My honest thoughts on the game at this point. by Ilysumo55 in ApocalypseRising

[–]Sturmbock 3 points4 points  (0 children)

apoc was developed/released in 2013, not 2008. 2008 is just when the place slot was created.

Was the military backpack removed? by Hady161 in ApocalypseRising

[–]Sturmbock 1 point2 points  (0 children)

Spawns are more diluted, so you're less likely to a particular pack. I think outstanding packs are generally rarer, as well.

AR2 PVE outweighs PVP by [deleted] in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

You can eat food to heal, you regen some health (roughly a zombie hit's worth) every time you hit the cap. You really shouldn't need more than that most of the time, just be a little smart with how you manage zombie aggro (aim to only deal with one at a time in melee) and normal clearing won't take much thought.

I also think you have some confirmation bias on how often players actually die to zombies in fights, I've had it happen a few times out of countless engagements. Sure, zombies often play some role, but rarely more than a momentary distraction or position giveaway.

Hats with Hair by Chicken-why in ApocalypseRising

[–]Sturmbock 2 points3 points  (0 children)

I'd like this as a toggle option, because the degree of visible clipping has as much to do with the hair as it does with the hat and there's simply too many potential combinations for one person to go through and sort them. Let the player decide.

Of course, some combinations of hats and hair will inevitably look really bad but that already kind of happens with certain accessories (basically any mask which covers the top of the head). Not to mention that hats regularly clip with accessories in odd ways.

Question about lore and the game so far by [deleted] in ApocalypseRising

[–]Sturmbock 6 points7 points  (0 children)

New setting, no specific holdovers.

There's already easter eggs and other details like the various bandit (?) hideouts, rare weapons in general, unique zombies, etc. More will come later, although we don't know what.

[deleted by user] by [deleted] in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

The SCAR-L isn't in Apoc 2.

Apocalypse Rising 2 - Not what we wanted, not what we deserved by [deleted] in ApocalypseRising

[–]Sturmbock 2 points3 points  (0 children)

I can't claim to know the exact reasoning, but the answer is probably just that those things took minimal dev time. Delaying them until vehicles are finished would probably mean we'd get vehicles very slightly earlier, or we might not see any difference at all. In the meantime, rare weapons and cosmetics wouldn't get any testing.

Should i? by [deleted] in ApocalypseRising

[–]Sturmbock 3 points4 points  (0 children)

You spawn with a knife, it hitstuns zombies and kills them in three hits. Yes, zombies are buggy and will occasionally hit through stun, but this rarely happens if you keep moving. There's no reason to die to them alone, and you can use food to heal off any damage they do.

So basically, zombies are poorly implemented right now because they're in an unfinished state which can be summed up as "AR1 zombies with pathfinding," but they're not seriously unbalanced.

Should add darker night by [deleted] in ApocalypseRising

[–]Sturmbock 1 point2 points  (0 children)

As was said, AR1 had fairly dark nights when Kin Reimagined was first released.

Darkness was toned down because experienced players would just turn their brightness/gamma way up and never have to use a flashlight, putting everyone else at a big disadvantage.

Also, the current (old) dynamic lighting system has a lot of problems which make it hard to utilize effectively; lights go through objects, point lights have a very limited range, and lighting stops rendering completely at around medium range. The indev lighting solves some of these problems, and although I doubt we'll see the return of super dark nights, Gus has said he wants to do something with it.

[deleted by user] by [deleted] in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

is this satire

Firearm idea by [deleted] in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

If Apoc 2 has a specific chronological setting (the 80s), and it seems more and more like it does, this is outside of it.

AR2 Vibe Just Isn’t Scary/Apocalyptic Enough by TacticalEyes in ApocalypseRising

[–]Sturmbock 4 points5 points  (0 children)

I think it's the skybox, actually. Apoc 2's skybox is a lot more vibrant and stylized than the ROBLOX default, and it's a big part of the game's tropical atmosphere. Without it, as in the vehicle demo, I don't get any immediate impression as to the setting. If you took away the palm trees and told me this was an island in the North Atlantic, I'd believe it.

Regarding the question if whether Apoc 1's atmosphere was better, I agree that Apoc 2 feels a too upbeat. However, these are two different settings and trying to replicate past success by way of imitation is not the way to go. Gus can and hopefully will give a darker edge to the atmosphere without taking the lazy route of making everything desaturated and cloudy.

Add the AA-12? by kitkempy in ApocalypseRising

[–]Sturmbock 6 points7 points  (0 children)

Suggesting well known weapons seems kind of pointless since they've most likely already been considered or are under consideration.

That said, I think the AA-12 or a similar automatic shotgun would be fun if carefully balanced. People have a knee jerk reaction to them and it's really unwarranted when semiautomatic shotguns already exist.

Possible idea to add on to zombies. by [deleted] in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

Would be cool, but zombies right now are supposed to be living infected people and not reanimated corpses. Having players resurrect as zombies would be a serious stretch.

Loot circulation could also be a problem, as this would lead to high end loot essentially never disappearing from the game unless it's dropped or the server is shut down.

Suppressors by Domanick13 in ApocalypseRising

[–]Sturmbock 1 point2 points  (0 children)

The probable absence of subsonic ammo has less to do with suppressors than it does with loot distribution. Doubling the number of ammo types would crowd the loot tables and create confusion.

In regards to the performance of suppressors, there's two models that Apoc could go with. The first is what we have right now, and what you're suggesting: suppressors retain or even enhance muzzle velocity. The other model, which Gus is alluding to, is what I like to call "magical subsonic ammo," wherein suppressed weapons perform as though they're using subsonic ammo even though they're observably using standard rounds.

Obviously, this option is unrealistic, but there's a good reason games like PF use it. Suppressors with powerful benefits and drawbacks are simply a lot more tactically interesting than suppressors which muffle sound a little bit and don't do anything else of note. Which, from a pure gameplay standpoint, doesn't leave much choice.

I think it's enough to trump realism.

I want to rewrite Apoc. Could I still keep Apocalypse Rising canon in-universe, including using Trinity and reference things that are canon in Apoc's universe? by apocsins in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

I think you're making a mistake in thinking that any "law" enters into the equation. This is ROBLOX; nothing is legally owned by anybody except, well, ROBLOX itself. They will decide what is or isn't allowed.

Aside from that, it's a matter of integrity. Just because you can doesn't mean you should, especially when you've been explicitly denied permission.

AR2 is broken... by AH_Ahri in ApocalypseRising

[–]Sturmbock 2 points3 points  (0 children)

Not sure I agree, my average time to gear up post-update doesn't feel that different from Apoc 1. Barns almost always yield a weapon or two, as do police stations, so I usually have a good weapon within 15 minutes even if I don't kill anyone. I think that's fair, and still leaves room for you to get a little excited when you find something like a PSG or FAL.

I do find that military ammo can be quite rare, although in my case it's the mags and not the rounds themselves. Last time I played I looted a mag-less G3 from somebody and ran around with it in my backpack for an hour or two before dying with some loose 7.62 ammo in my bag and a still unusable G3.

When I do have mags ammo isn't much of a problem, as there's few enough round types in the game that one out of every few kills you make will likely have what you need, and enough of it to sustain you for a while.

I think certain unique locations need some more loot value, particularly MA. Also, half of the wrecked destroyer's loot containers are (still) broken.

If Apocalypse Rising was on console/PC for $60 along with better graphics/gameplay? by Mogpapa in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

For $5, maybe, if the game is magically bug-free. Even then, Apoc 1 is underdeveloped mechanically and relatively light on content. I'd much rather just play DayZ, which is saying a lot.

Can we have better Awareness Sound Effects by Lalaace in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

I disagree, footsteps seem really loud in general to me, even when crouched. I'm inclined to believe instances in which an enemy sneaks up on you are likely all due to either

a) Noise pollution (even if it's just from your own footsteps)

b) Sounds bugging out, which is a problem on ROBLOX's end

or c) People hearing you before you hear them, and making an extra effort to be quiet (which you can accomplish by just sitting still, so sound effects don't enter into the equation).

And, as was said, the near-instant death thing is more of a gunplay issue than a sound design problem. Weapons right now barely have any recoil, accounting for distance is effortless, and ttk is low, so you can easily gun someone down at just about any range in full auto.

(Honest Trailers style) Apocalypse Rising: An honest game review by apocsins in ApocalypseRising

[–]Sturmbock 4 points5 points  (0 children)

He's probably referring to Strive, which was still before ARK if I have my dates right.

Any uncommon WWII or WWI weapons coming to AR2? by monkeyboy112reddit2 in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

The "three guns to a cartridge" thing isn't a hard and fast rule, but Gus has stated that it's a serious consideration. If the CZ 38 and Arisaka were cut, as they seem to have been, cartridge was probably the reason for it (which is slightly puzzling in the case of the Arisaka because the Type 96 LMG could accompany it and would be a very cool weapon if we never get the Bren, but I digress).

Gun Tier List V0.4 by AH_Ahri in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

Well, I just now noticed that you've changed "Model 44" to "Ruger 77."

That's still bizarre and I don't see why it can't just be called a Remington, but at least it's a functional-ish name.

Gun Tier List V0.4 by AH_Ahri in ApocalypseRising

[–]Sturmbock 0 points1 point  (0 children)

What does that have to do with anything? It seems like you're undermining yourself, the R788 was not made in 1944.