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Savage.

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  1. Savage. liked a post in a topic by Austin Rogers The Original in Police Federal Event Notification [ APD ]   
    Totally agree with this. Had a shipping robbery yesterday with about 4 cops online and none of us noticed until the shipment was passing pyrgos. 
     
    Maybe i would even suggest a sound notification similar to the way quests work?
  2. Savage. liked a post in a topic by zdeat in Police Federal Event Notification [ APD ]   
    To keep this super quick and simple, can we get a bigger notification for when federal events pop. If SWAT does not pop, specifically for prison and shipping events, the box for a federal event notification is easily skipped over if you're not paying attention to it, or can be mistaken for a speed notification / fugitive. 

    https://gyazo.com/31d325e460a9b0817ebebe2883ebc4b5
  3. Savage. liked a post in a topic by Sandwich in Peacekeeper of the month   
    This is the sole reason really why my "rank of the month" idea didnt include Constable or Corporal. Because the main argument was it'd be a slap in the face to whoever got it. Even in a situation where they wouldnt have been promoted anyway, and was just "the best in that rank outside of who got promoted". It would still be seen as embarrassing to some extent most likely. So we just have SGT/LT of the month which has now been successfully running since the start of the year without issues thankfully. Giving the APD Staff extra things to achieve for monthly with perks/rewards. All of which I'll detail publicly on the APD Wiki when I have the chance over the next 24 hours. (All has been approved by multiple Captains/Admins/SAs/Owners over the course of its 2-3 month conception). 
  4. Savage. liked a post in a topic by Sandwich in Peacekeeper of the month   
    I spent ages brainstorming “rank of the month” on the side making sure it’s fair and not OP. Eventually coming to just SGT and LT for a list of reasons. Many other higher ranking and lower ranking also behind those reasons. 
     
    Right now you get either by just being the best over performing SGT/LT of the month. It’s voted. During the LT meeting, the LTs vote who they think deserves SGT of the month. And is Captains review it. Captains vote LT of the month. 
     
    You get $ and some perks. 
     
    I’ll make a section for it on the Wiki in the APD section when I have the time soon. 
  5. JimJim liked a post in a topic by Savage. in APD, Know your place.   
    Only if we medics weren't pacifists.... 
  6. ourzebra liked a post in a topic by Savage. in Rodo & Zaros Buff   
    +1
  7. Savage. liked a post in a topic by Repto in APD, Know your place.   
    Ended in a bloody massacre, lot's of dead medics.
  8. Savage. liked a post in a topic by Mayhem in Rodo & Zaros Buff   
    my suggestions:
    Panagia:
    Slightly increases amount of infamy when crafting items
    Rodo:
    Add more drugs for it to gather more of
    Zaros:
    When chopping a vehicle it checks for upgrades and will provide 50% of the money from whatever upgrades were on that vehicle. i.e +100 vehicle storage is 10k you receive an extra 5k
  9. ourzebra liked a post in a topic by Savage. in Processing Drugs   
    Can we process drugs from the vehicle itself instead of having to go back and forth between the vehicle depositing the processed drug and pulling out more to rinse and repeat the process? Its just a hassle... You can add the time it takes to pull the drugs and process each individual backpack full but with a vehicle filled with it. 
    Example:  You pull up with a van or covered truck etc, go the the NPC scroll wheel to process drugs within (van) or (covered truck) (etc) and it'll take an {x amount of time}
    And you can even add a risk factor to it, like maybe you have to stay inside the vehicle as its processing the drug if you step out then it'll automatically cancel the processing. 
    S/O to @ourzebrafor this idea 
  10. ourzebra liked a post in a topic by Savage. in Rodo & Zaros Buff   
    Currently with the state of the territories some offer and better initiative then others, let’s break these down 
    Pan after capture allows you
    • To use less crafting materials for Vehicles, Weapons, Armor, Scopes, Etc
    This is huge as it helps you save or make hundreds of thousands of dollars.
    Rodo after capture allows you 
    • To gather more coke & heroin at a faster rate
    Besides being able to sell to the territory drug dealer without loosing money from a cut percentage and buying a load out with only 6.5mm when everyone runs mk1s. This territory doesn’t offer enough to be a priority for capture. I feel like a nice buff for it would be to have the ability to gather quicker for all the drugs 
    • Ephedra
    • Dark Fungi 
    • Henbane 
    • Weed 
    This in return would make rodo more worth while to capture, and make the fields for the drugs more active 
    Zaros after capture allows you 
    • To gain a bonus from chopping vehicles 
    With the same benefit of rodo with selling drugs at the territory without a percentage cut and purchasing loadouts with only a 6.5mm. This territory is the most worthless one out of all of them a good buff would be 
    • Allow vehicles to be chopped at Zaros 
    or
    • For it being closer to Cartels gives the opportunity to buy MK1s from the territory to get back into the fight quicker at cartels
    Let me know what you guys think, if you feel like this is a good idea or should we leave the territories the way they are. 

     
    Edit: S/O to @Mayhemfor this 

    “my suggestions:
    Panagia:
    Slightly increases amount of infamy when crafting items
    Rodo:
    Add more drugs for it to gather more of
    Zaros:
    When chopping a vehicle it checks for upgrades and will provide 50% of the money from whatever upgrades were on that vehicle. i.e +100 vehicle storage is 10k you receive an extra 5k.”
    This is basically the best way to buff all the territories, i would still like to see Zaros have it’s own chop shop within the territory itself imo 
  11. Ronald liked a post in a topic by Savage. in BUG FIXES   
    A couple bugs from the many that seem to almost drive me insane so I’m here to mention them in hopes they’ll get fixed
    1. UFO spawn - Why is the UFO spawning in with the server having 10 mins left til restart… doesn’t make sense. 
     
    2. Storing Granit with skin -I’m going to try and explain this the best i can without sounding retarded and incomprehensible. Example: I have the toxic skin for my Granit when i store it with all my other Granits inside the house something within the coding turns it into a regular original Granit and when i go to pull it back out and try to fix the uniform it won’t work. 
     
    BUT if i take out all the granits and buy 4 granits with the toxic skin and place them all inside the house, when i go to pull them out and fix the uniform it it tends to work. It’s almost like the old granits that were stored inside originally causes the bug. Hopefully this didn’t confuse tf outta you guys, if you can’t comprehend it then i suggest taking your time to reread it slowly and methodically. 
     
    3. Vehicle storage bug - not sure what it is but occasionally I’ll get a bug where when i try to open the vehicles inventory it’ll give me the prompt “Someone else is accessing the inventory” even though I’m the only one around, unless it’s @Ronaldcreeping into my car to see if i have any tea and crumpets for him.
    This is all i have, I’m sure theirs worse bugs then these and if that’s the case please feel free to drop them down below, save us all the headaches and grieving of the these bugs. Help us squish them and create a pest free asylum world, thanks 
  12. william liked a post in a topic by Savage. in BUG FIXES   
    A couple bugs from the many that seem to almost drive me insane so I’m here to mention them in hopes they’ll get fixed
    1. UFO spawn - Why is the UFO spawning in with the server having 10 mins left til restart… doesn’t make sense. 
     
    2. Storing Granit with skin -I’m going to try and explain this the best i can without sounding retarded and incomprehensible. Example: I have the toxic skin for my Granit when i store it with all my other Granits inside the house something within the coding turns it into a regular original Granit and when i go to pull it back out and try to fix the uniform it won’t work. 
     
    BUT if i take out all the granits and buy 4 granits with the toxic skin and place them all inside the house, when i go to pull them out and fix the uniform it it tends to work. It’s almost like the old granits that were stored inside originally causes the bug. Hopefully this didn’t confuse tf outta you guys, if you can’t comprehend it then i suggest taking your time to reread it slowly and methodically. 
     
    3. Vehicle storage bug - not sure what it is but occasionally I’ll get a bug where when i try to open the vehicles inventory it’ll give me the prompt “Someone else is accessing the inventory” even though I’m the only one around, unless it’s @Ronaldcreeping into my car to see if i have any tea and crumpets for him.
    This is all i have, I’m sure theirs worse bugs then these and if that’s the case please feel free to drop them down below, save us all the headaches and grieving of the these bugs. Help us squish them and create a pest free asylum world, thanks 
  13. Savage. liked a post in a topic by Michael L in BUG FIXES   
    Bug reports are best submitted in here under bug report so the devs can see it and resolve it appropriately 🙂https://www.gaming-asylum.com/forums/index.php?/support/create/
  14. Savage. liked a post in a topic by Jr4life24 in March Community Challenge   
    Event doesn’t start til Friday
  15. Savage. liked a post in a topic by snoop in EVENT FEEDBACK   
    there should be a event feedback channel on the forums so we have a place to give feedback so the event coordinators can know what we think about the event and what should be added or taken away.
  16. King liked a post in a topic by Savage. in New Event Coordinators + Contributor   
    @King@Zurph
  17. Zurph liked a post in a topic by Savage. in New Event Coordinators + Contributor   
    @King@Zurph
  18. Savage. liked a post in a topic by ObiWoki in Cop Sided Federal Event (Evidence Convoy)   
    I don't see any issues with this being and staying an admin hosted event, we can even throw in some development help for hosting them but having this as a solely managed item by the APD isn't going to work for us unfortunatly
  19. Savage. liked a post in a topic by Ronald in New Event Coordinators + Contributor   
    Please join us in congratulating @Zurph and @King into our newest role of event coordinator, they'll be working along side the admin team to help with old and new admin events in the near future.
     
     
    Also welcome our newest contributor:
    @Solar
     
     
    - Asylum Staff
  20. Savage. liked a post in a topic by HunterB in Medics to have ability to Cancel Medic Request   
    Often times I have found myself to be locked in by a medic, only for them to either not show up, be killed, or to be drawn to another death that is closer.  I think it would be a cool idea that a medic could send a request back to the dead player or just cancel the request so they aren't locked in for "x" amount of time.  Usually is not a big deal to wait, but sometimes people want to get back in the fight and if the medic does not think they are going to be able to make it, they have control of reversing the request.
  21. Savage. liked a post in a topic by Patato in Cop Sided Federal Event (Evidence Convoy)   
    Most of my disdain for the convoy event comes from having hosted it a number of times as an Admin event. I tried it long before I ever became a contributor and have tried it since becoming a dev. @Gen. Henry ArnoldEven had a script at one time for it

    I want to list out the issues I faced and the solutions I came up with, as in theory it seems like a simple event. Convoy V1 Spawn a few vehicles put some gold/guns in a truck. Gather up APD officers and have them drive around for a bit. Send out admin message with their location/route.
    Admin Issues
    I was Banning 2-3 people per event for VDM. A single bad actor with a drug runner plane completely destroys the event meaning i had to manually re-spawn what was lost or restart the event. Accidental VDM. (It does happen, lots of vehicles moving) Convoy would constantly De-sync and explode APD officers seemed to struggle with the fact that it was meant to be an event and drove past any conflict they possibly could. Very rarely would they even drop out of the armor on any threat. TLDR Just a major disconnect between what I expected from the APD. (Staying in a semi realistic formation until attacked, RPing unloading the convoy goods. Dropping on threats.) Its fair because they wanted to "Win" but using the most optimal arma 3 strategy for convoying often isn't the most fun for Civs. 

      Dev Issues
    The trouble I have is automating it to where APD can run it themselves without an Admin present as I faced the following challenges,
    It was a lot of "Dungeon Mastering", Often the convoy wouldn't be attacked or would only be attacked by a single guy with an RPG/Suicide vest. So I was having to spawn gear and essentially TP rebels and organize the ambush myself. This could be solved by some sort of OPT in (Like pressing 9 for battle royale) spawn  civs in a known location the convoy is going. give them some gear and toss them all in a group together. The civs will still shoot each other because red = dead and War rating is #1 but good enough i guess Dungeon Mastering continued.... I was constantly destroying the convoy's tires/creating object road blocks to slow the convoy down so they wouldn't just drive past everyone.  This is fixed by locations the convoy must go to and having them sit in a radius for a set amount of time. Thus giving the chance for rebels to ambush/attack Also giving all Civs the location of the main convoy vehicle via updating map marker Randomly giving the convoy vehicle a flat tire a few times 🙂 Suicide Vests/RPGs In V1 i had rules like no suicide vesting or else the loot would be destroyed. Naturally the event is pretty lame when a hatchback sport pulls up beside the vehicle and just detonates a vest and we all go home.  (This rule didn't stop rebels as they didn't care about the loot they just wanted to kill cops). So then it became a rule that you couldn't use a suicide vest on the convoy at all and every single time someone would still vest it/VDM. Obviously the answer is "Ban them" but the damage is done. The event was disrupted, my time was wasted. APD time wasted and now we just have one more banned player not playing the game. This could be solved by disabling RPG's/suicide vests during the event (100% guaranteed i wont fuck this up and no bugs will happen ;3)  Opportunistic Rebels  The second you do this event a opportunistic group would would immediately do the highest value federal event they could knowing officers wouldn't respond. This is obviously easy to deal with as i just began disabling federal events. It led to alot of salty DM's in my discord because i was "Ruining Rebels fun" whatever that means. Eventually i started re-routing the convoys to the federal events because i wasn't about to let the rebels win a full fed without any resistance. Which would then lead to accusations of "Spawning in gear for my friends so they could win the federal event"  Again not that big of a deal, disabled starting federal events while convoy event is happening. Disable my Dm's Un Co-operative cops i would often run the event and it was.... difficult to coordinate the APD. Often I would run the event with an  LT/Captain. Id be busy spamming commands in the console and setting up rebels while the LT/Captain would try to push a rope getting officers to listen. Inevitably the APD is about as coordinated as a drunk toddler and often the "Feeling" of the convoy was lost. Often APD officers would opt to not get in the shiny vehicle I gave them, instead preferring to take the most random UC vehicle in an attempt to "Get free frags" on unsuspecting civs. They would also often refuse to put more than one person in a vehicle as "You don't drop as fast" (Again fair) but oddly enough ive never seen a convoy of 10 brinks trucks with only a single driver in them. This was solved by forcing officers into the spawned vehicles i provided Putting them in forced uniforms so they look like officers Naturally this went 100% to plan and we never had higher ups giving out points to officers. (Award for dumbest way to lose their SGT rank goes too....) Big Bounty's, The number of times the APD would ditch the entire event/plan to chase after some random high bounty for the payout was fun. Solved by forcing Lethal's for duration of event Reinforcing Obviously rebels die, alot harder for rebels to get back in the fight than for a cop to hit re-gear and hatchback back I think this could be solved again by the opt in thing. I would just respawn you to the next ambush point with gear as a civ For cops, It felt a bit unfair how fast they were able to come back. Smash the re-gear button and head back in a hatchback sport now with a nice flank on the enemies.  Probably solved by just longer re-spawn timers? Could also just hold them in purgatory until the convoy reached a pre-determined destination and the cops would then be automatically re-spawned with gear inside convoy vehicles




    I could go on but i think you guys get the point, Its a difficult event to code to the point of 0 admin intervention (Atleast at my skill level), For me its a lot easier to put a crate with loot in some base, TP cops there and have the civs assault the compound with spawned gear. 10x less effort 10x less bans. Generally people had more fun and thus is why i stopped messing with the convoy event and did more assault based admin events 

    This post isn't to say we will never do it, but just to say I have worked on it. Here is what I'm up against.
  22. Savage. liked a post in a topic by King in Remove Kill Shippings   
    The Altis Shipping is a federal event you are supposed to do by driving the spawned in truck to a drop off, not just kept at the start point purely to kill cops.  Make it so that if the truck does not leave the chop shop area it blows up after a short amount of times, maybe 5 minutes?  15 people should be banding together into a group and doing a kill shipping, that is clearly enough to do the event the intended away
  23. Savage. liked a post in a topic by skimancole in Bank Department   
    this would 100% just be automated
  24. Savage. liked a post in a topic by King in Reduce number of cops needed for Evidence Lockup   
    Obviously 12 cops required is too many so what do we think about reducing it back down to 10-9?
    Or at least raise the cap on guns because right now it won't be worth to rob it until after quite a long time.
  25. Savage. liked a post in a topic by Jr4life24 in Bank Department   
    Or, 

    You pay a tax on your houses bi-weekly after 4 houses (or 3.)
    That tax is somewhere around 100k every two weeks, or 200k a month which will allow players to own 4 hours and decide if that 5th house is truly worth the extra money.
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