Supported Operating Systems:
- Windows XP
- Windows Vista
- Windows 7
- Windows 8 / 8.1
APB Reloaded Cheat Features
Aimbot
Triggerbot
3D Radar
Colors
2D Radar
Warning
Misc
Positions
Keys
Settings
The game takes place in the modern-day city of San Paro where there is a constant battle between Enforcers and Criminals, and the player will need to decide to which faction they want to belong.
Gameplay typically consists of the two sides fighting one another in missions, where one side must complete a series of objectives with the other side attempting to stop them doing so. For example, several Criminal players may rob a convenience store within the game; the game will then seek out one or more Enforcer players of equivalent skills and other criteria and will issue an all-points bulletin for them to stop the robbery and apprehend or eliminate the Criminals. Players earn money for participating in these missions, which can then be used to upgrade weapons, vehicles, and their character appearances, all of which influence the game.
The game is played in the third person perspective. Upgrades, equipment, weapons, vehicles and clothing can be purchased from various contacts around the city (or can be alternatively bought through terminals in the social district), while ammunition is bought from vending machine-like terminals. Both the contacts and the “vending machines” are scattered throughout the main three districts of the city. Two of the districts feature their own fully persistent portions of San Paro, with their own pedestrian AI and a dynamic day/night cycle, along with certain contacts and missions. The third district acts mainly as a social component, being much smaller, having no pedestrians, restricting weapon and vehicle access, and featuring garages, auction houses, music studios, and several other NPC terminal shops. While in the third district, players, even if they’re from opposing factions, cannot harm each other and may only interact through chat. In the other two districts, players are allowed to attack each other (so long as they are from opposing factions) during certain mission scenarios and/or if a player has a bounty on his head. When outside of these missions players can still draw and use weapons, however bullets, grenades, etc. will not work on other players, even those from an enemy faction. This prevents deathmatching and griefing.
There are also two other districts under the category of “fight club.” These feature pure PvP environments for more experienced players and clans.
Depending on faction, players will have either a Prestige or Notoriety level, going from 0 to 5. This level goes up as the player successfully performs actions that help their faction’s cause, such as killing players of the opposing faction, completing missions successfully, or by engaging in activities unique to their faction. Such unique faction actions include mugging pedestrians for Criminals, or arresting Criminals for Enforcers. The level decreases as the player hinders their faction; for instance, team-killing, dying, and destroying city objects as Enforcers.
0, a player is free to do as they please, and will not have enemy players dispatched against them.
1, the player receives slightly greater rewards from missions, and enemy players will be dispatched against them if they witness them performing certain actions.
2, the rewards are increased even more, and enemy players may be dispatched against their missions.
3, enemy players may be sent against the player regardless of actions, and rewards are increased further.
4, the player will receive increased rewards, enemy players will still be dispatched against them.
5, the player has a bounty put on their head, which allows them to interact with any player on the server. They can be killed by any Criminal or Enforcer, but a bounty player can kill anyone on the server. All rewards are greatly increased for a person with a bounty for being able to achieve goals while under extreme pressure. When someone kills a player with a bounty, unless they are an Enforcer killing a fellow Enforcer, the killer receives a large money and standing reward for being able to kill such a high-threat player. A bounty can be removed by death, or by reducing Prestige/Notoriety enough to reduce the level to 4.
This is it! We are very excited to announce the AimJunkies APB Reloaded cheat. Another excellent hack and cheat featuring an incredible aimbot done by Systemfiles. There are more details and videos to be listed here in the next few months, but rest assured this Hack is the same excellent quality as the rest of the AimJunkies undetected hacks.
APB Reloaded HACKS INFO
Open Beta means primarily that there will be no more character wipes, and while the game is getting very close to final production quality, and it's certainly already a blast to play APB Reloaded hacks in it's current form, the game still needs some key changes, fixes and upgrades before it is fully production grade. There are code improvements to be released for matchmaking, more purchasable items to be completed for the item shop, and key upcoming infrastructure changes to be rolled out. In short - the game is still in Beta, and every week it will continue improving.
This is also why Premium accounts (ie upgraded accounts that accelerate game progression, unlock customizations, increase drop rates and gives players item purchase discounts) are only priced at $9.99 to start, and $7.99 for renewals. This rock bottom "beta pricing" includes a good 33%-50% discount compared to other MMOs.
Now don't get me wrong - while still a little rough around some edges (such as a few pesky sound bugs for some specific sound cards, some occasional district DC issues, and the fact that the large map size dislikes 32-bit Windows, but LOVES 64-bit Windows, as well as more cheat related changes still to be made, and the fact that we are working to add more things for people to do, game modes to use and districts to explore after they get really high level) - APB Reloaded even in Beta is STILL a really great game, with a ton of wild fun to be had in the city of San Paro.
APB Reloaded HACKS AND CHEATS
APB Reloaded GAME INFO
Premium holders getting a leg up, because they are doing their part to help rebuild San Paro with APB cheats. Getting a premium account supports the development team, and also ensures updates are rolled out even faster since more support means we can invest more in speeding up the development effort. And - best of all - if you don't want to upgrade, you still don't have to. You can still play the game for free. But I do want to take a moment to THANK all the thousands who have already jumped on board and gotten premium accounts! Your support is invaluable. And therefore, we are of course going to let you "cut in line" when things get into a capacity squeeze.
Having a huge volume of free players means that free players will occasionally have to queue for slots at peak times, since it's important we provide priority access to paying players. Even so, our explicit long-term strategy is actually to make sure that everyone (include all free2play players AND all paid players) get basic game access without major game queues, especially when the game goes "Live" after the current Beta phase is over.
But during the massive growth phase we are in right now, or during large upcoming game changes, priority certainly always goes to Premium members, and others will be placed in queues only when network conditions require it, to make sure the game experience is not destroyed for everyone else trying to play the game.
Records set during the 6 days since start of Open Beta, and a blog post "Stat Scoop" The purpose of the Open Beta is to test the limits of all the equipment and systems. On that score, the Reloaded Open Beta has been a smashing success so far 🙂 !
The good news is that today we again set new records for beta players in the game, and the bad news is that during the beta phase there are some limits on network capacity, with increased capacity originally scheduled to be ramped up over time (which of course - given the response for the game, will now be sped up - a lot).
To give you some inside stats (we can call this the exclusive blog post "stat scoop") even though I will not expect to normally share many (if any) realtime stats. But given the week we have had I will certainly share some of that; at peak today, after only six (6!) days in Open Beta, we had just under 24,000 peak concurrent players connecting to the game globally (aka "Peak CCU") with a somewhat larger number of players logging in to the game in Europe than in the US, with more than four times that number of unique players logging in to the game during the last 24 hours, each player with an average playtime well over 3 hours per game session (average!). This load also meant the system automatically fired up over 200 district server instances around the globe to handle the load from the gamers.
To put that in some perspective with some of the great games out there (some F2P, some subscription); Eve Online announced back in 2007 that they had reached 35,000 peak CCU, which was 4 years after the game was released. World of Tanks announced in April this year that their PCCU reached 25,000 after a year of Beta testing. Nexon announced that Combat Arms beta had reached 12,000 PCCU in Europe in their open beta running for 10 months from December 2008 to September 2009.
So for us to get to 24,000 PCCU in six days (and WELL over 12,000 PCCU in Europe) is certainly a very good start, especially when you consider its still only Beta, and it has not yet been a week 🙂 (and we have now also capped our servers to boot).
That also means the game is consuming A LOT of servers and network capacity to handle the growth, since unlike games that are super-low-server-impact-per-player (FarmVille, Kingdoms of Camelot etc), APB Reloaded consumes an insane amount of processing resources to keep track of 100 players, 250 cars and over 1000 NPCs real-time per district, and performing a large-scale physics simulated district at 30 frames per second server side. To continue the comparison with Eve, the sever side frame rate of APB is an order of magnitude higher than the server side framerate of Eve. Granted, it's not a fair comparison (Eve is a viscous liquid equation system with click to move mechanics that update rather infrequently, and APB is a frame-rate dependent shooter, so both are great games - just of course doing it very differently, even though CCP's upcoming games might change that). But you guys get the point; there are a LOT of sensitive computations going on in this game at a rather massive scale in our datacenters, which also makes the game somewhat "fragile" to large network issues.
Game Signups and Social Media Growth The game has also settled into a steady growth pace by adding an average of nearly 1,000 new signed-up game accounts PER HOUR for the past several days, and our Facebook page is getting an average of 6,000 new likes PER DAY (which is great, since we now are using Facebook to post all key game status alerts, which gets info out much faster about game status than just using email, forums and other old skool formats). The page has grown from 48,000 on May 17 to 120,000 on May 29. In fact our facebook page has now surpassed the pages of other great games out there, or is heading toward the same like counts as other games that we all admire. Clearly that increases the pressure many-fold on our teams to live up to the qualities of the games that we are now going to be compared with.
Growth Strategy and Issues with APB hacks. The strategy on the GamersFirst side has been to roll out the game with a large but reasonable amount of investment to avoid starting the project from a big financial hole during the redevelopment phase (since this game certainly had a VERY bad history of not doing too well previously), in particular because this game has massive server side hardware requirements, far beyond most normal MMOs, with several hundred servers to execute the district logic for this volume of players.
But interestingly enough, we actually have plenty of server capacity to spare on hand. In fact right now we have sufficient server capacity on standby that we could power up that will give us 40,000 Peak CCU capacity if not more for the game.
Instead the issues we have seen for the last 6 days in Europe have all been firewall related. Even though the best firewall sales people on the planet will tell you that THEIR firewalls (Ciscos, Junipers, you name them) can handle XX Gbps of traffic, as soon as we throw millions of packets per second of encrypted UDP at any firewall, chances are that the "specs" go out the window. This resulted in the theoretical 7Gbps firewall pair we had in the EU croaking at 737Mb/sec (or less than 15% of the "theoretical" limit) and at much fewer pps than ever "rated."
So, alternatively, we COULD run the servers without any firewalls (that would actually solve the packet loss and firewall congestion issue instantly (!) ). But that would be religiously a pretty bad move. And certainly other game companies have shown that would be a rather bad idea. But, that's often the way this type of issue gets solved (throw the servers out on the net without firewalls). The network performance would surely go up. Be so would the risks to the game and the players.
Therefore, what we are doing instead is a measured increase over time, and also rolling out various changes to our core systems that will permit us to slowly increase all the server caps.
Also, we are cognizant that players can come and go, so we are going to continue performing somewhat deliberate growth during the beta phase and plan to pull out all the stops when all final changes, updates, fixes and features are fully in place.
See you on the streets of San Paro!
MORE APB Reloaded GAME INFO
Patch 88 success, EU network packet loss spikes last night, Premium Re-Ups for Only $7.99 and New items on sale shortly Today we continue the "blog of full disclosure"
Patch 88 release successful Last night PST / morning EU time we released patch 88 which performed a lot of minor tweaks to the game. The patch launch went well, and we saw quite an uptick of players after the patch. In fact - we ended up setting a record in EU today with tens of thousands of players logging in to Open Beta simultaneously from Europe alone. The game has been growing at a rate of 50% per day globally for the past 5 days, though we expect that pace of growth to taper off rather soon.
Packet Loss on Europe 1 and 2 networking equipment last night That giant Open Beta turnout wave caused some unexpected network behavior during EU peak times yesterday. The servers were unaffected (since they scale horizontally and new districts will just start firing up), but we did run in to an unexpected problem with our main network edge devices that caused sudden severe packet loss conditions in Europe, even though the devices were in theory running at only 10% of capacity.
The result was that between 16:00 and 22:00 CEST on the networking gear connected to Europe-1 and 2 (ie Patriot and Obeya) we saw several sporadic but big spikes of up to 40% packet loss during those hours.
Inside the game those packet loss episodes manifested themselves as severe rubber-banding, even though ping time and server load would actually remain very low (however, you would be able to see the packet loss conditions if you happened to use the test ping IP we provided on the Forums).
We are working closely with the manufacturer of the networking gear overnight to see if they can resolve the issue before tomorrow's peak time. They are potentially able to provide a fix and if it can be confirmed, I will post the information here as an update to this post.
US-East and US-West did not experience the same issue, partly because those locations have of course been split between two different physical datacenters and in effect have double the amount of networking gear infront of the game servers at each location.
Again, we hope this issue will be resolved very swiftly, but keep in mind this type of testing is what Open Beta is all about - to test the crap out of all the equipment at full throttle. So, while we apologize for the un-fun experience in Europe during that time window, we hope people continue logging in and playing since that will help us troubleshoot the problem in much more detail tomorrow night.
New Items on Sale Tomorrow This week we are going to start posting a lot of cool new items in the store, and we are going to start introducing some permanent items as well on a rolling schedule. We will announce the new items on Facebook tomorrow so stay tuned (or simply log in to the Armas Marketplace when we launch the items).
Renewal of Premiums during Beta - only $7.99 USD (£4.99 GBP / €5.99 EUR) ! So in the next two days our first batch of Premium Players are going to get reminder emails that their first 30 days are almost up. As we have said before - during the Beta period the cost of premium is only $9.99 for all of the cool premium benefits that let you vastly accelerate your progression and item drops, and gives you complete artistic freedom when you design your characters plus a whole range of other benefits including a 20% item purchase discount.
Thanks to this discount when Premium Players re-up (adds 30 additional premium days) before the end of his/her premium period, those premium extensions get an automatic 20% off (!) off the Beta $9.99 price.
The result is that premium renewals are only $7.99 in the US, £4.99 in the UK and €5.99 in Europe. And - any benefits that you accrue, including standing, achievements, customizations, permanent items or permanent weapons you buy during Open Beta carry over to the live production launch of the game as well.
And finally - a big thanks for Open Beta testing our game! And a final word to everyone trying the game out; a really big THANKS for Open Beta testing our game (and liking us on Facebook!).
While we will try to keep the game as near production quality as possible at all times during OB, there will of course be some hiccups along the way, and that's expected at this stage of Beta. But we are working around the clock (litterally) to ensure the best possible "near production" experience along the way. In the next days and weeks we will continue performing network updates, traffic improvements, game tweaks etc., while also working on the major upcoming changes that we expect to launch before the big formal release of the game!