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bigjohn561

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  1. bigjohn561 liked a post in a topic by Sheriff Rick in Subversion to imagine   
    Water fucks with damage, like the damage your chairman caused in the 1989 Tiananmen Square protests
  2. 王 rando 王 liked a post in a topic by bigjohn561 in fix sativa/indica bud   
    This has been a problem for a long time.... Make it like 100m from dealers. Just add a red circle.
  3. bigjohn561 liked a post in a topic by Defragments in Changelog - May   
    It is recommended to remove the 250 ping players from the server to reduce the desync related deaths this causes other players, which may cause players to become frustrated.
  4. bigjohn561 liked a post in a topic by Parzah in We have come full circle   
    Welcome to asylum, you get banned for killing red names by natha and if you are friends with high ranks you can do anything you want basically
  5. bigjohn561 liked a post in a topic by Defragments in Stop cops showing up as medics   
    Well this has been annoying forever so hopefully they fix it.
    Nah. Police shouldn't be allowed to get medic requests. Gives them information on where people might be that they shouldn't have. And lets them do that aids thing where they can say they are en-route just to make it so you can't respawn.
  6. bigjohn561 liked a post in a topic by Sheriff Rick in Set a 250 Ping Limit   
    I have never understood why the Chinese are allowed to be on here but I'm guessing Mitch has a lot of Yuan in the bank
  7. bigjohn561 liked a post in a topic by Akula in Set a 250 Ping Limit   
    250 is still to high. Needs to be like 180 max
  8. bigjohn561 liked a post in a topic by Vanilla Coke in The Meta of Ifrit Smoke   
    The meta of a video game often refers to the most effective tactics available to win or secure an advantage. In Arma 3, on Asylum's domination server, this is the meta. Ifrit smoke was probably a hotly debated topic at some point, and though I am sure it has died down, I have just recently returned to the game and noticed that the meta of domination is almost completely tied around abusing these mechanics.
    Here is one thread made in April of 2020 based around an extreme abuse of this bug, where players would do something similar to this:
    For those who still don't understand, the bug has largely to do with the player's view and position relative to the smoke canister. When the player can no longer see the smoke canister, the smoke almost completely disappears, allowing the player inside of the smoke to have a clear view around them. There are multiple weird mechanics/bugs surrounding the use of Ifrit smokes and player positioning, which is why in a lot of the recent Asylum montages, and generally littered throughout the domination events, there is a lot of Ifrit smoke shenanigans.
    Now, a year later in April of 2021, this bug is still plaguing the meta of cartel fights and, to an even larger extent, domination events. For an example of this I will use a montage I viewed recently, as it was another pretty good indicator that exceptional players play like this. Obviously, no hate or praise to the player, this was just the most recent example. Pretty much every good player is aware of this (these) bug(s) and the ones who abuse them most effectively are absolute monsters on the domination server.
    The video begins playing a timestamp specifically chosen for the purpose of this thread, 0:24. This is actually a different bug not showcased in the thread from April 2020, but it is a bug used in conjunction with the aforementioned bug. This "FOV" bug involves zooming out, thus increasing your FOV, and effectively reducing the smoke cloud to about 20% of what it regularly is. I am not sure exactly how or why this bug works, but it is repeatable by standing on top of or in front of the smoke canister and double tapping the numpad minus key. Something about the increased FOV and, most importantly, the location of the player makes the smoke cloud very small, fitting only on a small portion of your screen instead of covering the entire screen. The combination of these two things makes some players extremely strong in the midst of an otherwise chaotic firefight.
    Also showcased in this fight at our beloved OG Arms, is the abuse of the first-person tilde key. If all else fails, at least you have built-in esp. You zoom into your scope and press tilde, then swing your shit around like you're spinbotting. If anyone runs in front of your crosshair, whether they are in the smoke or somewhere outside of it, you get a big red name spotting them for you. The first to tilde and find the other is the winner.
    Later in the video, which resumes playing at the timestamp of 1:37, our star player of the thread, Bherky, runs headlong into the smoke cloud of multiple Ifrit smoke canisters. As he rounds the corner, you can see that he turns his camera to a ~45 degree angle to the building, continuously running along the wall of the construction building. Due to the smoke canisters being placed mostly on the wall and/or a few meters behind him and away from the wall, he can null almost the entire smoke cloud by angling his camera in such a way. As he runs down the wall, you'll notice more and more smoke dissipating, despite the smoke still very much being there. Pausing at 1:43 is evidence that the smoke cloud has not even begun to dissipate. The reason I am bringing this up is because it is the modern use of the April 2020 bug. He faces the wall to limit his view of the smoke canisters, thus making the smoke disappear.
    All of this pretty much sums up the meta of rebel fighting at the moment. If you want to win domination, you will fight like this. If you want to lose, you'll pull a .50 cal and sit on a hill somewhere. If you want further proof that these bugs exist, I have recreated them in editor, I just don't feel like uploading a YouTube video for something multiple people have already uploaded inadvertently for me. If these videos are ever taken down for any reason, let me know and I will create a few. Obviously, I don't cover general FPS things, because clicking on heads and good movement is something you just have to develop overtime.
    TL;DR:
    In conclusion, I would like to propose the removal of Ifrit smoke on the domination server due to the generally bugginess of the mechanic and to shake up the meta. I couldn't care less about cartel fights on Asylum server #1, as they are nonexistent and pale in comparison to the scale of domination. This may seem like an extremely drastic change, but shaking up the meta is all the fun in competitive multiplayer games. Adapting and changing your playstyle to the new 'way to play' keeps the skill ceiling high and also keeps people from reaching that ceiling and sitting on top. Many games do this by adding new characters, new mechanics, removal of something, etc. Arma 3 does this by finding a new way to abuse an old system.
    An alternative, and perhaps a more realistic short-term approach would be to remove the blurriness in the smoke, it's doing nothing but straining the shit out of people's eyes and makes the idea of playing inside of the smoke, which seems to be an overwhelming trend in how to play, an initially counter-intuitive and somewhat intimidating playstyle. If you're going to limit player's view in the smoke, it needs to be in a much more aggressive manner or not at all.
    As a side note and a bit of a disclaimer, if nothing comes from this feedback/suggestion, this was also a post to help people understand the game. Not everyone has the time to sit down and watch other people play Arma 3 all day, but maybe they do have time to read a moderately-long thread on how to generally do things. I am by no means and I'm not claiming to have ever been exceptionally skilled at this game, nor do I claim to be some kind of fragging messiah. There are plenty of players who already know about these things, and probably even more. I just figured I would share some knowledge based upon what I have observed (at least what I consider to be) some exceptionally knowledgeable players doing.
    I had a lot of fun making this, and if I got anything blatantly wrong, please tell me. I appreciate your time and constructive feedback!
    Thanks for reading, friends!
  9. bigjohn561 liked a post in a topic by Kawaii in congrats gamers   
    grats to donald and blake 
    special congrats to blake, from suckin admin cock to being one. now thats what i call running(rolling?) the table. much love 
  10. bigjohn561 liked a post in a topic by Bag Of Funyuns in congrats gamers   
    Please welcome @Alex., @Luke SwagWalker, @Smurfyslaw, @Blake., @KriSSu09, @Sjuol, and @Donald who are our newest staff members. Please hit them up with any questions you may have!
    Special congratulations to our upcoming staff team @ds billy @DS Cherry @ds legend @DS Richard @Ds Lt earlhart @DS Wesfromak @DS_Billy @Kal-El @DankBud @cHIP oTLE @Slime @Ron Johnson @Battabing @Leroy Jenkins @Hoodlum Priest @Crasher2003 @Maaqs @Devin @Gregg @WizeV @Zero Muffins @Abramos @Sidewinder @Deputy Justin •0311• @Tommy Jones12 @Rivers @J9HUNNA @Reaper @Barry the Pilot
    For a full list of our upcoming staff team, please refer to this link https://my.gaming-asylum.com/gang?gid=27
  11. .Matt liked a post in a topic by bigjohn561 in rocket rdm me   
    Need to pm 3-4 admins this information asap!
  12. Patorei liked a post in a topic by bigjohn561 in Making Cartel life great again!!   
    Limit admins load outs.
  13. bigjohn561 liked a post in a topic by Mitch (IFRIT) in Midnight Special / Golden Era   
    take it easy. We were fucking around and found that some of the skins applied to other cars were kind of cool. Jay was asking for input and thoughts. If we can save some space and add a few new skins, although they may look a bit different. It would be fun. 2 options for you. Provide your constructive feedback and or ideas, or don't use them. 
    Based on your lack of donor level. You'll be limited to the first option for now. Should you find something that grabs your interest and you do decide to support us in that fashion. Then option two will be back on the table. 
    The 3rd option is you trying to make something yourself. I am sure it's easy to sit here and critique the work of others when your level of contribution is non existent. 
    @Jayshawn I believe the van in the midnight looks a bit weird with the mini gun on the hood. But the lack of order in the rest of them actually brings something new to the table. I can understand why applying an existing skin that doesn't require added mission file space is appealing. I believe if there is no harm, there is no foul in regards to skins. We can't keep looking at the same shit everyday. +1
    @Infamous [FULL SEND] that's constructive feedback that accurately describes my thoughts, without looking like the typical kid bitching. Try it out once. ^  
  14. ФLimФ liked a post in a topic by bigjohn561 in Ceo of fed? Ceo of back-stabbing   
    Got to learn who u can trust man. This server is FULL of dishonest people.
  15. ФLimФ liked a post in a topic by bigjohn561 in DS = dick suckers   
    Well....ok..
  16. Romaniac liked a post in a topic by bigjohn561 in Making Cartel life great again!!   
    Limit admins load outs.
  17. 王 Ari Petrou 王 liked a post in a topic by bigjohn561 in Ability to send body bags if someone in your group has their bounty   
    The person who has the bounty shouldn't die. Glad i can help out with this problem. 🙂
  18. Mauv liked a post in a topic by bigjohn561 in Ability to send body bags if someone in your group has their bounty   
    The person who has the bounty shouldn't die. Glad i can help out with this problem. 🙂
  19. Jesse liked a post in a topic by bigjohn561 in Ability to send body bags if someone in your group has their bounty   
    The person who has the bounty shouldn't die. Glad i can help out with this problem. 🙂
  20. ActivePressure liked a post in a topic by bigjohn561 in Adding jobs and job tutorial NPCs or signs to main cities to bridge a crucial disconnect and reduce stagnation   
    @Gen. Henry Arnold this right here. Joins a new server and first i do is read a form? Nope. First thing is to find people to talk with and ask questions. Then look how to make money. 
  21. TaylorSwift liked a post in a topic by bigjohn561 in Adding jobs and job tutorial NPCs or signs to main cities to bridge a crucial disconnect and reduce stagnation   
    @Gen. Henry Arnold this right here. Joins a new server and first i do is read a form? Nope. First thing is to find people to talk with and ask questions. Then look how to make money. 
  22. Ryan. liked a post in a topic by bigjohn561 in Adding jobs and job tutorial NPCs or signs to main cities to bridge a crucial disconnect and reduce stagnation   
    @Gen. Henry Arnold this right here. Joins a new server and first i do is read a form? Nope. First thing is to find people to talk with and ask questions. Then look how to make money. 
  23. bigjohn561 liked a post in a topic by Shibuwin in Ability to have lead containers in houses   
    Hello,
    I was hoping we could add a way to have lead covered storage in houses for uranium, either by purchasing an upgrade for it or having to go out and mine some lead. This probably wont affect many people but I need this for the way I do runs!
  24. bigjohn561 liked a post in a topic by TaylorSwift in Adding jobs and job tutorial NPCs or signs to main cities to bridge a crucial disconnect and reduce stagnation   
    TL;DR
    1. Many new players are heard asking how to make money and begging for money in main cities. As well as stagnating and showing little interest in working because they crave a more fast paced, easily accessible, and less risky approach to getting started in Altis. This is apparent by observing main cities such as Kavala. Adding jobs and NPCs and/or large signs explaining how to do jobs into main cities will help bridge that disconnect between the new player and getting started. Then once they get started they will be "hooked" and seek longer more risk more reward activities to satisfy their growing desires.  
    2. Players in general in main cities tend to stagnate and be turned off by the effort required in current jobs. Adding jobs into the main cities would give an easily accessible, lower effort, but fun option to people to be more active and incidentally create action.
    3. I have listed some of my ideas, and ways to implement and balance them. I have tried to make them as easy to implement as possible.
    Points 1, 2, and 3 explained
    Too often I see players asking how to make money and begging for money in Kavala Square. 1, 2, even 3 players at a time. As an experiment I've told beggars they could make some money if they just go into the Red Burger and request a job. Which they gladly do though this job does not exist. However when I tell them to buy an ax and chop wood nearby which is an existing job, they are not interested. When the job is immediately accessible they are interested. When you ask them to travel they lose interest. They typically then wander around aimlessly not accomplishing much. I believe new players would benefit greatly from having starting jobs, and tutorials for jobs right in the main cities. And that many new players desire action at a faster pace and would far more likely to start making money and get "hooked" if jobs were immediately available and easy to find.
    New players are not the only ones stagnating in main cities, players in general are too. Even the more experienced can be found in Kavala standing around in the square. Uninterested with the time investment and risk of the current options, they crave a faster paced way to play. Losing interest as they stand around doing nothing. Though with a lower effort option like working at the Red Burger people would at least have something interesting to do, be creating some money and perhaps inspiring thieves creating action. Or with other options I will detail further even creating simulated traffic in main cities as workers and thieves alike are incentivized to move throughout the city.
    This isn't something I think will generate loads of hype and sell loot crates. Though I do think it will make the server immediately noticeably more enjoyable for many. And instead being a trickle up approach that by engaging, motivating, and retaining more players will lead to eventual donators and contribute to a more active and enjoyable experience for everyone. Which also increases the chance of donations. I think there are many players in this category and is worth considering. Below are some of my ideas and ways to implement and balance them. I have tried to make them as easy to implement as possible. I will be glad to flesh out these ideas as much as I can to help with their realization if interested.
    IMPORTANT: With the implementation of any of these jobs, or even without should come an NPC and/or large sign in the main area of main cities that details the (legal) jobs available in Altis. Where they can be found, how to do them etc. Ideally being an NPC standing next to a large sign advertising his function. And clearly distinguishing between the jobs inside and outside the city.
    Job Tutorial NPC or Sign
    This would be a good idea with or without the implementation of new jobs. New players are left to figure out how to make money without much direction and are heard constantly asking how to make money in main cities. An NPC and/or large sign in the main area of main cities detailing the jobs available in Altis, where they can be found, how to do them etc would be an easy way to help bridge this disconnect between new players and getting started. It ideally would be an NPC standing next to a large sign advertising his function. It should clearly distinguish between jobs inside their city and out. 
    Delivery Missions
    Uses existing delivery mission mechanics. Starts in the main area of the city. Sends the player to e.g. Hospital then Commodities, Jeweler etc in a random order until satisfied giving cash on hand. This would not only serve as an attractive starting job, but also create simulated traffic in main cities. As well as giving new opportunities to thieves. 5k per 10 mins on average would be a good starting point in terms of balance. 
    Red Burger 
    Uses existing processing mechanics. Simply talk to the man in the Red Burger, request a job and wait for the processing to complete to receive cash in hand. Or even directly to your bank. Processing could be in any minute intervals 1,2,3,5,10. 5k per 10 mins on average would be a good starting point in terms of balance.
    Wood Cutting
    Simply enable wood cutting within city limits, with Kavala and popular starting cities being the main targets. I do not think even in the best circumstances this would be overpowered. Therisa would be a good example of a very good wood cutting spot being made available by this. Though the amount of money you make is very good I would not say it is broken. Also it can only be done once per restart so I picture it as an event slightly better than a rebel crate which could create some action and perhaps be more accessible to new players. 
    Below is a link to a previous post I made with similar job ideas that could also be used. I really think Metal Detecting would be a very fun addition to Asylum. I have many other simple to implement ideas I have not written down as well. Like perhaps a rework of the toilet cleaning event into something more common or static could be considered. 
    https://www.gaming-asylum.com/forums/index.php?/topic/106571-new-job-ideas/
    Please leave your thoughts in the comments. -Taylor Goldberg
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