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Spent Brass

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  1. AceDread liked a post in a topic by Spent Brass in fitz is an n and killed asylum   
    Damn.... There are a lot of memories in the list of names. I guess I have been here for a minute or two.
  2. Knight05 liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  3. Spent Brass liked a post in a topic by Gnike in End of the road? Or what's next?   
    I don't really have a dog in this fight because I just got back Jan 1st. I do, however, have the most hours played this month on the server and am constantly in game. I was surprised at the wipe when I returned. It ended up being a good thing for me at least because I was able to start fresh and get financially to a competitive level pretty fast. The last week It's been the same 5-10 players every night, and usually by a certain time it's me and 1 or two others. This morning, I logged in before work to see 0 players on. It was sad really. I enjoy the server and the core group of players we had a month ago was very supportive. I honestly don't know what could save the server. I know more things to do would be cool. Fix issues that are known and have been known.  We still have a bugged Cotton field. How is that even possible? A garden truck that's for sale that does not work. Delete it or fix it.
          I try and support the new players that do log in only for them to get destroyed by some of the current players that feel like they are entitled to abuse whoever they want. One of the reasons I play here and not Olympus, a server I was in the first 20 players on when it opened, Is because it's not as complicated and busy. You can't do anything on that server unless you have a big gang. One gang has taken over the entire server and RDM's everyone anytime they want. We don't want that, but we need more things to do. I haven't seen the sunken gang boat in a month. It's things like that which allow non gang battle players to harvest good money and do something different. It seems like the devs/Admin get on, do some type of Cop/Gang battle and bounce. 
        The Prestige system is junk. It is a motivation killer and should be abandoned immediately. All it does is force you to make a gang to bank funds if you play solo or risk throwing money into a void. I don't understand why we don't have induvial buyers for the commodities. It seems like a lazy way to do it. Governor is a neat concept but all they seem to do is win, raise taxes to the max, log in to pardon people every now and then, and you never see them again. The talent system for civs pre wipe was a plus for me, but I understand some people didn't care for it. A revamped talent system for civs would be really cool. I've seen several people log in asking about where the talent system was and log out when they hear we don't have a civ one. The last thing we need is another wipe. I would never play again if they wiped all the work over the last month+. Some solid communication an actual enjoyable content that is not recycled old stuff would be awesome. Add mushrooms, LSD, find a way to make fishing viable by raising the rewards for the bigger fish, make diamonds a stand-alone mine and processor with a chance to process flawless stones in the batches. Give us an option to Process Crank into Crystal Meth with the RV and with a 50/50 shot that the whole truck blows up and kills us. Risk vs Reward. 
     
      I am already a Plus member and would continue to support the server if they would really show they want to bring it back. Just my 2 cents worth. 
  4. Bag Of Funyuns liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  5. andyr liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  6. Maaqs liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  7. Rocketneo liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  8. Akula liked a post in a topic by Spent Brass in Removing Money Cap   
    Do we have any timeline to look at? I understand this is a side-gig for you guys and you have lives and careers aside from this. While we all think Asylum does need content including the money as described above, MANY peoples MAIN complaint is sheer LACK OF COMMUNICATION. Even if its telling us "we didn't make ends meet so xyz will be delayed for 7 days", we NEED communication.
  9. Spent Brass liked a post in a topic by Bilbo Baggins in Bring back parole   
    We're ready for it on the APD side of things. Its up to devs and the community now if they want to add it back in the server.
  10. Spent Brass liked a post in a topic by Fitz in Bring back parole   
    We have reviewed the proposal by the captains and have added this to the roadmap
  11. Iuke liked a post in a topic by Spent Brass in Prison   
    I prefer old prison on both rebel and cop (and I have significantly more hours on cop counting all versions)
  12. Junke liked a post in a topic by Spent Brass in Prison   
    I prefer old prison on both rebel and cop (and I have significantly more hours on cop counting all versions)
  13. 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?
  14. 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
  15. 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).

  16. 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).

  17. • 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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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