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Donald liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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Silver-Spy liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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MagicSpoon liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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Akula liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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BlackShot liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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Fried Rice liked a post in a topic by Steve in Asylum Pre-Patch Announcement 6/12/2024
Keep a backup of the current (what would be old) server database so if needed it can be reverted if it is blatantly failing after a few months. Keeping that back up is a good fail safe. From what little I understand about databases, it can't be that hard to do or costly long term.
On the bright side I see light at the end of this if its executed with near perfection and maybe with some new solid content as icing on the cake.
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Sandwich liked a post in a topic by Steve in This shit sucks
I genuinely love Asylum, I hope it can be saved some how. I am nowhere near involved enough to say how it should it be done. If not with Arma 3, I'm quite confident it can be done with Arma 4.
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Akula liked a post in a topic by Steve in This shit sucks
I genuinely love Asylum, I hope it can be saved some how. I am nowhere near involved enough to say how it should it be done. If not with Arma 3, I'm quite confident it can be done with Arma 4.
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Tachophobia liked a post in a topic by Steve in This shit sucks
I genuinely love Asylum, I hope it can be saved some how. I am nowhere near involved enough to say how it should it be done. If not with Arma 3, I'm quite confident it can be done with Arma 4.
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Donald liked a post in a topic by Steve in This shit sucks
I genuinely love Asylum, I hope it can be saved some how. I am nowhere near involved enough to say how it should it be done. If not with Arma 3, I'm quite confident it can be done with Arma 4.
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halfdrunkhero liked a post in a topic by Steve in Announcements and an Apology
I like both of them for that role. My only hope is that there isn't too many cooks in the kitchen for the upper management to make decisions.
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Steve liked a post in a topic by Oskarr in - ? - Unknown Academy
At Unknown Academy, we believe that everyone has the potential to become a gaming master, regardless of their current skill level. Whether you're an semi experienced player looking to refine your strategy or someone who's been playing for years but still feels like there's room for improvement, you'll find a warm welcome and plenty of opportunities for growth within our community.
REQUIREMENTS:
Minimum 1000 hours.
Relaxed.
Willing to learn.
Lion mentality.
APPLICATION FORMAT:
In game name:
Player ID:
Hours on Arma 3 (screenshot required):
EU/NA:
Past gangs:
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Bob Danaloo liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome
Personal thoughts and opinions of the current state of Asylum.
Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.
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ł S4M ł liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome
Personal thoughts and opinions of the current state of Asylum.
Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.
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Silver-Spy liked a post in a topic by Steve in Announcements and an Apology
I like both of them for that role. My only hope is that there isn't too many cooks in the kitchen for the upper management to make decisions.
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Fried Rice liked a post in a topic by Steve in Announcements and an Apology
I like both of them for that role. My only hope is that there isn't too many cooks in the kitchen for the upper management to make decisions.
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Steve liked a post in a topic by LaGrange in Announcements and an Apology
QQs:
Back in the day, CMs also had the equivalent of current SA responsibilities – it seems like this new CM role is much smaller in scope. What will this role tangibly do now? What does separate but equal rank actually mean? Are they equally going to be involved in all server decisions? -
Steve liked a post in a topic by Rogue in Announcements and an Apology
I would like to announce a few things. First things first, I would like to apologize for being too disconnected from the community. I could make a list of reasons as to why this was the case, but those would just be excuses. The only person to blame for the current situation is me. I will be around weekly at a minimum going forward to assist the admin team.
To help remove some of the weight from the Senior Admins(SAs) plate, Community Managers(CMs) will be added to the team. Their only duty will be to ensure the pulse and health of the community is at the forefront. The SAs will continue to run the admin team. They are separate roles but of equal rank. This will help each role focus on what matters most, the health of the community. That being said, welcome our Community Managers:
@Ronald
@DarkKnight
Thank you for your patience, time, and contributions.
-Rogue
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kryptonthegamer liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome
Personal thoughts and opinions of the current state of Asylum.
Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.
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Lorax liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome
Personal thoughts and opinions of the current state of Asylum.
Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.
-
KaReeM Kinte liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome
Personal thoughts and opinions of the current state of Asylum.
Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.