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bamf

Retired Staff
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Everything posted by bamf

  1. bamf

    Change log 8.1.4

    Because it was a perk for the community reaching tier 2 donation goals.
  2. bamf

    Change log 8.1.4

    Unfortunately you do not. The community only donated to tier 1.
  3. bamf

    Change log 8.1.4

    That was in the past, and the people in question were exploiting the fact that you didn't in fact have to leave town - so part of your statement is false. The current thing you literally bought and then sold it back without having to move. Clearly that was a bug that people were exploiting. Anyway, it's fixed now. Moving on...
  4. Yes. You will not be able to put anything else into your crates though until you are below the maximum for that particular container.
  5. bamf

    Change log 8.1.4

    If it feels scummy, then it probably is though right? Why would anyone go run meth when they can just stand at a vendor in a city with no risk and make 1000x more money. Abusing bugs (exploiting) in basically every game get people punished...
  6. bamf

    Change log 8.1.4

    Hotfix 2: Altis Landscape Company has finished spraying Round Up in the bank area. Fixed a long standing bug with the calculation of item prices. The price you see should now accurately depict the price you will pay for items. There may be one bug left here, but it's a fairly small one. Fixed several exploits. Almost forgot, APD UAVs will no longer clean up.
  7. We've said this in the past, but sometimes it's worth repeating: If you find a bug in the game and then use that bug to your advantage then that is an exploit. If you exploit things that get you large sums of money in the game with little to no effort, then you will likely have your account wiped and be banned for a short period of time. Also as you likely already know, we have a very comprehensive logging system and see what people are up to. If you are doing something scummy, the likelihood that you're going to get caught is very high. Only you can decide whether all the effort you've put in here is worth risking over something that you could simply report to us and likely receive a reward for doing so.
  8. bamf

    Change log 8.1.4

    Any other spots that need a quick spray as well?
  9. I was with you until you said that most cops respond 2-5 times to an event. The APD isn't supposed to win every battle - which you certainly can if you keep coming back. Also, there is no requirement to stay once the "event" has ended and the rebel's payout is no longer viable to them. I have been on lots of times where the APD continues to fight things like the bank complaining they can't get the people on the roof - even though the "bank" has been over for 20 minutes. Hasn't history taught us that a smaller, more prepared, and (most importantly) entrenched enemy can defeat a substantially larger attacking force? The fact that there are more cops (by way of small waves of them coming back) shouldn't be an issue to people who have both fire superiority and elevation in an entrenched position. The cops coming back in small groups are like old school video game AI coming back trickling in (when it's not a coordinated counter offensive). Again, the entrenched force either needs to choose to fight, or leave. If you choose to fight and lose you simply rolled the dice and crapped out.
  10. If we remove both the payout and the pardon then in many, many situations there will be no "risk" for the rebel/civilian faction. They can sit in groups of two on top of a building and play whack a mole with the cops with impunity. That's the reason I framed the 3 options the way that I did - to ensure there is risk and reward on both sides regardless of which ammunition or tactic is employed. Another change we could make is to make lethal ammunition cost more for the APD. That way there is a risk to having a large amount of your loadout geared around ammunition that limits RP interactions. Ultimately, even though we are a "light RP" server I would still like the factions to have to interact with each other more than just by sport shooting one another.
  11. bamf

    Change log 8.1.4

    Hotfix 1: Armed vehicles should store and pull with ammo now. North Rebel finally found it's bottle of Round Up. Fixed a few exploits. Performance improvements.
  12. Technically, that option is there in case the APD "accidentally" lethals someone.
  13. bamf

    Change log 8.1.4

    Yeah, that's fixed in dev. Will be hotfixed in (tonight maybe).
  14. There has been lots of input in the patch notes as of late regarding the APD's use of lethal ammunition. We can change things (or not), but if we change something it needs to remain balanced. As it is now, if a cop uses lethal ammunition on a wanted player they still receive pay - just a lot less than if they down and jail the wanted player. Let me know your thoughts after you vote. Edit: If the lethal payout gets removed, so does the pardon.
  15. bamf

    Change log 8.1.4

    Nope, the house God mode was there in town for a reason long ago. By making it still apply to the shops, we get what we want and add something dynamic into the towns now.
  16. bamf

    Change log 8.1.4

    If you haven't seen the other post tonight: We bumped each server to tier 4 donor goals for the rest of the month and updated the rewards with some new items. Enjoy the group cap at 18 (and all the other things).
  17. We have updated the community goals to add a few new perks for the various levels: Increased vehicle virtual storage (this should also apply to house storage crates) Increased talents for both cops and civs Rebel and Police HQ Vendors will have Medical at Tier 2 and above Also, we have lowered the monetary values needed to reach each value. Each level is now set at $250 which drops the level 4 tier in half. Finally, we have granted each server tier 4 through the end of the month so you can play with full benefits for the next week.
  18. bamf

    Change log 8.1.4

    One is identical, the other is significantly less (for obvious reasons).
  19. This patch is a few Quality of Life things for Rebels (well mainly one). There are a few other items as well: You may now move your gang house. The gang leader initiates the move by going to the gang house and accessing the move menu under the House Menu. The gang house is able to be moved to another home the gang leader already owns. All things tied to the gang will move properly, but the crates will not magically "poof" to the new building. Player housing in cities is no longer in god mode if it is close to the city center. Players should no longer fall out of vehicles when they are downed/killed. Listing your house for $0 will take the house off of the market. Players may no longer use the Asylum Exchange as unlimited storage. You can turn off ambient sounds in the phone settings now. Finally, we added two new vehicles to the game. They are both considered illegal vehicles, and may be purchased at the rebel outposts. Hotfix 1: Armed vehicles should store and pull with ammo now. North Rebel finally found it's bottle of Round Up. Fixed a few exploits. Performance improvements. Hotfix 2: Altis Landscape Company has finished spraying Round Up in the bank area. Fixed a long standing bug with the calculation of item prices. The price you see should now accurately depict the price you will pay for items. There may be one bug left here, but it's a fairly small one. Fixed several exploits. Almost forgot, APD UAVs will no longer clean up.
  20. bamf

    Change log 8.1.3

    Locking for new notes.
  21. bamf

    Change log 8.1.3

    The issue (to me) is really the closer you are to a cop base, the more unfair their respawn timer seems to be. I'll think about a mechanic to alleviate this some, but if you're far away from a cop base and having issues then the onus is on you to move away during a lull in the action.
  22. bamf

    Change log 8.1.3

    Then why are people complaining?
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