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Dona

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Everything posted by Dona

  1. I do know about the single hidden car spawn in Therisa lmfao, it takes just as long to get to it when you spawn on the opposite side of Therisa.
  2. To add to this, I'd like to suggest a new runway added to the map just south of Kavala where the air shop is located. As it is right now there is only space for helicopters to leave yet no runway for planes. I suggest that this new runway also be turned into a plane DP mission drop off location to add more variety to the locations.
  3. I would like to suggest that if you're going to rework each city, could you sparse out vehicle garages and add car shops similar to Olympus? What I mean by this is limit the walking time to get to a car garage somewhat. Maybe add a car shop on one side of the city, then a separate garage on the other. I hate having to spawn in Therisa and having to walk to where the AC tower is in-order to grab a car. I also think just one garage in each city really condenses things especially if since there's no NLR and you want to leave a city, someone who's just killed you will be waiting at the garage camping it, continuing to kill you over and over until you gain some sense to spawn somewhere else. I'm sure a lot of new and old players get frustrated or confused by it. Also on the topic of houses/map rework. I'd like to suggest that the industrial sheds are only able to be purchased and used for a gang spawn and storage like on Olympus/Anzus to reduce the hoarding of sheds by individual players. This would also remove the abuse of some gang owners switching their gang building as they see fit. I personally think the feature where gangs can switch their gang building to fit their needs is a bit broken and cheesy. I also feel as though someone owning three sheds around the map makes little to no sense other than having a monopoly on sheds, which just makes the server feel unfair and bland. So, I suggest removing player owned industrial sheds, only letting gangs purchase a single shed with gang-funds, and do the upgrades with the funds as such. At least gang funds will have a use this way instead of being just a bank for gang members or gang payouts. Also to compensate for the removal of player owned industrial sheds, I suggest adding a counterpart shed and maybe other unique buildings not often seen on Altis that can function in the same way as the previous sheds did. Being a rare and expensive piece of real-estate for players to fight over. While also having gang sheds for enough people to go around. I like the idea of a rework of these cities and think it's a great way to freshen things up a bit, and as far as my suggestions go I think having a spread out real estate market is beneficial to Asylum in fairness and gameplay. However, I added these suggestions as they came to me while reading this post, and they are just some of my thoughts on how the map could be improved for the wipe. If I have to make this a suggestion in the suggestion page, let me know, I would also like to see what people think of these ideas. Appreciate the developers for their best to keep the server and memories alive!
  4. I explain the reasoning in the original post, but again, as they are right now they are completely useless. I can't find any reason or worth that I'd get out of a flying tractor. It's like a money dump that just sits there on the server for no reason other than for flying around in a plane if you're bored. Regardless of flying skill, the drug runner mission is not worth the amount of risk involved. There's so much risk involved you'd have better luck doing a legal run and making more money that way. To reiterate, the risk involved includes; flying a damaged plane, running out of time, someone camping the NPC, hitting a bush and damaging the plane because of Arma, and then losing time to repair so that you can't complete the mission, flying to two different NPCs which make all of that risk doubled. If you think about it, it doesn't make a lot of sense for there to be a time limit in-game; Why are these drug smugglers so keen on getting their drugs so quickly? Would they really want their drugs on time if it meant losing the entire shipment to someone camping the drop off? To me the timer should be there as a way to incentivize quick flying if anything, the quicker you get there the more satisfied the smugglers are and the more money you make. Why would they all of a sudden not want their drugs because you're a minute late for whatever reason? Also I'd like to add that on Olympus, their plane missions are not an illegal activity, they make you use your own plane (which cost's more to start the run), they pay out more, and they only make you fly to one NPC/Location. And on Olympus these DP missions do not have any affect on the balance within the server, why can't Asylum do the same? Obviously on Olympus you have more to lose with that being you're using your own plane, you still pay a deposit, but the money you make represents the risk you take, by potentially losing your kit, your plane, and your deposit. I never said that armed planes had to be a common thing, they'd obviously be very expensive and used in dire circumstances, such as a captain pulling out a ghosthawk. Whoever said cops couldn't have armed planes either to chase down said rebel armed planes, to keep them from being used against the public and law enforcement, such as is the case on Olympus. And the armed plane would obviously require a lot of skill to accurately use, we aren't talking about attaching a 6.5 minigun to the plane, just a single .50 like how Oly does it. I know it's a staple of Asylum to lose all your shit and quit the server, I suppose that's something you get to grow fond of if you're a sort of Asylum masochist. However, me personally, I don't enjoy losing my hatchback every time someone wants to head on collide with me on a major road. I'm sure there are others who feel the same way or don't, but I think insurance would be a huge positive for the overall quality of life on the server. Again, the dev's can decide which vehicles to give the ability to have insurance and the price of insurance, as giving vehicles like .50 cal trucks low cost insurance, or any insurance for that matter, would be a little broken. But it's an avenue I believe Asylum needs to go down if they want to add more longevity to the player base. I think you may be right with how time consuming it may take, we don't know if they've already got a system for key-bindings implemented in the back somewhere, but I think if they just started with something simple at the very least, maybe some most used key-binds. I think that would go a very long way. I'd also like to add that the key-bind menu on Olympus does have a lot of key-binds, but to me I find it very easy and intuitive to use, they've got a search menu (and categories I believe?) for everything you need to find, and overall it's most certainly better than having nothing. While yes I agree with you, not having to put on a seat-belt is great, I however disagree with not being able to tell a difference. I recently just got back to Olympus and as a shit driver, I notice that I am FAK-ing a lot less on Olympus than I do on Asylum. And I'd also like to point out that the hatchbacks on Olympus can have engine mods, so they are even faster, and so you'd think more deadly, but no, I find I'm taking a lot less damage to random crap that I'm hitting on Oly compared to Asy. Obviously if you're Ken Block I'm sure you aren't having the problems I do, but I figure I add that here anyway as just a thought if anyone seems to agree. Overall, I appreciate your reply, and look forward to more discussion and hopefully some change.
  5. It's giving Virtue 🏳️‍🌈👨‍❤️‍👨🏳️‍🌈
  6. As it stands, planes on Asylum are neglected and in need of teensy bit of attention. I personally would like to see planes done in Asylum like they are on Olympus. Issues that currently stand with planes and some QOL improvements are as follows; Plane Improvements: 1. Limited trunk space. Planes on Asylum simply have too little trunk space to ever make flying or utilizing a plane in any sort of capacity worth the risk or effort. Considering that there is no insurance on Asylum, why don't planes have more trunk space? The risk of carrying goods in a plane outweighs any benefit you could gain from it, as it stands. Currently on Olympus the trunk space of a plane is 1000 weight, equal to that of a HEMTT cargo on their server. Here on Asylum, a planes trunk space is 150, equal to that of a tractor. So I suggest the trunk space be increased to make it worth the while of using. 2. Plane Drug Runner Missions. I personally like the concept of flying drugs across the map however, the risk of Drug Runner missions far outweighs the benefit. The first being, you start off with an already damaged plane, then you've got 3 minutes no less to get to your first destination, which very well can be camped by a rebel or have police, and then if none of that happens and all is well, you make it within the time limit, don't lose all your progress, you've got to go to a second location and do it all again, only to make 10k, maybe 15-20k if you've been blessed by the heavens. So, time limit is crap, start with broken plane; crap, two locations; super crap, and on top of all that timed broken plane turd, you have to deliver in a red-zone which can be camped. My suggestion is to get rid of delivering to two locations, as it makes no sense as to why the drug runner I start at doesn't already have the drugs. It's just another step in the way to make little to no money. Definitely remove the red-zone because initiation is good enough considering there's no immediate ATM in any of the area's you land. Most certainly get rid of the timer, as it makes no sense for it other than completely jeopardizing your already time consuming lengthy run. To balance with these changes I suggest doing it how Olympus does it, by making you buy an entire plane to do DP missions, along with having to put down a deposit, instead of the current renting scheme. 3. Runways. The current runways are lacking, the only air garage you can pull from is in a red-zone which is the drug runner NPC. There should be a separate NPC with an air shop at all runways. 4. Armed Planes. Drastic addition which would be a nice counter to armed aerial vehicles such as ghost hawks and other armored aerial vehicles. Would likely require that titans be added in the same capacity as they are in Olympus in order to counter armed planes being too powerful. Other QOL improvements: 1. Insurance. This is not only a suggestion for insurance on planes mind you. I add this here to suggest insurance on all appropriate vehicles like how Olympus does it. The insurance should be able to apply to most if not all ground vehicles and to fairly cheap/common aerial vehicles such as hummingbirds, orcas, mohawks, planes, etc. However insurance would likely not apply to rare vehicles or combat vehicles with armaments on them. One reason insurance should be added is for less compensation requests on the forums for Arma bugs. Arma things happen to vehicles quite a lot and it's a lot less of a hassle to just suck up the cost of paying quarter price for your vehicle back than going through hoops on the forums. 2. Key-binds. Not sure if there's a secret hidden menu for changing your key-binds but if there's not, one should definitely be added. And I'm not talking about custom controls, the key-binds I'm talking about are for things like the trunk, the wanted menu that has been forever stuck to 1, your phone menu, etc. 3. Vehicle Damage Script. How ever taking damage in a vehicle is calculated on Asylum from hitting things should be adjusted to be similar to Olympus. Driving around on Asylum and hitting a bush is like a death sentence for some reason. Meanwhile on Oly most of your hits are shrugged off unless it's head on with a wall, even then it still takes a bit to get killed from a collision. 4. Food. Just a nitpick but why the fuck when I eat a tactical bacon at 60% food I'm over fatigued. These are only some of the things that Olympus won me over with that Asylum is sadly missing out on, in my own opinion. I hope I can look forward to a more expansive yet simplistic version of Asylum in the time to come.
  7. Zafir and 5 mags for sale dm with offer
  8. Dona

    SELLING WEAPONS

    40k for each rpg 80k for each rocket. 67k for each sui. 62 for a speedbomb and ill sell you the mxms for 10k.
  9. Dona

    SELLING WEAPONS

    about 75k maybe
  10. Both 3 craters are sold. Conjoined 2 crater and seperate 2 crater are still up for sale. They both have plenty of goodies inside for spirit distillery camping and processing. I can also probably lend keys to a garage right in abdera. 1300 barley in conjoined 2 crater w/ sui vest. 1500 barley and a bunch of mks with 180 mags in separate 2 crater.
  11. you want to buy all of them?
  12. House, Garage, Industrial Shed: Houses House Size(40k/70k/150k/220k): one 2 crater. Location (Town/DP#): Abdera Asking Price: 2.2 mil for the separate 2 crater. Description: The house is very close to spirit distillery...right in Abdera. The 2 crater you can just walk across the street to the broken building and see into the distillery from there. It is very possible to hit shots from there. These houses are great for scotch materials and just watching over spirit. Pictures/Video Walk-through: https://imgur.com/a/N3oYpYU Separate 2 crater: https://imgur.com/a/CKFbHI2 (the 2 crater on the left) There's a bunch of barley already in the house to get you started if you don't like picking it (around 1.5k ). Comes with tons of weapons. ALL SOLD
  13. Dona

    SELLING WEAPONS

    I don't see what you're trying to get at, but whatever. I won't accept your completely ridiculous offer for my MXMs and 6.5 mags. I honestly thought you were joking till just now. Good luck trying to buy a 100 rnd 6.5 mag for 5k lmao.
  14. Dona

    SELLING WEAPONS

    I do not have AK tracer mags.
  15. Dona

    SELLING WEAPONS

    The weapon or the mags?
  16. Dona

    SELLING WEAPONS

    Well MXMs aren't able to be purchased from any shop, and the mags are 100 rounds. Can only be taken from captains.
  17. Dona

    SELLING WEAPONS

    Sure, DM me your paypal and we'll get it sorted. Its gonna be about 115k
  18. Dona

    SELLING WEAPONS

    5 100 Round 6.5 mags (fits in mx rifles) 8 150 round spar 16 mags (works with spar 16) 2 RPG-7s w/ 2 Rockets 3 Suicide Vests 9 MXMs Many Mk1s Many LIMs w/ mags 60 ARCOs Many MK 200s w/ mags items with strike through have been sold
  19. In-Game Name: Von Age: 17 Arma Hours(Screenshot): 1,503 Hours https://imgur.com/V41jLDo Banked Money: 11.9m Have you ever been Banned?: Multiple times for CL, RDM but no ban has exceeded 3 days. Current/Past Gangs: AXE, COC, KACHOW, VIRTUE Do you have a Mic/Teamspeak?: Yes What's your interest in joining Drunk Squad?: I think that joining drunk squad will make me a better role-player. I am reaching my end with cartel gangs as I believe I have exceeded far beyond my own expectations. I think drunk squad can use the extra combat help I'd provide since they are mostly role-players. I also believe that with 100% certainty that having me in drunk squad the succession rate for federal-events would go up by an alarmingly high percentage.
  20. who wants his signature?? limited time only 1 mil a piece exceptions included
  21. #DidSomebodyCallTheJanitorsBecauseTheseLoversGotMOPPED 👨‍❤️‍👨
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