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Maaqs

AFD EMT
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  1. Maaqs liked a post in a topic by Azeh in Christmas Changelog   
    Hotfix 1:
    Fixed medics/cops showing up on the wanted list (initial change didn't go through apparently) Fixed prestige not being earned properly. Fixed prestige not syncing when earned. Fixed inability to craft 7.62 weapons (rebel license is now needed). Priority of scroll wheel options for "Cop Enter as Driver" etc was changed back. Added lottery option to the Sofia gas station. Reduced chance to get a notification regarding the lottery. Fixed bounty hunter group markers not showing on initial bounty request. Fixed inability to stop evidence locker robbery. Fixed lotto not giving you your money when winning. Fixed inability to talk etc while performing an action.
  2. Maaqs liked a post in a topic by Gen. Henry Arnold in Christmas Changelog   
    Shoot while slingloaded, bring back some memories 
  3. Maaqs liked a post in a topic by DS_Billy in Transparency with the casino   
    Not really the question that was asked Henry. 

    Player skill don't factor into virtual blackjack like it does on a table, if its time for you to win and you hit a 12 against a 16 itl give you a 9 and the dealer a 10, if its time for you to lose it will give you a 10 to bust or a 5 and the dealer a 4 for example. 

    Are you are saying there is no set percentage in your blackjack code? It isn't  driven by any kind of of payout percentage whatsoever? 
  4. Maaqs liked a post in a topic by DS_Billy in Transparency with the casino   
    Whatsup lads and ladies.

    So i would like some transparency from @Gen. Henry Arnold @Azeh (whoever is responsible for the coding)  regarding the casino and the percentages behind blackjack and inevitably the other games that you will bring into it. 

    To explain, every machine you play on when it has a gambling for money aspect has a payout percentage, for example, if you have a slot machine in a casino with a 95% payout then the machine is expected to make 5% profit from all money put into it and will rig the games accordingly, this isn't to say that everyone playing that machine will lose,  a new machine may be up 15% at some point and pay out a jackpot to someone who only span a few times. This is enforced by the gambling commission, who require the casino/betting shop owners to keep logs of profits made per machine, any machine found over a long period of time to not be set into the right percentages displayed by the machine carry's a hefty hefty fine for the casino. 

    So a lot of that is irrelevant to asylum but just wanted to explain the premise. When you play virtual blackjack you are basically playing a slot machine, the same rules apply in England for virtual blackjack and virtual roulette or any virtual casino game when it comes to displaying payout percentages. You can force it to fuck up of course by pounding the hit button but if you doing that you probably enjoy your testicles getting stepped on by women in high heels. 

    So can we get some transparency on how your blackjack coding works and if indeed you have a payout percentage i  think it would be beneficial and fair to list it somewhere. 

    The reason this is in place is to protect the player, in Asylum this is just another currency sink which is beneficial to any mmorpg style setup with an economy and currency. Problem is you got people of all ages who might get addicted to spending hours on your servers grinding out money to go try win money at the casino, you also have minors here who might go a bit crazy buying in game currency from people on back channels between themselves to fuel or birth a gambling habit. 

    I think adding gambling in is a good move if done correctly, but dangerous if done incorrectly.
     
  5. Maaqs liked a post in a topic by Zaka in REMOVE CASINO   
  6. Maaqs liked a post in a topic by Jesse in Christmas Changelog   
    Talent Points: Due to the adjustment we did for talent points, you will need to re-enter your talent points. Sorry for the inconvenience.
    Donation Goal: We've added in 1 of the donation goal items in early simply due to how quickly you all helped us reach the goal. As a thank you, we've added in the lottery system immediately. The load-out system will come in early January.

    Server 2: Server 2 will be getting shutdown at the end of the month. Sometime tonight we will re-open the server to allow any last minute selling off of items/houses/etc to be conducted for the remainder of the month. We will not compensate anything that is left past end of month. We feel having over a week to get your stuff moved/sold, will be satisfactory. Compensation is up to Mitch at the end of the day, this could be changed. At this time due to population constraints, we're just going to be focusing on the singular server. As this will also help reduce our month to month operating costs.
    Added:
    Blackjack at the casino. DP missions for medics. Start the mission at any npc that civilians can, it will be listed as "Organ Transplant" Oil barrel production. Works the same way as it did in V1. Prestige tree for cops. Prestige HAS BEEN RESET. This was a decision made by the Captains. Functionality for warrant, medic and undercover has returned. The prestige talents are largely unchanged, with the exception of the prestige medic talents to compromise for the medic faction. Lottery System Available at any gas station near you. Funds are automatically removed from your bank account. Funds are automatically added to your bank account. Logging in near rebel will display a warning for those already there. Health Regeneration If >= 75 HP. Will regenerate at about 1pt every ~3 seconds. Food & Water must also be over 75/ea. Automatic system to recalculate physical house weights. Changed/Tweaked:
    More cop slots have been added. The max allowed cops at any one time can be 18 (1 sgt in the sgt+ slot & rest in other slots) Added 3/3/3 Undercover/Medic/Warrant slots SGT+ Slot is added for SGT+ only, it can bypass the cop caps. .50cal Offroads can now be slingloaded with a gunner in them. A bounty hunter license can now be purchased at Skiptracer without the Master Bounty Hunter talent. However, the shops still require said talent. The evidence locker time has been increased from the non-existent prior 30 minute to 50 minute cooldown. Animation handling to hopefully be more reliable/better. Brightness of cop/medic lights was slightly turned down. Handling of uniform/backpack textures to hopefully be more reliable. E.g textures shouldn't change when revived. New players will now start with 2 talents instead of 0. The Evidence Lockup Dome is now godmode. The talents mentioned in this post were removed/changed. The tooltip for earplug volume on the phone was corrected to display the right text. When killed or downed, your rank/group tag will now also be displayed in the chat. Medics now keep their Y-inventory on death. Only civilians now show up on the wanted list. FAKs have had their cost slightly increased Fixed:
    "Cop enter as gunner" action not working. Medics now start with GPS/Compass/Watch/Map "Pullout unconscious" action being unreliable. Civilians can no longer switch from passenger seat to driver seat in medic vehicles. A way to vault if restrained. A money reset happening when someone in your medic group revives someone while you are loading in. An exploit allowing for infinite turtle meat from one turtle. An exploit allowing for unlimited vehicle weights. APD Jeep being unpurchasable. A script error related to the distance between you and your bounty when tracking him. Bounties not being removed from bounty hunters if the bounty gets pardoned. Cop SUV Supervisor skin being unpurchaseable for those of sufficient rank. House item seizing with the inventory menu not working. House item seizing with the scroll wheel option not working. Incorrect tracking of cop lethals. Magazine Repack related exploit. Medics not being able to see their tracked vehicles on the map. Surrendering (hands up animation) causing a substantial frame drop over time. Tempest Devices being unusable if attempting to use its gather function while the engine is on. The black RCO being unpurchasable for cops. The descriptions for some civilian slots were changed to match the correct slot number. Kavala airshop not having a helicopter shop. Garages not being able to be listed on the house market. Not being given a bounty for starting the Evidence Locker robbery. Lack of cooldown for the Evidence Locker robbery. Drug runner money and stolen bank money being unseizeable for cops. Removed
    Toasty Sandwich Billboard.  
    Hotfix 1:
    Fixed medics/cops showing up on the wanted list (initial change didn't go through apparently) Fixed prestige not being earned properly. Fixed prestige not syncing when earned. Fixed inability to craft 7.62 weapons (rebel license is now needed). Priority of scroll wheel options for "Cop Enter as Driver" etc was changed back. Added lottery option to the Sofia gas station. Reduced chance to get a notification regarding the lottery. Fixed bounty hunter group markers not showing on initial bounty request. Fixed inability to stop evidence locker robbery. Fixed lotto not giving you your money when winning. Fixed inability to talk etc while performing an action.
  7. Maaqs liked a post in a topic by Jesse in Health Regeneration Suggestion   
    Will be added this week.
  8. Maaqs liked a post in a topic by cHIP oTLE in Remove/Nerf The Shotgun   
    Shotguns are too much fun... 
  9. Maaqs liked a post in a topic by BaDaBiNg_10-8 in Remove/Nerf The Shotgun   
    Stop being a pussy, play the fucking game. 
  10. Maaqs liked a post in a topic by cHIP oTLE in A Needed Cartel Update   
    Cartels shouldn't have to generate extra money over the processing cuts taken.  If you own a cartel, you have the advantage of no cut while processing, take advantage of that when you can.  Honestly, the 2 best cartels to own are Wongs and Oil.  They probably bring in the most money.  Arms & Drug are more "for the fight" cartels.
    As for the stats, i'd like to see a cartel section on the stats page that shows what each cartel generated per day and lengths of ownership.  i think that'd be interesting.  What they don't need is individual stats like "time in cap" just so those Boomer gang leaders can figure out gang paychecks...
  11. Maaqs liked a post in a topic by •ÐŠ• Randy in Big OOF   
    Its not about the time spent, its about keeping the cops from getting their money
  12. Maaqs liked a post in a topic by Leady in Whitelisted Medics   
    As we continue to work behind the scenes to get the new medic systems into place we wanted to give a look into where we stand and some of the things coming.
     
                                
    First off let me officially congratulate @Jake as the first Chief of the Altis Fire Department.
    Jake has been and will continue over the next few days to get policies in place and begin to fill out the ranks. Helping him along the way is Assistant Chief @Bread. 
    The rank structure is quite a bit different compared to the APD where we have 3 captains with 1 of them being an admin chief of police position. At the end of the day the CoP is still another captain when it comes to policies and decisions for the apd. On the other hand, the AFD will have 1 Chief position that is the ultimate decider in all related matters. As Bread is doing, there will be 2-4 Assistant Chief positions that are responsible for helping the Chief to make new policies and enforce AFD guidelines. 
    The other ranks are as follows:
    Paramedic - (Junior Staff) 
    Advanced EMT 
    EMT 
    EMR - (Cadet) 
     
    In addition to new uniforms for each rank you will also be seeing some new vehicles and old ones with new skins moving around Altis with the launch of the AFD. A huge shout out to @Boon whom without, much of this wouldn't be possible. His work has been far above and beyond what we could imagine. He has created almost everything skin wise from the logo, to the teaser image you see below. We've also brought in @GO7NEY to help finish off the new skins and chalk this part of the project complete.

     
    One major game-play change to highlight is the working relationship between the APD and AFD especially around federal events. While the APD holds command authority during such events medics will be on standby to rush into harms way to assist those who are in need. The APD and AFD will have joint communication channels for all federal events as well. Their teamwork will also extend outside of major events around the island, more to come on that later though. While there will always be some friction when new things are introduced both factions have agreed to have policy changes in place to help alleviate as much of that friction as they can.
    Finally, how do you join? Like the Apd there will be applications on the forums. We hope to have them opened very soon, right now we plan to open them prior to the new medic system being implemented on the servers. That means there will be a gap of time between acceptance and the new faction rolling out. In the meantime the old un-whitelisted medic is live on the servers but has no impact on any rank for AFD.
    There is still some work to be done, as such there is no ETA on the factions release. We are expecting more information around the AFD to be provided by the Chiefs later this week. 
     
  13. Maaqs liked a post in a topic by Jesse in Gang Perks & Exp   
    Afternoon all,

    We discovered this morning that there was an oops made by myself when coding the gang experience. So gangs were essentially earning exp but not having it sync to the db. We're dropping a hotfix to fix this as well as a few other things as well. We were however able to get everyones gang exp extracted from the logs and wrote in to some new db queries. So when the servers restart I'll be running the queries and updating your gang exp.

    TL;DR or didn't understand the above: If you were capping cartels on V2 and doing things that get you gang exp... check your gang exp/talents upon server restart..You probably have some talents...

    EDIT (AFTER UPDATING):
    The following gangs had EXP to be added to them:
  14. Maaqs liked a post in a topic by Blake. in Uranium Rule   
    Get Promoted and or get good, your choice!
  15. Maaqs liked a post in a topic by Azeh in Change Log - End of August   
    As always, please report any bugs you come across.
    Update will come into effect once the servers restart.
    Added:
    Added Uranium mining and enriching. Check out http://gaming-asylumwiki.com/wiki/Uranium for in depth information. Re-added rebel air drops. Re-added turfs and benefits. Re-added crafting. Re-added spikestrips. Re-added oil gathering (need have a pickaxe and be within 15m of a fuel truck for the action to show). Changed/Tweaked:
    Allowed players with max houses to price check houses. Reset vehicle despawn timer when setting up a fuel truck's oil drill and/or when starting to drill. Added a single notification for purchased items from the weapon shop (instead of spamming the chat). Syncing within the area of a cartel will sync you at a random position outside the cartel. Abuse will be punished. Allowed cops to pull out helicopters at civilian air shops. Fixed:
    Fixed being able to store gold bars in helicopters. Fixed exploit with medical marijuana. Fixed endless elevated security at Federal Reserve. Fixed jailtime not syncing. Fixed certain vehicles not being able to be pulled from Shed garages. Fixed scopes not being able to be bought for the Promet and AK-12. Fixed an instance where a restrained player could not be interacted with after being escorted. Fixed mining to give the correct amount. Fixed APD lethals not being toggle-able without a primary weapon. Fixed persistent vehicles not clearing vehicle ammo on server restart. Fixed revive animation making you stand up for other people. Fixed color of arrested players not being grey on the wanted list. Fixed dropping items while in a boat. Fixed the ability for multiple people to revive one person. Fixed the ability to use misc controls while dead. Fixed item pick-up exploit. Fixed gang house remaining as gang house after disbanding a gang.
  16. Maaqs liked a post in a topic by Gen. Henry Arnold in Warning   
    Ready for next patch
    Also @Boon makes great art
  17. Maaqs liked a post in a topic by cHIP oTLE in Shotguns   
    The introduction of the shotgun to Asylum has destroyed all metas.  People are passing up on full-kitted load outs and Mk1s for spawn clothes and shotguns... it’s fucking awesome!!
     
  18. Maaqs liked a post in a topic by Barley in "Drunk Squad" Server 4   
    DENIED
  19. Maaqs liked a post in a topic by wollie35 in THANK YOU for V2   
    bounty hunter shouldn't be removed, the bounty starter should just be upped.
    MX should only be buyable with apex predator/crusader. 
    Maybe something can be done with the jail time when sent to jail by BH. Say for instance it's the jail time of half ur bounty (50k bounty = jail time of 25k bounty). But i am still not seeing any  valid argument about why BH should be removed.
     
    Don't bring "fun" as an argument because people who want to play BH wanna have fun with that.
     
    I like BH tho, cops shouldn't be the only thing to be worried about.
  20. Maaqs liked a post in a topic by Steve in Merge S1/S2 ; Wipe Houses   
    I understand that people want to have change and refreshment. However if I was still a regular player and all my houses got taken away and my money got wiped, I would honestly quit.
  21. Maaqs liked a post in a topic by cHIP oTLE in Merge S1/S2 ; Wipe Houses   
    Are we suggesting deleting an entire server because ONE WEEK of V2 being out hasn’t caused the servers to overflow with people consistently?
    For fucks sake you people are so fucking impatient, it’s insane.
    Either go play another server or STOP FUCKING COMPLAINING.
     
     
  22. Maaqs liked a post in a topic by Jesse in Merge S1/S2 ; Wipe Houses   
    The whitelisting will be removed in the next 36 hours or so. We're working on finalizing some tools.
    See above. The whitelist isn't solely for the scripters. The whitelist will be removed soon.
    Its not just hours factored in. Also another condition that we won't be disclosing at this time. The restrictions will be removed soon.
  23. Maaqs liked a post in a topic by Ron Johnson in CLOSE SERVER 2 SO WE CAN ACTUALLY HAVE A FULL SERVER   
    Why are people never satisfied with what we got?
  24. Maaqs liked a post in a topic by Gen. Henry Arnold in V2 feedback   
    Buy 2/3 legal materials safely in any town then gather 1/3 illegal materials from nearly anywhere on the map not exclusive to an illegal red zone that could get you killed, robbed or arrested.

    Waiting for the next dumb comment on how scotch got nerfed into the ground and is not worth it anymore.
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