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Dlkl

AFD EMR
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  1. Dlkl liked a post in a topic by Alshiq Fatarra in Add More vehicles   
    Add more purchasable vehicles to the server. The ability to remove the arms on vehicles opens up the vehicles that can be added but here are a few suggestions.
    Hurons for civs 
    that dual jet propeller thing i see the admins in dont know what it is called 
    minigun boat for civs will come in handy for fighting the sea fortress would be fun to see how it works out.
    all the tempest varients.
    i dunno just more vehicles in general would be nice to spice things up a little bit .
     
    Suggestion 2 
    Make the new vehicles craftable still cant craft a taru.
  2. Dlkl liked a post in a topic by operatorjohnny^ in Economy Rework   
    No one can deny the decline in player population over the last month. Though we are in a typical down period, I think there are still some changes that could be implemented to boost activity. A large problem I've seen in the past few months is that civs are not moving around the map, rather they are just standing in towns making the server seem dead. A large part of this problem in my opinion is the lack of drive/motivation for civs to make money. After years and years of grinding for money, many people are simply tired of grinding for 2 hours to make 200k. When people have more money, they do more things, especially for any newer players that come to the server. 
    The past issue of domination "printing money" is in the past. 90% of dom players do not even spend their money on the main server. I believe that the main server is due for a buff of money making methods to increase activity throughout the map. 
    This buff can be done in a large variety of ways so I wanted to get the communities opinion on this.
    - Buff on illegal money making methods, such as heroin or weed, that are currently not worth doing.
    - Buff legal money making methods like wreck excavating, oil, or metal detecting
    - Lower prices of goods/lower tax rates
    Leave any suggestions below, I think the economy needs to be discussed!
     
  3. Dlkl liked a post in a topic by Riv6r in What has Asylum come to...   
    Why are all the recent updates benefiting cop and just nerfing rebel you do realize there's like 10 cops on max and 100 civs
    A good way to get some of that pop back would probably be to add and buff rebel ''you know 95% of the server population''
    Ideas for rebel
    -Zafir 250000
    -Mar 10 250000
    -Federal reserve back to normal from 24 back to 42 ''Like it used to be'' Why was this ever changed??????
    - New type of event that cops or rebels could start
    - Menace to society does not count if you are charged with money laundering over 150k
    - New rebel outfits ''LITERALLY THE REASON PEOPLE SPEND MONEY ON ASYLUM DO YOU NOT LIKE DONATIONS ?????"
    - LVL 4 Vest purchasable  at rebel "IF COPS COULD HAVE IT WHY CAN'T REBELS!!!!!"
    - Lower explosives if you think people are gonna spend 250k on a vest you are crazy when vests were 75k people would spend 2 mil a day on just vests
    Look at these please stop trying to make shitty money sinks instead add new things that are fun that people want to spend there money on
    The server is clearly desperate for population so why hold back grudges on things you don't think people will like.
    It's as simple as this add a bunch of stuff you think people will like if majority does not like press the delete key.

    WE NEED CIV CONTENT NOT COP CONTENT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  4. Dlkl liked a post in a topic by operatorjohnny^ in 2nd purification factory or rotating puri   
    No one has any drive to make money anymore because of how much of a grind it is. The more money people have, the more things people do. I understand there needs to be a balance, but for how old the server is and how old the game is, no one wants to grind for hours to make 200k. I believe drugs need a buff (a reasonable one, not insane) to not only allow people to have a few extra bucks, but more importantly to get people moving around the map. I do not believe the reason that people are not moving around the map is because a lack of money making methods, but rather that the current money making methods take forever for a mid return. I think this is a good idea, adding more purification plants makes it more inciting for people to use them.  
  5. Dlkl liked a post in a topic by /|/|0T4RD in 2nd purification factory or rotating puri   
    Definitely wanted to suggest a puri rotation long ago. I don't think we need two simultaneous locations though
  6. Dlkl liked a post in a topic by Repto in 2nd purification factory or rotating puri   
    I mean i'll admit from my own personal beliefs whether they be true or not, with all the cartel improvements/changes and how sometimes it feels like the server is more of a wasteland server rather than an altis life server really has killed a lot of the more to the root things about it, like drug running for one. In all the attempts to decrease the economic wealth of the populace I feel like solely putting that task into increasing taxes and mostly reducing value of drugs or making it harder to process the top tier drugs shouldn't be how it's done in general.
    I used to run drugs a lot and enjoyed it a bit myself and would like to see a couple things too like adding in a 2nd puri, slightly increasing drug values and countering that by maybe decreasing cartel reward so they are more even on both spectrums. From my observation the moment the first puri was initally added it kinda killed the drug running gangs almost completely, most just switching over to a more cartel and pvp based money making. Putting in that bottleneck of having a single location to process the top tier drugs just made the work and risk completely not even worth the attempt. If they arent 100% guaranteed to get fucked by another player at puri then they are gonna get fucked by cops at puri and theres no way to avoid one or the other almost 90% of the time unless you get lucky as hell or play odd hours in low pop.
  7. Dlkl liked a post in a topic by Repto in 2nd purification factory or rotating puri   
    I honestly though wouldnt pick either of those 2 spots mentioned in the suggestion, the surf club location seems okay-ish but for the outputs of a puri those two locations seem either to far out of the way or to close to advantageous locations. I feel like a good spot would be more up somewhere by sofia, lots of places to choose from without much worry about heroin distance since heroin doesn't have a 3rd stage output. Maybe old african warlord location, using the big factory building that was used for it. Or somewhere more inland if a dev would think inland would be better.

  8. Dlkl liked a post in a topic by Ronald in goodbye   
    No one cares fag
     
  9. Dlkl liked a post in a topic by Gfunk Havoc in Retro Finally Lost His Mind   
    Lies he did not land at all....only APD team did..... chase stopped once your got there.....he was still flying.
  10. Dlkl liked a post in a topic by Donk in Housing Solution   
    As we all know the housing situation currently in the game is in need of a rework. We have so many players that horde good real estate, sheds, houses in specific dps and towns. Just about every major town, dp and/or smaller town located around any sort of money maker albeit drugs, crafting, legal ways of making money are all taken. Even houses in the most remote areas of the map with nothing around are owned. This would be totally fine IF the houses were all owned by active players in the community. Something needs to be implemented to counteract people logging on for 5 minutes once a month to keep houses that they don't even use. 
    Housing is one of the major draws for this server. It's advertised in the title of the server, its a huge integral part of what players want to experience. The argument for never wanting to change is that "we don't want old players to lose housing or people take a break." For the longevity of the server are we really wanting to keep new players or current active players from being rewarded with ability to purchase houses or sheds in areas that they want; just to cater towards people that don't actually play the server but log on to keep their houses??
    With housing being such an important part of the server how do you think it affects the new influx of players that start to play, get a little bit of money, but then cant find a house? Or they look at the realtor in game and see everything is marked and being sold for millions. The only reason players can get away with price gouging houses for millions of dollars is because there are no houses for anyone to buy! Looking at battlemetrics the server probably averages anywhere from 50-60 new players a day out of the 400 average total that log in each day. That is 13.75% new players that log in each day that could be converted to long time players. Now of course there are other factors that could keep a new player from not staying, but it is highly discouraging to not be able to use one of the main functions on the server.
    Now here is my suggestion for a solution:
    I have a system that can be put into place that isn't requiring a lot of activity in order to keep your houses. No tax requirement idea for a money sink, nothing like that. Instead I'm suggesting an idea from reborn that we know worked for them.
    Maximum of 10hrs/month required play time. 2hrs per house Able to set a house as a priority so after your first 2hrs of play it will be saved for that month If you do not meet the full time requirement then you lose 1 house that is not the priority home Example: You own 5 houses requiring 10hrs of play, you only play for 6hrs this month. You only lose 1 of your houses, not 2 even though you didn't fully meet the time requirement.(I'm not wanting people to lose all their houses but I feel just losing 1 is enough if the time req isn't met) The house that is lost will be random excluding the priority home Still keep the 30 days of no activity to lose houses Implement an auto afk logout timer similar to WoW to prevent people from afking for the 10hrs required Example: afk for 15 minutes with no movement, clicking, etc presents you with a logout prompt countdown from 30secs and puts you in the lobby when it reaches zero Make sure people are aware that if they are going to be inactive for longer than the 30 days for work, deployment, vacation etc.. that they know it is an option to put in a request with the admins to pause their timers so they don't lose housing That's really it its pretty straight forward and simple. Its not really requiring too much effort to keep your houses. If you can't find time to play for 10 hours a month out of the 720 we are all given then do you really deserve to horde your homes? Now I'm sure you're going to all say, "people can just afk for 10hrs each month and still keep their houses." This is true but I'm sure the admins and devs can come up with a way to counteract that via tracking stats if its not possible to implement an auto afk logout.
    In conclusion I'm just one of you guys that has been playing this server for years since 2014 and I want to see it thrive. Maybe this can be one step into the right direction. If you have any other suggestions or ideas on this matter please comment down below and lets try and come up with a solution as a community and not just instantly shut it down.
  11. Dlkl liked a post in a topic by william in Dennis was rammed by a goat in hes moms belly xD   
    sick fuck explains loads @Dlkl
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