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Maaqs

AFD EMR
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  1. Maaqs liked a post in a topic by JIMBO in Change Log 8.4.1   
    yeah, either way, I don't think anything should have been nerfed, no reason to turn the current players away..
    They can keep sprouting all the shit they want about asylum v2 but to me it just sounds like paratus and bamf screaming 64 bit will fix the issues 
  2. Maaqs liked a post in a topic by cHIP oTLE in Change Log 8.4.1   
    It does, because the one closer to Kavala is an OG black market location.  The DP11 black market location was also very close to cocaine field AND a quarry, making the 7.62 weapons crafting a lot easier than they necessarily should be.
  3. Maaqs liked a post in a topic by Mason in Change Log 8.4.1   
    There is no risk in black market. You gather the materials and when you sell the money goes right in your bank. Even if cops or civs show up, you just sell as fast as you can and if they kill you, you lose nothing but the truck. Now you have to have gear on you to defend yourself and get to an ATM. It was broken and we both know it. I too ran guns. It was free money. 
  4. Maaqs liked a post in a topic by sealooter in Change Log 8.4.1   
    im a big advocate for gun running, and i like the new location. though, with the no atm thing and the added cartel cut i feel like im being screwed. now you need cartel AND pan to maximize profits, and we still cant use infamy perks when crafting? feels like quite the nerf to me, again :{  @Gen. Henry Arnoldwhy? :{{{{
     
  5. Maaqs liked a post in a topic by Gen. Henry Arnold in Change Log 8.4.1   
    Update will come into effect after normal server restart.

    Added:
    Added Tactical Pings. Look at anything and press Shift+T to create a marker on map visible only to group members. 15 second cooldown. Added seized illegal virtual items to the Evidence Lockup HEMTT. Added virtual inventory loot to Rebel Air Drop. Added binoculars to the default cop and UC loadouts. Added bipod to Captain APD shop. Added a cut to the Wong Triad Cartel when processing and selling alcohols. Added a cut to the Arms Dealer Cartel when crafting at the Black Market Production. Added Tanoa APD Jeep for Constable+. Added scopes to spawn with weapons in Air Drops. Added a safety parachute to sling-loaded cargo above 75m (Need Airborne Talent). Changed:
    Optimised the Federal Reserve. Bar gates will now initialise locked and will require boltcutting. Increased spawn rate of gold bars, and increased their price by 10k. Added back spike strips to locked bar gates (and made the effect area smaller). Added a new charge called Federal Reserve Robbery.  Domes and safes will re-lock properly when the robbery has ended.  Domes and safes will not lock until players move out of them to prevent getting stuck. Reduced RPG damage to all heavy ground/air vehicles. RPG will disable vehicle instead of blowing it up on first hit. Increased air drop spawn rate from capturing cartels. Increased air drop loot amount. Disabled sling-loading of the airdrop crate. Increased base prices of all scotch that is not fully aged. Added barley to list of illegal items. Can now be seized by the APD. Moved one of the Black Market Productions to the east part of the island. Selling at Black Market Production now gives cash on hand. Enabled group names to show under player names, similar to gang names. Increased duct tape spawn rate in prison. Enabled ability to start a prison break right after restart. Re-enabled some housing properties located at the removed Pyrgos Cocaine Field. Changed deerstand shutters to behave the same for all clients. Increased the size of medic requests to make them easier to spot. Tweaked APD prowler texture. Fixed:
    Fixed cops not being charged for re-gearing with throwables. Fixed scopes and attachments disappearing when disarmed. Removed:
    Removed ATMs from Black Market Production. Removed 5.56 and 9mm guns from Evidence Lockup loot table. Removed unused Oil Cartel objects from salt flats. Removed unused vote signs at Federal Reserve. Temporarily disabled ability to move gang house due to related issue. Hotfix #1:
    Fixed cops not being charged for re-gearing. Fixed player tags not showing correctly in vehicles. Adjusted federal reserve gold spawns and related talents. Added sling load safety parachute to all factions. Replaced MX with MXM in Rebel Air Drop. Hotfix #2:
    Fixed split cop pay not paying the original player. Fixed group names showing on NPCs. Tweaked Tactical Pings to auto delete after 5 minutes. Tweaked RPG damage for different vehicle types. Fixed exploit with chopping trees. Fixed bug with multiple Federal Reserve Robbery charges. Increased time before Rebel Airdrop disappears.
  6. ZIM2233 liked a post in a topic by Maaqs in Talents / Prestige / Infamy   
    @Jesse
    -Current number of talents required to be a BH: 8.
    -Current number of talents require to be a rebel: 2.  (Rebel + Marksman). The rest of the rebel talents are optional (ghillie suits, sui vests) where I would say the BH ones are pretty much mandatory. Limiting yourself to 2 bounties / 50k/100k cap is too restrictive.
    It just feels awful having to sink 8 out of 29 talents to be a BH along with certain other talents being mandatory (6 medical, mechanic/grease monkey to spawn vehicles with repair kits, 2 to see group/gang members on map, potentially 4 if you run drugs, and then the numerous vehicle ones to use the Hatch Sport (unrestricted), box truck + (commercial), and private/commercial pilot if you want to fly. These just seem too excessive IMO and way too specific eating away talent points. I feel very limited in "spare talents" compared to when I go Rebel.
    Don't allow a "re-gear" option for rebels or BHs. Rebel is meant  to be a dangerous area for rebels to gear up.  The care-bear level would be over 9000 if I could just click a button at rebel and not have to worry about getting shot with 25-30k on me.  Also, the assassin tree in Infamy seems wasted. It was a thing for maybe a week or two when it came out, but nowadays I never see contracts or hear about them. I don't think a single person in DS has put points into it.
  7. Maaqs liked a post in a topic by Samperino in One Minute Procedure for Illegal Vehicles   
    The issue is that if you've been in combat, there is code that prevents you from actually seizing the vehicle. This is not something the APD is able to change.
    Let's be real, the APD win rate in a group of rebels pulling Ifrits is pretty low as it is. If they're pulling Ifrits they can afford to lose them.
    The seizing in combat issue is tricky.
    You need to keep in mind that the APD is not able to change code by itself. We can only change policy.

    Just so I'm clear on your concern here:
    Your Issue
    Close to a restart, rebels pull illegal vehicles out of their garage. If the officers are able to subdue the ifrit, there's small bits of combat preventing a seizure of the ifrit. These small bits of combat physically prevent you from seizing the ifrit through the mission file. The rebels' illegal vehicle gets cleaned up and placed back in their garages since all restarts are hard restarts. As you can see, your issue has to do with code. A policy will not fix that issue. What you are suggesting is the removal of the in-combat code to allow you to seize an ifrit in combat with a few minutes left (less than one minute) until a restart.
    While I agree that this could be an issue, the amount of times it might happen does not warrant a policy change or code change.
  8. Maaqs liked a post in a topic by TRYHARD in One Minute Procedure for Illegal Vehicles   
    Risk free? You're talking about a 1 minute time frame out of a 3 hour restart that someone would be able to keep their ifrit. 
     
  9. Maaqs liked a post in a topic by Mason in One Minute Procedure for Illegal Vehicles   
    Apparently winning the fight and making them lose all their load outs isn't good enough... 
  10. Maaqs liked a post in a topic by Voni in New Support Team Members   
    Congrats son! Hope you better bring in some money for the household now @Ron Johnson
  11. Maaqs liked a post in a topic by Silva in Destage 1   
    @GO7NEY this guys better than u
  12. DonDurka liked a post in a topic by Maaqs in Close s2 and s3 during non peak times   
    Yes, nitpicking here, but it might be boring for you, but there are clearly people it's not boring for (those logged in). If people want to spend their free time (let's say 8am EST -> 3pm EST) grinding out millions to then throw away once the server is poppin, who are we to say "that's wrong"? If I wanna pull an all-nighter grinding out money using my houses on Server 2/3 because I know my playtime in the near future is going to be limited, I should be able to no-life money-making for a night to be good for the next few days.
    Sometimes a quiet server is nice, whether I'm grinding money or just messin around. 
  13. Maaqs liked a post in a topic by Big Fred in Add medical to turfs   
    Hey man, I respect your suggestion.
    They should also add a bounty hunter shop in Turfs. It's not fair you gotta go all the way back to skiptrace to reload when you're fighting them 75k rebels hiding in their turfs...
  14. Maaqs liked a post in a topic by cHIP oTLE in "Drunk Squad" Server 4   
    Denied for age.
    good luck elsewhere bud.
  15. Maaqs liked a post in a topic by J9HUNNA in "Drunk Squad" Server 4   
    Denied 
  16. Maaqs liked a post in a topic by Huan Lee in Few Suggestions   
    im not gonna lie, I joined olympus once with the pure intention of rdming everyone, but the starter money couldn't get me a rook, I feel the starter money should stay that way, even if a small amount of people join and rdm, it can still leave a lot of damage
  17. Maaqs liked a post in a topic by Batcan in Few Suggestions   
    Ok, what if there are achievements that give you monetary rewards and bonus skins. For example, you catch 100 salmon or something and you get a title called Fisherman and 20k. These are rough numbers and there would be many different achievements that give you miscellaneous rewards. 
  18. Maaqs liked a post in a topic by Seán That Irish Guy in AsyV2 Progress - May 1st   
    Please dont. Thank you.
  19. Maaqs liked a post in a topic by Big Fred in So, who removed road?   
    tryna run some meth here. 
  20. Maaqs liked a post in a topic by Ron Johnson in So, who removed road?   
    206 posts
     
     
     
     
    29 reputation.
     
     
     
     
     
     
     
     
    @Big Fred Jesus what is your aspect ratio / resolution!?
  21. Maaqs liked a post in a topic by Ron Johnson in So, who removed road?   
    Just means you shit post is what it means
  22. Maaqs liked a post in a topic by Big Fred in So, who removed road?   
    Res is 5760x1080. FOV is set to 120 IIRC. Gotta see behind them corners in Kavala fam.
  23. Maaqs liked a post in a topic by Samperino in Illegal Areas - 2 life rule (feedback)   
    On April 18th, we implemented a policy due to community feedback. We would like to gather feedback and possible changes if any are required.
    Thank you.

  24. Maaqs liked a post in a topic by wollie35 in "Drunk Squad" Server 4   
    Dw @Maaqs i got you covered
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