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Maaqs liked a post in a topic by michael251 in Past cheaters should have stats wiped
Player combat stats should be reset for individuals who have been banned for cheating in the past but are now unbanned and on POV. Currently, there are minimal consequences for cheating, as players typically face only a brief ban before being placed on POV, without any lasting impact on their progress or reputation.
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Samperino liked a post in a topic by Maaqs in Removing Money Cap
This would be infinitely better than the current system of throwing money into the void
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Knight05 liked a post in a topic by Maaqs in Removing Money Cap
I'd like to suggest that the money cap + prestige system be removed. It was removed a long time ago and should have stayed extinct. Both gang members and random people in sidechat who have asked how it works have all come to the same conclusion after I explain it to them: "oh, heeelll nah, that ain't worth it." Feel free to implement whatever 'prestige system' is in the works, but just reword/slight rework it so:
Level 1 - 20mil in bank (ie: 10mil cash + 10mil prestige today)
Level 2 - 30 Mil in bank
etc. etc.
Allow players the freedom of choice of staying above certain thresholds or not, it feels awful to hit 'deposit' on an ATM knowing your money went into the void of nothingness. Don't give me the "we're scared of people having too much money" thing because it was decided to combine V2/3 databases. Let players who are grinders feel that dopamine hit as they see the numbers in their bank account go up.
I grinded to Eminent when prestige was still a thing many years ago.
I definitely did not grind/sell tens of millions of dollars (when it wasn't against the rules)
I grinded back to Eminent when 3.0 dropped
I lost 60% of my total cash when 3.0 re-dropped after the revamp, killing any motivation I have/had to really grind money
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Maaqs liked a post in a topic by Samperino in Removing Money Cap
I suggested this which got approved but they ended up taking a different path with capping money. The system I suggested didn't involve any kind of money cap but gave a way for people to spend their money on an increasing level for each reward. It's something that needs to be carefully planned because if you want to expand on it in the future, those new rewards will be on the more expensive end. You could shift all the rewards up to add or change prestige rewards but that sounds like a lot of development work if that were to happen.
To add on to this, I don't think the problem is people having too much money and needing to cap it. I think there needs to be more ways for players to spend their money, mainly on an account-progression system. Give players something to grind for rather than just for kit and vehicles and weapons that can just disappear when they die.
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SESHOLLOWATERBOYZ liked a post in a topic by Maaqs in Removing Money Cap
I'd like to suggest that the money cap + prestige system be removed. It was removed a long time ago and should have stayed extinct. Both gang members and random people in sidechat who have asked how it works have all come to the same conclusion after I explain it to them: "oh, heeelll nah, that ain't worth it." Feel free to implement whatever 'prestige system' is in the works, but just reword/slight rework it so:
Level 1 - 20mil in bank (ie: 10mil cash + 10mil prestige today)
Level 2 - 30 Mil in bank
etc. etc.
Allow players the freedom of choice of staying above certain thresholds or not, it feels awful to hit 'deposit' on an ATM knowing your money went into the void of nothingness. Don't give me the "we're scared of people having too much money" thing because it was decided to combine V2/3 databases. Let players who are grinders feel that dopamine hit as they see the numbers in their bank account go up.
I grinded to Eminent when prestige was still a thing many years ago.
I definitely did not grind/sell tens of millions of dollars (when it wasn't against the rules)
I grinded back to Eminent when 3.0 dropped
I lost 60% of my total cash when 3.0 re-dropped after the revamp, killing any motivation I have/had to really grind money
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Farmer Steve liked a post in a topic by Maaqs in Removing Money Cap
I'd like to suggest that the money cap + prestige system be removed. It was removed a long time ago and should have stayed extinct. Both gang members and random people in sidechat who have asked how it works have all come to the same conclusion after I explain it to them: "oh, heeelll nah, that ain't worth it." Feel free to implement whatever 'prestige system' is in the works, but just reword/slight rework it so:
Level 1 - 20mil in bank (ie: 10mil cash + 10mil prestige today)
Level 2 - 30 Mil in bank
etc. etc.
Allow players the freedom of choice of staying above certain thresholds or not, it feels awful to hit 'deposit' on an ATM knowing your money went into the void of nothingness. Don't give me the "we're scared of people having too much money" thing because it was decided to combine V2/3 databases. Let players who are grinders feel that dopamine hit as they see the numbers in their bank account go up.
I grinded to Eminent when prestige was still a thing many years ago.
I definitely did not grind/sell tens of millions of dollars (when it wasn't against the rules)
I grinded back to Eminent when 3.0 dropped
I lost 60% of my total cash when 3.0 re-dropped after the revamp, killing any motivation I have/had to really grind money
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Bag Of Funyuns liked a post in a topic by Maaqs in Removing Money Cap
I'd like to suggest that the money cap + prestige system be removed. It was removed a long time ago and should have stayed extinct. Both gang members and random people in sidechat who have asked how it works have all come to the same conclusion after I explain it to them: "oh, heeelll nah, that ain't worth it." Feel free to implement whatever 'prestige system' is in the works, but just reword/slight rework it so:
Level 1 - 20mil in bank (ie: 10mil cash + 10mil prestige today)
Level 2 - 30 Mil in bank
etc. etc.
Allow players the freedom of choice of staying above certain thresholds or not, it feels awful to hit 'deposit' on an ATM knowing your money went into the void of nothingness. Don't give me the "we're scared of people having too much money" thing because it was decided to combine V2/3 databases. Let players who are grinders feel that dopamine hit as they see the numbers in their bank account go up.
I grinded to Eminent when prestige was still a thing many years ago.
I definitely did not grind/sell tens of millions of dollars (when it wasn't against the rules)
I grinded back to Eminent when 3.0 dropped
I lost 60% of my total cash when 3.0 re-dropped after the revamp, killing any motivation I have/had to really grind money
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Maaqs liked a post in a topic by Fitz in Mental Asylum/ Jewelry Emporium 2.4.25
Obviously only been a few days, but we've been receiving a lot of requests about the return of the Mental Asylum and Jewelry Emporium robberies, we have returned with slightly edited versions of these events, with more coming down the pipe. As always feedback and requests are welcome and what we work off of. We still have a ton of stuff in the works and looking to get those out as we complete each feature.
Mental Asylum Robbery
The mental asylum has returned to the Kore area! Currently 7 cops required.
Place Demo Charge on front gate missile, be careful there is barely enough time to run away! Event will start once it goes off. Prime thermite on front door, after 5 mins it will blow! Plug the trojan USB into the 5 mainframe computers and wait for 10 minutes while your virus disables the network The tomb will then be located on the map for looting Drive over and input the code to escape with the loot
Jewelry Emporium Currently 4 cops required
To start the event you go to the emporium and place a diamond tip drill on the door to the Emporium After 5 minutes you then enter the emporium and use crowbars to break into the crates and gather the trophies You then load the trophies in the crane After 10 minutes and the trophies are collected you use a plasma cutter to crack the safe to get the last bag of jewels! After the loot is loaded in the crane a Qilin Minigun will spawn in for you to drive away with. (Seling) You can sell the loot at any Ownable Gas Station to launder your jewels. @Iuke is finishing up a new Jewelry map, see a sneak-peek below, and along with @zdeat are working on updated features to augment the current mental asylum. Ideally these new maps will be implemented by weeks end. Enjoy the current ones and provide feedback on design so we can update as we go.
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Maaqs liked a post in a topic by Fitz in Changelog 2/1/25
A few more tweaks and bug stuff this week, some bigger features are in the works but we're not going to hold stuff back in favor of big patches anymore. Will try and get a community meeting in the works to discuss what's going on as well. My Discord is always open.
We are currently looking for Support Members to assist our community and new players, if you are interested in helping out Asylum, look-out for a post from our Senior Admin team with the relevant information.
Added:
Process Truck now gives infamy for processing illegal items Mobile HQs now give markers Changed:
Prison has been reverted to previous design The Indian Casino Northwest of Sofia has re-opened for illegal gambling 5 cops online required Place a demo-charge on the laptop at the front door to breach the compound -> 5 Minutes Once inside you will have 10 minutes to hack the terminals with a Trojan Virus USB on the three actively used casino tables Once all the terminals have been infected they will take 10 minutes to disable the security Once successful the money will spawn in the subterranean vault. .45 caliber and below weapons only, APD spawn with Vermins on SWAT and during the event APD will be able to buy one free gun within 5 minutes of the event being secured to offset the first weapon they had to buy Payout is scalable to number of cops online SRT SRT raid timers 25 Mins -> 20 Mins SRT cooldown applied when raids are successful 30 mins -> 0 mins If a rebel gang successfully defends against an SRT Cartel raid, they will be rewarded with instant ownership of the cartel Fixed:
Tractors now work at all the cotton/tobacco fields Cop UC talents now properly give access to the mohawk Process truck now process cotton at all the processors Fixed helicopter spawns at national HQ Fixed a bug with Dom NPCS on reconnect Fixed the markers properly using the new APD HQs Hopefully fixed repairing of certain houses Fixed an issue with cancelling impounds Fixed scientific notation on SRT base. A few backend anti-cheat fixes -
Maaqs liked a post in a topic by Akeelagi in Add mods
if people cant figure out mods this late into the lifespan of arma 3 then there is no hope for them. the whole "barrier to entry" argument is dumb because if people want to play they will if they dont then they wont. plus we have a staff team, especially the support guys who can help them the best they can. we have to do something at this point because we are just paralyzed at this point.
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crush liked a post in a topic by Maaqs in Smokes
I'd be down to see 1 smoke/Ifrit with a potential for a 2nd with the Infamy perk. As much as I hate smokes, there have definitely been times recently where I've wished I had them.
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zdeat liked a post in a topic by Maaqs in Smokes
I'd be down to see 1 smoke/Ifrit with a potential for a 2nd with the Infamy perk. As much as I hate smokes, there have definitely been times recently where I've wished I had them.
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jsh liked a post in a topic by Maaqs in Smokes
I'd be down to see 1 smoke/Ifrit with a potential for a 2nd with the Infamy perk. As much as I hate smokes, there have definitely been times recently where I've wished I had them.
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Maaqs liked a post in a topic by Fitz in Changelog 1/17/25
A few QOL changes and bug fixes this week.
Added:
When buying a loadout with a Y inventory you will now be prompted to overwrite the inventory and equip the whole loadout You can always cancel and keep your current Y Fixed:
Tobacco is now spawning at all fields again Cotton is spawning at all fields APD undercover prestige talents now properly give access to vehicles (Orcas, HMMTs, etc.) Cocaine gives proper stamina buffs again Fixed IEDs duplicating every time you disable them Remote engine-kill switches now disables the engines for all players on the server Players are now notified that the bomb ranges are RDM zones SRT officers are no longer unable to rejoin domination SRT if they are kicked from the game Fixed an exploit with vehicle impounding (Dirty little exploiters) Fixed cops always having the option to disable bomb squad Removed the RPG-42 from the evidence drops such that people don't get banned anymore SRT gates now properly lock when the initial security is disabled Fixed hardpoint on domination acting like it should SRT convoy truck is now the same as the civ convoy Gas stations now properly take demo charges when activating Removed:
Drug and Arms peninsula zones are now disabled for domination, new zones will be added courtesy of @Tom in the next update to increase diversity. -
Maaqs liked a post in a topic by Tom in January patch
Its been adjusted, started at 6 PM EST yesterday.
