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Rag

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  1. Silva liked a post in a topic by Rag in MONTH BACK   
    Shitter
  2. Rag liked a post in a topic by Silva in MONTH BACK   
    Absolutely shit
  3. DaX liked a post in a topic by Rag in MONTH BACK   
    Shitter
  4. Rag liked a post in a topic by DaX in MONTH BACK   
    No i am noooo god tier shot, But i have had a fun month back.
    Was clearing my HD and thought fuck it make a video.
    So i hope you enjoy.
    HAVE A GOOD ONE
     
  5. Rag liked a post in a topic by Boonie Hat in OH!   
    @Mason Heli crash in background is @sealooter
  6. Rag liked a post in a topic by Maaqs in Talents / Prestige / Infamy   
    @Jesse
    -Current number of talents required to be a BH: 8.
    -Current number of talents require to be a rebel: 2.  (Rebel + Marksman). The rest of the rebel talents are optional (ghillie suits, sui vests) where I would say the BH ones are pretty much mandatory. Limiting yourself to 2 bounties / 50k/100k cap is too restrictive.
    It just feels awful having to sink 8 out of 29 talents to be a BH along with certain other talents being mandatory (6 medical, mechanic/grease monkey to spawn vehicles with repair kits, 2 to see group/gang members on map, potentially 4 if you run drugs, and then the numerous vehicle ones to use the Hatch Sport (unrestricted), box truck + (commercial), and private/commercial pilot if you want to fly. These just seem too excessive IMO and way too specific eating away talent points. I feel very limited in "spare talents" compared to when I go Rebel.
    Don't allow a "re-gear" option for rebels or BHs. Rebel is meant  to be a dangerous area for rebels to gear up.  The care-bear level would be over 9000 if I could just click a button at rebel and not have to worry about getting shot with 25-30k on me.  Also, the assassin tree in Infamy seems wasted. It was a thing for maybe a week or two when it came out, but nowadays I never see contracts or hear about them. I don't think a single person in DS has put points into it.
  7. Rag liked a post in a topic by Jesse in What is Asylum V2?   
    No, your stuff will persist to the best of my ability. I'll have to create some conversion scripts for stuff like housing inventory and such.

    I would expect that you may lose your current loadout/inventory, saved talents (you'll keep your gained experience though, would just need to put talents back in), as well as possibly like your wanted amount or something too.

    Hard to say what won't persist through the migration (I'll auto-compensate for any removed items, etc though via scripts and what have you to the best of my ability). However, majority of your stuff(mainly your "progress") will maintain. I just have to create conversion scripts for the new housing system and such.
  8. Rag liked a post in a topic by Jesse in What is Asylum V2?   
    Hey all,

    As some of you may have read/heard we're actively working on making a new mission file that essentially mocks the current. I actively tried various things to fix the server crashing issues since transitioning here and fell short of anything reliable to determine the issue. I've essentially given up on looking for and debugging for that issue after a couple months of trying. We were going to originally just make a new mission from the ground up, however, after a chunk of hours spent on that the idea was canned. It was proving to be too much time to recreate the wheel. However, now we have an original 3.1.4.8 mission file that we're working on rebuilding and recreating the current features.

    Going forward we're going to be modifying some features and making some stuff work differently from the current mission as well. You should expect a new housing system, a new talent/prestige/infamy system as well. We will be looking for community feedback on how they'd like to see some of the new systems to find out what is/isn't currently working with the current Asylum and what could be done better.

    Regarding a timeline... there really isn't one. As I mentioned on our last patch note I recently had my mother who broke her dominant arm and sprained her opposite wrist. She was pretty bad the first week or two and is getting better and able to lift and do a lot more stuff now. I also have picked up a girlfriend in the meantime as well. My time is currently stretched even thinner than before. I do however, have @Azeh helping with the new mission to do some of the redundant and monotonous stuff. The rest of the team is working on the current mission to just try and keep up with bugs and content releasing.
    As always... any questions/comments/concerns - ask away.
    Thanks,
    Jesse
  9. Rag liked a post in a topic by Jesse in Change Log 8.4.0   
    Hey all,

    Sorry, I've been pretty busy with some IRL stuff. I haven't been around too much on the forums or really at all. Had a family member hurt themselves and I've been primary person to take them to the hospital and such. I'm still working on stuff, just a bit of a different project. For now, the Contributors and Henry have been working hard on the current mission file stuff to try and fix stuff and release some new content.

    Thanks,
    Jesse
  10. Rag liked a post in a topic by curley in Spar 16s   
    Now the the APD has rolled out the spar 16s to Lts is there going to be the option to buy them on civ coming soon? Even if it’s high priced I’m sure everyone wants a laser beam lmg. Or is that being considered the cop equivalent to the LIM?
  11. Rag liked a post in a topic by HomeUser in Poll to remove cop vans as a means to go over fed walls   
    Ohh so you are mad that you didn't get to kill cops over and over while you are sat behind a wall quick peaking cops. I get it now. Thanks for clearing things up for me i guess i need a bigger brain. I'm done now. Gotta go set up some more vans
  12. Rag liked a post in a topic by Huan Lee in 2 Ifrit Skins   
    If your considering putting them into the server PM me
  13. Rag liked a post in a topic by Shepurd in dABBING ON cOPS yaYEET   
    This was from a while ago
    DISCLAIMER! anything that looks like we might have maybe possibly not quite surely sort have could have exploited the prison was PURELY for science and was backed by badoopabong and cleetus shellwood themselves.
  14. Rag liked a post in a topic by Crossfade in Pressing plates in prison   
    Currently when you press plates you remove a very very small amount off you're bounty, If you're bounty is 100k+ then its good luck getting the bounty to a price most are willing to pay.
    I suggest we change it from removing bounty to removing time. 
    Every full process (8 metal or 64 inventory space) could remove 1 minute - 2 minutes from you're timer.
    This could depend on community goals.
    Possible changes- 1 minute in Tier 4 22 minute max jail , And 2-3 minutes when no community goals 45 minute max jail.
    @BaDaBiNg_10-8 @Clint Beastwood whats you're thoughts? 
  15. Rag liked a post in a topic by Ron Johnson in Asylum in 60 seconds: How to Run Meth (Illegal Money Maker)   
    This is one of many new 60 second tutorials to come out, and I look forward to seeing how they all turn out.
    Without further ado, here is a quick guide on how to run Meth effectively! Let me know what you guys think, and feel free to share with those who may need a quick refresher or simply learn how to run meth to begin with!
     
    Let me know what you guys think of this episode, I put a bit of time into it even though it's only 60 seconds long*
    *: the video is longer than 60 seconds, but the tutorial part is only 60 seconds *wink*
     
    I will start with the more commonly used money makers;
    such as Meth , Cocaine , Running Katibas, Heroin, Gun Running, Bounty Hunting, Mining, and many more... (some of these will be made by others than myself )
  16. Rag liked a post in a topic by J9HUNNA in New moderators!   
    mason mod make me happy
  17. Rag liked a post in a topic by Masonn in Approved/Rejected suggestions   
    Can we get some sort of section/system for approved/rejected suggestions?
     
    Our current system for this is awful. There are suggestions where a admin will say something along the lines of "were looking into it" close the post then it gets weeks down the line and no one knows the standing point of that suggestion.
    If we actually had a idea what the community/admins want it can get put into a section so people know it is actually being looked at and going to be implemented.
    With this a contributor could see and perhaps take that suggestion into his hands and work on that suggestion, also this would actually make people want to post suggestions again as I feel multiple people feel it is now useless.
     
    Alternatively or added onto this a admin could take a look at all the suggestions either weekly/bi weekly and make a poll for the WHOLE community to vote on so they can actually implement stuff what the majority of the community can agree with.
  18. Rag liked a post in a topic by Maaqs in Close s2 and s3 during non peak times   
    Yes, nitpicking here, but it might be boring for you, but there are clearly people it's not boring for (those logged in). If people want to spend their free time (let's say 8am EST -> 3pm EST) grinding out millions to then throw away once the server is poppin, who are we to say "that's wrong"? If I wanna pull an all-nighter grinding out money using my houses on Server 2/3 because I know my playtime in the near future is going to be limited, I should be able to no-life money-making for a night to be good for the next few days.
    Sometimes a quiet server is nice, whether I'm grinding money or just messin around. 
  19. Rag liked a post in a topic by william in Montage   
  20. IAmLegion liked a post in a topic by Rag in Where we've come from, Where we are headed.   
    @DaX For Medical Director!
  21. Rag liked a post in a topic by william in Suicide and Depression.   
    Mental health is important.
  22. Rag liked a post in a topic by they took the name eazy in Suicide and Depression.   
    Thought while I was here I'd make this post, a lot of people have been falling deep into depression as of late, and I have seen it take quite a few lives around me.
    After reaching out to my friends, to let them know they can always talk to me, I'd like to remind everyone here, if you are going through things, speak about it, get that weight off your chest!
    If its a family member, a close friend, a stranger or even someone from this forum, reach out, talk, get it off your mind. 
    Suicide is never an answer to your depression, and don't think lesser of yourself for having it on your mind or being in that situation, while people may not admit it, I'm sure a lot of people on this forum have been there too!
     
    Thanks
  23. Silva liked a post in a topic by Rag in Where we've come from, Where we are headed.   
    @DaX For Medical Director!
  24. Rag liked a post in a topic by BaDaBiNg_10-8 in Where we've come from, Where we are headed.   
    Little update. @Clint Beastwood and I would like to thank the community for your continued support and belief in this thing we call "Asylum." 
    Cheers!
  25. Rag liked a post in a topic by Leady in Where we've come from, Where we are headed.   
    Just over 3 months ago ownership of Asylum was transferred to @BaDaBiNg_10-8 and @Clint Beastwood. A lot has been accomplished in that short time span with much more planned. This topic is to acknowledge those accomplishments and share a roadmap for the future of Asylum.
     Within the first 30 Days
    Servers returned to full or nearly full during peak times Opened up past bans for a second chance Brought on a new lead developer 3 contributors were also brought in Removed the unpopular money and group caps Within the last 3 months
    Migrated servers to a new host Updated the website front and back end (it needed it badly) Continued to roll out a patch every month that not only fixes past issues but takes community feedback and makes it a reality Increased server stability (While we aren't where we would like to be yet, it has come a long way from December) Upgraded player reporting systems to a streamlined ticket system (Shout out to Mitch for this one) Introduced new weapons to the player base This is just a snap shot from the last 90 days. Even more has been done on the back end to improve server stability and functionality.
     
    Now that we've looked at what has been done, a preview is in order for the future of asylum.
    A complete re-write of asylum's code from the ground up Replacement of current MyAsylum page and features A re-work of the housing/crate system Re-work of vehicle, police, and ems lighting White-listed medics Various cartel changes  Additional armor and weapons New vehicle and clothing skins Re-work of talent trees Many more items on the list, these are just some of the features we are most excited for. As with anything in development all points are subject to not only change but may never see the light of day. In an effort to be transparent we felt it was time give a glimpse behind the scenes of what the Dev's are working on in addition to the regular content/bug fix patches. @Mitch (IFRIT) and myself look over the suggestion section of the forums almost daily and take that feedback and pass it a long to the owners and dev's for what the community wants and in some cases doesn't want. And while not everything suggested will be implemented we value that feedback and want to give a big thank you to those who offer it.
     
    As a final note I wanted to take a line or two and say Thank You to the community as a whole. With out you Asylum wouldn't exist. From the admins  who dedicate their free time looking over player reports and compensation requests, to the support staff who sit in Teamspeak everyday waiting to help players, to the gangs whom without the APD wouldn't have much to do, to the APD for keeping the streets safe for the apple pickers and diamond miners, to the Kavalians teaching new players how to put their hands up when being robbed, Thank You. The people are what makes Asylum what it is. 
     
     
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