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wilber38

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  1. wilber38 liked a post in a topic by Fitz in Changelog November   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!
    Foreword: 
    A number of our team members have spent quite a bit of time the last few weeks in getting this out to you guys.  We have fundamentally changed the way our staff operates, the APD is represented, increased our security and processes, and done quite a bit of work to shift our community away from loud, toxic assholes and back to fun, light-rp guys.  This is the first step, additional posts will announce more content, staff changes, and policies in the coming days.
    The biggest thing we need to fix is the community, no piece of content is going to do that, it is on us as owners, and our staff to help our community recover from all these toxic cunts.  I am always here to discuss concerns and will try and hold community townhalls to just discuss things regularly. -Fitz
    Added:
    Altis Workers Union The Altis Workers Union is a new faction for civilian players.  These members have access to select facilities to sell items, buy weapons, and work within the law.  They are by definition law-abiding citizens, not able to have the training of a rebel, or a skiptracer.  Have access to higher caliber weapons to use for self-defense, (Legal with the license) Have access to the Dock Worker in Kavala which grants an 10% sale buff on most legal items Any vehicles bought/pulled out come with a built-in low jack which is activated when the vehicle is lockpicked The APD is then notified and given live updates on the vehicle's location The license can be revoked for uses included in an APD Policy to be released in concurrence with this post. IEDS Rebels can now buy improvised explosive devices to place around the island. Buy the IED from Rebel, hit "Use Item" via the Phone menu Place the bomb where you want to put it and prime the charge Call it from your phone to watch it explode You can defuse an IED with lockpicks once it has been placed There is a chance that it explodes if you try and defuse it, a higher chance if you did not plant it APD officers have better chances of disarming IEDs via the calling of the bomb squad.  Send a 911 message to the APD and officers will report to the scene. While an APD vehicle is close to the IED officers will be able to scroll on their trunks to "Activate Bomb Squad" Once an active EOD officer, you will be able to try and disarm the bomb. (Don't worry cops know what they're doing) Upon death or successful disarmament of the IED, cops will get their original gear back. There is also a chance that IEDs will spawn at random around the map. APD officers will be notified with a rough location and be able to defuse the bomb and sell the disabled device. Cotton Cotton has begun to grow in a field East of Kavala Go run and gather the cotton Bring it to the Cotton Gin in DP2 to process it before selling at the commodities trader/Union Docks Tobacco Tobacco has sprouted along the coast Southeast of Kavala Run and gather the tobacco Dry the tobacco over a campfire (This can be sold at the union docks) You can buy "Raw Papers" from a hospital, and then roll the cigarettes in your inventory whilst having dried tobacco and papers.  These are sold at the Union Market/Commod Trader You can buy "Raw Papers" and combine them with dried Tobacco and unprocessed marijuana at the Cigar Factory (Near black market production)_ to process cigars.  These are sold at wong Evidence Gathering Missions APD officers now have the ability to start an evidence collection mission from any APD HQ, by scrolling on a vehicle NPC. Drive the transport truck to the crime scene and collect the evidence Once the evidence has been loaded you can drive back to the directed HQ, once you arrive you will be prompted to deliver the mission. There is a chance that civilians will receive a notification when a delivery truck has been dispatched, and the location of pickup/delivery, so be careful! Sherrifs Department APD Officers may now deploy for the sheriffs department when joining the island.  This faction is designed for those who wish to roleplay, and patrol the cities of Altis. Sheriffs officers are excluded from the numbers required for federal events, although they may be requested as backup in accordance with APD policy. This faction is a blank slate, for role players and experienced officers alike to play in the cities, patrol nearby and engage with the community. Policy has been worked out to ensure that we ease our players into this, with additional development opportunities in the coming weeks.
    Mafia Strongholds With the recent development of a union on Altis the Italian Mafia has setup shop with support of local union leaders.  There are two Mafia compounds on the island which have associated illegal loot for the taking.  These compounds can be breached by civilians (As a federal event), or by APD officers as a raid event. Civilians which successfully defend a mafia compound will be able to steal the loot seized by the APD, and be rewarded for stopping the raid. The process to rob the compounds are the same for both factions.  (Cops can buy demo charges and crow bars at the APD shop, rebels at rebel) Place a demo charge on the main gate of the vault.  ~5 minutes  Use crowbars on the crates inside the compound to open them up ~60 seconds to pry open each crate Grab the sealed containers from the open crates and sell them at the rebel outpost/cop item shop
    Tractor Harvesting You are now able to farm bushes with tractors. (Replacing that dog shit garden truck).  Tractors will harvest bushes not in towns, that are in front of the vehicle while it drives. Strife Domination In addition to our core domination which is hosted on S1, we're now introducing an extended version which will be hosted once a week for starters. (Saturday afternoon, time to be announced) This version is designed to elevate the battlefield, extending the existing arsenal and vehicle garage with the rest of A3. What’s Included in the Extended Version? Armored Vehicles: Expanded Weaponry: Item Persistence: All vehicles, weapons, and equipment introduced in the extended version are restricted to the domination zone. This ensures that high-tier assets remain available only within the designated combat area. (any exploiting will be a bannable offense) Tutorial system Mandatory Tutorial for New Players: All new players will now be required to complete a tutorial upon first joining the game. [TUTORIAL MODE] Tag: During the tutorial, players will have a special tag, [TUTORIAL MODE], displayed in front of their name. Protected Learning Environment: Players with the [TUTORIAL MODE] tag are to be left undisturbed, except for receiving help and guidance. Enforcement Against Disruption: Any player found intentionally disrupting or ruining the experience of those in [TUTORIAL MODE] will face strict administrative action. Money prestige system We understand this change might come as a surprise, but we’re evolving, and we ask you to give the new Money Prestige System a fair shot. Let’s see where this journey takes us together (we can always revise it along the way, we will listen to your constructive feedback on this). We believe this system strikes a balance that benefits everyone: Grinders now have even more reason to push their limits and be rewarded for their efforts. Cartel fighters will not be constrained by an arbitrary 1 million cap that forces them into endless grinding loops, the 10 million cap offers a wide enough range to play a normal cartel fighting lifestyle. Starting Money Cap: All players will begin with a money cap of 10 million. Any earnings beyond this cap will be redirected towards Prestige. Prestige Progression and Cap Increase: Upon accumulating 10 million Prestige, your money cap will increase by 1 million, allowing you to hold up to 11 million in the bank. This progression continues: for every additional 10 million Prestige earned, your money cap will increase by another 1 million. Prestige Rewards: Prestige will offer exclusive rewards to recognize and reward long-term dedication. Legacy Earnings Conversion: Any money accumulated in V2 and V3 will automatically be converted to Prestige upon your first interaction with the server. Vehicle Insurance After Destruction: Destroyed vehicles will now remain in your garage. Instead of purchasing a new car, you can repair them for their selling price, saving both time and money. Stolen Vehicles: However, if your vehicle is stolen, it will not be recoverable, and you’ll need to acquire a new one. Added an additional free fire rebel  
    Changed:
    Combined achievement metrics between V2/V3 Centralized locations around cities. New APD HQs New Altis Penitentiary  New Bank of Altis Prisoners now pick cotton to reduce their time Increased economic viability of legal money-making methods (Im not writing them all) Gang Boat and Fort will now be equipped with an electric fence while they are not active. (So you can’t camp them) Removed region lock, (more description to come before release with timing, etc.) Money spawning for admins Admins are no longer allowed to spawn money in for themselves As a thank you for being a helpful member, each admin is rewarded 5k for their troubles every 5 minutes they are in game. They are allowed to spend this on anything they like. We fixed all the known bugs too, I'm not writing them down either  
    As stated, there are additional pieces of QOL and playable content that are awaiting play testing, they will be pushed ideally the week of Thanksgiving, (Or after depending on holidays).

     
    Hotfix #1 is now live
    removed smokes from vehicles due to an arma bug causing lag
    removed infinitely spawning trees on the map
    removed the ability to repair sold vehicles
    Hotfix #2
    Bounties not persisting on relog
    Trees that were causing lag
    Pyrgos medical NPC not being there
    Air HQ spawnpoint for cops not displaying correctly
    Admin pay not actually admin paying
    Picking cotton / anything that is spawned in with a 2d texture on profiling
    wrong wording on union license
    hotfix #3
    Strife domination potentially WAC banning on mission end
    Domination capture points not working on A3 profiling branch
    Domination payouts code fixed properly (again) (players need to play a minimum of 30 minutes domination to be eligable for payouts)
    Spawning vehicles in and or around new police HQ's
    Positioning on the NPC's in police HQ
    A broken automation on the backend of the server
    Asylum exchange being usable in the domination zone
    Metal gathering inside prison not working
    Cotton spawning in shitty locations in jail
    Removed really laggy trees in kavala
  2. wilber38 liked a post in a topic by Patato in Changelog August   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!

    Most of the Devs have been quite busy as of late. Lots of things have happened in the background such as migrating everything to a new server. Our infrastructure has greatly improved. You may notice some unlisted changes as we continue to tweak them (Ping kicks).
    Mostly a QOL/Server maintenance Patch this month. 
    Added:
    Bright Night Select night brightness via settings slider! Sheds Broken down sheds on the map have been repaired to full working order. (36 Total) We will be slowly introducing these new sheds via Give-Away (Join our discord), Asylum forum auction and random market seeding This is being done this way to ensure equal opportunity for shed ownership and as to not crash the shed market.  Owning sheds is now limited to 2 sheds. If you currently own more than 2 sheds you have until the 1st of November 2023 to sell sheds until you reach the 2 shed cap, after this date we will sell them for you until you reach the 2 shed cap. CCTV Security Camera's 50+ Camera's have been placed around the map and are accessible by scroll wheeling on any screen with the camera icon. Activatable by all factions Provide live feed in stunning 240p (or less) Note: PIP must be enabled in your client settings, Arma only allows a maximum of 6 PIP screens at anytime. @goyneyfor icon Ranked Based Pay (APD)
    The APD is a profitable faction, but it's the higher-ups who primarily carry the risk and bear the heaviest costs. These adjustments are aimed at helping to balance out those expenses. We're also taking this opportunity to get rid of most of the stackable charges. In the past, being caught with gold bars or banded notes almost always meant serving time in prison. These changes give you the choice to either pay the charges or find ways to realistically RP the charges down to a payable leve. APD has undergone a financial restructure APD SGT/LT of the month cash reward removed (See APD policy update) No longer stackable charges (See APD policy update) Money Laundering $5,000 -> $10,000 Weapons Trafficking $1,000 -> $5,000  Possession of Reserve Gold $15,000 (unchanged) APD pay (per 5 min) Cadet  $500 -> $350 Constable $500  ->  $500 Corporal $500 -> $650 SGT $500 -> $800 LT/Captain $500 -> $1000 New Mobile HQ Layout - Thanks to @Hubschrauber for the help Mobile HQ Cost $40,000 -> $25,000 Default mobile HQ now has vehicle spawn. Prestige Upgrades as follow Default/Unlock Mobile HQ 40,000 -> 15,000 Prestige Lvl1: Adds Air Garage 75,000 -> 30,000 Prestige Lvl2: Adds Gates/Guard Shacks + Enhances walls with barbed wire. 45,000 -> 30,000 Prestige Lvl3: Adds two towers. 25,000 Prestige Are you an APD officer about to make a post? Keep reading!
    Pick up animation New animation for picking up virtual items while prone. (You stay prone instead of exposing yourself) Painkillers Painkillers remove the fatigue after you have been revived Painkilllers DO NOT remove any revive cooldowns Health regen 1% of dmg healed every 5s -> 12s Illegal marker around Drug dealer/Wong's (30m) (See Rule update) CMR + Ammo can now be found in airdrops. Cadets now only count as half (0.5) when calculating officers required for federal event to start. Caesar BTT (Racing) is now available in the air shop Added Rhib to APD (Cpl+) AK-12U Arid/Lush
    Changed:
    Seize Prices
    Hey you made it! Gold Bars $3,000 -> $5,000 Patient Remains $5,000 -> $8,000 Hope Jewel $3,000 -> $5,000 Unprocessed Cocaine $150 -> $175 Crank $450 -> $500 Raw Dog Meat $250 -> $400 Cooked Dog Meat $250 -> $500 Ephedra Plant $100 -> $150 LSD Pill $150 -> $175 Purified LSD Sheet $150 -> $450 Golden Wax $300 -> $500 Meth $400 -> $550 PCP Powder $150 -> $175 PCP Pill $200 -> $300 PCP Sheet $150 -> $450 Homebrew moonshine $100 -> $200 White Lightning $100 -> $550 Profiteer (APD talent line)
    Keep Going! No Profiteer talents Money/prestige earned on arrest (Percentage of bounty) 65% -> 75% Profiteer 1 Now applies to seized vehicles (Ifrit/50cal ect.) 10% bonus Money/prestige earned on arrest (Percentage of bounty) 75% -> 80% 10% Bonus on seized illegal items (Unchanged) Profiteer 2 Now applies to seized vehicles (Ifrit/50cal ect.) 20% bonus Money/prestige earned on arrest (Percentage of bounty) 85% -> 90% 20% Bonus on seized illegal items (Unchanged) Profiteer 3 Now applies to seized vehicles (Ifrit/50cal ect.) 30% bonus 30% Bonus on seized illegal items (Unchanged) Cop to Civ Ratio logic Cleaned up to be easier to understand. TLDR: 7 cops allowed at anytime. After 25civs log in cops need to maintain 3.5:1 Ratio or better.  Graph visualizing the change Ammo Prices  Car-98 100Rnd mags $750 -> $1750 Spar-16 150Rnd mags $750 -> $1750 Refill Price on above $300 -> $500 Vehicle Mods Shield and Scope for the Offroad Armed (50 cal) is now a vehicle modification. I/V Global Elite (Cop cpl+) (Blood-bag while prone) 80,000 -> 65,000 Prestige Gang Boat will now target APD Helicopters Max House listing $4,999,999 -> $9,999,999 Reduced Gang Fortress house spawn prevention for active participants from 5000m -> 2000m Holding Cage to HW Patrol AFD can attend jury duty All DP Missions give 30% more pay. Governor candidate 30 day check. Custom Hexes/On screen kill notifications enabled by default  Existing players keep their existing settings (Apparently that's not obvious?)  Marid Swapped for Marshall Fixed:
    APD Officers using banded notes instead of seizing them Mobile HQ being placed too close to Jewelry  Give Ticket bug using interaction menu. Civs now actually pay after a medic repairs their home.  Gathering while being downed. No longer stuck in jail if bounty is negative value. Putting Crank/Moonshine lab underwater or pushing it into zones. Put in vehicle action on aircraft carrier. Moved Mental Asylum bomb as to not block gate. Always being able to unflip vehicle from interaction menu. AFD Quests Removed:
    Some unused code Some map objects who wouldn't behave  Some unused Map folders DOMINATION:
    Removed weapon smokes from the shop. Removed AK-12/AK-12U Hotfix #1
    Mobile HQ Gates not opening  Gang boat Air-defense not shooting down cops Firefighters not being able to pull out the firetruck (Too many firetrucks out already) Some sheds who think they should be for sale but are owned Fixed some titles (Lower case The/Of) @Ruffian Hotfix #2
    Fixed RHIB cost Fixed login bonus grenade not being given. Fixed create gang not enough money message. Fixed vehicle mod skin change for cops. Fixed opening wanted menu on respawn screen. Fixed CMR mags not being able to be stored. Fixed titles & colors. Gang Skin system fixes. Hotfix #3
    Added the new balaclavas (7),  bandannas (11) and caps (2) for Asylum Plus
  3. wilber38 liked a post in a topic by .Nathan in Top Gang Earners   
    Event Description
     
    Welcome to the "Top Gang Earners" Event, for events in the past we have made them last around 1 month (30 days). We have noticed that this is just a little too long and have decided to start making events that are 1-2 weeks long or just a weekend. With this event we want to reward the top gangs in the server. This event will last from Friday morning to Sunday night (Times below) and the winner will be chosen based on which gang earns the most money through the cartel event, cartels & Federal events.
     The event will start on 08/25/2023 at 12:01 AM EST and end on 08/27/2023 at 11:59 PM EST
     
    Rules
     
    - For Federal Event money to be counted items must be sold and money deposited into the gang account first then cuts can be given from there.
    - Also for Federal Event money to count, individuals must be in your gang and stay in your gang through the event.
    - Rubber sold from oil cartel will not count for this event.
    - People can sign up there gang up with the link below, only one person from each gang needs to sign up.  Sign ups will end on 08/24/2023 11:59 PM EST
     
    Rewards
    Rewards could include Gang Funds, Gang Skin, & Gang Ifrits
    1st Place:  
    - $2 Mil Gang Funds
    - 5 Gang Ifrits
    - Gang Skin for 1 Month
                    - Skin will be put in next patch and will last for 30 Days.  To keep the skin in the server past that you must pay the initial $50 Fee. 
    2nd Place: 
    - 5 Gang Ifrits
    - $1.5 Mil Gang Funds
    3rd Place:
    - 3 Gang Ifrits
    - $1 Mil Gang Funds
    4th Place:
    - 2 Gang Ifrits
    - $500k Gang Funds
    5th Place:
    - 1 Gang Ifrit
    - $250k Gang Funds
    Registration
    Link
  4. wilber38 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.

  5. wilber38 liked a post in a topic by manhua in No one can see me.   
  6. wilber38 liked a post in a topic by Forester in NINA WID DA NINA 13   
  7. wilber38 liked a post in a topic by salty.connor in Totally just burst   
    https://gyazo.com/ba4bd94ebf9655615acf8e319e0addf7
    https://gyazo.com/47f798a5eac2455ef4c7be4c5d2781b7
     
    Wilber is using burst mode on his AK. meaning it sounds a little off. I have seen his POV from dom and i dont believe he is using a macro
    clueless staff and asylum just goes hand and hand
     
  8. wilber38 liked a post in a topic by Patato in Ghosthotel   
    Secretly holding out hope one day it comes back as a casino....

    SA's at the time killed ghost hotel as a cartel. Seems to be a very polar topic. either people loved ghost or hated it. Comments are that its a "Rat cartel" too many rooms to check and too many places to hide and seek.

    Was a casino for a bit but that had lots of issues and has been disabled.
    Rebel outpost - Seems like kind of a waste for the building, id like to think it was destined for something better.

    Paintball, no one does that one anyways.


    Id like to think some sort of federal event one day would go there but its just never worked out. 
    Its a cool place, its slightly annoying as the whole thing ends up being a bit of a bowl as the hills flank both sides. All the play tests we did there over the years resulted in pretty unsatisfying combat/poor reviews 
    Just about everything has been proposed to move there
    -Prison
    -Jewelry
    -Mental 

    If you wanted to build somthing and suggest a current federal event moved there we would explore the idea.
    As for something totally new with all new mechanics. Again possible but it would need to be a fully fleshed out idea ect ect. Federal events are challenging to make from scratch
  9. Keneith liked a post in a topic by wilber38 in Ghosthotel   
    Why is this not being used for something? Like a fed event, paintball, drugs, rebel, or a cartel like it used to be. It's one of the most unique buildings on the map and it's just rotting away.
  10. wilber38 liked a post in a topic by Dork in TYDE Recruitment - [Open]   
    a moment? been like 4 years. tell toast, hank, newf and feen to come back too velocity 4.0 coming at ya
  11. wilber38 liked a post in a topic by william in Ghosthotel   
    i do miss full orca drop pushes.
  12. wilber38 liked a post in a topic by Sammmy in sammy 2   
  13. william liked a post in a topic by wilber38 in Ghosthotel   
    Why is this not being used for something? Like a fed event, paintball, drugs, rebel, or a cartel like it used to be. It's one of the most unique buildings on the map and it's just rotting away.
  14. wilber38 liked a post in a topic by Wadudu in Nighttime changes   
    Make daytime 70% and night 30%...  fighting at night is almost just as aids when Ur entire screen lights up from a single shot, and makes most not want to fight at all once it turns night. I get role-players make up a majority of the server, but cartels have been very active lately and I feel this would be a welcomed change from the cartel community, and wouldn't really affect the rest of the server
  15. wilber38 liked a post in a topic by aarma 3 player in Shitter vid   
  16. wilber38 liked a post in a topic by william in TYDE Recruitment - [Open]   
    WILBER!!!!!!
  17. wilber38 liked a post in a topic by Abu in TYDE Recruitment - [Open]   
    no shot 😯
  18. wilber38 liked a post in a topic by Sammmy in TYDE Recruitment - [Open]   
    Accepted  my little velcoity shooter ❤️
  19. wilber38 liked a post in a topic by thero in Whats the Point   
    1-800-273-8255
  20. wilber38 liked a post in a topic by .Sean in Yushengs final straw   
    video by alec I ran into
  21. Abu liked a post in a topic by wilber38 in Therisa House Square [sold]   
    why do you own 2 therisa houses? you know there is already a spawn point there?
  22. zzzzaaaa liked a post in a topic by wilber38 in Therisa House Square [sold]   
    why do you own 2 therisa houses? you know there is already a spawn point there?
  23. wilber38 liked a post in a topic by Sky in AFD Holiday Roadtrip Tonight   
    'Twas the night before Christmas and the AFD has decided to take a roadtrip around Altis from Kavala to Pyrgos in a medical Tempest. If you come to the Tempest driver and complete a small task, you will receive $50k or more. Roadtrip will start at 8:00 PM EST. 
    [Have to be on civ to participate]
    Happy Holidays to everyone. 
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