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Xavorey

APD Corporal
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  1. Xavorey liked a post in a topic by bamf in Change log 8.0.0   
    There is more planned for the 8.x line, but it's been 4 months since a patch came out.  The RV is going to be a game changer in terms of making money.  Rotating cartels is something that will make the game feel less stale IMO as well.  There are new fights you can have each server reset, and new rotations for you to run around robbing people.  
    Play it and see what you think.
  2. Xavorey liked a post in a topic by Krypton:) in Change log 8.0.0   
    Seems like no one can use stress damage rotorlib though so?
  3. Xavorey liked a post in a topic by Seán That Irish Guy in Change log 8.0.0   
    @bamf The rotorlib is awful. People wanted tarus so they could actual have some fun and do the shit they used to do. They aint even overpowered anymore. Sort this out.
  4. Xavorey liked a post in a topic by BishopActual in Change log 8.0.0   
    @bamf Could we get the other color variants of the MX/MXM and 7.62's for UC and UC LT's? I love the Tan/Green MXM, it'd be nice to have diversity.
  5. Xavorey liked a post in a topic by bamf in Change log 8.0.0   
    It's been quite some time since we have changed things up on the Asylum, but I feel that now is the time to do so.  I remember when I started playing here that my favorite thing to do was to run around with friends and cause mayhem by robbing everyone in sight.  At it's core, this is a cops and robbers game.  With that being said, I give you Asylum 8.0.  
    The map felt stale to me, so the 8 chain will include lots of map changes going forward.  First off, the major illegal areas (heroin, cocaine, and meth) will all rotate going forward.  While the original positions are still included, there are alternate locations for all of these activities.  That means gathering and processing can and will happen in different locations at random on each restart (kind of like cartels).  Each drug has two spots for now, and gathering and processing locations have been chosen to have similar round trip times to what they are currently.  This means that all three of drug locations could end up on the west or east side of Altis in a given server restart.  I hope you'll enjoy the new locations, and I also hope you'll enjoy a chance to rob people again as they try the new spots out.  
    Another thing that I have always felt we were lacking was the ability to manufacture drugs in other remote locations of the map, so we are introducing the mobile meth (crank) lab.  Crank is a new illegal item added into the game that is manufactured via an RV that is purchasable at Rick's RV shop in Sofia, as well as both chop shops.  Crank is made of all the same ingredients as meth, but is not quite as potent - and therefore not worth quite as much.  Take your ingredients and RV to a remote location, and do your best Walter and Jessie impression.  Be aware though that processing crank has risks - your RV will send smoke into the air, and the smoke means that you can be killed by the rival drug lords on the island.  The RV has a slightly larger trunk than a box truck, so while RVs can certainly be used to manufacture crank - it doesn't necessarily mean that the vehicle is being used for illegal activities.  Make sure to thank @Phantom Viper for doing the skin for the new RV!
    The Altis government finally got funding to build a second bridge to the island near Pyrgos, and with that they have decided to move the prison back to that island.  There is new construction on the island, but the method for breaking people out of the prison remains unchanged.  Hack the power, lock pick the doors, hack the computer, and open up those gates.  @TheCrestedPenguin did the new prison design - make sure to thank him for his efforts to get the prison back where the community wanted it.  (Note: Prison guards now spawn across the street and not behind you)
    Are you a good helicopter pilot?  Do you like sling loading large vehicles?  If so, then say hello to an old friend - the Taru.  If you want to fly the Taru though, you will need Rotorlib (with Stress Damage) enabled.  If you don't have what it takes, don't sit in the pilot or co-pilot seat of a Taru.  
    APD officers, are you tired of the light system you have on your cars?  If so, you'll be happy to know that the APD has upgraded it's light system substantially.  Thank Lt. @Destrah for helping the government find the funding to get new lights!   (Note: press Tab while driving to bring up the new light controls)
    Other additions etc: 
    The Asylum Exchange has been brought back.  Since this doesn't seem to be the cause of the BE kicks, and the game server is now 64-bit - we will give this another shot.   Bounties will be persistent going forward.  Bounty hunters will have the ability to drop a bounty every 5 minutes. Spike strips can now be instantly deployed via the hotkey. The scroll wheel option has been disabled as a result. Additionally, spike strips can be thrown from a vehicle, which will result in the spike strip being placed behind your vehicle. Multi-color Smokes/Chemlights in cop shops Fixed redburger talent Binocs now properly show UC names Added a boat shop and garage to DP10 Various bug and exploit fixes One final thing, Anthony Kiedis is a big fan of Kavala
    Hotfix 1:
    Starting up the lab on an RV will now allow you to process and access trunks and crates without having to soft log etc. Chem lights should be available for both cops and civs now Hotfix 1a:
    Fixed a few exploits related to crank Crank can no longer be cooked inside industrial sheds Hotfix 2:
    Exploit fixes related to crank production SWAT spawn points changed for new prison location Destrah made a few additional tweaks to cop lights Hotfix 3:
    Weed should now spawn and be able to be gathered again (oops) Fixed additional exploits in the crank system Hotfix 4:
    Additional crank exploit fixes The crank lab now persists through restarts as a crank lab (and not a box truck)  
    Hotfix 5:
    The Strife server has been brought back online.   Server driven events will fire on the Altis islands drafting you to war in Strife on Tanoa.  Go play Strife for 15 minutes or more, and you will receive $20,000 in bonus pay. Level 4 donors may now purchase and wear the Wetsuit [CSAT].  
  6. Xavorey liked a post in a topic by Chase in Old Prison   
    Alright we all want the old prison including most cops...what do we have to do to get the old prison back? @Gnashes @Paratus
  7. Xavorey liked a post in a topic by HotWings in Cya Asylum   
    Sorry they took away your free money farm.
  8. Xavorey liked a post in a topic by Emad in Cya Asylum   
    dont lie , who bullied u
  9. Yung Spacegod. liked a post in a topic by Xavorey in Wicked Recruitment | S2 | Closed   
    Back in the Synergy days
  10. Yung Spacegod. liked a post in a topic by Xavorey in Wicked Recruitment | S2 | Closed   
    Wicked was a gang from over 2 years ago isnt it?
  11. Lorax liked a post in a topic by Xavorey in Montage 3 // Lorax   
    good tage 
  12. Xavorey liked a post in a topic by Lorax in Montage 3 // Lorax   
    ty @Corgi for inspiring me to use this song
  13. Xavorey liked a post in a topic by The Monopoly Man in ****APD Policy Update 07/17/17****   
    APD POLICY CHANGES
    Since officers have not been able to show self-restraint, Officers are no longer able to use checkpoint items inside of Police HQS. They are to be used only for police checkpoints from this point forward. The minimum bounty amount required to HVT a suspect has been raised from 25 to 50k.  If you have any questions regarding these changes, feel free to contact a Captain
    Thank you
  14. Bronx liked a post in a topic by Xavorey in Syndicate S1   
    Good Luck!
  15. Xavorey liked a post in a topic by bigjohn561 in Syndicate S1   
    Good luck man hope u can revive it old gang like u want 2. I've thought bout reviving my gang many of times, just don't know if it's worth it.. 
  16. Chase liked a post in a topic by Xavorey in Wicked Recruitment | S2 | Closed   
    Wicked was a gang from over 2 years ago isnt it?
  17. Chase liked a post in a topic by Xavorey in Wicked Recruitment | S2 | Closed   
    Back in the Synergy days
  18. Xavorey liked a post in a topic by Lucky in I am Spiderman   
  19. Xavorey liked a post in a topic by Quenton in Wicked Recruitment | S2 | Closed   
    yep. 3rd time's the charm
     
  20. Xavorey liked a post in a topic by Durga in Durga leaks APD documents #2   
    If you're looking for juicy secrets, they're not here.
    This one is slightly longer, but it's interesting to see how SWAT came to be as it is known today.
    SWAT used to be vastly different before it was introduced to Asylum by Paratus.
    It was a small unit of officers, tested and trained, to be the lethal force Asylum needed when the rebel presence was too strong.
    SWAT was run by Retired Admin USCG Cox, and the officers that enlisted were required to attend multiple hour trainings, multiple times per week.
    We had carrier rigs before rebels, 7.62s before Lieutenants, Ghosthawks before Captains, and even a repelling rope for dropping into situations.
    You had to pass an in game training course, and pass an interview.
    SWAT was removed after USCG Cox left Asylum, and some time later was written into the mission file in 2015.
    The following are explanations of SWATs activity, rules, and conduct. Created April 6th to 8th, 2014.
    Mission and core Values The goal of SWAT Deploying SWAT When and how SWAT can/will act Rules of Engagement
  21. Xavorey liked a post in a topic by Boris in The tale of Boris ends.   
    It's been a wild few years.
    I'm not going to create a huge goodbye post, because i'll still technically be in the community, so this is more of a notification that the story of Boris has had it's final chapter.
    To put it shortly, i'm currently facing some lovely physical and mental health issues and any half measures i've tried haven't worked.
    To that end, i'm letting go of the virtual world and trying to focus on the physical one. That includes putting my PC into storage at the end of this month and not taking it out till things are good.
    I'll be around on the forums sometimes, and i'll sign into steam every now and then, but for the most part, don't expect to see me in TS or any games for the rest of the year at least.
    It's painful to have to leave Asylum after getting mod, and after working so hard for it, but truthfully, I need to do this or I might not be around to enjoy admin anyway.
    And as such, the tale of Boris ends here.

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