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Fitz

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Posts posted by Fitz

  1. May Patch notes header.jpg

    Found a bug? Click here to file a bug report!

    Got some development ideas? Click here!

    Added:

    • Bank Delivery Missions
      • Four regional branches of the Altis Bank have opened up around the island, and they are hiring citizens to help them receive cash shipments from local businesses, legally and illegally.
      • Go to any of the regional bank branches, and if needed, the bank will supply you with a loadout to protect the cash.
      • Get Bank Mission, this will spawn you in a hunter, and a gas station to drive to in order to collect the cash, once collected you will be directed to one of the bank branches for delivery.
      • Get Stash House Mission, there are a number of new illegal setups on the map, activate this mission to pick up illegal contraband from a local Stash House, once it is picked up you will be tasked to deliver it to a local bank for laundering.  Unfortunately, the bank cannot risk its newer trucks on these missions, so the vehicles used to get illegal funds are easily noticeable and are often spotted by police.
        • Civilians can rob the cash truck once it has picked up its delivery, lockpicking the vehicle will place the banded bank notes into your inventory. There is less cash from the gas stations, than there is from the stash houses.
        • If you are unsuccessful in delivering the cash, the bank will take your deposit to repay customers.
        • Skins courtesy of @CzarPixels
    • Stash Houses Courtesy of @Hubschrauber (Athira) and @zdeat(Pyrgos and Kavala)
      • A number of capturable Stash Houses have appeared on the map, each one provides specialized rewards for its owners, and a well-placed hideaway for illegal activities.  These are each owned by a powerful international organization that needs local help for its operations, they only want to be associated with the top dogs, so they allow gangs to fight for control.
        • Activated by scroll-wheeling on the flag Activate Stash House, you will then need to hold the stash house for 15 minutes, the last gang to have captured the stash house after that time will win.
        • No more than 5 gang mates can be in the circle at a time, can be contested every 30 minutes.
    • Croatian Stash House
      • The Croatian mob has established a port of operations on the coast south of Pyrgos, they are seeking help from local gangs to assist in their operations. 
        • Rewards:
          • Spawn point
          • Drug Dealer
          • Full Rebel weapons/Clothing shops
          • Vehicle/Heli spawns
          • 5% of drug sales from Pyrgos Drug Dealer
      • Georgian Stash House
        • The Georgian mafia has setup shop in Athira, where they look to smuggle their illegal liquors through Altisian roads.
          • Rewards:
            • Spawn point.
            • Wongs Triad
            • Full Rebel weapons/Clothing shops
            • Vehicle/Heli spawns
            • 5% of drug sales from Athira Wongs
      • Livonian Stash House
        • The Livonian mining company has established a base of operations east of Kavala, they are seeking to export Altisian minerals and oils for export.
          • Rewards:
            • Spawn point
            • Drug Dealer
            • Full Rebel weapons/Clothing shops
            • Vehicle/Heli spawns
            • 5% of all Jewelry, Commodities, and Oil sales in Kavala.
    • Pocket Parachutes
      • Deploy a parachute right from your virtual inventory
      • 50 meters minimum to deploy
      • Same custom control as redgulls
    • Black RPK-12 for Asylum Plus subscribers 
    • Zubr is now available at Gun store/Hunting grounds
      • Flashlight/Scope also available
    • Constables Now get the following:
      • Sting 9mm
      • Promet
      • Car-95
      • Spar-16 GL
      • Type-115 (Prestige Tier 1)
      • ADR-97 (Prestige Tier 1)
      • Hellcat WY-55 
    • SGT+ Jeep LMG
    • LT+ Minigun Qilin (Heavily Restricted via Policy)
    • LT+ Blackfoot (Unarmed)
    • Can now sell APD Tokens at the rebel outpost
    • A series of additional carrier lite variants
    • Redone all APD skins @Scruggs
    • SGT+ Unique Granit B Skins

    490366732_apdss.jpg

    Changed:

    • Bright night is now significantly brighter
    • Cartel props ((Sandbags/Razor wire)) can now be placed 300m -> 350m from the flag
    • Hospital respawns on free fire peninsula now spawn you in Therisa
    • Undercover cops can now use regular civilian vehicle shops
    • Electric chair cut scene is now 24 seconds faster
    • Master Crusader (BH Honor perk)
      • 20% -> 30% bonus to arrests up to $25,000 $50,000 when arresting at prisoner intake
      • Bonus amount now correctly displayed in chat upon arrest.
      • BH menu updated to actually include the perk and how to get the bonus. 
    • Bettered the way the process truck takes items (Was taking 15% across the board now case specific as by hand)
    • Nikolai's will now spawn a minigun boat for a successful civ robbery.
      • If there is an APD Lt+ online the minigun will have ammo
      • If there is not an APD LT+ online the minigun will not have ammo
    • NUHQ Vault Cops required 14 -> 12 More reworking to follow
    • Successfully capturing a cartel will now deposit an immediate bonus to the gang bank, scalable to server population.
    • Cops are now paid after federal events per civilian who started it instead of just 5k.
    • Cops are also now paid a random federal event stipend. 
    • Moved LSD Sheet Factory
    • Completely reworked how we handle vehicle textures 
    • Bunch of other back end stuff

    Fixed:

    • Dark Camo Coveralls not working with loadouts sometimes.
    • Gathering with Tempest device and by hand at the same time. 
    • Some code searching for a map marker that no longer exists
    • Golden wax being given as a reward for login bonus/quests
    • Lights/Ladders/Gates at National HQ/Compound now all work
    • Athira casino spawning cars in the wrong place
    • Hopefully Nikolai's Boats under da sea
    • Admin Event Circles stopping before we want it to
    • Cigars and Cigarettes not giving infamy
    • The time differences for vehicle processing not working
    • Process truck not properly calculating cartel cut on purification base items ((Was taking 15% supposed to be 5%))
    • Cartel taking too much cut at purification factory
      • Mead
      • Cigars
      • pixie
      • Lsd sheets
    • Broken HTML at distillery 

    Removed:

    • Old code for items that no longer exist
    • Turfs no longer give sale buffs for sale of items in cities, (Replaced by Stash House Buffs)
    shawn, daniee, Ruffian and 14 others like this
  2. 6 minutes ago, Maxx__ said:

    I enjoy seeing some white in this thread. Thank you

    For the explosive suggestions, can correct the issue where if a cop armor is RPG'd the civ will not die.  Thank you

    That sounds like just arma tbh, but sure I'll take  a look

  3. I'll go through these 1 by 1 and y'all can decide whether you want to rework or add things based off the response. I just want to say fuck you snoop, the formatting looks nice but sucks to respond to.

     

    INFAMY REWORK
    -As it stands the amount of infamy you gain from doing Events Cartels making drugs etc. just isn't enough me and my group have a very large number of hours put into this server and have all partaken in the ways you can gain infamy and yet 95% of us don't have a full tree done yet some of the changes that should be done are below.

    • 50% increase on infamy gain
    • Infamy gain from cop kills since many of the fights on the server involve cops 5 to 10 infamy per cop kill
    • Selling drugs should also give you infamy maybe 3 infamy for every 5 drugs.
    • Cigars should also give you infamy from gathering tobacco making cigars and selling them.
    • Chopping or claiming vehicles should also give 50.
      Infamy per

      -Infamy gain for doing Nikolai’s and National HQ/Ivans and Hugos Gas Mart
      -Using any type of explosive should give you min 75 to 100 infamy excluding RPGS/GRENADES
      -Restart Quests should also give you a chance to gain infamy instead of all money kill 10 cops gain a set amount of infamy
      -Life time Quest that gives you 2000k infamy once you have completed FBI’S MOST WANTED MUST BREAKOUT OF PRISON 5 TIMES WITH THE SAME BOUNTY OVER 500K 1 PER Restart ALSO GAINS BREAKOUT ARTIST TITLE
      -Life time Quest that gives you 20000k infamy once you have completed King of the south MUST GAIN 2500 WAR KILLS ALSO GAINS KING OF THE SOUTH TITLE

      -Civs should be gaining infamy for these things because the longer we play the more of advantage we should gain for our commitment to playing theses are just some of the very many ways to make Civ life better and more fun for the Veteran player base or even for newer people that have just join Asylum.

     

    Yeah sure, Infamy gain is pretty bad, and for cigars and stuff I just didn't turn them on for it, the explosive ones makes sense, and selling the drugs too, 


    Nikolai’s suggestions
    -As Nikolai’s is a new event there's many things that can be done to make it better the current payout should stay the same because at first it is hard for cops to push but once the boat spawns it becomes easier for cops to disable and capture the boat before Civs can make it back to save the boat some of the changes are down below.
    -Cops need a safer spot to spawn or remove the silos that that are above the cops spawn|

    Uh maybe, I havent seen enough of them to say but if something like that needs to happen then sure
    -Put a barrier to hide the person breaching the vault from being shot on dome being shot from dome is the same as the cops being shot as they spawn.

    No, if you want to do the thing you need to have control of the thing, maybe add something, but not a bunker
    -Change the boat that spawns to a minigun boat we can all buy minigun boats so it wouldn't matter if the boat that spawns is a minigun boat/ jewelry gives a minigun so should Nikolai’s

    Yeah this will be done
    -Increase of Elite Weapon Semiconductors to 5 to 8 because it costs a lot to even craft the weapons that take the semiconductors and the same weapons we want to craft can be lost in a heartbeat.

    No, at least not now, the # of conductors is because of # of events needed to be able to have it. This is hard on purpose


    Turf suggestions
    -Restore the turfs to the former timer. Being able to cap a turf right after it is capped makes sense for cartels, not for turfs min 15 to 30 min timer for turfs.

    There already is a 30 min timer. We're gonna be adding new stuff to cap and reworking turfs, but so far its been positive
    -Rotating turfs effects every restart stops people from being able to camp turfs and cap as soon as it pops.

    No
    -Give war rating for kills inside of turfs these are pretty much war-torn towns we should be getting war rating for our kills
    Sure


    African warlord suggestions
    -make a 30 meter red circle around the sell station

    Yeah I just keep forgetting to do it, it'll be done for next patch
    -rotating African warlord the warlord is constantly on the move to avoid APD capture he moves between his current location to different cities and locations on the map some of those being Dorida,Poliakko, and between Tonos bay and Ammolofi bay reference to screenshots for warlord locations.

    While it'd be cool people seem to have a lot of objections to moving dealers and stuff, we can talk about it
    Purification factory suggestions
    -Add another factory North east of the map at DP 17

    No, Puri is supposed to be the extra risk v reward piece of it, at least for now I don't want to de-centralize it, I wouldn't be opposed to having puri move around though.
    -add a new item black tar heroin sells for 1100$ bring to purification to make adds incentive to farm and make heroin

    Yeah
    -With the second puri location it gives meth runners more incentive for such little return


    Rebel Aircraft carrier suggestion
    -remove the spawn location next to Sofia there's no way to get there no boat spawns or helis spawns to get there.

    Uh I guess, kinda like it though, might just add a boat shop
    -Make a Perm boat location in the middle of Pyrgos bay

    Theres also a lot of rebels around here though idk, maybe
    -Add a second rotating boat
    Maybe, theres already a lot of rebels and stuff

    National HQ Suggestions
    -Since NHQ is an endgame event it should be harder to combat vesting mobile HQ.
    -Add a temp HQ 1km from NHQ that cannot be destroyed location marked on map reference screenshot for location

    Yeah we're looking at a bunch of different ways to change this again.
    LSD Suggestions
    -Remove LSD all together it takes to long it pays out fuck all remove it use the location it is at for something else.
    -Or revamp it to make it worth it

    Yeah that part of the map is just tough, before it was fucking broken, the methods that take risk make money, the ones that dont dont, idk we'll see


    Spirit distillery suggestions
    There are currently 3 cuts from wongs when making scotch. 1 When you make new make scotch. 1 When you make 15 year scotch and 1 more when you take it to puri to make 25 year scotch. The fact that wongs takes 3 cuts when making scotch turns away players because so much of what they make is going to a cartel. It also pays less than most drugs in terms of time and effort. Please remove any 2 of the cuts.

    See above, but maybe 1
    Removal of certain NPCS and Locations
    -remove jewelry store NPC at african warlord no one uses it

    No
    -remove oil barrel processing next to nikolai’s

    No
    -remove the old admin event area north west of DP 4 causes lag when you go north west of the map. It is not used at all; the buildings are all bugged anyway; removing these buildings will increase server performance by removing the polygon count across the server.

    Not quite but maybe
    -remove firearms factory next to sofia replace with textile factory

    No
    -remove the mineral processor next to federal reserve replace with the firearms factory

    No, maybe both but not removing

    Cop lethals rework
    -In the guide book it states your voice is your primary weapon, that is bullshit cops lethal first and ask questions later. In some cases lethals are warranted and needed.
    -lethals should not be called for groups with 5 or less people in the group unless they are in positions not reachable like for unreachable,backrock lighthouse,shitrock,first ATM at bank.-retired cops should not be able to call for lethals they gave up there rank in the APD therefore they should not be able to make decisions that highly impact civs and their gameplay.
    -when lethals are called the higher up must state how many people are allowed to be lethaled before you must return to downing again. Failure to do so should result in action taken against the higher up.
    -Cops are not rebels, it's time they start acting like it.

    ^Not my wheelhouse


    Fed Event buffs
    -buff the payout of federal reserve to 2 mil fed reserve is one of the hardest events to do having a Hq so close to it so the payout should be increased.

    Sure

    Fed Reserve Doesn't spawn an admin spawned vehicle like Mental Asylum. The fact that we have to provide the means to transport the bars. Individually Crack every dome and Rooms inside the domes and Make it all the way to rebel before any form of Payment is mad Makes most people feel as if federal reserve is not worth the time or effort to do. Between the people roaching from Telos. The 3 gates and 4 different van spots. Not having 10+ people and another 3 people doing the domes makes this fed event take the longest and hardest event besides evidence lockup.
    -increase the payout of Mental Asylum to 1.5mil the fight is hard enough having to load each bar yourself you then have to fight the cops to get out of the front gate once you've done that you must make it to a rebel across the map while fighting cops.

    I play cop a lot, and I like feds, but I fucking hate this one, it is possibly the most cancerous compound for cops to push, idk about this one
    -Increase the payout of jewelry to 1mil its hard enough as it is having the payout increased will make it bearable it is also very CQB maybe come out with a new design that is bigger.

    Maybe
    -Add better cover you can pretty much be roached from every direction around the fed roof has zero cover it is completely useless over all i think this fed needs a new design and a increased payout. 

    Maybe

    -APD INTELLIGENCE Make APD intelligence have a use more than just selling at Ivans. Make it so if you have a massive bounty you can do A prison event and bring a Piece of APD intelligence with you. With that intel you can look at the computer and wipe your bounty. It would consume the intelligence and take approximately 60 seconds. Once starting to remove a bounty you cannot leave the computer or move. If you do it and fail you would lose your intelligence

    Something like this sure
    New Fed event suggestions

    Event name -APD IMPOUND LOT-
    -To start this event you would need 1 APD INTELLIGENCE to hack the front gate once you hack the gate you must break into the main building and upload a virus to the APD impound mainframe once completed go to the impound lot put a thermite charge on the front gate after that the vehicles and money would spawn 10 mins each step
    This idea would include seized and impounded vehicles 

    -Vehicles included are Quilling Minigun,50 Cal Offroad,Ifrit, Strider

    -5 cops. 3 Vehicles 300k
    -7 Cops 5 vehicles 450k
    -10+ cops 7 Vehicles. 600k

    -Once the vehicles spawn they have to be lock picked. Inside the vehicles there would be a respective amount of BANDED Notes inside the vehicles that would have to be broken down and taken to an atm. The vehicles themselves could be Claimed at Little to no cost Or be Chopped for their respective amount at chop Shop.
    -This would incentivize officers to Chase down the vehicles and not just immediately Lethal/Ram the vehicles.
    -This event would be located at the DP 4 putting this event at DP 4 means dump Hq would get used

    Not a bad idea, we have a lot of events already though
    EVENT NAME ALTIS ATC

    092192 Hill west of DP 5 

    Add a computer and have it connected with the APD air shipping route. What this fed would entail… Have the rebels breach a compound and hack a computer that is in direct connection with a plane carrying APD Seized weapons and APD gear. This would include Uniforms. Certain skinned weapons are only given to cops. Attachments such as suppressors. Possibly flashbangs and other goods. Make it so when the rebels hack the computer they can tell the plane where to land. Either on a airstrip or have it crash land and drop crates. "Developers Choice” APD have 15 mins to stop the hack before rebels gain access to the computer and once the plane lands/crashes 10 min timer on the crates
    Since these are APD crates, an all clear is not needed for seizure instead must have 3 cops on location.

    Not a bad idea, we have a lot of events already though
    New crafting items and locations
    Textile factory would be at the current firearms location next to Sofia
    -Being able to craft CSATS/GRANITS/HELMETS
    -This makes a market for CSATS/GRANITS/HELMETS on the Asylum Exchange.
    -make it so you can craft SUI vests and RPGS without arms cartel there's no timer for the cartel so being able to go craft before someone takes the cartel back is not feasible

    Yeah we're taking a look at crafting
    Uranium Suggestions/Revamp

    -Enriched uranium. New process for uranium. Kinda like a final step. The enriched uranium could sell for $1500 and be used as a crafting ingredient with Sui vests to make the crafting of the more lucrative. In order to make enriched uranium you would need to take weapons grade uranium to a centrifugal forge in the southeast part of the map and process it. Once processed it CANNOT be stored in a house. -Processing spot would be at the 100% drop off spot for Altis shipping in the southeast part of the map. Once the Enriched uranium is created you can either sell it immediately or go craft with it.
    Sure why not, but not putting it in bumblefuck
    Explosive suggestions
    -Increase the DMG of projectiles RPG 7/RPG 42 these are meant to be 1 hits and most of the time they are love taps.

    At least the 42 damage isnt altered, not adding the AP rounds though. The 7 idfk

     

     

    .Nathan likes this
  4. That was house weed, I removed it for mission file space, if you have not yet you can request comp for it and we will remove it from your house at some point in the future. Until then use it as a spacer between your other items. 

  5. 8 hours ago, Chris Peacock said:

    I think the boat that spawns for the oil rig needs to be a different boat other than the Motor Boat. It should be the minigun boat or atleast the RHIB so you can shoot off it and somewhat defend yourself. Much like the jewelry with the qilin minigun this shouldnt be different. Impossible to defend yourself when u have cop minigun boats and bench gunners

    Yeah I agree that this should probably be a minigun boat, my concerns were about this event being done without LT+ online to counter it, but I'm sure we can find a compromise.

    Chris Peacock likes this
  6. 1 hour ago, Knight05 said:

    Surely you are going to be nerfing cop coins in the same manner right? Because all of them pretty much are maxed out prestige already unless they are new or broke after like the first week or 2. They also get a pretty much guaranteed vault at the end of oil. And on top of it you buffed their vault window to buy a token from 5 minutes to 10 minutes if im not mistaken, yet did not do so for civ where if you die or get detained its considerably harder to get back in time.

    Can you start to kind of see here where this perceived bias comes into play and why people are concerned and lose trust that you are "listening to the community" and also being "impartial" for the sake of balance? I often wonder if these decisions are just YOLO'd on the spot and then patched the next day because many of these decisions I feel like if there was a group of people sitting around would be like "uhhh that might not be the best idea let's discuss it some more".

    I know this idea will almost certainly be dismissed but moving on in the future my suggestion to the staff team given that you say you want feedback and are listening is to put out a list of proposed patch changes prior to actually doing it to give the community a chance to give feedback and suggestions so things can be tweaked, added/removed, or reconsidered prior to pushing a patch given that there is no "test server". It doesn't mean you have to listen to any/all ideas but at the very least if nothing of value is suggested you can guage where the community is at in terms of somethin versus the current standard of we think this is a good idea so we are doing it and if people bitch we will adjust it later.

    At the end of the day the players and the community are what fund and populate this server. That doesn't mean you are required to do everything they say and be held hostage or be their bitch but it does mean you should listen to what they have to say and strongly consider what sounds like a good idea to the bulk of the community versus just a handful of people. You say you are doing that and to a degree I will give credit where credit is due and say you are but it feels like "barely" if I am being honest.

    I'm going to start at what seems to be a perception or belief of the community about the Asylum development process.  You guys seem to think that I sit down at my computer and just add whatever I want to add and giggle when it fucks someone over.  I have been in this community since 2014 most of which obviously not as a dev, so I see where you're coming from but also it doesn't make any sense.  This last patch was entirely based around things that people wanted added to the server, QOL stuff, more combat stuff, etc etc etc.  There is no unilateral decision making when it comes to development on the server, everything is discussed with the SA's CMs, other devs, Rogue, COP, captains, Chiefs where applicable, and admins as a whole.  I am frankly quite irritated by the insinuations otherwise that we are just fucking around with code and then say, "Oh this looks good".  

    Development has to be a private affair, where possible we will let you know when something is about to come out, however I know for a fact that other servers staff watches our patch notes, and are inside our community trying to steal content, ideas, and players.  I am not going to make that easier for them in any way, shape, or form.  

    In regards to this actual list of complaints, I don't know if you just didn't actually read my post before becoming upset and deciding to write a response, or what.  But the exact same changes went into effect for the cop and civ trees, not to mention the fact that I extended how long the cop event takes to give the rebels time to counter and pay the rebels 500k for disabling it in the first place.  These events were never intended to be as easy to successfully complete than they were, so we changed that.  There is more stuff that we have plans for with these events and systems, so we wanted to change them now to see how it would work.  This decision had nothing to do with fucking you over, this was about improving a system that I made 4 months ago when I had no fucking clue what I was doing, to make it better and more able to build off of in the future.  

    In terms of balance, everyone things they have the perfect solution, you post your complaints from your perspective, someone else posts it from there's, these interests are hardly ever going to line up, and at the end of the day we need to make a call.  Just because we're trying something that isn't 95% in your favor right now doesn't mean that A) it won't be changed in the future, or B) that it is the wrong decision for the community as a whole.

    Lastly, considering the previous state of development on here, and the development on other servers, we are more open and forthcoming than ever before.  If this was in other communities, you would have been banned from posting on patch notes with your posts deleted.  You have people volunteering their time, energy, and skills to make this place run, the overwhelming majority of whom are unpaid.  I really don't think it is too much to ask for to give us the benefit of the doubt that we aren't doing it maliciously, and that we are actively trying to better and save a community that we all love.  

    If you have something that you think should be changed for the better, make a suggestion, I can't divine what people are upset about, but also give it a chance.  Don't read something, and without logging onto the server or giving it time to play out decide that it is fucked.  We are spending quite a lot of time making all of this stuff, writing the notes and responses, and patching the server.  Spend some time yourself seeing how it is before immediately telling us to fuck off.

    Sandwich, Patato, Mitch and 7 others like this
  7. 7 minutes ago, Donk said:

    @Fitzcan we have confirmation about the tokens? is it just free for all on who can grab tokens first? that just makes it to where people are just going to ignore the event to be at the vault as soon as it opens. Theres no gang on the server that has close to enough members to do the event without making a server wide group. Especially when it now requires 14 cops for the vault and a majority of the time there are 18-20 on a heavily cop sided event unless a server wide group is made.

    I'm not sure entirely where the disconnect is, tokens spawn on the floor, you have to pick them up.  The previous design was ridiculous, and it gatekept a lot of what we want to do going forward.  I have no doubt that we will have to increase the number of tokens spawned, but yes you have to split the rewards with other players.  It is the same as any other fed event, you need to share the rewards.  Yes you will need to team up with other players to successfully complete the event.  

    While it was definitely cool to see everyone joining big groups to zerg the event, it was never intended to be able to have 40 people getting a tier at once.  As with everything we will continue to work to balance this and Nikolai's.  But it isn't as easy as just flipping a switch, no one way is going to please everybody.  I understand what you guys are thinking, but you get ~$4Mill, plus a bunch of tokens.  

    TLDR: Yes, it was too easy to do successfully before, and we are doing this to allow us latitude to build off this framework in the future.

    Fried Rice and Sandwich like this
  8. On 4/10/2024 at 5:29 AM, Knight05 said:

    Is it possible to get % values on the processor speed with the different vehicle types. Like actual value numbers outside of fast as fuck boiiiiii? Just for a gauge on if something is worth or not with the larger size vs risk?

    Offroad -> Flatbed (Same as by hand)

    Boxtruck -> Van Cargo (10% Faster)

    Zamak Family (33% faster)

    HMMT Family (42%faster)

    Tempest Family (66% faster)

    Kawaii, Knight05, Rook1 and 1 other like this
  9. Hotfix 3:

    Fixed the following:

    • Minigun boats not being seizable
    • The sway coefficient resetting after dying (From Feb patch)
    • Sui vest bug
    • Drone spawns
    • New drones not taking money on buying
    • A bunch of ladders not working
    • Added van spot on NUHQ
    • Some markers for Nikolais
    • National Gate timer 5 -> 7.5 mins
    • Nikolais Civ Gate timer 5-> 7.5Mins
      • Cop vault timer 5 -> 10 mins

    Reworked the Following: Prestiging

    • Changing the way that prestiging actually works on the back and front ends
      • After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault
      • With the token needed in your inventory, Decrypt the Drive at the laptop inside the vault
        • This will start a 15 seconds process to decrypt the vault
        • After completing this it will take your money, the token, and activate the tier rewards
        • You can only decrypt one token each event
          • You can drop them and give them to other people, but you cannot store them in a house or car.
    • We are doing this so there is additional functionality behind this system in the future.  This is being included in a hotfix to see how it goes before additonal implementation.
    • We are in no way attached to these numbers, if we need to spawn more then we'll spawn more.  Doing this to see how we need to change for the future
    da1, OB1, zdeat and 3 others like this
  10. 48 minutes ago, Knight05 said:

     RIP national you had a good run.

    Every time this event has been done its been a group of 20+ civs doing it.  This is supposed to be an endgame event, as I have said a hundred times about this event, stop comparing it to a bank, its not supposed to be easy, or done every day.  It is like an evidence, every once and a while, or when a large group can get together to do it.  Theres plenty of active cops who do it, every time I have seen it pop there has been 18+ cops online.  I didn't just pick a number out of a hat.  As applied to the previous times this event has been done there is no quantifiable difference

    zdeat and Fried Rice like this
  11. We’re gonna try out a bunch of stuff about balancing this system, there is a better way to do it from the back end, front end, and for balance.

     

    In terms of the fight, I’ll explore godmoding mobile at this event, but I’m not adding rebel spawns or anything, at the beginning we were subsidizing parts and setting the groups up for me to be able to see how it was gonna work.  We’re past that point, it’s just a fed event now.  I’ll work with Hubs on the map to see if there are any changes we can make, and code wise to make it a better fight for both sides, it’s supposed to be hard, I think both events can be harder, and in the coming days I’m gonna push ways of trying to do that.

    GravL and Fried Rice like this
  12. 2 hours ago, Rook1 said:

    My truck despawned while trying to do 1350 weed in a tempest. Shit fucking sucked. Also, I was 40% done with the drugs before someone tried to rob me. I go to see if it finished any drugs and it didn't. Why not make the truck process as the % goes up rather than only process it when it hits 100% and finishes. fucking sucks when you are almost done and someone rolls up on you and you gotta wait another 40 minutes

    The despawn is a bug which will be fixed hopefully tonight.  The rest is a balance of risk vs reward as with anything else. 

  13. 4 hours ago, garph said:

    what'd this mean? was there an exploit or something?

    just wanna note to you fellas that we did a bit of testing yesterday and found that (despite bugs) processing by hand w/tempest seemed like it was actually quite a bit faster than using vehicle processing with a tempest. was the point of vehicle processing meant to be faster generally or slower than by hand in terms of a tempest/the fastest vehicles for it? was it meant mainly for efficiency or convenience? guess that's what i'm asking. - glad yall are doin well to fix btw! interesting update

    Depending on what item you processed before the hotfix some times were not correct,  all items unless processed with the base tier of vehicle is faster than by hand, which makes it all faster than by hand considering the time exchanging inventories

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