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Posts posted by Leady
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3 hours ago, Dull said:
Why don't you guys just remove the whole police force? Everyday devs and community managers wanna remove shit from cops lol. The sad thing is that they end up adding it back after some time.. You are approaching some things so wrong. Look at donator town policy change, it's back to how it was now... Stop fucking listening to your cry babies. This is not how you get players to play, you don't remove shit from cops so you'd have more rebels playing. Imagine the servers with no cops, no one would have anything to shoot at. If you're stupid enough to pull out an illegal vehicle knowing you'd lose it, then that is your own stupidity. We had 50.cals before as LT's too and we pulled it knowing it could be blown up, stolen, chopped and when it did no one cried about it.
Its not the same community any more Dull. Donator town policy was 100% a Cpt decision. CMs/Devs had nothing to do with that. Dev's today are pretty much hands off with the APD. As for CMs we meet regularly with the Cpts to see about getting things added that they would like.(parole removal, spar16s, MXSW, Carrier lites for all LT's to name some of the recent additions we pushed to owners/devs on their behalf) Cpts today actually have access to get things added and new systems developed. One of the most frustrating aspects I felt being a Cpt was to have a CM/Dev immediately shut down any ideas we brought to them. We may not always agree with the Cpts requests but we hear them out and talk it out.
When it comes to policy, the days of a CM saying to the APD "You need to change this and do this" are in the past. That's why I posted this in the suggestion topic. Its something I've seen in-game and heard rebels and officers have issues with. I truly feel the current policy is unbalanced.
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The current policy creates an unfair game play balance.
As the policy stands a rebel can hop out to engage a LT while the LT enters their vehicle and drives away to HQ to seize. Since cops do not need keys, or even to have the vehicle unlocked to enter the rebel would have no way to prevent this from happening other than never engaging the LT. I've witnessed this particular scenario take place on several occasions. I've also seen a LT sneak into an active heavy firefight, jump into an ifrit and drive it away.
While there should be risk in pulling out illegal vehicles imo the area should be deemed all clear before a vehicle is seized or driven to an HQ.
Yuki Hayami, WiIIiam, Tea. and 20 others like this -
2 minutes ago, Mitch (IFRIT) said:
you are the problem
Not wrong there.
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Moar to flashbang down muhahah
Glass of Water, Nino Brown and Crossfade like this -
I've got to agree with most of the comments here already. I just don't see a need for this as we do have turfs. I wouldn't mind seeing a tweak/buff to turfs to encourage more fights there but taking over a whole main city seems a bit excessive.
Guwop, ColtonB205, WiIIiam and 1 other like this -
I like this idea, Something smaller scale than gang wars tho. In the past we had great scripts we could run that were fun to participate in. Unfortunately many of those scripts no longer work as the server has been updated and those who made them have moved onto other things in life. There a couple admins who are pretty handy with scripts I'll poke em and see if they are interested in reviving some of the good ones.
My fav admin events
- Gun game / CSGO
- Quadbike Parkour
- Demolition derby
Is there any one in-particular you would like to see brought back or a new idea for an admin event?
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http://www.gaming-asylum.com/forums/index.php?/forum/142-asylum-v2/ Here you can see the updates on Asylum v2.
As to the current patches being released a lot of the commit items are not added until the night before or the day of the patch as testing of them usually goes right up to that point.
Not to mention they contain quite a few bug and exploit fixes that should they be shown before could allow those who did not know about them to attempt them before the patch drops.
Here is a general road map that contains some of the features we are looking to add. While its not super specific such as with weapons and armor we wanted to make sure we are not over promising and under delivering. The devs are hard at work re tooling Asylum's code and fixing what is currently live. As always we appreciate the community feedback and will continue to read through it and pass suggestions along to the dev/owners.
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18 hours ago, Lucien said:
I've been told the truck has a tracker shown to everyone on the map as well - I don't see how they expect us to get away with a truck of guns and hide them in a house when any LT can look at the map and come get us out of the house, especially if a group wants to split the loot
I get it is supposed to be end game but the tracker is overkill imo. Its already a hard fight for rebels. And if the cops lose track of a hemmt well that's on them. @Gen. Henry Arnold Down with the tracker!
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Thanks @Slade Wilson Just had to shoot bada's ghosthawk, didn't you?
Copa, Squirtle, BaDaBiNg_10-8 and 12 others like this -
1 minute ago, KrazyKnight said:
So if you fall into the yard, you're fucked yeah?
Cops already are. (note this is just for the sign, so an idea like a ladder could def work in together with this)
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Mitch had the idea on this one of making it similar to storing a vehicle. If you or your group has been in combat within x minutes you can not use the sign. This way if the fight does go longer than the prison break timer it would still be fair play.
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35 minutes ago, Rodrigo said:
Im so confused, why does every change have to be compromised? Like legit when has that ever happened? A civ using the van to get into an HQ?
It happens all the time. Best way to vest Pyrgos HQ van on the wall hop over, in the back door. Boom goes the dome lol
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Unfortunately we has an influx of "Donated to the wrong area" last month and reverting those pushed us below t2.
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18 minutes ago, Reapered said:
you die a hero or you live long enough to become gnashes
I believe gnash's exact words on jumping on the van "I can't be bothered to fix a problem BI created" or maybe it was his default response "Fuck off" Hard to remember.
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From the cm standpoint talking with Mitch, I think we are both on the same page that if standing on the van is completely removed for one faction it should be for the other as well (the van is used often to breach Pyrgos and AirHQ walls). Is the community opposed to this? Or should we ask the Cpts to narrow it down and just make it fed limited and look at some point bringing back the swat ladder (I personally would rather see the swat ladder than the van in any scenario).
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Just now, Rodrigo said:
The APD should be able to adapt, but they are not. A smash and grab here and there is not that big of a deal tbh, been done for ages and even more back in time.
I mean the van will obviously not have a factor in a smash grab, unless it's already on the walls of the fed.
I agree the smash n grab has a place in asylum. It's just the levels that it is being used at the moment is where my concern comes from. I've watched players, and done it myself sit on the hill and just wait for the fed to come off cool down to jump back in and get their 1-3 bars and be out some times before the alarm even goes off.
A part of the van topic that hasn't been brought up much in this topic is it's use at the prison. Should it be removed there as well? Its a fair bit more difficult to get a van over that bridge or even sling-load it across. But it does give the cops a huge advantage if they get it there as its rather easy to peg people out of the deerstands when on the wall.
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7 minutes ago, Rodrigo said:
You are saying the APD will adapt if one thing don't work?
We can all talk about stories robbing a fed that worked out in the end. If people don't see why the vans should not be there, then we are truly lost on the topic.
That seems to be what this whole thread is about. If you remove the vans the APD will be just fine and figure out another way. To me fixing smash and grabs is a bigger priority than the vans. The majority of gold bars sold right now are in batches of 1-3 (Smash n grabs) which as has been said above, the van doesn't factor into. Its risk v reward.
danile666 likes this -
3 minutes ago, Sean That Irish Guy said:
Everyone asks why feds ain't done anymore and the main reason is the vans 99% of the time,
124% of all statistics are made up.
Fried Rice and McMuffin like this -
Just now, TRYHARD said:
I appreciate the help Mitch.
Also forgot to mention the amount of admins using RPG's to blow up the vans. Its pretty easy when your shooting 50k rockets from a deerstand.
No rpgs were used. Killed cops as they drove the vans up. Only 1 made it to the wall, hopped out, lock picked it and drove it inside the fed.
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23 minutes ago, UC. said:
Well then they shouldn’t ask why people doesn’t do feds anymore:)
Fed has changed. Until smash and grabs are fixed, tweaked, or just plain removed its the meta. No one is asking why feds aren't done any more. It has nothing to do with the vans. Smash n grab is the best risk vs reward in the game atm, ask any of those who regularly complete them.
We attempted 2 feds last week with numbers. Vans were brought, called out, and neutralized as a priority. When we lost we lost because cops overwhelmed a gate, held it and smashed thru it time and time again. After the 3rd van being disabled they changed strategy and ultimately 'won' (we still made it out with 5 gold bars). Disable, don't disable vans for fed. I don't think it will change outcomes. The apd will just change its strategy. (little bird on the walls as they do with prison now, or on domes)
uc. likes this -
2 minutes ago, ItsFevver said:
Billy may have stopped me from pursuing my cop career but all be damned if I don't become the best damn whitelisted medic there is
He's retired. Nothing is stopping you now.
Google™, Sliick and Fried Rice like this -
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Just over 3 months ago ownership of Asylum was transferred to @BaDaBiNg_10-8 and @Clint Beastwood. A lot has been accomplished in that short time span with much more planned. This topic is to acknowledge those accomplishments and share a roadmap for the future of Asylum.
Within the first 30 Days
- Servers returned to full or nearly full during peak times
- Opened up past bans for a second chance
- Brought on a new lead developer
- 3 contributors were also brought in
- Removed the unpopular money and group caps
Within the last 3 months
- Migrated servers to a new host
- Updated the website front and back end (it needed it badly)
- Continued to roll out a patch every month that not only fixes past issues but takes community feedback and makes it a reality
- Increased server stability (While we aren't where we would like to be yet, it has come a long way from December)
- Upgraded player reporting systems to a streamlined ticket system (Shout out to Mitch for this one)
- Introduced new weapons to the player base
This is just a snap shot from the last 90 days. Even more has been done on the back end to improve server stability and functionality.
Now that we've looked at what has been done, a preview is in order for the future of asylum.
- A complete re-write of asylum's code from the ground up
- Replacement of current MyAsylum page and features
- A re-work of the housing/crate system
- Re-work of vehicle, police, and ems lighting
- White-listed medics
- Various cartel changes
- Additional armor and weapons
- New vehicle and clothing skins
- Re-work of talent trees
- Many more items on the list, these are just some of the features we are most excited for.
As with anything in development all points are subject to not only change but may never see the light of day. In an effort to be transparent we felt it was time give a glimpse behind the scenes of what the Dev's are working on in addition to the regular content/bug fix patches. @Mitch (IFRIT) and myself look over the suggestion section of the forums almost daily and take that feedback and pass it a long to the owners and dev's for what the community wants and in some cases doesn't want. And while not everything suggested will be implemented we value that feedback and want to give a big thank you to those who offer it.
As a final note I wanted to take a line or two and say Thank You to the community as a whole. With out you Asylum wouldn't exist. From the admins who dedicate their free time looking over player reports and compensation requests, to the support staff who sit in Teamspeak everyday waiting to help players, to the gangs whom without the APD wouldn't have much to do, to the APD for keeping the streets safe for the apple pickers and diamond miners, to the Kavalians teaching new players how to put their hands up when being robbed, Thank You. The people are what makes Asylum what it is.
Illegal vehicle policy change
in APD Suggestions
Posted
@Samperino @Codie Alterman @DarkKnight Before this topic gets any more off track, What say you?