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Steve

Retired Staff
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  1. Steve liked a post in a topic by Eli in Insanity has learned the way of Teleportation   
    The new recruits have their routers next to their keyboards 
  2. Steve liked a post in a topic by Midamaru in Altis the new police state   
    Recently there have been alot of troll/hate posts or threads and alot of people react exactly how the troll wants them to.
    I wonder why none just looks the other way, gives a normal anwser or give constructive critism
  3. Steve liked a post in a topic by Rusty:) in Change log 6.9.0   
    Doesn't really matter though, everyone tanks bullets in arma
  4. Steve liked a post in a topic by Chase in Change log 6.9.0   
    heh 6.9
  5. Steve liked a post in a topic by bamf in Change log 6.9.0   
    A new aggression system has been added to the game.  When someone shoots you (or your vehicle), they will now show as red to you and your group.  Aggression lasts for 5 minutes and is limited in its range.
    Gang items:
    Command menu and group lead functions have been removed from the game. You can now set your own gang tag as the gang leader. This is done through the gang menu. You may only use characters from the gang name itself.  Cop items:
    Cop restraints are no longer infinite.  You will become unrestrained after 10 minutes if you are further than 500m from the nearest cop. Undercover cop names have been redacted from kill/down messages. A bug causing cops to not be paid when killing a suspect has been fixed. Cops will no longer lose Y menu items from vehicle deaths. Fixed “snitches” talent for the APD.  Added quick loadouts for the APD upon respawning after death. The officer will be able to retrieve the gear they had on when they died, but will be subject to a timer and having funds for the loadout. An issue where a police UAV would be disconnected when entering a vehicle was fixed.
    Bounty hunter items:
    Bounty hunters/warrant officers will be able to see how long until they are next able to track if they attempt to track too soon. You are now able to request a bounty while in a vehicle. You should no longer get bounties for your gang and/or group members. Miscellaneous features:
    Oil processing has relocated. You now earn more oil per run. You may now lock and unlock individual doors in your house by using the U button.   Medic sirens now turn off immediately when the medic shuts them off. Unflipping a vehicle is now only available if you were the last person driving it, or if you have keys to the vehicle. The 'Quit Asylum' (Abort) button now sends a sync request upon pressed, so you don't need to worry about hitting 'sync data' as much. Removing zipties as a civilian now requires a weapon (or that you be in the group of the restraining party) The owner (or gang members, if this is a gang house) of a house is now always able to access his crates, even while the house is locked Locking your house will now close all doors as well.   Other items:
    Money again drops as intended.   Fixed an issue related to pricing for out of stock items.   Measures have been taken to fix the Arma 3 group limit problem. Hopefully this will prevent players from being unable to create new groups. Optimized how some of the scroll menu options availability is calculated to limit FPS loss while scrolling. A bug preventing you from giving a bloodbag or splint to another player was fixed. Pull out unconscious should be more reliable. Fixed a couple of bugs related to losing gear when bad data syncs. Running out of food/water, and then bringing it back above 0 will actually restore your stamina as intended. The vehicle factory now leaves more room for large helicopters to be crafted. You should no longer be able to purchase more ammunition than you can carry.   Hotfix 1:
    Bounty hunters can now show and hide their badges more reliably. Revive requests will now only show for APD medical officers when no medics are online.   Fixed a minor issue with the calculation of the quick loadout price. The APD can now directly enter the Strider's Commander seat. You can now use the virtual inventory of house crates while your house is locked.   Fix for vehicle stock decreasing when not having enough money for the purchase.   Fixed an issue with unintentionally spawning at the Skiptracer Base.   Potentially fixed a rare bug related to escorting a player.  You should now be able to request a bounty from inside a vehicle from your phone.   Vehicle shop menu now reflects the price net of the governor's tax. Hotfix 2:
    Cops must now use the regear function at the sign.  You have to stay within 10m, and you may not enter a vehicle.   Fixed an issue related to the radius of cop warrant tracking A few more NPCs have made their way back to the island. Removed a message that was unintentionally popping up Changed the Suicide message Undercover APD officers will no longer have their identities revealed in the downed/killed feed. You may now only request a single trial. Player's names will be added to map markers they create.
  6. Steve liked a post in a topic by Mayhem in Change log 6.8.6   
    First, that first bullet point is brilliant, will make groups and gangs so much easier to identify instead of people lying. Actually this patch is amazing, can't wait to play later today.
  7. Steve liked a post in a topic by bamf in Change log 6.8.6   
    First off, @KBW has joined our team as our first contributing developer.  Most of the items in this patch are fixes he implemented this week.  Make sure to thank him as he put in a ton of effort.  
    With that being said, here are this week's patch notes:  
    Players in groups will now receive a gang or group tag indicating what group they are currently in Y menu items should no longer collide with vehicles after a player dies inside the vehicle Y menu items will now remain on elevated surfaces when dropped due to player death Driving while restrained is no longer possible Medics and cops can now pull unconscious players from vehicles Added a new talent "Jaws of Life" that allows a civilian to pull an unconscious player from a vehicle An exploit related to the clothing shop has been fixed "Out of stock" pricing now works as expected 911 map marker from phone calls will only display if you are the dispatcher Issuing parole to a detained suspect now has a confirmation dialogue Cop vehicle searches will now only seize illegal contraband Only one person may withdraw money from a gang bank at a time Added additional checks to prevent some duping methods Boats may now be chopped (yes, someone tried this) Being revived by someone who is not a "professional" will immediately set your health to 75% You will receive a confirmation dialogue when leaving a gang When you are at war with someone in a vehicle, that vehicle's occupants will now show as red to you Ammunition count in magazines will now sync when you logout Ammunition may no longer be refilled at clothing shops The game will now sync all 3 axis (you can sync on top of buildings now) When you log in near the rebel outpost, any players already there will receive a notification that you logged in nearby. Being killed by the APD should now pardon you automatically An exploit related to blood bagging has been fixed Custom placed houses will now function much more reliably The weed field should now accurately show whether or not weed is illegal Seizing illegal items will now properly add to the officer's bank account (instead of subtracting from the account) Fixed an exploit related to repairing vehicles The gunner of an armed offroad will now be charged in the deaths he causes As you can see it has been a busy week.  We will be rolling the patch out shortly.  
  8. Steve liked a post in a topic by Sneaky in [Suggestion] Automatically add Gang Tags to Members   
    Was already requested a long time ago. One of the things that could really help reduce headaches. Maybe the light will shine down now.
  9. Steve liked a post in a topic by rngr in [Suggestion] Automatically add Gang Tags to Members   
    Very simple.
    Instead of having the tag added via your ArmA profile, why don't gang tags work similar to the "Police Cadet xxx".  Essentially when you create a new gang at your house, when you enter the gang name you also have a prompt to enter the gang tag (up to 5 characters) that would then be placed in front of your name.
    Ex. If you wrote: "[-ß-]" in the box it would result in [-ß-] Ranger
    This would be automatically applied.  Then there is no more bitching about no gang tags or issues with initiation with gangs.
     
    Tada. 
  10. Steve liked a post in a topic by JacobHarr in Please Put A Limit To Cop Respawns On Server #3   
    That's why you kill the cops go to their hq and kill them as they try to respawn until they decide to go somewhere else
  11. Steve liked a post in a topic by Treeherder in Gangs   
    The APD
  12. Steve liked a post in a topic by hamsham12 in Gangs   
    I recommend the Chinese. 
  13. Steve liked a post in a topic by Goldberg Attorney at Law in « Evil Corporation » v2.0 [OPEN]   
    Anymore troll posts on this recruitment thread will result in a spanking on your little baby bottoms.
  14. Steve liked a post in a topic by Freshlynsane in Veteran player intros are cool again?   
    a real veteran doesn't call himself a legend.. 
  15. Steve liked a post in a topic by Seán That Irish Guy in Don't you just...   
    FUCK TITS ASS BALLS COCK VAGINA
  16. Steve liked a post in a topic by Haych in Holdout 2.0 - Bikstok   
    Got to the point where I was told to 'Just Die Already', so I ran out there and got my ass handed to by a bounty hunter. Feels bad man
  17. Steve liked a post in a topic by Paratus in Change Log 6.8.3   
    This isn't a very big patch because I've dedicated a lot of time to setting up new server hardware which we'll be using for improved and very specialized anti-DDoS systems. We see about a dozen DDoS attacks every day.
    6.8.3
    Fixed more command menu exploits. The Yamaha R6 can now be pulled out of garages. Fixed broken race 4 on Altis. NPC citizens have started making their way back into Altis. Fixed an exploit allowing you to shoot any weapon under water (Arma bug). Logging back into the world with a vehicle active will now give you the keys. This will also apply when a server has just restarted. Containers and their contents will now be properly removed when a house is sold. Fixed a bug which would prevent new containers from being placed in houses on Altis if it's the first container in the home. You can now pull an air vehicle from the Arms Dealer airport on Australia. Hotfix 1:
    Y inventory should now drop as expected upon death.   Removed the rifleman slot from the cop selections Hotfix 2 (Australia):
    Moved the cocaine pit and processor Moved ephedra field and phosphorous mine Added an air garage to Darwin The Courthouse in Darwin will now accept prisoners from Bounty Hunters Helicopters are moderately cheaper now for both rebels and the APD The APD has additional weapons choices beginning at the rank of Constable
  18. Steve liked a post in a topic by Quenton in Remake the Prestige System   
    So it's become pretty obvious that they will not remove the money cap or bring back pre 6.0. So how about they make the prestige system worth the waste of money? 
    Im suggesting they make a whole separate talent-tree like system for prestige. It should be just like the Corporal + prestige system except with this one you get prestige points for every $ over cap.
    Here are just some examples:
    Bank Account
    - Increase Bank Account by 250k | 500k Prestige Points
    -- Increase Bank Account by 500k | 1000k Prestige Points
    --- Increase Bank Account by 1000k | 2000k Prestige Points
     
    Standard Vehicle Storage Upgrades ( SUV - Hatchback - Offroad )
    - Increase Default Storage of all vehicles by 25 | 250k Prestige Points
    -- Increase Default Storage of all vehicles by 50 | 500k Prestige Points
    --- Increase Default Storage of all vehicles by 75 | 750k Prestige Points
     
    Cargo Vehicle Storage Upgrades (Flatbed - Box Truck - Zamak - Hemmt)
    - Increase Default Storage of all vehicles by 75 | 350k Prestige Points
    -- Increase Default Storage of all vehicles by 150 | 700k Prestige Points
    --- Increase Default Storage of all vehicles by 225 | 1050k Prestige Points
     
    Aerial Vehicle Storage Upgrades (Hummingbird - Hellcat - Orca) 
    - Increase Default Storage of all vehicles by 50 | 500k Prestige Points
    -- Increase Default Storage of all vehicles by 100 | 1000k Prestige Points
    --- Increase Default Storage of all vehicles by 150 | 1500k Prestige Points
     
    House Upgrades
    - All Houses can hold an additional small crate | 500k Prestige Points
    -- All houses can hold an additional large crate | 750k Prestige Points
    --- All houses can hold 2 additional large crates | 1000k Prestige Points
     
    Rebel Coupons
    - All Purchases at Rebel now have a 5% discount. | 150k Prestige Points
    -- All Purchases at Rebel now have a 10% discount. | 300k Prestige Points
    --- All Purchases at Rebel now have a 15% discount. | 450k Prestige Points
     
    *Prestige will be like money, as you are buying upgrades. So once you spend the points, they are gone until you earn more.*
    This is just a small list of something that could become huge. These prices are just an idea, but I think I balanced them pretty well. If anyone has any other suggestions then post them up so they can be seen. The servers won't have the content we want if we don't voice our ideas!
  19. Steve liked a post in a topic by Mako in Closed   
    Where does Whitey's flying fit into this gang? 
  20. Steve liked a post in a topic by Eli in Closed   
    First. Hype!
  21. Steve liked a post in a topic by Bikstok in Holdout 2.0 - Bikstok   
    Hi,
    Many of you know of the scenario called Holdout Vanilla. I have personally used it for quite a while to practice my shooting after a new patch or just as a quick warmup before playing Asylum. However, the scenario has a bunch of small issues like slow spawning waves of enemies. So I decided to make my own version of the Holdout scenario.

    The scenario is very simple, you defend a location against an ever growing amount of enemies. You can either choose a custom location yourself, or choose one of the 3 premade ones that I primarily use (close- to long range). You can also customize your loadout by using the Arsenal. If you ever run out of magazines, you can scroll wheel to get a refill, or heal to full health if you get damaged.
    You can subscribe to the scenario on Steam workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=661897410
    When you are subscribed, simply hit play and choose Scenarios to start Holdout 2.0.
     
    HOW TO PLAY - This info can also be found on the briefing screen 
    - Starting 
    Find the notice board and either select a predefined location or set your own custom location. Setting a custom location will open your map. Follow the on screen instructions to begin the game. 
    - Playing 
    After the setup process is complete, you will be teleported to the place you have selected to defend. Your objective is to holdout for as long as possible. The diffculty will start easy and then get harder as time progresses. 
    - Ending 
    There is no end to the mission. However, the amount of AI will eventually get out of hand. 
  22. Steve liked a post in a topic by kryptonthegamer in Rebel outpost   
    Ye u need esp den man
  23. Steve liked a post in a topic by Goldberg Attorney at Law in Who are the favorite admins on the server   
    You can replace my name as I stepped down from Admin yesterday.  Love them all though!  They do a lot of work you guys don't see and some you do. 
  24. Steve liked a post in a topic by Mahdizzle in Rebel outpost   
    I know alot of ppl have been victims from this and me personally i hate it, i would like for the Admins to make a it so you can't logg out at rebel within 1000m this would make shit like "oo yeah let's pull out and ifrit" all of the sudden guy loggs in and starts shooting, please fixs this. 
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