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Spank

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  1. ATF MG007 liked a post in a topic by Spank in Crates Despawn Server 6   
    The crates are getting cleaned up with the cleanup script. If you haven't noticed,  it seems to be running more often then before. We have brought it up to Paratus and are expecting a fix soon.
    In the mean time, just soft log and come back in when you want your crates to respawn. Believe me I know it's a pita. 
  2. Spank liked a post in a topic by Hubschrauber in Change Log 6.8.3   
    @Paratus @Motown @bamf @Mr Smirnoff @Leady @Starance @Gnashes @BaDaBiNg_10-8 @Spank @Sojobo @Killswitch @Padrinos @Olio @Sneaky @Trilligy @Buckwalter @Snatch @Budbringer @DJScias @Volunteer281 @HapHazard @Ghillie Dhu
     
    I love server 6 and am really sad seeing it dying at the rate it is. Much against popular belief, memory leaks and house bugs aren't fully culpable for people leaving server 6 in droves. I obviously can't speak for the majority of the community. Who I can voice a complaint for is the people who enjoy combat on Australia. People are getting disinterested because there is a lack of "end game" material to enjoy and most of the content that is available is either not balanced or not worth the reward. In addition to a lack of balanced end game content, the main source of entertainment for most civs is fighting the APD. Cops; however, are under powered and there is a lack of incentive to play against rebels with buggies since all they have to do is go off road to escape. Thankfully, the weapon upgrade was a step in the right direction but they need better off road vehicles for balance to be achieved. I'm going to list a few things that must be changed as well as stuff that I would like to see changed in order for some people to enjoy and continue enjoying playing on 6 because it has the potential to be the best server out of all of them.
    APD changes that are a MUST:
    Give all police better vehicles than the Crown Victorias. Also, give the police some vehicle with equivalent offroading capabilities as the buggy. The Crown Victoria is worse than the original Holdens in all areas besides fuel availability. They are also one of the worst cars offroad leaving any fleeing civilian a "get away free from cops" card the second they choose to go offroad. On road the Crown Vics clearly fair better than off-road but spin out uncontrollably if you need to make the slightest change in direction and almost ensure any perpetrators get away scott free time and time again.  Civilian changes that are a MUST:
    Balance the Prison Break where the police cannot spawn into the towers. Balance at the Prison Break is extremely difficult because if you allow rebels to be in the towers without the cops being able to spawn in them, then the prison break would be overpowered for the rebels. However, alternatively, if you continue to allow cops to be able to spawn in the towers then the prison break is overpowered for the police.  IDEAS ON BALANCING: Allow rebels to be able to "hack" into the gates to open them for civilians. Both front gates should have to be cracked (These two front gates should be able to be cracked in a small amount of time like the vaults at the federal reserve) and the front door of the actual prison building should have be cracked as well (The front door should take a longer time to crack however, like the actual domes at the federal reserve). All other iron bar gates inside the actual prison building should additionally have to be cracked as well (however, the shorter time "vault" cracks should be used for these inner iron bar doors). Prisoners should simply be able to run out of the building in order to escape instead of being teleported outside of the prison.  Move the spawning area to the parking lot of the Maximum Security Prison for police. Disable this ability for police to spawn in here when the prison break is active. Instead, allow the police the ability to spawn in at any of the near by towns' HQ to quickly be able to respond to the Prison Break.  Allow SWAT Leader and Sgts+ to use demolition charges on the towers to destroy them. Also, allow rebels the ability to use demolition charges on the towers as well. This would ensure a equal and fair approach for both rebels and cops to destroy the number 1 thing making the prison break overpowered for one side or another. Balance the Police HQs and small "county" jails to allow rebels to hack into them and possibly save their friends. IDEAS ON BALANCING:  Allow the main gate of the "county" jails to be hackable in a decent amount of time (2~3 minutes) and make the inner doors of the jail hackable at a reduced time compared to the outside gates. The HQ doors should also be hackable however the HQ doors should take a lot longer time to hack to add an incentive for cops to continue to bring suspects to the HQ first. (there should be some incentive for the police to take suspects to HQ first then to county jail and should not be able to send people to jail from the HQ) Add a "Bank of Australia" in a location that makes sense and is fair and balanced. IDEAS ON BALANCING: Put the bank in the outskirts of Perth. There are various locations in the suburbs of Perth that are open yet surrounded by buildings allowing you to add a bank in or use the existing "ATM" buildings (the same building that is used to house the bank on Altis) to implement the bank. Doing this might be the breath of life that Perth badly needs. I would recommend building a wall around the bank with 2~3 entrances.  Increase the time to rob the bank by 3~5 more minutes.  https://gyazo.com/a0f0aec323b9540b4d7fc99800bdc348 (view of area from map) https://gyazo.com/945bd27beb526b119738b07797ab7b6a (view of area from Eden) https://gyazo.com/cefd799d583acd4535b5a3a27ce53b71 (view of area from helicopter) Add the option of being able to rob the smaller "branch banks". HOW TO ROB THE BANK (An idea of how it should work) The branch banks should have small amounts gems and dirty money in each safety deposit box. The longer you stay searching through safety deposit boxes, the larger the risk and ergo, the larger the reward.  Going through the front: The first door (https://gyazo.com/11e7e31e41c43fbde9024a60ae8d2b8c) If you open this first door, you should have a chance to be spotted by bank cameras if you have a demo charge or a drill. You should have to crack open this door however it should be a very quick crack with a low chance of setting off the alarm. 1~2 minute crack The second door (https://gyazo.com/dd8957d2b56216ee1d7de59420bf1fc9) This door should be your first serious barrier to overcome to gain entrance to the bank.  2~3 minute crack Cracking the vault or destroying the security system in the security room (https://gyazo.com/3278a91861c69385d0bf2a30c242fcd1) Cracking the vault should take significantly longer if the security system is still active. If the security system is online, the cracking of the vault should take 7~8 minute crack Cracking the vault should take significantly shorter if the security system is offline. If the security system is offline, the cracking of the vault should take 3~4 minutes. This means that cracking the security room door and taking the security system offline saves roughly 2~3 minutes on cracking the vault with the time spent on cracking the security room door included.  Cracking the inner door iron bar door. (https://gyazo.com/ca4979718bf793fb458e3af3b2dff261) 1~2 minute crack Going through the roof: The first door (https://gyazo.com/db6978afe7ca6f5464fd49a67489164b) 2~3 minute crack The rest should be the same as going through the bottom. IDEALS ON BALANCING:  Incorporate a cooldown so no other branch banks can be robbed while one is currently being robbed.  Add a option (NOT ON A CELL PHONE!) to get "insider information" for a fee from vendors at any rebel outposts detailing how much dirty money and valuable gems are currently being held at each branch bank. Add an option (ON THE CELL PHONE!) for police to check how much money and valuable gems are currently being held at each location.  Add desirable cartel locations. I can't stress this enough. The community keeps going to the same three cartel locations over and over. Learn from what they like and try and replicate it. The desirable locations are both arms dealer locations (church on the hill and the castle on the hill) and the old Meth Cartel location. Here is what the community is looking for in a cartel location: A defensible but not impossible position to hold. This includes several barriers or large rocks that can serve as sold cover from the front but not the back. A series of positions spread out in all directions that attackers can use to have equal cover to what the cartel defenders have. This allows players to close the distance to cartel by "hop scotching" from cover to cover. Current server 6 cartel locations are all undesirable for large gangs/gangs who fight cartels alot with the exception of Drug Cartel which is alright but still has a lot of flaws. Mainly, the lack of hard cover (in the form of large rocks in this case) that attackers can use to help close the distance to the tree house.  Avoid large military towers but use the smaller "deer stand" towers. Things that I think should be in sever 6:
    Weapons: Open up the floodgate on all weapons that are not: Portable belt fed machine guns over the 6.5mm caliber (Nothing over Mk200) .50 caliber sniper rifles.  Grenade launchers (although, smoke grenade launchers underslung from assault rifles wouldn't be a bad idea to implement)  All rocket launchers Vehicles:  There is a myriad of armored and non armored vehicles that can easily be incorporated into the game that are far more reasonable than the buggy. Personally, I would just get rid of the buggy all together. It's armor is insane for its cost and and and top speed. The buggy also makes crashing offroad near impossible unless you simply don't care and go 200km/h over the top of a hill. It honestly needs to go.  Helicopters: Why not include the numerous transport helicopters available? Almost all of them are near the same speed as the hummingbird and have almost zero armor. You can one shot the pilot of all of the Marine/Army/Czeck unarmed transport helicopters with a 9mm.  
     
     
     
  3. Buck liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  4. Midamaru liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  5. Zekar liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  6. Duffy49 liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  7. Bersabee liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  8. Seán That Irish Guy liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  9. Gubber Flexx liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  10. Crossfade liked a post in a topic by Spank in EVERY FUCKING TIME   
    EVERYTIME SOMETHING BAD HAPPENS TO YOU YOU MAKE THIS SORT OF POST. HERE LET ME LINK THE PROPER AREA OF THE FORUMS FOR YOU. 
    http://www.gaming-asylum.com/forums/index.php?/forum/30-general-support/

  11. Spank liked a post in a topic by Ebola in Aussie Life Lottery   
    https://gyazo.com/430965fd1ba5ae32d3cc1ff448d30f35   >:)))) was seeing if i was the first to win XD
  12. Sergio liked a post in a topic by Spank in Server 6 - how many crates   
    250k will hold 3. 600k will hold 4. Industrial shed should hold 2
  13. Scott liked a post in a topic by Spank in Server 6 - how many crates   
    250k will hold 3. 600k will hold 4. Industrial shed should hold 2
  14. Spank liked a post in a topic by Trilligy in Who are the favorite admins on the server   
    If I get no likes then I've done my job right. Not here to be liked
  15. BioHazard liked a post in a topic by Spank in APD Appreciation Thread   
    I'd like to give a shout out to @Hubschrauber and @✪ Eli for their police work in server 6. Went above and beyond to setup a joint civ & apd sting op. The op resulted in the recovery of a stolen plane and the jailing of a fugitive (sadly only caught the one). Had they been LTs  (wink wink) all persons would have been caught. 
  16. Hubschrauber liked a post in a topic by Spank in APD Appreciation Thread   
    I'd like to give a shout out to @Hubschrauber and @✪ Eli for their police work in server 6. Went above and beyond to setup a joint civ & apd sting op. The op resulted in the recovery of a stolen plane and the jailing of a fugitive (sadly only caught the one). Had they been LTs  (wink wink) all persons would have been caught. 
  17. Olivia liked a post in a topic by Spank in APD Appreciation Thread   
    I'd like to give a shout out to @Hubschrauber and @✪ Eli for their police work in server 6. Went above and beyond to setup a joint civ & apd sting op. The op resulted in the recovery of a stolen plane and the jailing of a fugitive (sadly only caught the one). Had they been LTs  (wink wink) all persons would have been caught. 
  18. Eli liked a post in a topic by Spank in APD Appreciation Thread   
    I'd like to give a shout out to @Hubschrauber and @✪ Eli for their police work in server 6. Went above and beyond to setup a joint civ & apd sting op. The op resulted in the recovery of a stolen plane and the jailing of a fugitive (sadly only caught the one). Had they been LTs  (wink wink) all persons would have been caught. 
  19. Galaxy liked a post in a topic by Spank in Meet the Staff!   
    Owner(s)
    @bamf @Paratus Developer(s)


    Affiliate(s)
    @Motown
    Admin Responsibility Council (ARC)
     
    Admin(s)
    @BaDaBiNg_10-8 @Clint Beastwood @Cukofuko @Deazy Johnson @Gaskal @Gen. Henry Arnold @Jigawatt @Leady @MoralityVII @Padrinos @Painbringa112 @Rodrigo @Zoex Moderator(s)
     
    Contributor(s) (Outstanding non-staff position, volunteers to support the server
     
  20. Spank liked a post in a topic by Killswitch in Giving dating advice   
    This one is ten times better haha
  21. Spank liked a post in a topic by bamf in Change Log 6.8.1   
    True legends don't need an RCO scope to fight people with holosights!
  22. Spank liked a post in a topic by bamf in Asylum RP rule change (re-post from August 2015)   
    This is a re-post of the rule change regarding RP from August 2015:
    After a long discussion, we have decided to change the rules around a few role play (RP) scenarios.  
    First, it is no longer acceptable to send someone a text message telling them they are going to die and then killing them immediately (or shortly thereafter).  Things like “you will die” followed by someone being killed will be a bannable offence going forward.  
     
    Second, when you do initiate hostile role play with someone you must give them sufficient time to react.  For example:  
     
    “Hands up or die” is perfectly fine - provided you give the person ample time to respond, give them time to put their hands up, run, or to begin dialogue with you.  If they fail to comply with your demand in a reasonable time, then by all means do whatever you feel you need to do within the RP scenario you are creating.  
     
    Also, you must make a reasonable demand of the person.  A time when “hands up or die” is not reasonable, is when someone is driving a car or a helicopter.  There is no way for them to put their hands up in a short amount of time.  If they pull over and exit the vehicle, then they are beginning to comply - do not just shoot them on sight.  If they turn a weapon towards you and you feel your life is in danger, then you may shoot them (but remember guns always pop out when you exit a vehicle thanks to an Arma mechanic).  The better thing to say may be “Pull over (or land), exit the vehicle, and holster your weapon immediately”.  If the person complies, then you can play out the RP scenario from there.  
    Third, when someone does comply with your demands, you must find another reason to kill them.  They complied, so your “or” statement has no meaning if you go ahead and kill them anyway.  If you say “hands up or die” and the person puts their hands up and you shoot them anyway, you will likely find yourself banned for a period of time.  If you want to further the RP scenario with them a touch and then kill them that is fine, but you must find another reason inside of your RP to end their life.  
    These changes are not a move to a hard core RP type of system, but instead are ways to make the RP inside of the Asylum servers more meaningful.  We love the fast paced nature of the game play here, but we do want RP to be more engaging for everyone.  You shouldn’t have to fear you will be killed each time you get told “hands up or die” provided you comply with the demands given to you.  
    We also would prefer RP be initiated through voice commands.  When you hide behind a text message and shoot quickly, your chances of being banned going forward will be higher.  Let’s all try to be better at RP - I think you will find it will make your gameplay here more fun.  
    Thanks,  
    Bamf
  23. Spank liked a post in a topic by HotWings in Krypton making Polls - Poll   
    You realize that only about 10% of the player base use the forums right?
  24. Spank liked a post in a topic by Paratus in Change Log 6.8.1   
    6.8.1
    Doubled the per-player gang bank limit from 50k to 100k. Gang banks can now hold a maximum of 2.5m, up from 1.5m. Bank vaults (domes) can now be cracked faster. The federal bank now spawns 30% of it's value in cash, instead of 60%. The total value of a bank robbery is unchanged, although more of the value is in gold. Gold bars are now more valuable. The maximum amount of money in a cartel container has changed from $150,000 to $200,000. Cartel payouts and cuts are now a little bit more aggressive. Fixed the Dodge Viper price on Australia. Increased trunk size of the airplanes on Australia. Fixed a bug with storing some vehicles in your garage on Australia. The prison on Australia got that much-needed funding and reinforced all prison structures. Hotfix
    Jurors on Australia will no longer spawn in the sky. Fixed garage/chop issues with some new vehicles on Australia. With new funding, the Australian police department is now able to supply it's SWAT officers with ammunition. Hotfix 2
    Fixed bug allowing gold bars to be taken from the reserve too easily on Australia. Moved the salt flat rebel outpost on Australia. Fixed issues with some vehicles saving and storing in garages on Australia. Added proper color variations for the Porsche. Added more color variations for the Yamaha R6. Added more color variations for the Beetle 4x4, including extras for donor level 3, 4 and 5. Added a new position for the Wong Triad on Australia.
  25. Goldberg Attorney at Law liked a post in a topic by Spank in Change Log 6.8.0   
    Krypton makes those threads once a month. They go nowhere just like most of his ideas to buff the orca, etc. Your 90-10 vote makes 100 people. That's a small portion of our player base. Those threads get removed because all they do is turn into shit posting. Give us some contructive ideas other than giving you guys an easy button. Asylum isn't designed to live off your earnings for 6 months. You work for what you have, if you want to risk it for a fight, be prepared to work to get it back. 
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