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Paratus
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Posts posted by Paratus
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2 hours ago, Treeontyn said:
Can you please have an actual team balance.... Currently 42-18 for OPFOR @Paratus makes it very unplayable...
It should be prompting people on the bigger team to switch for some cash. Is that happening?
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26 minutes ago, Boone said:
@Paratus just wanted to apologize for my saltiness, I had no idea. Need to work on thinking before I type instead of just thinking about what I want. Obviously, I was wrong about the dev here like most others and while I still wish I could've seen a malden life I appreciate your dedication to the development of Asylum and hope you continue to listen to the community and talk as you do here.
Apologies,
Boone
I'll apologize too. My rant was only at your first paragraph, but the rest didn't warrant a harsh response!
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3 hours ago, Allstarplaya said:
You say that your focus will shift back to Altis life servers once you fix the bugs on strife but with the fact you have a newborn baby still and Identity on the horizon, i feel like this strife game-mode is a ploy to hold the community off once again for months on end for the next big thing to come asylum. I think you need to address the community in an open-panel discussion on YOUR teamspeak that you have paid for years on end, then open the floor for community questions and concerns,. (We used to do this back in the day with Mowtown).
Although many people are loyal to Asylum servers the competition with other similar life servers has gotten much closer then it was in the past. (Especially with Olympus opening a new server this week.) Asylum is no longer the most developed life server on Arma 3 anymore and many of us want to see it return to its former glory.
Think what you will, but your logic doesn't make sense there. I made Strife in a couple of weeks in my spare time. There's a LOT of code and work in there. So saying I made that as a ploy is a bit insane when that time could have made features for life all the same.
The reality is that I made Strife because it can attract a new audience to our community. That is the real reason, and it's working. Strife is Strife, and it doesn't need continual development like Life does. Once the base game is working properly it takes minor updates to improve it. I work on Identity from 9-5, and then I work on Arma stuff. I can do a lot in those hours each day. My baby sleeps by 8pm every day.
Why am I even explaining myself like this? I've said it before and if you don't believe me then I'm fine with that. Once Strife doesn't have any significant bugs my focus shifts back.
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My dev focus will shift back to Altis once the main issues with Strife are fixed. Lots of bugs there still. I have a few features already pretty deep into development which I'll be fixing up soon.
I get you guys want more Life updates, and they'll come, but understand you're part of a community and a lot of people enjoy Strife. You can both play what you enjoy.. you're not forced into one place or another. The fact that the two have such huge differences in gameplay style is intentional. They're not both meant to cater to everyone.
bunni, Dextrix, Reformed Katheeri and 9 others like this -
Malden is a new map released for free to all owners of Arma 3 tomorrow. It's a smaller map, somewhere between the size of Stratis and Tanoa, which has a very arid environment. It looks very similar to Stratis, only with more cities and a larger area.
We've found that due to its size it won't play very well for Life, and so we're going to make it available to Strife. I understand that people will dislike the lack of a new place to play our primary mode, Life, but given what the map offers it simply wouldn't last. In addition, it's not enough to warrant new hardware which would mean that if we did put out a Malden Life server it'd mean replacing an existing Altis Life server, which we feel just isn't worth it.
So on release day you'll get your hands on Malden Strife. The existing Strife server is going to rotate between Malden and Tanoa so those of you without Apex can give Strife a shot.
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Added a note to the hotfix:
- An auto-balance mechanic has been added. The server will select people to switch sides when needed. If you accept, you'll receive a bonus.
Kettles, Sheriff Rick Grimes, Steve and 2 others like this -
Hotfix
- Fixed bugs re-arming vehicles removed from the garage.
- Rebel engineers now spawn with mine detectors.
- All units will now spawn with a GPS.
- Rebel JTAC should now be able to connect to their UAV.
- Fixed a bug which caused magazines to be removed when reloading.
- Player tags will fade based on distance.
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4 hours ago, Midamaru said:
Shouldnt this prove it though? I havent gotten a cent for yesterdays war though, i was fifth @Paratus
Is there a delay, do we collect it at Asylum exchange mailbox? Tell us!
Yeah it's not instant. Next batch will go out in about an hour.
13 minutes ago, Tusken Raider said:Still trying to understand these safe zones. One leads to main island by the bridge and the other does not. Doesn't seem fair to me.
Umm, yes it does!
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Oops, I forgot to mention this. It's been live for hours!
- You'll now get 20% of the value of a vehicle when it's destroyed, so long as it belongs to the enemy forces.
- The reward system is now live. Your reward is based on the difficulty of the war for your side. That means that if your team had a huge balance in your favor, the reward won't be as good.
- There's now a forum thread in announcements where you'll find the results of each war and the top 25 players listed. Everyone on the side receives at least some money, and that amount depends on your rank.
- Some various bug and exploit fixes.
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The STRIFE system will post messages to this thread automatically when it records a war being won.
Steve, slapr, Heidelberg and 11 others like this -
1 hour ago, Nic Rage said:
For some reason jets dont get their cannon or their laser designator or their flares rearmed when they get pulled out of the garage and rearmed
Which vehicles exactly? In my testing it worked.
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5 minutes ago, Sean That Irish Guy said:
@Paratus Get rid of the instant kill when you fly into the enemy base. The map is too small for that shit. Make it so you get a warning to leave or your jet despawns or something but dont insta-kill.
Takes 10 seconds or so.
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Hotfix
- Disabled the artillery computer.
- Fixed cleanup removing static installations.
Reformed Katheeri likes this -
2 minutes ago, Treeontyn said:
God bless you but we all know that you made it so BLUEFOR couldn't cap those points so your team didn't lose smh
REBEL POWER!
Waldo, BishopActual, HomeTrlx and 1 other like this -
Added:
- Refactored determining if a point is vulnerable. It's now totally reliable, and will likely fix issues with points not being capturable as expected.
Treeontyn, Mi Hung Lo and StevieDeeks like this -
Going live in about an hour.
- Fixed bugs which could remove too much fuel when rearming. It's now more reliable.
- When a part of a vehicle crew who kills a target, the shooter gains full reward price while the rest of the crew receives half that amount.
- Inventories can now be opened, but items cannot be dropped or they will be destroyed.
- Backpacks can be dropped to the ground, allowing the construction of static weapons.
- Fixed issues with availability of magazines and explosives. You'll find many more in the arsenal now.
- You must now wait 30 minutes when dying in special forces, down from 2 hours.
- Auto-detonating landmines will no longer hurt friendly players.
- You now receive $7,000 for being involved in a hack restoration.
- Fixed a bug spawning a "dummy" AI unit on your point of death.
- Ghillie suits are now available to the rebel SF snipers, as well as the NATO snipers.
- Sound now plays when you kill someone or capture/restore a territory.
- Large UAVs now spawn with AI crews which allows proper linking to UAV terminals by pilots.
- Mine detectors can now be purchased by all roles.
- Refactored determining if a point is vulnerable. It's now totally reliable, and will likely fix issues with points not being capturable as expected.
Hotfix
- Disabled the artillery computer.
- Fixed cleanup removing static installations.
Treeontyn, Google™, Reformed Katheeri and 14 others like this -
Just now, Xehons said:
Tanks on STRIFE are too god damn armored light armor would be better or another solution is to give the engineer a better rocket launcher the RPG 7 is too weak
But, there are better rocket launchers already?
Also there's these cool backpacks to set up static weapons. That'll work once you can open your inventory to drop one!
Mutiny, badger and Professor Pericles like this -
- Fixed a bug causing extra damage in car crashes.
- Being run over by a FRIENDLY vehicle will now ragdoll you and not hurt you.
- Increased the performance of the player name tags considerably. Should see better framerates.
- There are now repair/rearm pads! Use these to refill your ammo, fuel and repair. Costs $250 per 10% of all.
- You can no longer be killed while you're on spawn island.
Hanzo/Dirty Scrubz, FudgeR, Space and 3 others like this -
Just now, Sean That Irish Guy said:
This. @Paratus only way for any jets/vehicles/helis to get more ammo is to buy them again. They need to either re-arm when you store them or have an option to re-arm when you land at base like a progress bar.
Yep it'll be in the next update!
BioHazard, Witz, Brendon Smith and 3 others like this -
- The dots on your HUD now have unlimited range for all teammates. Vehicles with people in them will show that vehicle's icon.
- Yourself and all teammates will show on your map.
- Fixed a big bug with buying your loadout where the wrong items would be available. You'll see many more options now.
- Huge network performance fix by bypassing a weird BIS issue with the arsenal. Should be very noticeable lag reduction.
- Selling vehicle garages will work properly.
- Fixed an exploit used to get free equipment.
- Fixed a bug referencing undercover position on some vehicles.
There'll be another patch later today, or early tomorrow.
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Been working my ass off on something significant and it's not too far off now.
Goku, Gen. Henry Arnold, Google™ and 29 others like this
Big Changes to The Asylum Community
in Announcements
Posted
There are a few things to mention, but I'll get right to the biggest change: @bamf is, as of tonight, a co-owner of the community with me. Bamf will have the same authority and access as I do and we'll make decisions together going forward. So, congrats to Bamf on the ultimate promotion!
There are a few reasons for this change, and one of those is that we'd like to expand the team with code contributors from the community so that we can push out more features at a faster pace. Bamf's help in management will make that possible.
There are also going to be some significant structure changes to other parts of our team as well as policies for bans and how they're managed. You're going to get more information on that really soon, but our goal is to make things easier on the people who receive bans so long as they're not for serious causes.
So, congrats to Bamf! There are a lot of great changes coming. MAGA!