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Spent Brass liked a post in a topic by Mints in Making Sheds have more then 3000 virtual space
So, I noticed they changed the rules, and now you can only own 3 buildings instead of 5. Plus, you’re only allowed to have 1 shed, which honestly seems kind of pointless. I mean, sheds are basically the same as a 3c, and if there’s a garage nearby, they’re identical, so what’s the point? I think they should bump up the limit for sheds to like 5000-6000k. Right now, 3k is just way too low for a shed. Also, if I’m right, they raised the base price of sheds to around 550k-575k, while a 3c is like a 1/3 of that price. Kinda doesn’t make sense to me.
What do you guys think? -
da1 liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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K0Mat0s3 liked a post in a topic by Spent Brass in Chain of Command/Incident Command (IC)
EMR
Emergency Medical Responders (EMR's) are the lowest rank in the AFD. EMR's are learning the ropes of how to provide proper care as a Medical Healthcare Providers as well as learning all the policies.
EMT
Emergency Medical Technicians (EMT's) are a higher rank than an EMR. EMT's are able to provide the basic level of care and are the core of the AFD.
Advanced EMT
Advanced Emergency Medical Technicians (EMT-A's) outrank the EMT's and EMR's. EMT-A's can provide advanced life-support. They are better equipped and have been taught a higher level of care than a regular EMT.
Paramedic
Paramedics are the first Fire Department Staff position. Paramedics provide the highest level of care in the life-support system. Paramedics will be able to perform high-risk rescue operations with their top of the line equipment and training. Paramedics will be in charge when present and have full authority in the absence of the Chief/Assistant Chief. The Paramedics will handle any Internal Affair report on EMR-Advanced EMT.
Assistant Chief
Assistant Chief(s) are the highest rank in the AFD aside from the Chief. The Assistant Chief(s) are the policy creators and make procedures. They are the people that assist the Chief and resolve issues in the Chief's absence. The Assistant Chief(s) has the responsibility on overseeing the AFD. The Assistant Chief(s) will handle any Internal Affairs report on Paramedics, they also have the authority to handle any Internal Affair below the rank of Paramedic if they deem it necessary.
Chief
The Chief is the leader of the Fire Department/EMS. The person with this rank will have the absolute final say in all decisions regarding medical policy and procedures. The Chief has the authority to place any policy/procedure he wants as well as veto any suggestion in its entirety. The Chief will handle Internal Affair reports on the Assistant Chief(s).
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Asher liked a post in a topic by Spent Brass in Chain of Command/Incident Command (IC)
EMR
Emergency Medical Responders (EMR's) are the lowest rank in the AFD. EMR's are learning the ropes of how to provide proper care as a Medical Healthcare Providers as well as learning all the policies.
EMT
Emergency Medical Technicians (EMT's) are a higher rank than an EMR. EMT's are able to provide the basic level of care and are the core of the AFD.
Advanced EMT
Advanced Emergency Medical Technicians (EMT-A's) outrank the EMT's and EMR's. EMT-A's can provide advanced life-support. They are better equipped and have been taught a higher level of care than a regular EMT.
Paramedic
Paramedics are the first Fire Department Staff position. Paramedics provide the highest level of care in the life-support system. Paramedics will be able to perform high-risk rescue operations with their top of the line equipment and training. Paramedics will be in charge when present and have full authority in the absence of the Chief/Assistant Chief. The Paramedics will handle any Internal Affair report on EMR-Advanced EMT.
Assistant Chief
Assistant Chief(s) are the highest rank in the AFD aside from the Chief. The Assistant Chief(s) are the policy creators and make procedures. They are the people that assist the Chief and resolve issues in the Chief's absence. The Assistant Chief(s) has the responsibility on overseeing the AFD. The Assistant Chief(s) will handle any Internal Affairs report on Paramedics, they also have the authority to handle any Internal Affair below the rank of Paramedic if they deem it necessary.
Chief
The Chief is the leader of the Fire Department/EMS. The person with this rank will have the absolute final say in all decisions regarding medical policy and procedures. The Chief has the authority to place any policy/procedure he wants as well as veto any suggestion in its entirety. The Chief will handle Internal Affair reports on the Assistant Chief(s).
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• B A R K I N • liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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MagicSpoon liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Wutang liked a post in a topic by Spent Brass in WHY Cop to Civ Ratio
I’ve gotten the ratio message several times. While I do want people to play the server, the ratio is in place for a reason. I am against removing the ratio unless common ground can be found, but you have to look at the big picture. If the cops curb stomp the civs because it’s 15v5….. those civs will likely decide to get off for the night losing 5 civs… I don’t know about you but that isn’t a “fix” that is good in my opinion. Ratio sucks, but at the end of the day it is there for a reason
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Iuke liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Fried Rice liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Innate liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Brandice liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Akula liked a post in a topic by Spent Brass in January patch
Coming from a historically career cop.... If you are going to allow the APD to neutralize cartels.... Limit it to one cartel. The APD should NOT be allowed to take all the fun out of rebel play. The APD is for RP as well as to give the rebels a natural enemy. Do not ruin this for the rebels by allowing the APD to neutralize multiple cartels (currently 3/4 are neutralized as I type this). I am all for the update, but don't ruin this for rebels
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Brandice liked a post in a topic by Spent Brass in 4th House Slot For 10m prestiege
I would argue a 4th house slot (not shed) as the default setting, put prestige towards something else
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andyr liked a post in a topic by Spent Brass in 4th House Slot For 10m prestiege
I would argue a 4th house slot (not shed) as the default setting, put prestige towards something else
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Spent Brass liked a post in a topic by Alex. in Temp Removal of Cop Ratio Limit
ill steamroll them solo
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Spent Brass liked a post in a topic by Mitch in Asylum Update & Roadmap
Asylum Community,
Just a quick update from the team here, we want to thank you all for your support in reopening, it’s been awesome to see so many people back online running around. Here is a quick update on where we are.
Over the past few weeks, our updates have been focused on bug fixes, anti-cheat improvements, and quality-of-life enhancements. While we would have loved to dedicate more time to new content during this period, these efforts were absolutely necessary to strengthen the foundation of our platform.
In addition to addressing key issues, we’ve made significant progress on much-needed backend infrastructure improvements and updates. These changes are essential for ensuring long-term stability and performance, providing us with a more solid base to build on as we move forward.
Here is what we have planned for you all as we come into the new year and beyond.
Localized Prison Cells at Police HQs:
Each police HQ will be equipped with a small holding cell. If a gang member is caught (e.g., during a federal heist), they’ll be temporarily detained here.
Breakout Opportunity:
Gang members will have a limited window (X minutes) to attempt an easier prison break from the local holding cell.
Failure Consequences:
If the breakout attempt fails within the set timeframe (or once all gang members are processed and jailed, TBD), the detained player will be transferred to the main jail to serve the remainder of their sentence.
Dispute system
A lot of rule violations that currently end up as as reports and require admin intervention could be handled between the players themselves. This includes asking for compensation, explaining your side of the story etc, and if you can’t figure it out with the other player an admin will step in and take over. Implementing a system to handle these disputes between players will speed up the process for both parties and ensure people don’t get needlessly banned for minor infractions, while also ensuring compensation is properly logged and visible for admins.
Admin warning system
The new warning system provides admins with the ability to issue warnings to players for minor infractions, without resorting to more drastic actions like bans. This is especially useful when admins are not online or when the player is offline.
Players will be required to read and accept the warning before being allowed to continue playing, ensuring they are aware of the issue.
Now obviously there will be some people that will ignore the warning, thats why admins will be able to track of the amount and frequency of warnings a player receives and still issue bans accordingly for repeat offenders
Note that this system will not replace the current ban system, this system is for minor rule violations and cases where the situation isn’t cut and dry, Clear and intentional violations will still get issues by the regular bans
Interactive gathering with tractors, not driving in circles, harvesting bushes for cotton,tobacco,etc
New and improved SRT dynamic, and additional opportunities for civ v specialize cop combat outside of federal events.
New skins and crates coming soon
@Kelly and @Iuke have made some awesome new skins for us to enjoy, including something we’ve never done before
Tutorial town
As part of our roadmap, we're thrilled to introduce Tutorial Town! This will be the perfect starting point for newcomers, designed to help players learn the ropes.
Players will be able to experiment with core features in a low-pressure, guided environment.
Guide NPC's in towns
Navigating our towns is about to get easier than ever for new players! Each town will feature a Guide NPC, specifically designed to help new players find key locations and points of interest.
Strife domination release (soon)
Hireable gas stations for cool perks and passive income
We’re introducing Hireable Gas Stations, an exciting new feature that offers players cool perks and opportunities for passive income. Here’s how it works:
Own Your Spot: There are three gas stations available to hire, and they reset every server restart.
Passive Earnings: Once hired, the gas station generates money over time, which is deposited into a secure safe. It’s up to you to empty the safe regularly—before someone else tries to take it!
Raids and Risks: Other players can raid your gas station to steal the cash you’ve earned. Keep an eye out and defend your property!
Time-Based Ownership: If you’re offline for more than 10 minutes, your gas station becomes available for someone else to hire. Stay active to maximize your income!
Launder with a Bonus: Gas stations double as a laundering spot for banknotes, giving you a 1.5x payout on your cleaned money.
Play More, Earn More: The longer you stay in-game, the higher your return on investment.
Battle Pass
The battle pass will consist of daily/weekly challenges that need to be completed to increase your rank, the further along you get the more rewards you get. There will be 2 tiers available for the battle pass
The free tier will reward you with in-game items, Asylum gold, and some lower tier skins
The paid tier (bought with Asylum gold) will contain premium skins, asylum gold and more rewards
Gang house drug shipments
Thank you @Kill Switch for the idea. As a token of appreciation, you have been awarded 500 gold for your contribution.
Once a large amount of drugs is stashed at the gang house a shipment can be started, this shipment will lead to a hidden drug dealer that will pay you more for the convenience to buy large amounts of drugs at once. Be warned tho, once you start the shipment other players will get tipped off about your general starting location and direction of the dealer.
Distress Beacon
Thank you @K0Mat0s3 for the idea. As a token of appreciation, you have been awarded 500 gold for your contribution.
An item that will alert police to your location, to which they will respond with high priority. Always usable(even while handcuffed/blindfolded) and only purchasable and usable while part of the Workers Union. We hope this will give newer players and players doing legal money making methods more of a fighting chance against.
Leaving mail for house owners
Thank you @moift for the idea, As a token of appreciation, you have been awarded 500 gold for your contribution.
Leaving mail at a house will allow you to leave a message for an unknown home owner. Whether you've accidentally damaged their property, such as hitting a baseball through their window, or if you wish to make an offer to purchase the house. Simply leave a letter for the home owner to find next time they check their house’s mailbox, this will be as non intrusive as possible to not bother people with prime real estate while still allowing people to make contact.
Obviously this is not all but it is an idea of what is to come, we are obviously open to any ideas you as a community might bring to us!
You may have noticed that we’ve started awarding 500 gold to players whose suggestions have made meaningful contributions to Asylum. This is our way of saying thank you for helping us improve and grow together!
Going forward, we’re excited to keep this initiative rolling—good suggestions deserve recognition. We hope this incentive motivates you to put effort into crafting thoughtful and impactful ideas. Your input is invaluable, and we can’t wait to see what you come up with next!
We also want to increase the frequency of patches, no longer waiting and compiling changes but instead push changes as soon as they are completed and tested. more rapid iteration will allow us to react/adapt to community feedback and suggestions more effectively.
We're grateful for your support and we can't wait to hear your feedback and suggestions.
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Obi, Fitz, Mitch
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Spent Brass liked a post in a topic by Samperino in CIV bans shouldnt translate to cop points
I'll always disagree. If you're a shitbag on one faction you'll generally just be a shitbag anywhere. Cop is also privilege not a right. Shitbags need not be in the APD.
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Spent Brass liked a post in a topic by zdeat in Community poll
This was already changed, theyre admin jailing if possible, i believe your first couple bans are 1-3 hours?
If only there was a part of the map that you could kill someone whenever you want without having to initiate…
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Spent Brass liked a post in a topic by MarchingBands in Vending Machines
No RgB for you. I thought of that, but Bluegull sounded like a re-skin with the same effect instead of a higher-effect Redgull.
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GravL liked a post in a topic by Spent Brass in Bring back parole
I saw a lot of abuse with parole and obviously policies only stop those conscious of what they are doing from abusing it and not the real problem of people who aren't realizing how much they are doing it or people who don't care. I think if possible it would be nice to add parole back but maybe only allow one use per officer per restart. This would gatekeep overuse, maybe not abuse, but at least overuse... Maybe start with Sgt+? Look at how it all pans out and either remove it again, keep it to Sgt+, or if successful, add it to Corp+ and so on and so forth? Just my two cents, but I am interested in seeing how others view this or how they would suggest keeping it as a "rare" event that takes good RP and isnt overused.
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Sp0on liked a post in a topic by Spent Brass in Asylum November Changelog
I did see a solid population of 90+ Saturday night, but I understand your point. While the community was/is in a difficult spot and a lot can be blamed on past ownership or lack-their-of.... We have to realize the game is old as shit. We are all here for RP yes, but we are all here for the combat aspect too. A3 RP/combat doesn't even compare to FiveM, in both ways. Asylum in itself is more of a light RP, yet still RP. But the combat's are NOTHING alike. Now back to the point... I "think" (personally anyway) that the intention of making a money cap was to force people to spend it, otherwise they can bank it into prestige. There could still be a leaderboard for prestige gained instead of overall money satisfying the people who like to see the numbers increase. Do I think ever 10m prestige should equal a 1m money cap in bank? No. I can see both sides, but I think it would be fair to meet in the middle by: creating a prestige scoreboard, reduce the levels of prestige to a different amount say every 5m prestige is 1m added to bank (throwing a random number out there don't gather your pichforks and torches), and maybe a way to withdraw prestige but maybe a 2 prestige to 1 dollar ratio or something similiar if someone was draining their bank account. I am willing to listen to opinions and have a reasonable convesation of why or why something won't work. I am even willing to admit that I may be wrong, but I am still willing to have that conversation.
PS: I appreciate the thoughtful reply from you, unlike some people who simply cry and bitch. Clearly you feel strongly about this, but you are keeping a level head about it.
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Kernikov liked a post in a topic by Spent Brass in Asylum November Changelog
I did see a solid population of 90+ Saturday night, but I understand your point. While the community was/is in a difficult spot and a lot can be blamed on past ownership or lack-their-of.... We have to realize the game is old as shit. We are all here for RP yes, but we are all here for the combat aspect too. A3 RP/combat doesn't even compare to FiveM, in both ways. Asylum in itself is more of a light RP, yet still RP. But the combat's are NOTHING alike. Now back to the point... I "think" (personally anyway) that the intention of making a money cap was to force people to spend it, otherwise they can bank it into prestige. There could still be a leaderboard for prestige gained instead of overall money satisfying the people who like to see the numbers increase. Do I think ever 10m prestige should equal a 1m money cap in bank? No. I can see both sides, but I think it would be fair to meet in the middle by: creating a prestige scoreboard, reduce the levels of prestige to a different amount say every 5m prestige is 1m added to bank (throwing a random number out there don't gather your pichforks and torches), and maybe a way to withdraw prestige but maybe a 2 prestige to 1 dollar ratio or something similiar if someone was draining their bank account. I am willing to listen to opinions and have a reasonable convesation of why or why something won't work. I am even willing to admit that I may be wrong, but I am still willing to have that conversation.
PS: I appreciate the thoughtful reply from you, unlike some people who simply cry and bitch. Clearly you feel strongly about this, but you are keeping a level head about it.
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tyrtleg liked a post in a topic by Spent Brass in Asylum November Changelog
Yeah because load-outs are so expensive you will blow through that 10m sooooo fast. Might as well cry on the forums about how fast all those load-outs will take you. I’m tired of everyone crying about how 10m isn’t enough. It’s more than plenty to buy whatever you want
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RYANl liked a post in a topic by Spent Brass in AFD Roleplay, Vehicles, and Equipment Policies
Roleplay
Roleplay within the AFD is a must. You are free to create your own persona, however you must follow the Server Rules and have proper etiquette when you are on-duty as an AFD Medical Provider. Failure to roleplay will be met with severe disciplinary actions. The main guideline is to RP in a manner that is enjoyable for yourself and others. EMS members should not be toxic or generally unpleasant. Never go out of your way to ruin somebody else’s experience.
AFD Equipment, Gear, and Vehicles
AFD vehicles are an important tool that can be utilized to make life easier for the Members of the AFD. When using a ground unit, you are only permitted to use lights and sirens enroute to a dispatch. While flying an air vehicle for the AFD, you must have collision lights on at all times, the lights and sirens are again only permitted when enroute to a dispatch. AFD personnel are exempt from collision light/lights and sirens when entering a hostile (illegal area) to avoid drawing attention that can be harmful or lethal. It is suggested that earplugs are used within AFD air vehicles and set to at least 20%, this is not a requirement simply a recommendation.
The use of AFD equipment and vehicles above your rank is now prohibited without the permission of a Paramedic+. EMRs-AEMTs are prohibited from driving Striders unless a Paramedic+ is in it. Blatant misuse of vehicles include blocking off roads and pulling multiple at a time when not necessary. As well, don’t use your sirens and horns unless you’re going to a medic request. Misuse of vehicles also includes giving it away to people other than AFD members. You should never allow other factions to take your vehicle. Never use your vehicle to transport people into or out of combat. Transporting between passive areas is fine. Never use your AFD vehicles to assist with crimes (drug transport, weapons trafficking, etc.) Due to the rise in gas prices, Tempest Fire Trucks will be limited to two per spawn city. Anyone found to be Dropping, Selling or Storing armored medical gear may face server related punishment, as well as a permanent AFD faction backlist.
Kidnapping
If an AFD member is kidnapped, they are only able to drop UNARMORED gear and medical equipment per kidnapper demands. Dropping any armored items is completely prohibited.
You are never allowed to give gangmates/ affiliates/ friends any AFD gear, even if they kidnap you.
Traffic Objects
Only 5 placeable traffic objects can be used per situation. Anything added afterwards will be considered misuse of AFD equipment to avoid excessive use of the objects. Please be mindful of how you use the objects to avoid hindering other players’ gameplay too much.
Never use barricades to block of a road or passageway completely. The use of placeable objects at federal events, cartels, and illegal areas is prohibited. Objects should never be placed in combat.
DOAs
Medics are not allowed to loot dead bodies, you may not pick up illegal explosives or contraband. If illegal contraband was discovered, leave it alone or report it to the police. If a speed bomb is reported on your car you must take it out of the populated area.
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Bag Of Funyuns liked a post in a topic by Spent Brass in Asylum November Changelog
I did see a solid population of 90+ Saturday night, but I understand your point. While the community was/is in a difficult spot and a lot can be blamed on past ownership or lack-their-of.... We have to realize the game is old as shit. We are all here for RP yes, but we are all here for the combat aspect too. A3 RP/combat doesn't even compare to FiveM, in both ways. Asylum in itself is more of a light RP, yet still RP. But the combat's are NOTHING alike. Now back to the point... I "think" (personally anyway) that the intention of making a money cap was to force people to spend it, otherwise they can bank it into prestige. There could still be a leaderboard for prestige gained instead of overall money satisfying the people who like to see the numbers increase. Do I think ever 10m prestige should equal a 1m money cap in bank? No. I can see both sides, but I think it would be fair to meet in the middle by: creating a prestige scoreboard, reduce the levels of prestige to a different amount say every 5m prestige is 1m added to bank (throwing a random number out there don't gather your pichforks and torches), and maybe a way to withdraw prestige but maybe a 2 prestige to 1 dollar ratio or something similiar if someone was draining their bank account. I am willing to listen to opinions and have a reasonable convesation of why or why something won't work. I am even willing to admit that I may be wrong, but I am still willing to have that conversation.
PS: I appreciate the thoughtful reply from you, unlike some people who simply cry and bitch. Clearly you feel strongly about this, but you are keeping a level head about it.