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• B A R K I N •

APD Officer
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  1. Mithridates VI Eupator liked a post in a topic by • B A R K I N • in Asylum Cartels Remastered (Updated 7/22/22)   
    +1
    This is a great suggestion! I hope it goes somewhere. Love the idea with the island Wongs! Sling loading an ifrit full of guys into a combat zone sounds like a fun and unique way to push a cartel 
  2. Sandwich liked a post in a topic by • B A R K I N • in Asylum Cartels Remastered (Updated 7/22/22)   
    +1
    This is a great suggestion! I hope it goes somewhere. Love the idea with the island Wongs! Sling loading an ifrit full of guys into a combat zone sounds like a fun and unique way to push a cartel 
  3. • B A R K I N • liked a post in a topic by lukee in Asylum Cartels Remastered (Updated 7/22/22)   
    Updated (7/22/22)   I Re-Organized many pieces of "Wong Triad 2" to further reduce people complaining about their OCD, I also rearranged all of the buildings, replaced one with a Altis version of a broken two story building and added a area of wooden planks as they are very fun and proven to be efficient to fight at. I also filled in the empty area with a plane crash and moved some small house ruins around the flag.   -----------------------------------------------------------------------------------   Upon examining peoples opinions about cartels, I hereby present, the NEW AND IMPROVED ASYLUM CARTELS Many people dislike the fact that the Cartels are spread around the entire map, and some even too far to even be enjoyable fighting.  Although mostly everyone want to keep Drug Cartel, and Arms the same, Oil Cartel and Wong Triad most definitely need a change. All Cartels have been THOROUGHLY thought out and TESTED to make sure it will be a fun experience for all, and for balancing purposes, and can always be updated in the future.   They look very good in game I promise and they don't drop ur fps to 3 because I made sure to use not too many pieces while also making sure it actually looks decent. Here are the map locations for the new Cartels:   Wong Triad No one likes towers, which is why North Wongs first sucked, but now, it still sucks because of how far and useless it is. That is why North Wongs should be moved and re-worked. Also, Construction wongs, is a construction building with some of the best looking houses in Altis, why is that a Cartel? Also, who the fuck likes fighting in construction.   Also, many people might dislike the fact the Wong Triad 1 concept is placed on Admin Island, however, the fact it is placed on an Island gives a very unique experience to the playstyle, and will introduce new tactics on how to attack or defend the cartel, may even Sling Load a Ifrit with a taru, Orca drop, boat / submarine push, and more.   Wong Triad 2 Concept: Wong Triad 1 Concept:
        Oil Cartel Oil Rig looks nothing like an oil rig, and the factory is just no.   Oil Rig includes many ways of pushing onto different levels, and a spot for an airshop, and boat shop, also has no issues with Oil Barrel running, if anyone even does that anymore.   Oil Cartel 1 / Oil Rig Concept:
        Oil Cartel 2 Concept:
        Drug and Arms stay same cause they good   I will send mission file sqf to anyone who asks for it on discord   UPDATE (7/8/22): Oil Changes:
        Wong Triad Changes:  
  4. • B A R K I N • liked a post in a topic by 王 rando 王 in Goodbye, Leady..   
    why you phrase it like that lol, I thought this nigga died
  5. • B A R K I N • liked a post in a topic by Mitch (IFRIT) in Goodbye, Leady..   
    It comes with profound sadness that today Asylum looses a legend. Leady has decided to retire from his 7 years of distinguished service as a staff member. He is the longest running staff member to date, and his contribution, dedication and passion for this community will never be forgotten. 

    I could never thank @Leady enough for teaching me the countless lessons over the years. He has been a consistent partner in crime and has always answered my calls for help. 
    Take care in your retirement, and we will all forever be in debt to you.
     
    Mitch 
  6. • B A R K I N • liked a post in a topic by Patato in Radical suggestion   
    Wait when did this stop being available in the gun store?
    Edit: Looks like it got missed when we upgraded the weapon shop code.
    Caught you guys sleeping it was removed may 12/2020 by accident

    Re-added for next patch
  7. • B A R K I N • liked a post in a topic by Donald in Radical suggestion   
    should add the Zubr to the gun store too
  8. • B A R K I N • liked a post in a topic by 王 rando 王 in Additional Housing Update   
    we all know im to thank with this one.
     
  9. • B A R K I N • liked a post in a topic by NotMike in Yoink Should include claims   
    It should be chop or claim an ifrit.
  10. • B A R K I N • liked a post in a topic by Louie in New APD Captain   
    As many of you are already aware we would like to welcome @Vista to the rank of Captain! Please give him a little time to adjust to his new position.

    Photo credit: @bbgreg17
  11. • B A R K I N • liked a post in a topic by Midamaru in Developer & Designer Applications [Open]   
    They are looking for developers and designers, not your opinion of the server 😅
  12. • B A R K I N • liked a post in a topic by Gen. Henry Arnold in mobile police HQ   
    Would most likely be fed events only and chopable or destroyable.
    If a civ is driving it cops can’t spawn on it, and it would need to be set up like a tempest mining so can’t drive and spawn.
    Might also drop a few mks or flash bangs when it gets destroyed 
  13. • B A R K I N • liked a post in a topic by Sandwich in mobile police HQ   
    This could be a fun idea. Especially considering that it cant be put into a garage and there's only one. This wouldnt just be something the cops toss around, it would need a convoy that assists in its protection as well. Like a detail of guards (1-3 people maybe) that move around with it. Sure there are pros and cons to it, but worst case it can be tested with some juicy APD policies along with it. If majority of people dislike it for legit reasons, oh well. Take it out. At least we tried something new. 

    I genuinely could see fun in this for all sides. Extra juice at fed events, utilization for other activities like maybe Rebel Raids, etc. There could also be a new training for APD that revolves around Mobile Police HQ Protection/Tactics. So much good could come from this if done right. 

    I'm definitely all for it. Might as well test it out for a month or so.

    +1
  14. • B A R K I N • liked a post in a topic by Sheriff Rick in mobile police HQ   
    For fed events I think it's fine
  15. • B A R K I N • liked a post in a topic by Vhantom in Expand the "seize vehicle contents into evidence" zones   
    I feel like if I have made it back to an HQ I should be able to start the vehicle seize process anywhere in an HQ. Right now you have to always hug the walls of the main building to get the option and it's often a pain in the ass.
    Possibly extent this to being able to seize player items (I think that is separate) and send to jail anywhere in HQ too. Trying to process everyone jam packed next to everyone else gets so loud and hard to hear. It's an HQ, why can't I use all of it?
  16. Guilt liked a post in a topic by • B A R K I N • in Sold   
    1.5m
  17. heater liked a post in a topic by • B A R K I N • in WTF IS THIS NEW AUDIO???   
    Ay bruh, lets switch back to the shitty in-game audio. I can't stand this new HD podcast audio.
     
    It's so weird hearing everybody's ultra high definition voice! I'm losing my mind! 
  18. • B A R K I N • liked a post in a topic by Patato in WTF IS THIS NEW AUDIO???   
    Only on asylum is better actually worse.
  19. • B A R K I N • liked a post in a topic by 王 rando 王 in make it so you have to confirm twice when toggling lock doors on houses   
    can unlock doors and unlock inventory be 2 separate things actually
  20. • B A R K I N • liked a post in a topic by 王 rando 王 in Can we get an actual weather cycle?   
    only if you reduce the rain sounds significantly, that shit too damn loud
  21. • B A R K I N • liked a post in a topic by Trioxide in Can we get an actual weather cycle?   
    Edit: After looking at the results of the poll, I think adding a little bit of dynamic weather to the game would be great. If it was short and rare, it would satisfy those who wanted it without bothering those who don’t.

    Wouldn't that be so nice? I feel like it's very much needed. Sunny weather is great and all, but it's boring af when it never changes. If it was implemented, this is how I would do it:
    Each restart has a 10% chance to include rain, a 10% chance to include fog, and a 10% chance to include an overcast. Rain, fog, and overcast each occur for 30 minutes at a random point during the restart. According to the BI wiki, this should be easily doable. I'm honestly a little confused about why this isn't already a thing, unless it's somehow a performance issue. It can be as rare as it needs to be.
  22. • B A R K I N • liked a post in a topic by •ÐŠ• Randy in ARMA Reforger Asylum Server   
    Just start a server with vanilla game modes for name recognition
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