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Fitz

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Posts posted by Fitz

  1. 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

  2. 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
  3. 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. 

  4. 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
  5. 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.

  6. 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
  7. 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)

    Knight05, Bob Danaloo, Rook1 and 1 other like this
  8. 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
    Mr. Chow, da1, Sandwich and 3 others like this
  9. 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
  10. 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.

    Fried Rice and GravL like this
  11. 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. 

  12. 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

  13. Hotfix #1 

    • Process Truck Fixes
      • White lightning
      • Money printer
      • Giving decimals of items
    • Fixed a spot in the ocean where you could gather drugs 
    • Fixed MXMs needing master bh talents to use
    • NUHQ Office buildings are now able to be pinned @Bilbo Baggins
    • Bunch of ladders at Nikolais and NUHQ
      • Gates at Nikolai's not locked or being able to be driven through
    • Turf cooldown between activation extended to 30 minutes from 15
    • Fixed the drug cartel taking a cut of legal process truck actions
    • Cartels will now stay where I tell them

      Will take place next restart Is now live -Patato

    We are aware of the trucks despawning, we will push this out as soon as we can.  Update with good-to-go to follow

    garph, Fried Rice, GravL and 1 other like this
  14. 1 hour ago, .Max said:

    so people spent 3.25 mil for something thats now worth 1.2 so everyone that bought tier 1 lost 2 mil nice

    No, you stilll have the same stuff, we just moved it around and gave you other stuff

  15. 26 minutes ago, Knight05 said:

    The turf and cartel cooldown timers.  I am assuming the idea behind the turfs was to give everyone a chance to cap for beneficial gain versus one zerg  gang controlling a turf all restart. From my understanding once it is capped its either 15 mins till someone new can contest or you can recontest it instantly? I feel it should be 30 minutes in between contesting's to make it actually viable for people to sell or get any real benefit from it. Like for example what if you cap pan then leave to make an orca or something and the moment you leave some new dude is literally on flag taking it to contest? You lose all current benefits of pan and now they are like mini cartels u constantly have to contest to do ANYTHING with.

    As far as the cartels same issue I guess. I get the wanting unlimited non stop fights and im cool with that but even WITH a 15 min cooldown on drug by the time you capped it and flew to say meth lab or something to process literally anything without tax by the time you even fly there and pull mats, boom, cooldown over someone taking drug. I personally think it's the wrong direction. I think cartels if anything should have INCREASED cap cooldowns to like 45 mins - 60 mins and something new should be added in between as filler such as a cartel based stash house for guns/explosives/money or something to that effect. Something people can still fight over while waiting for caps to come off cooldown. By making caps just yolo contestable 24-7 theyre virtually impossible to hold and just for fighting now because you are bored with 0 real financial gain to be benefited from them.

    Again I know unpopular opinion and most will disagree with me I'm just throwing in my 2 cents. I think everything else is more or less a big W especially the huron. Would love to see it bee craftable down the line though given how expensive it is.

    yeah the wording on this wasn't very clear, just for clarification it is a 15 minute cooldown.  Of course we will see if it should be lengthened after we see how it works

  16. 6 minutes ago, Batcan said:

    @Patato do dom civs get spmg or no?

    Any guns that are on S1 will also be on S2. Just not vice versa

    26 minutes ago, Chris Peacock said:

    This is fantastic work as always @Fitzim scared of suppressors because I think they don’t really fit the playstyle of asylum but I’d like to see how they work

    Exactly, we're gonna test them out.  The hope is that we have done it in such a fashion where if we need to undo them we can do so with minimal impact.  Obviously the first few days will be heavier but as people play around with more stuff I hope we can find a balance

    Bob Danaloo likes this
  17. Found a bug? Click here to file a bug report!

    Got some development ideas? Click here!

    Added:

    • Processor Attachment
      • New vehicle modification "Processor Attachment"
        • Can be added to any land vehicle to process the items in the vehicles inventory
        • When within 50m of the processor, scroll-wheel on truck to "Process X with device"
          • Will begin ONE BIG PROCESS ACTION, if you escape out of it you must start again.
          • Only processes one type of item at a time, I.E, Uncut Diamonds get processed at a different time than copper ore, each scroll option is a different process.
          • Unfortunately the truck is not as efficient with processing illegal items, a small percentage of items may be lost in the mechanism, even if you own the cartel.
        • Each Vehicle has a different processing speed, the larger the truck, that faster they process.
          • Offroad, Sport, SUV, Prowler, Qilin (Same as by hand)
          • Box Truck, Fuel Truck, Van Cargo, Van Passenger (Moderately faster)
          • Zamak Covered, Zamak Flatbed, Zamak Box (Cooking with steam here)
          • HMMT Fuel, HMMT Transport, HMMT Box (Oh baby here we go)
          • Tempest Transport, Tempest Fuel, Tempest Ammo, Tempest Device (FAST AS FUCK BOIII)
          • Any vehicles not mentioned here are as fast per item as by hand.
    • Vehicle Waterproofing
      • New handling upgrades for cars and helicopters
        • Make the hull of the vehicle waterproof (so it floats)
          • Waterproof upgrades includes the highest respective handling tier
          • While I would still not advise driving into the ocean, this upgrade will let your cars/helis bob along the surface.
            • AKA Helicopters won't explode if they hit the water.
    • Turf Activation
      • Turfs can now be activated for capture
        • Scroll wheel on the flag and "Activate Turf"
          • 1 Minute timer to activate capturability of the turf.
          • Turf will be capturable for 15 minutes or until someone captures it
          • Turfs will still pop randomly within the server restart
          • 15 Minute cooldown between captures
            • Doubled range around the flag where you can go while capturing
        • New Turf Buffs
          • Panagia : 10% increase for selling at Wongs in Athira.
          • Rodopoli: 10% increase for selling at Drug in Athira.
          • Zaros: 10% increase for selling at Jewelry Store in Kavala.
    • Prestige Rework
      • We are changing the way the prestige system currently works with weapons on our servers.  
        • You will no longer poof a weapon if you do not have the appropriate prestige tier
        • Weapons will be able to be purchased from rebel with appropriate tier, or crafted for significantly cheaper.
        • If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate.
          • Else you can buy a Tier X token at Ivan's GasMart, sell it back to the NPC to activate the tier.
          • Tier X does not require a successful National HQ robbery
        • **NOTES ON PRESTIGE SUPPRESSORS
          • We are going to test out the implementation of suppressors on our servers.
            • These items will be treated as tier-locked items.
              • You will not be able to pick one up if you do not have the appropriate tier
              • *****If you have one currently in a house, and try to pick it up without a tier it will drop on the ground, and you won't be able to pick it back up****
              • Suppressors are not able to be stored in houses (even with respective tier)
            • We will continue to re-evaluate these measures as time goes on.
      • Tier X Rewards
        • CMR-76
        • Katiba GL
        • MX GL
        • TRG-21
        • MXM (BH and Rebel)
        • Zafir
        • RPG-42
        • Spar-16S (Only on Dom)
        • 9mm Suppressors
      • Tier 1 Weapons /Additions
        • 5.56 Suppressors
        • .45 Suppressors
      • Tier 2 Weapons/ Additions
        • 6.5 Suppressors
        • 5.7mm Suppressor
        • Type 115 .50 Cal Mag
        • Mar-10
      • Tier 3 Weapons / Additions
        • 6.5 LMG Suppressors
        • M320 LRR (Craftable only)
        • Cyrus
        • Four-Five
        • 5% Reduction in crafting materials requirements
        • 5% Reduction in crafting money requirements
      • Tier 4 Weapons / Additions
        • SPMG
        • Lynx (Craftable only)
    • Vehicle Additions
      • Minigun Boat for civs ->110,000 (Fishing with this bad-boy goes crazy)
      • Huron -> 120,000 [500 virtual storage] -> (Big Boi)
    • Prestige Crafting Recipes
      • Zafir [$100,000, 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • RPG-32 [$125,000. 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • CMR-76 [2 Uncut diamonds, 8 Opium]
      • MXM [2 Uncut diamonds, 8 Opium]
      • MAR-10 [$150,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • Cyrus [$275,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • SPMG [$300,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • Lynx [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
      • M320 LRR [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • Asylum Plus Perks
      • House taxes automatically paid on login to the server (on civ)
    • APD Stuffs
      • LT+ Stomper and Copter Drones (Can only be used within 7k of its driver
      • CPT+ Deminer drone (To be restricted via policy)
      • All illegal seizing prices increased 5%
      • SGT+ T2 .45 Suppressors (UC)
      • SGT+ T3 5.56 Suppressors (UC)
      • LT+ T2 5.7mm Suppressors (UC)
      • LT+ T3 6.5 Suppressors (UC)

    NewNUHQ.jpgNewRig.jpg

    New National HQ and Nikolai's Oil Rig maps courtesy of @Hubschrauber

    Changed:

    • Wealth Tax
      •  Minimum amount in bank to incur a wealth tax $2,500,000 -> $5,000,000
    • Chop/Claim Values (Cop/Civ)
      • All vehicles have had their chop/claim prices adjusted - all vehicles now chop for 60% of their base value instead of random magical numbers. (55% of base for claiming)
      • Key examples
        • Cop Ifrit chop value $27,500 -> $36,000
        • Civ Ifrit chop value $70,000 -> $72,000
        • Cop Hunter $15,000 -> $18,000
    • Zaros turf perks
      • Claiming Vehicles Free -> 80% off
    • Vehicle Prices
      • Cop Ifrit $65,000 -> $60,000
    • Hardened Locks mod -
      •  These mods only slow down how long it takes someone to use a lockpick on your vehicle, it does not affect the chance they have at being successful. 
        • Basic locks +2s -> +3s
        • Medium locks +3.5s -> +5s
        • Advanced locks +5s -> +7.5s
    • Item Price Changes
      • Cocaine 600 -> 660
      • Crystal Meth 1800 -> 2070
      • Heroin 550 -> 625
      • Marijuana 420 -> 485
      • Medical Marijuana 375 -> 430
      • Cigarettes 1250 -> 1465 
      • Cigars 3550 -> 4155
      • Rubies 315 -> 370
      • Flawless Diamonds 1400 -> 1640
      • Rolled Iron 935 -> 1075
      • Rolled Silver 295 -> 450
      • Rolled Gold 450 -> 520
      • Rolled Copper 390 -> 390
      • Honeycomb 375 -> 450
      • Sweet Mead 640 -> 770
      • Aged Mead 1050 -> 1260
      • Processed Oil 210 -> 255
      • Rubber 950 -> 1130
      • Cft Rolex Watch 9284 -> 10865
      • Cft AP Watch 4040 -> 4730
      • Cft Diamond Ring 6020 -> 7045
      • Cft Cuban Bling 7090 -> 8295
      • Cocaine Bricks 1000 -> 1150
      • Dinner Table 527 -> 645
      • Wooden Chair 1100 -> 1320
      • Sofa 1490 -> 1790
      • Desk Chair 2555 -> 3065
      • Bed 3850 -> 4260
      • Dog Wool 1260 -> 1370
      • Wool 315 -> 350
      • Goat Wool 855 -> 940
    • Cartel Changes
      • Cartels will no-longer cycle away from the following caps
        • OG Arms
        • Church
        • Drug Tower
        • House Cap
        • East Castle
      • All cartel cooldowns except for Drug have been removed
        • Drug Cooldown -> 15 minutes
    • Gather and Process Speeds
      • Default gather and process speeds have been signifigantly reduced.
    • Nikolai's Compound Payout
      • 30 Gold bars, 10 Gold Nuggets, Crypto Console, 3 Elite Weapon Tokens  -> 60 Gold bars, 20 Gold Nuggets, 1 Crypto Console, 3 Elite Weapon Tokens
    • National HQ Payout
      • Around 35 APD Intelligence Units -> Around 70 APD Intelligence Units
    • Spawn List
      • Kavala is back on top for now, We'll see how this ones goes
    • **Panagia gives 20% buff for crafting not 25%

    **DISCLAIMER**

    We are adding a lot of new vehicles, weapons, and attachments to our servers in order to provide out player base with an evolving Asylum experience.  Any/all of these new additions may be tweaked/removed/buffed in the future.  If this is done we will of course offset any losses associated with such removals.

    **END OF DISCLIAMER**

     

    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.

    Fixed:

    • Medic inventories
    • Magazines not appearing
    • People buying admin event houses
    • A number of other bugs I can't remember anymore

    DOMINATION:

    • SRT Weapon Additions
      • 750 Kills -> CMR-76
      • 900 Kills -> Spar-16S
      • 1100 Kills -> MK200
      • 1250 Kills -> LIM-85
      • 1750 Kills -> RPK-12
      • 2250 Kills ->Mar-10
      • 3000 Kills ->Zafir
      • 4250 Kills -> SPMG 
    • SRT Uncap Buffs
      • SRT uncap payouts and timers are now based on kill counts, here is the breakdown.
      • Payouts
        • Kills <= 250 ($20,000)
        • 250 Kills: $22,000
        • 500 Kills: $22,500
        • 750 Kills: $27,500
        • 1250 Kills: $35,000
        • 1750 Kills: $37,500
        • 2500 Kills: $40,000
        • 2750 Kills: $45,000
      • Uncap Times
        • Kills <= 250 (20 Seconds)
        • 250 Kills: 19 Seconds
        • 500 Kills: 17 Seconds
        • 750 Kills: 15 Seconds
        • 1250 Kills: 14 Seconds
        • 1750 Kills: 12 Seconds
        • 2500 Kills:11 Seconds
        • 3259 Kills: 10 Seconds
    Ahm2d, Alex., da1 and 21 others like this
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