Enforcers) / Bloodroses (for 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 
Requirements: 375 Kills
Reward: 'Cherub Chaser' Title

The '7 Stages of Heartbreak' Event

The 7 Stages of Heartbreak is back! For every day you login, you'll earn the following rewards*:

Day 1 and 2 (Feb 8th and 9th):   Title: "Shocked" 
Day 3 and 4 (Feb 10th and 11th):   Title: "Denying" 
Day 5 and 6 (Feb 12th and 13th):   Title: "Angry" 
Day 7 and 8 (Feb 14th and 15th):   Title: "Bargaining" 
Day 9 and 10 (Feb 16th and 17th): Title: "Guilty" 
Day 11 and 12 (Feb 18th and 19th): Title: "Depressed" 
Day 13 and 14 (Feb 20th and 21st): Title: "Accepting" 
Log in at least 7 days of the event: Title: “Forever Alone” & the event reward: "Quiver Backpack" clothing item

*PLEASE NOTE: 
  • The login reward for 7 days and Title will not be received instantly, as they have to be processed through our external logging and then sent out to your account. 
  • Login reward dates change at 10 AM UTC / 5:00 AM EST / 4:00 AM CST  / 2:00 AM PST
Xbox One 

Valentine’s Day Xbox One

Valentine's Event: Runs from the 8th of February until the 22nd of February at 10:00 AM (UTC).  Earn various rewards and prizes for completing special Valentine's roles with the unique Valentine's weapons.  Whether it is your first time or you are a returning player, here is your chance to earn joker tickets, skins, weapons and other prizes. 

The 'Valentine's Massacre’ Event

Tracks kills with the following primary weapons:

STAR 556 'Love-Gun' - Gifted on login (please check your in-game mail)

Colby SNR 850 'Cherub' - Gifted on login (please check your in-game mail)

Colby M-1922 'Chopper' - Level 4 reward of the 'Valentine's Week Massacre' role

Joker SR15 'Casanova' - Available through Armas

Obeya CR762 'Heartbreaker' -  Available through Armas

Colby CSG-20 'Speed-Dater' -  Available through Armas

N-HVR 243 'Cupid's Arrow' -  Available through Armas

STAR 556 'Love-Gun' R&D III -  Available through Armas

Colby M-1922 'Big Chopper' -  Available through Armas

The requirements and rewards for the ranks of the 'Valentine's Week Massacre' role are as follows:

Rank 1
Requirements: 50 kills
Reward: 500 Joker Tickets

Rank 2
Requirements: 150 Kills
Reward: Love Heart Glasses

Rank 3
Requirements: 300 Kills
Reward: 200 Joker Tickets

Rank 4
Requirements: 500 Kills
Reward: A leased M1922 (Tommy Gun) + Pink Preset Police Hat

Level 5
Requirements: 750 Kills
Reward: 'Casanova' Title + Valentine's weapon skin

The 'Snubby Love' Event

Tracks kills with the following secondary weapons:

Colby SNR 850 'Cherub' - Gifted on login (please check your in-game mail)

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

Rank 1
Requirements: 25 kills
Reward: Ophelia - Blonde Decal Unlock

Rank 2
Requirements: 75 Kills
Reward: Prentiss (for Enforcers) / Bloodroses (for 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
Requirements: 375 Kills
Reward: 'Cherub Chaser' Title

The '7 Stages of Heartbreak' Event

For every day you login, you'll earn the following rewards*:

Day 1 and 2 (Feb 8th and 9th):   Title: "Shocked"
Day 3 and 4 (Feb 10th and 11th):   Title: "Denying"
Day 5 and 6 (Feb 12th and 13th):   Title: "Angry"
Day 7 and 8 (Feb 14th and 15th):   Title: "Bargaining"
Day 9 and 10 (Feb 16th and 17th): Title: "Guilty"
Day 11 and 12 (Feb 18th and 19th): Title: "Depressed"
Day 13 and 14 (Feb 20th and 21st): Title: "Accepting"
Log in at least 7 days of the event: Title: “Forever Alone” & the event reward: "Quiver Backpack" clothing item 

*PLEASE NOTE: 
  • The login reward for 7 days and Title will not be received instantly, as they have to be processed through our external logging and then sent out to your account.
  • Login reward dates change at 10 AM UTC / 5:00 AM EST / 4:00 AM CST  / 2:00 AM PST

Anarchy Event Xbox One 

When the event starts, all players are split into two teams. Unlike before, different faction members can be on the same team (it's Anarchy after all) and we use matchmaking to ensure the teams are fairly even. Groups are never split up, so make sure you and your friends are together before entering if you want to ensure you play together.

When you spawn, you won't have a primary weapon. Instead, we spawn them around the map. The game mode is a simple death-match, so it's up to you whether you want to search for a weapon of your choice, or head straight into combat with your secondary and grenades and take one from the enemy.

If you survive long enough, you'll start passively gaining score. You'll also start to gain a score multiplier that ticks up over time. If your score reaches above 500, you'll gain access to your primary weapon, meaning you don't have to search for weapons any-more. Careful though, when this happens you'll also be shown periodically to your enemies, giving them a chance to hunt you down.

As the game progresses, and team lives go down, more weapons start spawning in different locations, providing more varied game-play. Legendary weapons will also start to appear, but be shown on the map. Best be quick, or be ready to kill whomever took it (friendly fire of course is disabled in this game).

We would love to have your feedback on the event. Let us know what you think on the forums! 

Monday, December 12, 2016

APB Reloaded: The 12 Deaths of CHRISTMAS 2016

Happy Holidays and Merry Christmas!

The holidays are upon us and we’re getting ready for the Wednesday release of the 12 Deaths of Christmas (we have it ready for PlayStation 4 too in case it’s launched on time).  There are two different versions available of the event. The console version will have the introduction of the Raptor 45 “Vulture” and “Hawk” while the PC version will have the Case “The Bolo” NFCP 3 and Case “The Bolo”, more details on both events listed below.   We hope you enjoy these events!

The OTW server will be updated Wednesday with the Christmas build for those that want a sneak peek. Remember you’ll need premium to give it a try and please report any issues on the OTW bug forum.

We’ll be completing the removal of most of the remaining PunkBuster bans this week and an email will be sent out to those account holders when this is completed (only accounts that qualify will have the bans reversed, please see previous blog posts for more information).

From all of us at APB Reloaded, we’d like to wish you a happy and safe holiday season!

P.S. Don't forget PC players get to drive the decorated dump truck! 





APB Reloaded: The 12 Deaths of CHRISTMAS 2016

PC APB Reloaded 2016 The 12 Deaths of Christmas

Season’s greetings, and welcome to APB: Reloaded's Christmas 2016 event! Christmas dynamic events will be in Beacon this year. You can also still get standing with the Christmas Elves in the mission districts. Finally there’s the Secret Santa gift boxes that can be used to share weapons with your friends.

Free-for-all Event (no teams)

Player's Objective:
Kill other players to advance weapon tiers and earn prizes (see below).

Progression:
At the start of the game, players are given a weapon and they must advance through the weapon tiers until they reach the final tier - the first person to get a kill with the final tier weapon wins the game.

Tier Breakdown:

Posted Image

Further Information:
The HUD will show remaining score required, current weapon tier, current place and remaining time.
When a player reaches the final tier, all players will be notified of who this player is.

Rewards:
12 Deaths of Christmas

Posted Image

Secret Santa Boxes:
You will earn Secret Santa Boxes based on your performance during the 12 Deaths of Christmas Event - the better you do, the more boxes you will earn. You can then take these boxes into the regular Action Districts. Please see "Secret Santa Event" below for more details.

Deck The Halls
Triggered by gaining score in the 12 Deaths of Christmas event, which is gained by Killing or Assisting during the mini-game. As such, this is a grind-challenge which all players can get after enough time, though skilled players will complete it a lot faster. This replaces last year's event, rewarding our new clothing asset.

Requirement Reward

Posted Image

NOTE: Players do not earn Score towards "Deck The Halls" for vehicle kills

Snowball Fight
Pelt enemy players with snowballs to win prizes. Top prize gives you a Candy Cane Weapon Skin!

RFTzCBX.png

Snowball Wars
Take part in Snowball fights in the X-Mas Event district to complete this role. You get 1 point for participating in a snowball fight, and a bonus point if you win! Unlocks the Santa Hat, Reindeer Antlers and the Raptor 45 'Vulture'.

Posted Image

Snowball Skirmish

Posted Image

Secret Santa Event:
Players can now utilize the SECRET SANTA BOXES earned through the 12 DEATHS OF CHRISTMAS event (see above) in the main action districts.

Secret Santa Boxes are a type of deployable that players can place at any location they please - other players can then interact with them to get randomly generated weapons as prizes.

Secret Santa Boxes:
When deployed, a Secret Santa Box appears in the player's hands (their interaction with this box is limited to dropping, picking up and moving it around).

Once the box is placed on the ground, all other players in the district (no faction restriction) can interact with the Secret Santa Box to win a random weapon, which will also have a random selection of modifications and a random skin.

NOTE: The player who placed the box can't take a prize.

Achievements and Rewards:
Ho Ho Ho, Now I have a ...
Kill 50 players with weapons you've taken from SECRET SANTA BOXES to earn the Case "The Bolo: for purchase from a contact.

The Gift that keeps on Giving 
Other players have killed a total of 100 players, using weapons they've picked up from a Secret Santa Box you've deployed. This will unlock the Christmas Holly weapon skin.

Returning Christmas Content - The Elves
Regular Action Districts - Elves:

As with all years, there are Christmas elves in Financial District. These elves can be pledged to by the appropriate faction (Criminelf for Criminals and Elforcer for Enforcers) and by playing missions while pledged to them you can level them in the same way as a normal contact. They unlock the following based on the level:

Contact Levels

4FTVFAd.png

The Snowball Launcher and Snowball can be used to level the Snowball Fight role outside of the mini-game.

Once the Elves have been completed they will also have a Daily Activity available for players to complete that is a repeatable challenge each day.

x6OiS2z.png

In addition to their progression, the elves also sell a number of unique titles

TITLES:
i. Naughty
ii. Nice
iii. The Red Nosed Criminal
iv. The Red Nosed Enforcer

All these titles can be bought from the Elves for 10 Joker Tickets (faction-specific titles are only for their respective faction)

APB Reloaded: The 12 Deaths of CHRISTMAS 2016

Xbox One The 12 Deaths of Christmas

Season’s greetings, and welcome to APB: Reloaded's Christmas 2016 event! Christmas dynamic events will be in Beacon this year. You can also still get standing with the Christmas Elves in the mission districts. Finally there’s the Secret Santa gift boxes that can be used to share weapons with your friends.

The 12 Deaths of Christmas

Free-for-all Event (no teams)

Player's Objective:
Kill other players to advance weapon tiers and earn prizes (see below).

Progression:
At the start of the game, players are given a weapon and they must advance through the weapon tiers until they reach the final tier - the first person to get a kill with the final tier weapon wins the game.

Tier Breakdown:

fOh8tS7.png

Further Information:
The HUD will show remaining score required, current weapon tier, current place and remaining time.
When a player reaches the final tier, all players will be notified of who this player is.

Rewards:
0a9haWL.png

Secret Santa Boxes:
You will earn Secret Santa Boxes based on your performance during the 12 Deaths of Christmas Event - the better you do, the more boxes you will earn. You can then take these boxes into the regular Action Districts. Please see "Secret Santa Event" below for more details.

Deck The Halls
Triggered by gaining score in the 12 Deaths of Christmas event, which is gained by Killing or Assisting during the mini-game. As such, this is a grind-challenge which all players can get after enough time, though skilled players will complete it a lot faster. This replaces last year's event, rewarding our new clothing asset.

Requirement Reward

dAPVye0.png

NOTE: Players do not earn Score towards "Deck The Halls" for vehicle kills

Snowball Fight
Pelt enemy players with snowballs to win prizes. Top prize gives you a Candy Cane Weapon Skin!

RFTzCBX.png

Snowball Wars
Take part in Snowball fights in the X-Mas Event district to complete this role. You get 1 point for participating in a snowball fight, and a bonus point if you win! Unlocks the Santa Hat, Reindeer Antlers and the Raptor 45 'Vulture'.

Posted Image

Secret Santa Event:
Players can now utilize the SECRET SANTA BOXES earned through the 12 DEATHS OF CHRISTMAS event (see above) in the main action districts.

Secret Santa Boxes are a new type of deployable that players can place at any location they please - other players can then interact with them to get randomly generated weapons as prizes.

Secret Santa Boxes:
When deployed, a Secret Santa Box appears in the player's hands (their interaction with this box is limited to dropping, picking up and moving it around).

Once the box is placed on the ground, all other players in the district (no faction restriction) can interact with the Secret Santa Box to win a random weapon, which will also have a random selection of modifications and a random skin.

NOTE: The player who placed the box can't take a prize.

Achievements and Rewards:

Ho Ho Ho, Now I have a ...
Kill 50 players with weapons you've taken from SECRET SANTA BOXES to earn the Raptor 45 'Hawk' for purchase from a contact.

The Gift that keeps on Giving 
Other players have killed a total of 100 players, using weapons they've picked up from a Secret Santa Box you've deployed. This will unlock the Christmas Holly weapon skin.

Christmas Content - The Elves

Regular Action Districts - Elves:

Christmas elves in Financial District. These elves can be pledged to by the appropriate faction (Criminelf for Criminals and Elforcer for Enforcers) and by playing missions while pledged to them you can level them in the same way as a normal contact. They unlock the following based on the level:

Contact Levels

4FTVFAd.png

The Snowball Launcher and Snowball can be used to level the Snowball Fight role outside of the mini-game.

Once the Elves have been completed they will also have a Daily Activity available for players to complete that is a repeatable challenge each day.

x6OiS2z.png


In addition to their progression, the elves also sell a number of unique titles

TITLES:

i. Naughty
ii. Nice
iii. The Red Nosed Criminal
iv. The Red Nosed Enforcer

All these titles can be bought from the Elves for 10 Joker Tickets (faction-specific titles are only for their respective faction)


Monday, November 14, 2016

November 2016 Update!

Hello Everyone!

November is upon us and the next few weeks will fly by as we head on into the holiday season. The team continues to work on the PlayStation 4 release, and we’re crossing our fingers but not holding our breath for a Christmas launch (more information below). Black Friday and Cyber Monday are quickly approaching, let us know on the forums what you’d like to see on sale for these two special sale dates.

PunkBuster Update:

We’ve now removed PunkBuster from the launcher and it is safe to remove it from your computer. We’ll also remove it from the installer in due time, but for now if you need to install APB Reloaded again you may uninstall PunkBuster afterwards.

In the last blog post I mentioned that we were releasing the PunkBuster bans from the last year. We did and we’ve had very few accounts return to the banned side after the release, so we’ve decided to go back another year and release more PunkBuster banned accounts. The goal is to have all accounts that were banned by PunkBuster reversed, by Christmas. In the next few weeks you’ll start to see more posts about the reversal. If you’ve been banned in the past by PunkBuster keep watch of your email and we’ll let you know when you have access again.

A few things to note on these reversals:

Note:
  • If your account was multiple banned which means by PunkBuster and FairFight, or for another Terms of Service violation and PunkBuster, your account will not be unbanned. 
  • Do not contact support to be unbanned. Once the unban process is completed, you’ll receive an email letting you know your account was unbanned. 
Cheat Investigation

Since removing PunkBuster and fine tuning FairFight, we continue to monitor the data we feed to FairFight daily. While reviewing this data, we’ve identified a potential false positive with one particular ruleset, so in good faith we’re going to reverse those bans (on Tuesday afternoon) and monitor the accounts closely.  We have worked with the GameBlocks team to identify the 71 accounts that were banned due to this particular ruleset and we’ll be reaching out to the account holders via email on Tuesday. Please do not contact support, they have no information on the accounts that will be reversed at this time.

Note: The particular ruleset was disabled on Friday, and re-enabled later in the day.

Xbox One

We’ll be removing the Halloween event on Wednesday, so if you’ve not completed the event please do so before the maintenance. We are also working on a patch that will have some bug fixes and the Christmas event. Keep watch on the console forums for more information regarding this update.

PlayStation 4

We’ve got our fingers crossed for a launch prior to Christmas but we’re at Sony’s mercy. While we’re hoping for the best, we still continue to work on PS4 and we’ll let you know once we have more information on the launch date.

Christmas Event 2016

I can't believe we're talking about Christmas already! In the next few weeks, we’ll be publishing the Christmas event to the OTW server. We ask that if you have time to test, please take a test drive of the event and report any issues.  We will have new titles for the event and some other goodies. More information will be posted in the next few weeks, for now enjoy some images for the event!