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X T C

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  1. Macca394 liked a post in a topic by X T C in XTC | Asylum 2   
  2. talke liked a post in a topic by X T C in XTC | Asylum 2   
  3. X T C liked a post in a topic by TommyY in XTC | Asylum 2   
    Lose weight 
  4. Gagss liked a post in a topic by X T C in XTC | Asylum 2   
  5. X T C liked a post in a topic by Hubschrauber in Currently, Molu is our sixth boss, making the Dragon Gang once again great.(Content has been modified)   
    Honestly, the way The Dragons have interacted with this community has created the dislike with which you are treated. Imperium never shedded any Ifrits/Quilins/etc until you guys started doing it every single time to us, then we just said fuck it and started doing it back to everyone. Turn about is fair play. You guys would go out of your way to VDM every helicopter and even smoke off with Ifrit smoke every sports hatchback that you could exploit unflip into towers to blow them up just so we couldn't record it. You would constantly shoot the fuel tank of quilins (which is another exploit) to blow them up. You guys earned your reputation.

    Also, You realize the two RPGs with which you were shot yesterday that clearly started this idea of leaving Asylum were legitmately purchased, right?

    I find it interesting that you dislike people having RPGs when I seized 6 RPG shells from you personally yesterday when on cop. 
  6. X T C liked a post in a topic by Keneith in Currently, Molu is our sixth boss, making the Dragon Gang once again great.(Content has been modified)   
    Wow, never thought we would see the day. Don't come back to arma 4.
  7. Ruffian liked a post in a topic by X T C in Enforcing a Maximum Ping Limit   
    The Impact of High Ping on Gameplay
    Ping, also known as latency, refers to the time it takes for data to travel between a player's device and the game server. High ping can lead to a range of issues that detrimentally affect the overall gaming experience. These issues include:
    Unpredictable Movement: Players with high ping may experience erratic movement, causing them to teleport or jump around the game. This also makes their actions unpredictable for opponents trying to fight them in combat as they're also delayed when being shot enough times to die (this would give them a time gap to atleast kill 1 more person whilst they're supposed to be **dead** in many situations)
    Unfair Advantage: High-ping players may experience instances where they appear to have an advantage due to the lag compensation mechanisms in place. This can result in scenarios where a player with high ping is harder to hit or engages opponents before they have a chance to react
     
    Fostering Fairness and Competitive Gameplay
    Implementing a maximum ping limit in Asylum can address these issues and promote fairness among players. By ensuring that all participants have a relatively consistent and low level of latency, the playing field becomes more level, and the competitive aspect of the game is preserved. Fairness is essential for maintaining a gaming community, as players are more likely to continue participating when they feel that success is determined by skill rather than network conditions.
    Conclusion
    In conclusion, the implementation of a maximum ping limit in Asylum is a necessary step to enhance gameplay quality and foster fairness. High ping negatively impacts gameplay by causing lag, delay, and unbalanced advantages. By setting a threshold for acceptable ping levels (no more then 180-200), developers can ensure that all players have a similar experience and maintain the integrity of competitive gameplay. This step not only improves the overall enjoyment of Asylum but also contributes to a more engaged gaming community.
  8. waffel liked a post in a topic by X T C in Enforcing a Maximum Ping Limit   
    The Impact of High Ping on Gameplay
    Ping, also known as latency, refers to the time it takes for data to travel between a player's device and the game server. High ping can lead to a range of issues that detrimentally affect the overall gaming experience. These issues include:
    Unpredictable Movement: Players with high ping may experience erratic movement, causing them to teleport or jump around the game. This also makes their actions unpredictable for opponents trying to fight them in combat as they're also delayed when being shot enough times to die (this would give them a time gap to atleast kill 1 more person whilst they're supposed to be **dead** in many situations)
    Unfair Advantage: High-ping players may experience instances where they appear to have an advantage due to the lag compensation mechanisms in place. This can result in scenarios where a player with high ping is harder to hit or engages opponents before they have a chance to react
     
    Fostering Fairness and Competitive Gameplay
    Implementing a maximum ping limit in Asylum can address these issues and promote fairness among players. By ensuring that all participants have a relatively consistent and low level of latency, the playing field becomes more level, and the competitive aspect of the game is preserved. Fairness is essential for maintaining a gaming community, as players are more likely to continue participating when they feel that success is determined by skill rather than network conditions.
    Conclusion
    In conclusion, the implementation of a maximum ping limit in Asylum is a necessary step to enhance gameplay quality and foster fairness. High ping negatively impacts gameplay by causing lag, delay, and unbalanced advantages. By setting a threshold for acceptable ping levels (no more then 180-200), developers can ensure that all players have a similar experience and maintain the integrity of competitive gameplay. This step not only improves the overall enjoyment of Asylum but also contributes to a more engaged gaming community.
  9. 王 rando 王 liked a post in a topic by X T C in Enforcing a Maximum Ping Limit   
    The Impact of High Ping on Gameplay
    Ping, also known as latency, refers to the time it takes for data to travel between a player's device and the game server. High ping can lead to a range of issues that detrimentally affect the overall gaming experience. These issues include:
    Unpredictable Movement: Players with high ping may experience erratic movement, causing them to teleport or jump around the game. This also makes their actions unpredictable for opponents trying to fight them in combat as they're also delayed when being shot enough times to die (this would give them a time gap to atleast kill 1 more person whilst they're supposed to be **dead** in many situations)
    Unfair Advantage: High-ping players may experience instances where they appear to have an advantage due to the lag compensation mechanisms in place. This can result in scenarios where a player with high ping is harder to hit or engages opponents before they have a chance to react
     
    Fostering Fairness and Competitive Gameplay
    Implementing a maximum ping limit in Asylum can address these issues and promote fairness among players. By ensuring that all participants have a relatively consistent and low level of latency, the playing field becomes more level, and the competitive aspect of the game is preserved. Fairness is essential for maintaining a gaming community, as players are more likely to continue participating when they feel that success is determined by skill rather than network conditions.
    Conclusion
    In conclusion, the implementation of a maximum ping limit in Asylum is a necessary step to enhance gameplay quality and foster fairness. High ping negatively impacts gameplay by causing lag, delay, and unbalanced advantages. By setting a threshold for acceptable ping levels (no more then 180-200), developers can ensure that all players have a similar experience and maintain the integrity of competitive gameplay. This step not only improves the overall enjoyment of Asylum but also contributes to a more engaged gaming community.
  10. X T C liked a post in a topic by IFKNLOVEHONEY in A NEW AND INVENTIVE MONEY MAKER SET TO BLOW YOUR TASTE BUDS AWAY   
    Dear Governor, Great news! Your shipment of Efstratios Queen Bees (Apis mellifera cecropia) packed by our wonderful busy bees at Efstratios Honey is pending pick up by our courier at Agia Marina. As soon as it  is picked up and scanned by our courier we will send the air-tracking information including an estimated time of arrival at your office in Pygros.
    We at Efstratios Honey wish you the best of luck in your repopulation efforts!
    -----------------------------------------------------------------------------------------------------------------------------------------------
     

    Honey
    A beginner/intermediate money maker
     
     
    TABLE OF CONTENTS
    1. Conception
    1.1. Roleplay implications/story influences
    2. Potential balancing
    2.1. Product Specifics
    2.2. Pricing
    3. Epilogue
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Conception
    Honey, is an intermediate legal money maker with illegal implications. Honey would be a field-gatherable item (Raw Honey) able to be produced into three distinct products. 
    On the legal end of the spectrum we have Lemnos Honey. This functions as the beginner route - much like legal Weed Field into Dispensary. This would require the partitioning or introduction of an additional building (or NPC such as PCP) to operate as a processing facility. This would net the smallest profit out of the three but provide a new beginner money-maker alongside Weed Field.
    Illegally, we have two potential end products.
    1. Mad Honey; and
    2. Mead
    Mad Honey functions as our narcotic alternative utilising an already established drug field alongside the new Honey Field. Mad Honey is a mixture of Dark Fungi and our Raw Honey to make a potent psychoactive drug favoured for its easy consumption - a consequence of the rich honey farmed. In order to avoid the need to add more objects, this should be processable at the LSD Sheet Factory as another scroll-menu option (not unlike the multiple options offered at Spirit Distillery). I imagine this being the highest upfront profit product able to be produced. Unlike LSD however, being a 'food' item this should be sellable to Wong's keeping in line with his theme.
    Mead functions as our 'passive' money maker. This proposal would remove the long-forgotten Whiskey varieties offered in the game currently. Its unique identifiers being a two-component alcohol - being only Water and Honey and an extremely long aging time to balance the two-component nature of the alcohol. Obviously, Mead, not being a Spirit would not make much sense to be distilled at the Spirit Distillery, however, in line with being a replacement for Whiskey and not wanting to create more entities than needed should still be 'distilled' at the Spirit Distillery. Keeping in line with the theme of Spirit Distillery a name change to Fortified Mead or Honey Jack may be appropriate here.
    I see Mead (Fortified Mead/Honey Jack) aging as such (aging quantity same as Whiskey):
    Stage 1: Young Mead
    Stage 2: Developing Mead
    Stage 3: Drinkable Mead
    Stage 4: Maturing Mead
    Stage 5: Mature Mead
    Stage 6: Aged Mead
     
    Roleplay implications/Story influences
    The conception behind this money-maker came with a chance tasting of a peculiar honey varietal: Honey Hasapis, a monovarietal thyme honey, produced in Altis' real life counterpart Lemnos. At the time not knowing about Lemnos nor its connection to Arma 3 I investigated Honey Hasapis and learnt of its origin point's connection to the game we all hate. So, with that the cogs began to turn.
     
    ---------------------------------------------------------------------------------------------------------------------------------------------
    Potential Balancing
    Quick side note: I am not in anyway shape or form a developer or have prior experience with such, as thus, everything suggested is that - a suggestion. The Asylum development team is more than capable of balancing and ensuring everything runs smoothly and earnestly deserve a little more respect in this regard.
     
    Product Specifics
    - Raw Honey and Lemnos Honey
    In the vein of being beginner friendly I think risk here should be mitigated, however, potentially making this another field that can be made illegal by the Governor like Weed may add some much needed risky element Additionally, maybe making the Governor make a conscious decision between making Weed legal or Honey legal may add some interesting gameplay elements and action economy to becoming a governor - Mad Honey
    Outside of requiring two components, one being in an easily ambushable KOS zone, I think Mad Honey can be additionally balanced by requiring two process cycles at LSD Factory. The first cycle producing Unsafe Mad Honey (unable to be sold, representing an unrefined version of the final product) and a second process producing Mad Honey. - Mead (Fortified Mead/Honey Jack)
    I think Mead will be controversial in the sense that it is a two-component alcohol, meaning;  - 1: You can produce more of it due to weight; and  - 2: It will be cheaper to produce, no longer requiring the most expensive component to alcohol In an effort to combat the first option, we can make honey weigh 2 per item. Bringing the completed item weight to 3 per, bringing it back in line with other alcohol varieties. As for the second issue, I'm unsure of how to balance this without removing thematic and unique elements to the alcohol. Most notably, honey in an unrefined, unfiltered raw version can harbor wild yeasts which allow for the fermentation.
    However, we can potentially add another balancing factor in the form of bolstering the final product price to compete with or exceed 25 Year Scotch but implement a failure aspect like when you break a lockpick. During the distillation or during the aging, the wild yeasts could 'fail' causing the product to be lost or maybe de-aged to the previous stage.
     
    Pricing
    All prices are suggestions and may not represent an understanding of the economical ramifications to the money maker.
    Lemnos Honey:
    $300 (sold to Market)
    Justification
    Lemnos Honey is designed to be a more beginner friendly money-maker. Ideally to work alongside Weed but not overtake it. At $300 and a weight of 2, a carryall backpack (96 weight / 2 = 48 x 300) equals $14,400 per backpack - enough to get you on your feet and enough to scale out if sold in bulk.
    Mad  Honey
    $850 (sold to Wong's)
    Justification
    Mad Honey is quite literally the mixture of Dark Fungi and Raw Honey. Representing this by taking the current price of LSD Pills ($550) and Lemnos Honey ($300) and combining the two ($850) seems reasonable enough for a double-processed drug that requires you to delve into the Dark Fungi mine/pit.
    Mead (Fortified Mead/Honey Jack)
    $100 (Stage 1)
    $150 (Stage 2)
    $200 (Stage 3)
    $400 (Stage 4)
    $550 (Stage 5)
    $980 (Stage 6); or
    $1000 (Stage 6 alternative)
    Justification
    As explained above I believe Mead (Fortified Mead/Honey Jack) to be a fitting replacement to Whiskey and as such I don't see the prices needing to change much from that.
    However, as also mentioned, if a failure state was to be added prices should be bolstered to compete with 25 Year Scotch or to exceed to balance out the extra work requiring to be put in.
     
    Epilogue
    You've reached the end... congrats! Look, evident by my name I love honey - I'm an enthusiast, a homebrewer and all around bee guy. I think this gives the opportunity to explore some new ways we can use pre-existing money makers and give the opportunity to fill out some of the more undeveloped areas of the map (such as the North Eastern quarter containing Sofia). Plus, who doesn't love exploring a new money maker when they come around on Asylum?
     
    -IFKNLOVEHONEY.

  11. Gesloten liked a post in a topic by X T C in How to blow up a Chinese Drugcartel house   
    Make sure to try it out yourself too
    #RegionLOCK
  12. Bob Danaloo liked a post in a topic by X T C in How to blow up a Chinese Drugcartel house   
    Make sure to try it out yourself too
    #RegionLOCK
  13. Tyrese liked a post in a topic by X T C in łmpact - Recruitment   
    Denied
  14. Xehons liked a post in a topic by X T C in łmpact - Recruitment   
    A B O U T
    ___________________
    We are a group of friends who like to frag
    We play on server 1, 2 and 3.
     
    R E Q U I R E M E N T S 
     
    you need to know how to frag
    You must be active.
     
    A P P L I C A T I O N
    _________________________
    Fill out the below and post below
     
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    Arma 3 Hours - 
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    Anything else you want to tell us? -
     
    Roster
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