Jump to content

Fitz

Developer
  • Posts

    768
  • Joined

  • Last visited

Reputation Activity

  1. curley liked a post in a topic by Fitz in List of suggested changes (broad across multiple factions)   
    I'll go through these one at a time, because well theres a lot of stuff here and you deserve some feedback. 

    COP:
    Get rid of off-roading 10m as a probable cause. Stupid imo as anyone can just RP out of this charge and everyone does it, cops, medics, civs etc. No way you would ever get hit up for this IRL unless in a restricted area and it opens civs, especially new players to being robbed more by others by following a road and having a much higher risk of being robbed. 
    Not a development suggestion

    Automatic charges at feds. To elaborate I mean everyone doing jewelry or mental etc getting auto handed keys to the event vehicle automatically thus opening up to the charge of possession of stolen jewels or w/e. While i get the logic behind everyone needing keys for obvious reasons. I personally feel only the people ACTUALLY in possession of said stolen jewels or patient remains etc should be the one(s) getting charged not the entire group. It just feels like money padding to me for no reason.
    I don't really understand this one, if you have  keys to a car  with illegal goods in them theyre your goods. Same as IRL.  Also not really a dev thing
    Governor Detainment. This one is more of a personal one and I know everyone is going to be like stfu knight nobody cares, stop being a baby back bitch but... I think a governor should be afforded the same rights as a normal citizen. If they request to go straight to jail they should be sent right away not detained till everyone else is processed after 10-15 mins then sent last. They only get 1 pardon per restart they should be able to use it whenever even if it fucks over the cops. An optional solution would be to make it so if a governor is in jail or has recently been jailed within 15 mins even if they bail out etc they cannot offer a pardon. That would prevent them for being detained unnecessarily for longer than need be just to avoid a pardon. 
    This seems like an APD IA not a dev  thing

    Unlawful vehicle searches. When a vehicle is impounded it displays it in chat for all to see. I think a similar function should be implemented for searching vehicles the only difference being it leaves the players name out of it. So it would say "Officer (YourNameHere) has searched a box truck). That way it provides transparency when a officer is searching your truck even though there is no probable cause to do so. Because let's be real every officer at one point or another has searched a truck to see if there was illegal shit in it even knowing they couldn't do anything about it or take it to see what a player was farming and where they were probably headed to/from next. And I feel this transparency would give alot of people peace of mind on the civ side.
    The whole point of PC is to not be doing this, if they dont have PC to search you what does it matter??
    Rolling paper. I do not think this should be an illegal item. I view it the same as phosphorous or hydrogen sulfate. It comes from a legal area and yes while it used for illegal activity 9/10 times same as the other 2 listed its created via all legal legitimate means. If you want to make the argument the other 2 can be sold legally then make rolling paper also legally sellable to a vendor. Tobacco and cocaine I understand but the rolling paper I feel should be the one LEGAL ingredient as it is just paper and harmless in of itself.
    I think of this more  like barley, you can use it for one thing.  At this point I dont think it needs to be changed. But I'm open to it if people feel strongly about it.
     
    MEDIC:
    Aerial taru firetruck.  For those long ass houses either in free fire or dump HQ area nobody is going to make it in most cases to hit them before collapse and an aerial unit is badly needed here. So my 2 suggestions are a modified taru that can fly above and drop water on it like a truck. Another option would be a drugrunner like plane that basically flies over with a stream of water trailing it and put out like 15% of the fire or something with each pass. It would be a fun way to make firefighting more fun.
    Sure, not going to be a priority but sure.
    Combined firefighter speed. The more combined medics putting out a fire the faster the % speed should be by like 5-10% per firefighter IMO. Sometimes it is even necessary during burn baby burn quest periods when people are lighting multiple houses on fire at once all around the same time.
    Isn't this already the case, if not then sure.
    Rehab specialist. Medics should have the ability to treat people upon request for drug addiction at a fraction of the cost that is being charged at the fire stations. People could still use the NPC if no medics on but going through a medic would reduce the cost by half or less making people more likely to use cocaine, meth etc etc for fighting or popping them during the daily quests.
    We'll talk about this one.
     
    CIV:

    Reduced Bounty hunter detainment time. I think the bounty hunter system is a bit cancer across all factions. My suggestion is lowering the amount of time of detainment from 10 mins to 5 mins for anyone who is NOT actively the targets bounty at the time of restraint. This would prevent alot of combat logging and raging as people generally use it to troll and steer it towards what it was originally designed for. 5 mins is doable 10 mins seems a bit much if someone is not your bounty and they are just being malicious.
    Im not sure that this is the best way to handle this, but we're constantly re-evaluating stuff like this

    Bounty hunter no longer able to capture turfs.  Same concept bounty hunters weren't designed to do rebel shit I do not think they should be able to capture the flag on turfs with bounty hunter weapons the same way they cannot capture cartels with them it doesn't really make sense.
    I don't think this is neccesary, I hate bounty hunters too.  They cant cap cartels, turfs should be fine.

    National HQ Fed event. Nobody does this without admins. It doesn't work in its current form. The PC parts thing is horrible to farm and use and both confusing to new people as well as tedious. My suggestions for a rework would be as follows:

    1) Lower the cops needs. 7 to start 8 for the vault. This would pop it more as well as reduce the need for people to zerg half the server in a group just to finish it.

    2) Either make the PC parts buyable at rebel or change it to something else. Like drill +trojan device. Or scrap the system entirely and add red/blue/green keycard system like rust has and let them be obtainable via rebel or a convenant non grindy non cancer method such as rebel airdrops etc
    3) Modify the prestige system to add an additional coin that is far less costly say 100-300k per and it gives people the ability to trade it in for either prestige/honor/infamy at ivans of a fair amount equal to the cost of the token. This gives both poor people who cannot afford the 3 mil prestige token a way to get SOMETHING. It also adds replayability to the fed as you have a reason to grind it even after prestige 4. 
    4) I also think the fed itself needs some more barriers particularly outside the fed in the surrounding area as well as the roof of both buildings that are non penable to offer some more protection and to branch away from the mountain sniping meta currently which would force more CQC fighting at the actual fed itself instead of everywhere but the fed.
    No, this event has been successfully done 3 times, none of these were done with admin help.  I made it easier to get the console for the vault and I already lowered the requirements twice.  This is THE endgame event, they should not be popping the same amount of time as banks and feds.  Think of this relative to evidence, their likelihood is about the same. 

    Beehives/Alochol. This was meant for new players I've done both legal and illegal. The legal version is fine but asking them to drive it to market I feel negates the low risk intended and opens them up to be instantly robbed. I think it would be better if they could sell at or near the processor. As for the alcohol version its literally just as much work as moonshine if not more and pays alittle less I think and requires you to double process at puri which makes it completely pointless. Same concept let them double puri at spirit  and sell at wongs or remove the yeast/water part and let them just do it with straight beehive chips.

    PCP: EitherBuff they money or remove  the puri step and allow it to be Purified at PCP.
    LSD: Same thing. Buff money or remove the puri step and allow it to be puried at LSD.
    Cocaine: Same thing. Buff money or remove the puri step and allow it to be puried at Coke pro.
    "Buff this item"-No.  We are constantly re-evaluating prices on the server.
    Second purification factory location. I think given the fact almost everything can/does use purification for a final step it would be wise to add a second purification factory location. Possible spots between Rodo/Sophia. Pyrgos/Black market (east) or kavala/skiptracer.  Everything on the map money wise for the most part is all concentrated in ONE area for making money at the end game. It would be nice to have multiple locations incase someone is camping 1, a huge gang is on that is basically locking 1 down, and also to move people around the map more and open up more housing locations for people who DO want to puri but cannot find affordable housing for it.
    No, Puri is designed to bring people together for end game money making methods.
    Transaction notification history.    Similar to text message history a clickable transaction button showing recent transactions you may have missed. Example when you type !comp to see how much you were paid and for what. To see when a player has sent you money or you sent them money to verify it went through incase you missed it. Or when something sells on exchange if you missed the pop up box.
    Maybe
    Ability to process from vehicles as well as pull mats from vehicles. 
    1) Being able to process directly from a vehicle versus exiting it and putting the stuff in your bag and transferring back and forth.
    Going to be a thing in the next couple of weeks
    2) Being able to craft from a vehicle. The ability to drive a vehicle full of say diamonds/unprocessed cocaine up to black market, mouse wheel the guy and craft MK1 directly from the vehicle. Currently having to pull mats and load guns and other non stackable items 1 by 1 back and forth from market to vehicle and vehicle to house is tedious and terrible at best.
    No
    Craft Clothing. Ability to make Granite B/CSAT/Pilot coveralls at black market. This is huge for people who craft their own full kits and store them in houses or buy from others for the same purpose.
    Sure
    Craft RPG. I do not think RPG should require fed event components to craft because it essentially makes the system worthless especially for solo crafters. They should either require expensive mats like gold nuggets for SUI vest use or they should use normal materials but only cost slightly less than what it would cost at Rebel (say 15-20k off etc)
    RPGS dont require fed event parts? Unless youre talking about the RPG-42 in which case no.
    Allow more objects to be stackable.  When buying clothing/vests/headgear/goggles etc you currently have to unquip and move these to a backpack 1 by 1 which is tedious AF. Once the first is equipped buying multiple extra of an item should auto place them in your physically inventory like carryall etc as long as there is room to do so.
    Bohemia Interactive
    Clean up asylum exchange. There is alot of stuff listed on asylum exchange that can never be crafted/bought etc like ghost hawks. It would make it much cleaner and neat to get rid of all the misc stuff that has no place being there if it can't be bought or has no functional purpose.
    Everything can be listed on the exchange, just sort by whats actually there.
    Tempest functionality for tobacco field. Tempest functionality on tobacco field currently does not work. Whether accidental or by design. You can pull a tempest at a cartel on the island if one exists but when you go to use it, it says no field nearby. I think people should be able to use them when/if there is a cartel to pull them from both for personal use and for the community selling aspect.
    Use a tractor
  2. Fitz liked a post in a topic by Patato in Spawn City.   
    Simply put, the data showed that players weren't leaving Kavala, which meant they weren't experiencing about 90% of the asylum's content. Many players would log into Kavala, play intensely for a week or two, and then quit. They rarely joined gangs or formed their own groups, and there was little to no participation in AFD/APD, which are essentially starter gangs.
    However, when players moved to Athira, they became more engaged with the content. There was a noticeable decrease in VDM/RDM incidents in Kavala, and more players started applying to join the APD/AFD since they were exposed to these factions (APD doesn't exist in Kavala).
    While RDM/VDM reports in Athira did increase somewhat, it wasn't as significant as the drop in reports from Kavala. New players tended to stick around longer, often starting in Athira and then moving to slower-paced cities like Sofia or Pyrgos. In contrast, players who started in Kavala often struggled to adapt or simply didn't move away from the city, except for those who spawned in Kavala a couple of times before opting for a Sofia start.
    Unfortunately, I no longer have access to the current reports, so I can't provide up-to-date numbers on RDM/VDM. I just have access to the ban list and not the repots which doesn't paint me a full picture. With an Athira start, retention would drop again after about a month, likely due to the limited availability of housing. Additionally, some players would attempt content like the Purification Factory prematurely, leading to frustrations and rage quits.
    Athira offered more activities for new players, such as safe options like Quarry, both oil runs, lumber mills, alcohol, and hunting. Its central location also made it easier for players to move to cities like Pyrgos once they had enough money for housing. In Pyrgos, many players would engage in sea turtles as it was a safer way to make money.
    The lack of APD interaction in Kavala was also a significant factor. Many players are drawn to servers for the cop vs. robber dynamic and the ability to roleplay with the police. However, in Kavala, officers were rarely seen, if ever. Bounties were usually handled by bounty hunters rather than cops engaging in roleplay.
    While I could provide more statistics, the poll already indicates that players generally prefer a Kavala start despite the data I've collected. It's worth noting that players who find a group to play with, whether it's a gang or the APD/AFD, tend to stick around longer and become long-term players, which is ultimately what we want.
    In essence, my theory was that a single player who stayed for months was more valuable than ten players who logged in briefly to cause chaos in Kavala.

    I 100% agree Athira is too small. But in a sense its kind of good as it forced players to spread out and seek out citys like Pyrgos/Sofia. New players don't fly helicopters. So a drive from Athira to Pyrgos in a potato hatch is much more likely than a Kavala to Athira in a potato hatch.
  3. Patato liked a post in a topic by Fitz in Pay Developers   
    At the end of the day, we develop for Asylum because we care for the community and want to make sure it continues to thrive.  We only have so many hours every month to work on stuff for asylum, so things take a back seat to what we think would work best to increase the experience for the community.  If you have a suggestion feel free to make it so we can see different ideas on what should be added.  Relative to other servers our dev team is tiny, having 13 people working one update compared to 3-4 makes a huge difference.  This isn't really a development suggestion, everyone is doing their part to enhance the asylum community. 
  4. Patato liked a post in a topic by Fitz in Asylum Plus Perks   
    We will continue to work on Asylum Plus perks, in the future please make a suggestion more extensive then "I didn't write them all down"
  5. Fried Rice liked a post in a topic by Fitz in Drug Transport   
    We'll take a look at more APD started events in the future.  Obviously a convoy type event would be high on that list.
  6. MarchingBands liked a post in a topic by Fitz in Drug Transport   
    We'll take a look at more APD started events in the future.  Obviously a convoy type event would be high on that list.
  7. KrazyKnight liked a post in a topic by Fitz in Updates to SRT   
    We'll continue to explore things on dom to make SRT more fun and profitable.
  8. Chris Peacock liked a post in a topic by Fitz in New DLC additions   
    No, that’s why there’s nothing from any of the creator dlcs 
  9. .Nathan liked a post in a topic by Fitz in Athira Redesign   
    Are you suggesting adding a chop shop to downtown Athira? Do we need to reinstate the suggestion ban on you?
  10. Silver-Spy liked a post in a topic by Fitz in New DLC additions   
    Yeah, all of these creator dlcs would basically be mods required to join.  As cool as all of this stuff is, there's plenty of stuff that we're cooking up that are cool as well.  If we were to go this route we might as well go full modded because it would have similar restrictions.
     
     
    Yah we are not splitting the server pop. We have been down the road with Tanoa and Stratis and Malden, there is a reason none of these maps have long standing communities
  11. Jr4life24 liked a post in a topic by Fitz in Athira Redesign   
    Are you suggesting adding a chop shop to downtown Athira? Do we need to reinstate the suggestion ban on you?
  12. zdeat liked a post in a topic by Fitz in Athira Redesign   
    Are you suggesting adding a chop shop to downtown Athira? Do we need to reinstate the suggestion ban on you?
  13. 王 rando 王 liked a post in a topic by Fitz in Athira Redesign   
    Are you suggesting adding a chop shop to downtown Athira? Do we need to reinstate the suggestion ban on you?
  14. Fried Rice liked a post in a topic by Fitz in Athira Redesign   
    Are you suggesting adding a chop shop to downtown Athira? Do we need to reinstate the suggestion ban on you?
  15. 王 rando 王 liked a post in a topic by Fitz in Changelog March   
    Yeah theyre removed for now, will be fixed for the patch in a few weeks
  16. MarchingBands liked a post in a topic by Fitz in Various Cop Implements?   
    Approved, the ones that dont already exist will be existed
  17. HunterB liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  18. Ebola liked a post in a topic by Fitz in Changelog March   
    Yeah theyre removed for now, will be fixed for the patch in a few weeks
  19. MagicSpoon liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  20. Fried Rice liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  21. Ebola liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  22. Mr. Chow liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  23. Patato liked a post in a topic by Fitz in Changelog March   
    Hotfix #2:
    Fixed:
    Casino Table in Athira Casino Granit's `god of war` missing in the rebel shop/cop shop/everywhere APD Lockdown Script An infinite money glitch Cops no longer spawn on roof of Nikolai's Rig Pyrgos Stash House objects being stupid Increased security at Athira Casino A bunch of Admin Event functionality not functioning People getting taxed  on prestige tiers  
  24. zdeat liked a post in a topic by Fitz in Various Cop Implements?   
    Approved, the ones that dont already exist will be existed
  25. Fried Rice liked a post in a topic by Fitz in Ifrits back to civ only   
    44 to 13 seems like an outcome had been voted on.  Of course we will continue to change the way things are to make sure all players enjoy themselves on our servers.  At this point those changes will not include ifrits being removed from the APD
×
×
  • Create New...