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Rag

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  1. Rag liked a post in a topic by Azeh in Changelog - mid January   
    We will be running some additional logging and profiling for a little while. This may or may not have some impact on server performance.
    Added:
    Loadout Saving System. Available locations are: rebel, skiptracer, cop HQs, medic HQs. Loadouts will overwrite any existing gear, so make sure you don't have anything special on you don't want to lose! Ability to save up to 3 loadouts per faction side Can subscribe to get an additional 2 slots. You cannot save gear that is not available in the shops you're currently at. Additional stat tracking for around 50-60 different things. Will become available on the asylum stats page soon. War system. Killing someone in a war grants you Blood Money. Blood Money can be used to purchase clothing and weapons at rebel outposts. Custom Control 16 will now toggle lethal/non-lethal (cop only). Re-added protest signs. Slot machine to Casino. New icons for uranium. Virtual item shops will display how much room you have. 5 new animations, usable with the !e command (e.g !e squat2). New variant of squat - "squat2". "point" - points off into the distance. "thebird" does exactly what you think it does. "slowmo" slow-mo running animation. "execute" surprise hostages by fake executing them. The escape menu will now display important Asylum related links as clickable buttons. Free fire line for Drug Peninsula. Re-added automatic charges for executions (i.e if someone gets killed in civ restraints) and gang homicides. Medical to Skiptracer. Prestige for seizing illegal vehicles. Changed/Tweaked:
    Some client performance improvements. Updated APD Strider Skin Some small network optimizations. Loading in after server restarts should be significantly faster. Revives can no longer be spammed with windows key. The death camera shouldn't go through walls/buildings as often. Slightly increased the time of auto health-regen. Go-Karts can no longer be pulled at any garage. Officers will be able to restore power to the evidence lock up quicker. 5 minutes -> 2.5 minutes. LT/Paramedic will be able to open doors with "U" instead of unlocking the whole house. Gang house inventories can now be accessed by rank 4s and above rather than 3. Lethals can be loaded/unloaded inside vehicles again. Dropping items near briefcases will stack the items inside the existing briefcases instead of dropping a new one. Cop ratio: Cop ratio will now count medics in addition to civilians. Ratio changes: 6 Cops allowed online at all times. 9 Cops Allowed after 31 Civs/Medics. 15 Cops Allowed After 56 Civs/Medics. 17 Cops Allowed After 76 Civs/Medic. Jail times: Maximum jail time is 25 minutes. The back-end calculation to determine how long you will be in jail based on your charges has been shortened across the board. Bounty amounts are the same. This is to match the fact we changed the max prison time from 45 mins - 25 mins a few patches ago. Most of the time you won't notice but a few key charges that have changed are... Manslaughter 4mins instead of 6.25. Federal Events 5mins instead of 7.5. Loot box keys no longer require a loot box to be opened. Just click use on the key! Fixed:
    Donor/loot-crate wetsuits will now show up at cop diving shops. A rare bug for cops/medics resulting in a money wipe. An exploit allowing you to purchase an already owned garage. Fuel trucks despawning whilst pumping oil. A bug causing you to be jailed every time you log in. A bug allowing you to exploit out of your jailtime. Master Bounty Hunter not being unlearnable with a rebel license. Cop: "Heedful" talent only working with air vehicles. Cop: warrant tracking only working for admins/captains. Removed:
    Ability for medics to pick up illegal items. Ability to sell gold bars at turfs. Ability to spawn at turfs (or in nearby houses) whilst a turf is contested. Ability for medics to throw grenades. Map drawing in sidechat. Unused sounds (seatbelt). Unused images. Some unused code and other files. Semi-broken "intro" animation. A car wreck inside a purchasable garage.
  2. Rag 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.
  3. Rag liked a post in a topic by Samperino in ****APD Policy Update 8/30/2019****   
    Effective Immediately
    Possession of Uranium Charge
    Any civilian who possesses uranium ore or uranium (weapon grade) should be charged with drug trafficking. 
    This charge must be role played as "possession of uranium."
    A Possession of Uranium charge will be added shortly.
    Uranium Mine and Nuclear Power Plant
    Due to lack of funding to the APD, Cadets and Constables lack sufficient protective equipment to enter the Uranium Mine and the Nuclear Power Plant.
    Only Corporal+ are allowed to patrol the Uranium Mine and the Nuclear Power Plant. Corporals+ who patrol those two areas are to follow normal drug area policies. Corporals+ who patrol those two areas must wear protective clothing to enter the areas. Marked Corporals+: CBRN suit (Blue) or Diving Suit (without Contact DLC) Undercover Corporals+: CBRN suit (any variant) or Diving Suit (without Contact DLC)
     
  4. Rag liked a post in a topic by goyney in Hyper Beast Ifrit   
    The Hyper Beast Ifrit. @william Requested a Hyper Beast skin, and the Ifrit suited it best. Let me know what you think. More photos later.
    [UPDATED]:

  5. Rag liked a post in a topic by Samperino in Role Play on the APD   
    What is role play?
    Role-playing is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role.
    So what's your point?
    Over time, the role play quality of on-duty officers has gone down.
    The APD
    The APD is the backbone of role play on Asylum's Altis Life. All officers on duty (and preferably off duty) are expected to uphold a higher level of quality in how they act while playing on Asylum. The blufor faction (Cop, APD) is whitelisted, which means it is a privilege and not a right to be able to play on it.
    Somewhere down the line, role play made its way to the back seat and became more about making money and shooting guns. While that's all good and fun, role play while on duty needs to be at the forefront at all times.
    The APD is not a gang. Good aim and combat awareness is definitely a plus, but is never required and is never put above your ability to talk to people.
    The issues
    There are lots of issues that have crept up over time, including but not limited to:
    Full, or near full tickets for well thought out role play (explaining charges, etc) Poor treatment of civilians who put effort into their character Shooting before talking (APD hands up... bang bang bang) Bleeping sirens to initiate and shoot as soon as possible While technically these aren't necessarily against any APD policy (barring severe circumstances), they are definitely frowned upon.
    The solution(s)
    There's no easy solution.
    To start off, and effective immediately, any lack of role play or failure to role play will be dealt with harshly by our APD staff. This will require everyone's help to report this behaviour. We need video evidence. We cannot act based off of word of mouth.
    If you are unable to talk to people respectfully with no bias, the APD is not for you. This goes for all ranks.
    Civilian role play
    Asylum is a light role play server. Civilians are not required to role play, but when civilians do role play, or put effort into it, they should be rewarded. If role play is rewarded, they will be more likely to put more effort into it again in the future.
    If the cops do not role play, there is a chain reaction that happens.
    Civilian gets into a situation with an APD officer Civilian attempts to role play APD officer is a generic brick wall (issues full, or close to full ticket, or is almost like a robot) Civilian sees that the effort he/she put in didn't pay off Civilian sees no point in role playing in the future Next APD officer interaction, the civilian isn't role playing because role playing doesn't pay off Even if a civilian is not role playing, there is no excuse in not trying to get something out of the civilian.
    Questions or concerns?
    Feel free to post below.
  6. Rag liked a post in a topic by TaylorSwift in New job ideas   
    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
  7. Rag liked a post in a topic by Aslan in APD Promotion System   
    just give me corproll ill fix the APD
  8. Rag liked a post in a topic by Rodrigo in What is unused / not needed?   
    Lumber Mills, Weed Dispensary, Turtles ( as they are not really working, hotfix perhaps? ), Taxi request, Handyman and inspirational talents, Tax System (rework), Hunting grounds?, Lottery rework, some to begin with. Might edit it some stuff @Jesse
    That will ruin the whole point of arms. Tax everyone besides people inside the gang owning it.
  9. Rag liked a post in a topic by Mayhem in Contact shotguns   
    Maybe it can be added with a Breaching round. Where it can temporarily unlock a house door but not give access to house inventory.
  10. Rag liked a post in a topic by Seán That Irish Guy in *Updated* Jurassic Park Jeep   
    This and @GO7NEY's skin should be added no reason for them not to be.
  11. Rag liked a post in a topic by Dust Runner in Balance medic talents across factions   
    I would like to begin with agreeing with you on police medic's selecting "6" to make people who request medic wait to respawn. Though I will say it's not an accident to hit "6". It's so far from any other useful key it's intentional. And anyone intentionally telling someone they are on their way from 14km usually isn't or won't make it, and therefore, is an asshole. Any cops pressing 6 randomly to delay respawn times is being a dick. Medics due this to me from Kavala so I can relate. Though that's not the only thing police medics do I can assure you.
    I can see the parallel you are drawing between CS:GO and it's attack/defense structure. It's a strong concept, and I can understand why people are drawn to it, but the equity and equipment in CS:GO is much more even/hyperbalanced, with an incredibly well-balanced economy. It's no surprise, that with the economy based on performance and losing streaks now, it fits their role, and also rewards good play. More parallel's, on Attack they get more people for a push... but with the same or even better equipment than defense on any round other than an eco round or any rounds directly after a pistol round (not so equivalent at all for Asylum). It's an aim more than a brain concept for rewards and winning quite typically. (and maybe who's memorized the best smoke positions and flashbang spots). It's also a first-person game. Big, BIG, point there.
    First person game's balance on defending and attacking is RIDICULOUSLY DIFFERENT than a third-person's game attack and offense. Don't forget the obvious! Defending with third-person is the easiest thing to learn. Especially since Asylum ENABLES STATIC CROSSHAIRS!!! A feature I still can't believe exists to this day! On top of being easy to learn, it enables so much flexibility and planning from defenders. Not to mention with Arma 3's networking and the way it handles shoddy connections, gives an even further advantage to the person in cover peeking first!
    You can see I have to be very specific in the examples I pull from that game compared to Asylum. Asylum's economy is not healthy. The ultra-rich and admin team are usually the people spear-heading conflict and using all the tools they have while also having the experience to use those tools at great effect. Most cops aren't ultra-rich. Cops don't make that much money because it's split between the 10-16 player Zerg also helping you at those objectives. Maybe if they don't get pummeled and have SGT's+ on, they capture 1-3 suspects who they then have to transport safely back to HQ hoping nobody with suicide vests is waiting (because they got lethal'd at the beginning of the bank and respawned in wait) and then process them. Then if they the suspects role-play and the cops aren't assholes, they get no pay. They get the satisfaction of winning, a negative bank account, and some great RP interaction (maybe and if they care, while all cops should not all do). If the suspect is a dick, or just wants a ticket or jail, lets go best case scenario within reason and say 3 suspects have 70k bounties and there are 12 officers on. None of them roleplay. None of them earn a reduced ticket. All officers get ROUNDED UP 6k per suspect, 18k in total. Cop loadouts cost 4k with mags and scope. 10k with MX and Pilot Coveralls. I usually buy the latter. I made 1.5 loadouts. Or if i like getting 1-2 shotted, I made 4.5 loadouts.
    Cop's pay NEARLY not quite but relatively the same price as civilians for vehicles now let's not forget. So if I use an Orca to try and drop officers, or land them places and get RPG'd or shot out, about 80k is gone. 40k for a hummingbird. 10k cheaper than a on-the-market civ one, but you can imagine what 7.62 does to it if you aren't around enough to be familiar. Though I should specify cops pay about the same as civs for vehicles that are on the market, which is uncommon. Still expensive enough to matter. Considering cops risk resources a lot more with RPG's and 7.62's flying by them all the time nowadays. Hunters are like 40-50 depending on taxes so there's that, but their the weakest, smokeless, slowest armor of them all so, woohoo I guess? I'd definitely pay full price for ifrits on cop. I'd pay full price for ANY of the resources rebels have on Cop. They are THAT worth it. Even if I have to risk dying and losing the 20k+ loadouts rebels pay for when it's incredibly likely to die at the horrifically imbalanced Civ vs Cop objs.
    I feel this thread is too hijacked but you seem interested enough for me to bother, cops throw an average of 3 lives if not more at these objectives. Is it because of poor strategy usually? Sure. Is it because the rebels have better equipment? Third-person while defending with HARD cover (not concealment and not wallbangable!) Definitely a strong factor. IS it because most rebel players try more and are better than most cop players? Hell yeah. No doubt about that. People usually play cop to RP and don't think combat is that big a factor coming into it. All these fresh players to Arma 3/non-tryhards have an extensive factor on the APD. (Yes, I'm a tryhard on cop I don't use the term negatively, more truthfully.)
    Both factions have the potential of awesome power. Cops with their numbers, slightly cheaper vehicles, prestige talents, decent economy advantage, respawning close to come back to objectives, and helipads everywhere, flashbangs (though talent-tied), vehicle trackers (talent-tied), fugitive pings, spike strips, (talent-tied)checkpoints, siren initiation, accessible 6.5 and under calibers.
    Rebels with defense-oriented objectives (nobody does evidence lock-up unless less than 10 cops are on or they are ultra-rich), 7.62 rifles, superior armored vehicles, RPGs, CSAT's without buying crates, CSAT's with carrier lite's when server donor perks are up, lethal grenades, suicide vests, speedbombs, Katiba (it fires faster, they even get the better 6.5). Some of those things are expensive and I understand they aren't used every single time, the point still stands as to what tools each side has.
    I'm sure I missed a few but in a pissing contest rebels always win out in terms of power. But I'm no fool, cops aren't SUPPOSED to win these objectives. Wouldn't be very fun for civilians (the dominant playerbase) now would it? Why else would they be terribly balanced. For example cops usually winning the Evidence Locker proves how strong defending in a third-person game is. I've gone on long enough, I'm sure you get my stance.
  12. Rag liked a post in a topic by Dust Runner in Balance medic talents across factions   
    Technically I guess? Though a technicality does no justice to the topic.
    Police are required to respond to those events. Rebels are the aggressor. They are starting conflict and then playing a defensive position. Not a defensive or assisting role. Their role is to create conflict and respond aggressively to the police and civilians. Aggressor and Responder I suppose are more appropriate terms if we're taking it to a dictionary fight.
    If your roles for the factions was correct it would be more appropriate for cops to have the best equipment and gear since they are so mobile and aggressive.
    Then rebels because they are so defensive have all the best medical talents, spike strips so they can stop cars from getting to them while defending, checkpoint gear so they can make outposts to demonstrate their territorial take-back from the government (defend them of course). Since they get to defend so much I don't see the need for such a fast armored vehicle, so they have the hunter, and the Strider just for smoke capabilities for cover.
    Cops are always chasing so they need the fastest armored vehicle, Ifrit. Why would they need checkpoint abilities if all they do is attack and go aggro on people? What's the point of a big transport helicopter like the Huron if they are always on the move and need to go fast? Don't they need 7.62s so they can be aggressive and use the Arma 3 ballistics system to better use? (its for a point, cops do not need all 7.62s)
    In the end, it just makes sense with the way the current system is for medics to be the way they are. Police medics do more and have done more with the release of the prestige system than civilian medics have ever done since the dawn of the server. I'm willing to bet anything on that. Cop medics are limited by their envrionment as well. Just for game balance having people that get to sit behind hard cover in these objectives you have mentioned being able to bloodbag extremely fast and revive people just as fast isn't very fun. As a cop landing a shot on someone with 6.5 kinda matters. You know they need to FAK or bloodbagto continue laying down 7.62 lead at everyone they see. Cops die in 1-2 shots anyways (unless they purchase a 10k loadout for an extra 1 bullet taken HINT: nobody hardly does). It would reinforce the already horrifically imbalanced objectives in the side of the people that usually win them anyways. Also technically, with FAK being 4 seconds to 75, and the medic kit (default arma 3) being 100 HP in 4 seconds, 75% bloodbag speed to 100 (4.75-5 seconds) is slower than arma 3 combat life saver units are intended to heal. Food for thought.
    I'm not opposed to change in general, but with the list of disadvantages and advantages rebels and cops both have, I see it as a net loss hyperbalancing both sides. Net loss of faction differences and net loss in gameplay changes (nerfs/un-needed buffs), therefore, loss of fun and uniqueness acquired by playing both sides.
    EDIT: you'll notice my vote was for the balance side of things because the medic faction should have everything the police medics have and more. I'm not advocating for civ/cop medic balance.
  13. Mason liked a post in a topic by Rag in Prison Conspiring   
    I usually spend a lot of money fighting the prison due to how heavily rebel sided it is, however I still try to give people a chance to explain. That being said, wouldn't it be better to have an even playing ground, sandbag huts instead of H-barriers, deerstands on cop side of the bridge and remove the straight to jail option?
  14. Boonie Hat liked a post in a topic by Rag in Prison Conspiring   
    I usually spend a lot of money fighting the prison due to how heavily rebel sided it is, however I still try to give people a chance to explain. That being said, wouldn't it be better to have an even playing ground, sandbag huts instead of H-barriers, deerstands on cop side of the bridge and remove the straight to jail option?
  15. Rag liked a post in a topic by Samperino in See Individual Charges On Yourself   
    Allow civilians to see their own individual charges.
    Maybe through a phone app, or allow us to open the wanted list and only see our name by default with no talents.
  16. Rag liked a post in a topic by Tyler in This makes... no sense...   
  17. Rag liked a post in a topic by •ÐŠ• Randy in Sgt+ Weapon   
    MX for cadet, MXM for constable, MXSW for corp, mk200 for sgt, zafir for lt
  18. Rag liked a post in a topic by goyney in The Asiimov Orca   
    Been working on this for the past week. The pattern is drawn out manually, no pre-made patterns. Let me know what you think.
     
     
      
     
  19. Rag liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.1   
    Hotfix #2:
    Fixed split cop pay not paying the original player. Fixed group names showing on NPCs. Tweaked Tactical Pings to auto delete after 5 minutes. Tweaked RPG damage for different vehicle types. Fixed exploit with chopping trees. Fixed bug with multiple Federal Reserve Robbery charges. Increased time before Rebel Airdrop disappears.
  20. Rag liked a post in a topic by Gen. Henry Arnold in Asylum Contact   
  21. Rag liked a post in a topic by Big Gay Jay in #6   
    I know I suck
    I posted this for my ego.
    All I want in life is for Goynerz to forgive me of my snake ways.

  22. Rag liked a post in a topic by goyney in APD Black Fatigues   
    @Patorei Reqeusted
    Yes or No?

  23. Rag liked a post in a topic by Big Fred in Farewell Server 3   
    So long old friend and thanks for all the meth.
     
  24. Rag liked a post in a topic by Donutkiller in Purge Recruitment [S1/S2] [OPEN]   
    Purge (S1/S2)
    Our goals are to find experienced/semi-experienced members and have fun doing cartels/bank/fed/prison/locker.
    Things you need to join:
    1. At least 1000 hours in-game [Exceptions can be made]
    2. More than 500k in your bank account
    3. Must be 17 years or older [Exceptions can be made for maturity]
    4. Must have a knowledge of cartels/turfs/cop activities
    5. Must follow all server rules
    Application Template:
    1. What's your in-game name?
    2. Why do you want to join Purge?
    3. Have you been in any other previous gangs? (If so which ones)
    4. Will anyone vouch for you?
    5. How active do you plan on being?
    6. Are you in the APD? (If so what rank)
    7. Have you had any previous bans on Asylum?
    8. How many hours do you have on Arma?
    9. How many of those hours are on Asylum?
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