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Everything posted by Patato
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This issue was already addressed with house tax. Their are very few players with 5 houses logging in less than 5 hours per month. Those who are sitting on five houses and not logging in are paying a hefty fee to do so. A small minority of players have the funds to do this long term. Since house tax was introduced house prices dropped significantly and as of today 533 more houses are available at market price than the day before house tax was introduced. 70% of the houses now available for market price were not interacted with for 90 Days pre house tax. Were not going to force anyone to play 20-25 hours just to keep their housing that they often paid millions for. Houses are apart of a players progression and just because someone can't dedicate a part time job worth of hours doesn't mean they should lose that progression. Originally (before house tax) i had proposed just hard limiting the number of owned houses to 4, this was denied by community council/leadership at the time. The system heavily penalizes inactivity and house hording as seen below.
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Not possible without modding the server
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Ill be honest you are pretty confused on how things work around here. Invalidating the poll would have been me telling DK to "Fuck off were not changing it" and the poll would of never happened. I answered a question as to why it was changed in the first place and now we are gathering feedback as its been over a year and a whole owners worth of change. Development and administration are two different groups. A line was drawn some time ago- player enforcement/rules fall to administration not developers ((Thus the reason we no longer have player reports as developers)) This is the development section of the forums, were not here to talk about what admins did or didn't do because frankly i have no say over what they do. Were here to talk about the change that took place and whether its had a positive or negative impact on asylum. Im sorry but we can't help you with APD/AFD rules nor can we help you with administration decisions. Those need to be brought up to the community managers else where. If you have feedback on things i can control or atleast attempt to help out with ((Content, player retention, server enjoyment.)) then this is the place
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Unfortunately I don't have the power to solve things at the top. one of the key take-aways from community meetings was that people wanted to see change and were willing to try things. We tried something and now after an appropriate amount of time were asking how people feel about it. I don't really understand what your expectation is, we take in player feedback. we look at data and make our best attempt at changing for the better. Then after an appropriate amount of time were here asking for feedback and it seems like your upset that we are doing what was asked.
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That's what were here to discuss, I just wanted to provide the context as to why it was changed. It wasn't just us waking up one day and putting it in alphabetical order
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Unfortunately, it's just my take on things. I can't say for sure if players are really having a good time in Athira. I have no way of knowing (other than talking to new players) if they are enjoying the server. The poll seems to show that more people enjoy Kavala, but these polls mainly reflect the views of veteran players. New players hardly ever take part in a poll that's only been up for a few hours in a small forum section. And there's no easy way for me to keep tabs on every new player. Usually, I spot a new player with low playtime and see what they do. For example, one player might spawn in Kavala and start VDMing, leading to an instant ban. Spoiler that guy was probably never going to be a long term player but they are now in the data. Then on the other hand, another player might join Athira, join a gang, and stick around longer. But they're more likely to be a ban evader than a genuine newbie since it's unusual for someone to join a gang so quickly. But i can't exactly discount that data as i can't prove they are 100% an evader just because they quickly joined a gang. in an ideal world i would just switch Kavala's location with Athira making it more central. Its objectively a better laid out city
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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.
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Were going to close this one. Touchy subject and isn't the developments soul decision to wipe out an entire faction. ((While we physically can remove the code that makes it whitelisted, it should probably be a SA/CM/Owner lead decision)
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Gunna close this one. More of an Owner thing than a development suggestion
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https://dev.arma3.com/post/spotrep-00114 Not a lot in this patch for us.
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Approved, But i haven't seen Witz since he tried making blackjack split. not sure which dev were going to sacrifice this time to make hold-em. Would love to do it just a massive under-taking
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We have discussed removing the feature and we have decided against it.
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We will not be spending development time on figuring out this feature. thank you for the suggestion
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We have discussed adding this. At this time we feel that lock picking is already quick/easy enough. Adding a kit for $1000 that does what other harder to earn perks already do ((Talents/infamy/gang fort)) just results in cheapening the reward for other perks
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We have discussed it and decided not to add it at this time
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Lost track of which month it is. Are we currently on the "Cops would win if they pulled more armor/Cops don't use tools because they are cheap" or on the "Cops pull too much armor/make too much money" Its interesting that both sides have missed the most obvious argument for raising the chop price of APD vehicles. Now that you can once again shed anything you like. Seems to me like it would give cops a better chance to get their vehicles back if it were being drove to a chop shop instead of the nearest gate/shed. oddly enough raising the chop price seems like its in the best interest of both groups. Just me though
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We won't be doing this. Just ends up being a speculation fest/creates a lot of false expectations. When things are ready for the public we release them
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AFD already take up a fair chunk of mission file space. Another special skin for a couple guys isn't going to happen. ((Especially when you already have supervisor SUV's))
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Don't bother bumping your thread it just moves it to the bottom. 90% of these suggestions have been answered before
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As always we are looking at economic balance. You can expect some changes in the future. But its not going to be anything nuts like 2x or 3xing the sell price of everything 🙄 I will say a number of you in this thread havn't actually made any money in 6+ months. Might be time to try a run?
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We have responded to this kind of suggestion before. Were looking for exact items to be in this trader "Some items" doesn't really help us. Is he a arms dealer wheeling cheap MK'200s. Or is he a dodgy medical director giving out one time use defibs that instantly revive people. I don't think we will be locking mission file space in the form of skins behind a trader you would rarely see
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Its pretty easy to enforce a bit of basic faction rules. We just give the admins the ability to blacklist from the slot like we can for cops. One click and it doesn't matter what rank they are or if their whitelisted. They can't play that faction but arn't banned from the server. As for the vehicles/"Abuse" of medic. My opinion has always been who cares? If a civ group wants to take a MK out of the fight for cheaper armor and faster revives let em. I think its perfectly ok to roleplay a corrupt medic. The only thing is we obviously need a way for cops to RPly punish it. Either by sending them to jail or some sort of "Revoke medics license" like bounty hunter.
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I don't really understand the suggestion, we already offer bonus's for winning Dom Rewards Bonuses: 1st: $1,200,000, 2nd: $600,000, 3rd: $300,000 4th:, 150,000 and 5th: 100,000 The default prize pool is set at $5,000,000 at the start of the event. Every purchase, including loadouts, weapons, vehicles, garage fees, etc will be adding to the total pot. To receive any reward, your gang must obtain at least 250 points during the event. Equation: (PotPrice * 0.95 / TotalPoints) * YourGangPoints Each paycheck will be divided equally to each online player. Are you asking it not be split and just sent to gang bank instead?