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TaylorSwift

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  1. @OB1When I started I was selling mats every day. Then my mats didn't sell for a month at $125-140 per. Then I lowered the price to $115 per and a days farm didn't sell for a week. On top of that people still wanted to undercut me at $115 per and everyone nagged me to go lower and at $115 its almost not worth it for me. So I started doing other things but maybe I'll try to dedicate one day to putting some mats up because I've been getting a few messages about it as it seems the undercutters weren't very reliable sellers. @KawaiiThanks @DoombaCool though it seems they approved a significantly worse version of the idea in my opinion. Needing to stay in your car the whole time is a really big nerf. If you could stay outside your car within the drug processor radius like normal you would at least have some chance to defend yourself. Again this wouldn't decrease the risk of processing except I suppose for the few seconds you are not in the trunk menu watching your surroundings? Debatably this increases risk because as many including myself have noted if you die up to an entire trunks worth of progress is reset. Also when sitting in a car processing and trouble comes you have the option to either drive off and lose your progress or get out and fight and lose your progress. If you could process from outside the vehicle within the normal processing radius you would be incentivized to stay and fight to keep your progress. Also considering your movement restrictions you are most likely at a disadvantage. This increases the likelihood of a fight rather than a chase which could potentially end in a drown vehicle and therefore a more beneficial outcome for robbers. Not to mention processors like meth lab where it's difficult or even possible to get a vehicle close to the processor or scroll wheel them from inside the vehicle. Though this could have solutions with both methods. Yes Apex Predator lets you do this and that would be awkward for bounty hunters who worked toward that ability given stripping for everyone was added. Though Patato suggested (perhaps jokingly) gear could be stripped for the cost of the gear which wouldn't make Apex Predator strictly worse and I think that's a great idea.
  2. @Chris PeacockWhat did I do to you? @DonaldThanks
  3. @王 rando 王 Thanks for acknowledging you think some of these suggestions are at least okay and not just saying they're all dogwater. Though I don't agree with most of your analysis such as doing gas stations every ten minutes because they take 10 minutes to do then there is a 10 minute cooldown. @zdeatGood point. Though you can already do that under that current system, maybe my suggestion would seem misleading or easier facilitate scamming. However I don't think that's necessarily enough of a reason to not implement it. Also, what do you mean by disable streamer mode? My Arma stream friendly UI is disabled, I can't find a setting in the phone, and I assume you don't mean discord as I also do not have that running. @PatatoI'm not sure if you were serious but I think that's a great idea gear being lootable for a cost equal to that of the gear. It would save you the time of going to rebel and still be very fun. It might even cause people to spend more money than they normally would and be a good money sink too. Youd even have a better chance at getting a rare gun.
  4. Yeah and one is a suggestion, adding an option to disable bot spam. I cannot imagine anyone who actually read the post would call that a terrible idea. I mean that's pretty far to say it's terrible. Maybe not realistic, but terrible? Maybe give a little explanation rather than just say it's a terrible idea? Just seems like they only read the part about making gear lootable or are just trolling me.
  5. You're all trolling me if you don't think there is a single good suggestion here. Fix sidechat shutting off bug? Add an option to disable help bot spam? Did you even read my post?
  6. Add a que for the duel arena to main cities like laser tag I think this is a good idea that might see more use if it was in main cities. Not sure why the que was put at the salt flat. Allow wire transfers through the phone like cash app This would be a nice tool for comping players or just paying for services on the go. Add an option to disable help bot spam Add an option in phone settings to disable bot spam when saying key words like admin, help, etc. Add a que for gun game like laser tag People seem to really like gun game so make it something you can que into in town/on phone like laser tag. It could have an entrance fee which then becomes the prize money. It could also have a cooldown. Give tempests or another vehicle or all vehicles the ability to process all of the trunk at once standing outside of it (takes the same amount of time) It would take the same amount of time just all in one process. This would only save time of swapping inventories and would be a nice quality of life change. This could also lead to interesting situations because if you die processing it will be reset. Add the ability to list house keys for sale Add an option to sell house keys on the house menu. It would be nice for perm keys to display as for sale when inspecting a house and could be very profitable. Buff gas station to 20k I think gas stations are a great idea but right now 10k for 10 mins is really bad and not worth it. At 20k we might see more action come from them. Add tactical vest to clothing store for all players I don't see any reason why this would be an issue. I could be wrong. Change Asylum Exchange relisting to allow price change and stop virtual items counting toward your physical item limit Not sure if these are intended or a bug. Fix sidechat shutting off randomly Sidechat will sometimes just shut off on its own over and over and its very annoying. Fix tilda Not sure if this is broken or a skill issue but it would be nice for it to work consistently. Fix drop option in vehicle It doesn't seem to allow you to drop items out of the vehicle inventory even though there is an option for it. Show when a house owner was last active on the house menu Not sure if this would cause issues but I know it would be nice if you were looking to try to buy a certain valuable house and might help fight house hoggers. And give people a reason to drive around in the world and check houses. Make some of the unused jobs more profitable but require expensive equipment Make jobs like oil or salt more profitable but require very expensive equipment like market items such as the pickaxe but high cost or special expensive vehicles or vehicle mods. Add purchasable persistent spawn clothing (not armor) Can buy clothing choice you always spawn in for a large amount of money. Add ATMs at some legal job sell points Some legal jobs could have an ATM at the sell point. For example an ATM at the jewelry store or commodities trader just to take some of the risk off and give a bit of a bonus to the less profitable legal jobs. I think this also makes sense from an RP perspective. Asylum trading card game This could be as simple as collectable cards featuring notable players. Or maybe a playable game on the website/discord. Maybe with some sort of benefits for collecting/winning games. Add a tutorial NPC We need an in-depth tutorial NPC/large sign that is hard to miss right in plain sight in main cities explaining all the basics of the game. Most players do not want to use the Wiki that is not fun for most and breaks immersion. They are much more likely to read things on an NPC in my opinion. NPC possibly also has starter quest like objectives. This may seem like a little thing but I think this is actually a huge problem. I see players all the time with no idea what to do and they get bored and leave or just wander aimlessly. Maybe they didn't even see the message about the Wiki on the starting screen and don't even know it exists. But they probably won't miss the NPC and large sign. Make gear lootable (except police gear) This is obviously controversial. I have heard many arguments against it but I think they are weak and this mechanic would be so much fun. After a player has fully died (5 min rev timer up/executed) the gear drops and will despawn eventually like briefcases. These are the arguments I've heard against it. 1 Because then people will RDM you for your gear but RDMers already kill people for no gain and you lose your gear anyway. And if an RDMer takes it you even have a chance of getting it back. 2 It would be bad for the economy. I don't think it would come close to touching the amount of money put into the economy by drug runs which is millions on millions. My understanding is 10 kills is a relatively high number of kills for a single cartel fighter on fully kitted players a restart. Which at an average of 30k a kit (this number obviously could vary a lot) would be a 300k value assuming they collected and brought all these kits back to a house/exchange. Thats not that much money and honestly seems balanced for 4 hours and like a fair reward to cartel fighters as I believe the cartels themselves aren't that profitable. And I think this is a relatively extreme example so the real numbers would be lower across all players usually. 3 Performance, but I think having items drop and despawn like briefcases might solve this though I'm not sure. 4 It's a money sink. I just don't think people would be saving that much money from this and plenty of people are still going to be buying kits. I might be missing the real arguments against it because I'm not sure why this decision was made. Maybe just try it out for a week or two?
  7. I would say that isn't working very well because many new players still ask every day how do they make money. Either the message is being missed or they just don't want to go on the website and read it. Clearly the majority of new players don't want to read the rules when they join the server and I imagine it is the same for the wiki. New players would be far more likely to talk to an NPC and read information in game because that is more fun.
  8. TL;DR 1. Many new players are heard asking how to make money and begging for money in main cities. As well as stagnating and showing little interest in working because they crave a more fast paced, easily accessible, and less risky approach to getting started in Altis. This is apparent by observing main cities such as Kavala. Adding jobs and NPCs and/or large signs explaining how to do jobs into main cities will help bridge that disconnect between the new player and getting started. Then once they get started they will be "hooked" and seek longer more risk more reward activities to satisfy their growing desires. 2. Players in general in main cities tend to stagnate and be turned off by the effort required in current jobs. Adding jobs into the main cities would give an easily accessible, lower effort, but fun option to people to be more active and incidentally create action. 3. I have listed some of my ideas, and ways to implement and balance them. I have tried to make them as easy to implement as possible. Points 1, 2, and 3 explained Too often I see players asking how to make money and begging for money in Kavala Square. 1, 2, even 3 players at a time. As an experiment I've told beggars they could make some money if they just go into the Red Burger and request a job. Which they gladly do though this job does not exist. However when I tell them to buy an ax and chop wood nearby which is an existing job, they are not interested. When the job is immediately accessible they are interested. When you ask them to travel they lose interest. They typically then wander around aimlessly not accomplishing much. I believe new players would benefit greatly from having starting jobs, and tutorials for jobs right in the main cities. And that many new players desire action at a faster pace and would far more likely to start making money and get "hooked" if jobs were immediately available and easy to find. New players are not the only ones stagnating in main cities, players in general are too. Even the more experienced can be found in Kavala standing around in the square. Uninterested with the time investment and risk of the current options, they crave a faster paced way to play. Losing interest as they stand around doing nothing. Though with a lower effort option like working at the Red Burger people would at least have something interesting to do, be creating some money and perhaps inspiring thieves creating action. Or with other options I will detail further even creating simulated traffic in main cities as workers and thieves alike are incentivized to move throughout the city. This isn't something I think will generate loads of hype and sell loot crates. Though I do think it will make the server immediately noticeably more enjoyable for many. And instead being a trickle up approach that by engaging, motivating, and retaining more players will lead to eventual donators and contribute to a more active and enjoyable experience for everyone. Which also increases the chance of donations. I think there are many players in this category and is worth considering. Below are some of my ideas and ways to implement and balance them. I have tried to make them as easy to implement as possible. I will be glad to flesh out these ideas as much as I can to help with their realization if interested. IMPORTANT: With the implementation of any of these jobs, or even without should come an NPC and/or large sign in the main area of main cities that details the (legal) jobs available in Altis. Where they can be found, how to do them etc. Ideally being an NPC standing next to a large sign advertising his function. And clearly distinguishing between the jobs inside and outside the city. Job Tutorial NPC or Sign This would be a good idea with or without the implementation of new jobs. New players are left to figure out how to make money without much direction and are heard constantly asking how to make money in main cities. An NPC and/or large sign in the main area of main cities detailing the jobs available in Altis, where they can be found, how to do them etc would be an easy way to help bridge this disconnect between new players and getting started. It ideally would be an NPC standing next to a large sign advertising his function. It should clearly distinguish between jobs inside their city and out. Delivery Missions Uses existing delivery mission mechanics. Starts in the main area of the city. Sends the player to e.g. Hospital then Commodities, Jeweler etc in a random order until satisfied giving cash on hand. This would not only serve as an attractive starting job, but also create simulated traffic in main cities. As well as giving new opportunities to thieves. 5k per 10 mins on average would be a good starting point in terms of balance. Red Burger Uses existing processing mechanics. Simply talk to the man in the Red Burger, request a job and wait for the processing to complete to receive cash in hand. Or even directly to your bank. Processing could be in any minute intervals 1,2,3,5,10. 5k per 10 mins on average would be a good starting point in terms of balance. Wood Cutting Simply enable wood cutting within city limits, with Kavala and popular starting cities being the main targets. I do not think even in the best circumstances this would be overpowered. Therisa would be a good example of a very good wood cutting spot being made available by this. Though the amount of money you make is very good I would not say it is broken. Also it can only be done once per restart so I picture it as an event slightly better than a rebel crate which could create some action and perhaps be more accessible to new players. Below is a link to a previous post I made with similar job ideas that could also be used. I really think Metal Detecting would be a very fun addition to Asylum. I have many other simple to implement ideas I have not written down as well. Like perhaps a rework of the toilet cleaning event into something more common or static could be considered. https://www.gaming-asylum.com/forums/index.php?/topic/106571-new-job-ideas/ Please leave your thoughts in the comments. -Taylor Goldberg
  9. Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. - Metal Detecting Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. Buff fishing to sometimes yield turtles and treasure Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics. - Indoor Marijuana Growing Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k. Please leave your thoughts in the comments. - Taylor Goldberg
  10. I'd like to start by addressing that I am aware of dedicated housing, that people would be upset at their server being shut down, and with V2 and a DLC coming up the population may support more than 1 server. Obviously people would be upset that their server was shut down, but lets look at the current state of things. We have 2 servers that both are dead the majority of the time. Many new players and old players alike are leaving, wanting to leave, or not even joining due to the servers being dead. If we combined the population of server 1 and 2 into one we would have an active server that new and old players would want to play instead of 2 dead servers they don't want to play. I think this would not only make the server more enjoyable to play but also increase growth. I know when I'm looking for a server to play I go to see which servers are the most populated. Then when a server is full and active is when people are going to feel secure that fun will be there for them to commit to long term, gaining you players. But what if we just lose all the players from the shut down server instead of consolidating them? I don't think this would be the case. In fact I think Asylum is losing far more players to having dead servers than they would lose by shutting down server 2. Of course some players would have this reaction but I think many would actually be happy at this decision with others agreeing perhaps reluctantly this is for the best. I have spoken to a handful of people myself in pitching this idea initially to people , many of which were long time members that are invested in their server, that agreed they would be happy to see this change. Another argument is that the upcoming update V2 or the new DLC might restore the population and there will be no need for this. To that I say, what if it doesn't? The problem is shutting down a server shortly after the release of a major update would be very demoralizing to new and old players who in their excitement became very invested in their server only to have it taken away. The better time to do it is now. If left as two servers in a few months time we may be right back where we started with the servers being dead and less and less people wanting to play, or mid pop and lack luster not reaching their potential leading to a slow and steady decline with the solution of shutting down a server now off the table for some time until population is low enough. By that time the opportunity to capitalize on the potential snowball growth of V2 and the new DLC will be gone. But what if with the release of V2 and the new DLC the population can support two servers? I think the superior approach to this is having one server with more slots. There are currently many successful Arma 3 servers that can support 130, or even 200 players. If this is not possible for Asylum servers I suggest opening non dedicated housing servers like strife, or non dedicated housing Tanoa Life servers as needed that can be closed depending on the player base with little or no consequence. Here are a few other thoughts and potential benefits Having one server would greatly improve the economy of the house market by increasing demand Asylum could have VIP slots to help with donation goals I think it would only be appropriate assuming the server cap remains 85, to only open an auxiliary server if there is thought to be at least 70 surplus players trying to connect in the event everyone on the main server decided to leave to the auxiliary server there would still be 70 players that could then occupy the main server I think it would encourage more donations - Taylor Goldberg
  11. Please add back the cap to money. This enables large gangs to snowball out of control, eventually giving one an unstoppable advantage much like a monopoly and no other gang will be able to grow to a point where they can compete because they will have been cut off from making money all together by the unmatched man power and utility bought with the money of the dominate gang. The drop in prestige is not high enough to balance that
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