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Patato

Developer
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  1. DarkKnight liked a post in a topic by Patato in Changelog April   
    Hotfix #2:
    Processor trucks despawning whilst processing (Somehow still broken) MXM mags not being at rebel Not being able to craft mags for m320 and lynx Being downed while using processing truck not doing anything  Type 115 .50 cal rounds not being able to be bought on s1 NUHQ cop reqs moved to 8 and 14 from 7 and 10 Rebels are now compensated via gold bars for securing Nikolai’s from the cops Battle-eye kick for certain scope
  2. Silver-Spy liked a post in a topic by Patato in House Raids   
    I don't think they should be able to raid inventories but captains should discuss them being able to open a door to get someone out of a house. By SGT your not risking your rank for a big bounty. 
  3. zdeat liked a post in a topic by Patato in House Raids   
    I don't think they should be able to raid inventories but captains should discuss them being able to open a door to get someone out of a house. By SGT your not risking your rank for a big bounty. 
  4. Fried Rice liked a post in a topic by Patato in House Raids   
    I don't think they should be able to raid inventories but captains should discuss them being able to open a door to get someone out of a house. By SGT your not risking your rank for a big bounty. 
  5. Patato liked a post in a topic by Akula in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Howdy Everyone!
    We know it's been a wild couple of months here on Asylum.  We've made a lot of changes and are continuing to do so to enhance the Asylum experience.  As we look towards a better Asylum community, we want to thank all of our loyal players for sticking around to make this place what it is.  
    In the last 10+ years we have had a lot of ups and downs, from dealing with the depths of the pandemic, to Turkish lawyers, and rough days at work, this community has always been a place for people to come together to be away from the outside world.  We just want to thank everyone for being a part of this crazy community we call Asylum.
    In honor of this we are going to be running a slate of giveaways to reward all of you, all in all we are giving away $2,000+ of Asylum gold rewards, and $20 mill of in-game content.
    They will be running for the next 2 weeks; you must be an active member of the server to be eligible to receive the rewards.
    Must not be banned at the time of winning Must have been reasonably active on the server within the last 30 days at time of winning In order to enter the giveaway, please like this post, and make sure you have your player id linked to your forum account.
    Asylum Gold Items:
    2 Winners x 6 Months of Asylum Plus  4 Winners x 3 Months of Asylum Plus  15 Winners x 1 month of Asylum Plus  Donor levels (the value of that donor level gets added to your account) 1 Winner x Donor Level 8 1 Winner x Donor level 7 1 Winner x Donor level 6 1 Winner x Donor level 5 1 Winner x Donor level 4 1 Winner x Donor level 3 1 Winner x Donor level 2 1 Winner x Donor level 1 15 Winners x 10 crate keys of your choice 5 Winners x 2200 Asylum Gold 10 Winners x Camo bundle of your choosing 4 Winners x 25,000 Asylum Points
    In Game Items:
    2 Winners x Mar-10 2 Winners x SPMG 1 Winner x M320 LRR + MOS scope 1 Winner x lynx + MOS scope 2 Winners x Cyrus 10 Winners x Ifrit 5 Winners x 750k Cash 10 Winners x 100k Blood Money 3 Winners x Ghosthawk, civ, cop, or medic (rank doesn’t matter) 5 Winners x 1 next token of their choice 5 Winners x 50,000 prestige on cop 5 Winners x 25,000 honor 5 Winners x 25,000 Infamy Thank you all for being a part of this community, and good luck! 
    -Asylum Staff
  6. Chris Peacock liked a post in a topic by Patato in House Raids   
    I don't think they should be able to raid inventories but captains should discuss them being able to open a door to get someone out of a house. By SGT your not risking your rank for a big bounty. 
  7. GravL liked a post in a topic by Patato in House Raids   
    I don't think they should be able to raid inventories but captains should discuss them being able to open a door to get someone out of a house. By SGT your not risking your rank for a big bounty. 
  8. Bob Danaloo liked a post in a topic by Patato in Changelog April   
    Main server is updated.
    Domination is updating now
  9. Crossfade liked a post in a topic by Patato in Rebel camping   
    From a development stand point, were just not going to do anything about it.
    We have provided 7 rebels, 3 turfs, Gang fort/boat, Weapons crafting and storage of weapons in up to 5 houses. If a BH happens to be camping one of these you will have to utilize another.

    If you're looking for a rule change you will have to ask CM's/SA's and not the developers. 
  10. Bob Danaloo liked a post in a topic by Patato in Solution to housing   
    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.

  11. Fitz liked a post in a topic by Patato in Rebel camping   
    From a development stand point, were just not going to do anything about it.
    We have provided 7 rebels, 3 turfs, Gang fort/boat, Weapons crafting and storage of weapons in up to 5 houses. If a BH happens to be camping one of these you will have to utilize another.

    If you're looking for a rule change you will have to ask CM's/SA's and not the developers. 
  12. Bherky liked a post in a topic by Patato in Rebel camping   
    From a development stand point, were just not going to do anything about it.
    We have provided 7 rebels, 3 turfs, Gang fort/boat, Weapons crafting and storage of weapons in up to 5 houses. If a BH happens to be camping one of these you will have to utilize another.

    If you're looking for a rule change you will have to ask CM's/SA's and not the developers. 
  13. zdeat liked a post in a topic by Patato in Rebel camping   
    From a development stand point, were just not going to do anything about it.
    We have provided 7 rebels, 3 turfs, Gang fort/boat, Weapons crafting and storage of weapons in up to 5 houses. If a BH happens to be camping one of these you will have to utilize another.

    If you're looking for a rule change you will have to ask CM's/SA's and not the developers. 
  14. Fried Rice liked a post in a topic by Patato in Rebel camping   
    From a development stand point, were just not going to do anything about it.
    We have provided 7 rebels, 3 turfs, Gang fort/boat, Weapons crafting and storage of weapons in up to 5 houses. If a BH happens to be camping one of these you will have to utilize another.

    If you're looking for a rule change you will have to ask CM's/SA's and not the developers. 
  15. • B A R K I N • 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.
  16. 王 rando 王 liked a post in a topic by Patato in speed up the electric chair   
    I have sped it up by 24 seconds for next patch
  17. Crossfade liked a post in a topic by Patato in speed up the electric chair   
    I have sped it up by 24 seconds for next patch
  18. Fried Rice liked a post in a topic by Patato in speed up the electric chair   
    I have sped it up by 24 seconds for next patch
  19. Ruffian liked a post in a topic by Patato in speed up the electric chair   
    I have sped it up by 24 seconds for next patch
  20. Fried Rice liked a post in a topic by Patato in Changelog April   
    Fuck it ill bite,
    what are you upset about?
  21. HunterB liked a post in a topic by Patato in Changelog April   
    Main server is updated.
    Domination is updating now
  22. Patato liked a post in a topic by Fitz in Changelog April   
    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)
    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
  23. Fried Rice liked a post in a topic by Patato in Solution to housing   
    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.

  24. Kernikov liked a post in a topic by Patato in Solution to housing   
    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.

  25. Crossfade liked a post in a topic by Patato in Solution to housing   
    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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