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Steve

Retired Staff
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  1. Xehons liked a post in a topic by Steve in [ŧ] ŧemper - Recruitment - [OPEN]   
    For real?
  2. Bag Of Funyuns liked a post in a topic by Steve in Change log 8.0.2   
    They are both fruits 
     
     
     
     
     
     

  3. The Weeb liked a post in a topic by Steve in |-R-| Rebel Department | S4 | Open   
    Glad to see this, one of my favorite gang names too.
  4. Bherky liked a post in a topic by Steve in |-R-| Rebel Department | S4 | Open   
    Glad to see this, one of my favorite gang names too.
  5. Steve liked a post in a topic by The Weeb in |-R-| Rebel Department | S4 | Open   
    Info
    We are a group of friends that have been in multiple gangs previously. We enjoy the higher end of combat asylum has to provide.
    Our focus is on cartels and if there are no rebels we will go to kill some APD or go around the map having some fun. We play a lot of games out of asylum
    as well. Rebel Department was founded in November 2015 carrying over from Valorous in July of 2015. RD took a break to play some other games while asylum progressed. Figured it was time to give it another go while asylum still has a pulse
     
    Roster
    In the works
     
    Requirements
    -Experience in Asylum - Basic knowledge of how to make money on your own.
    - Knowledge of the cartels is good to have but hey will to help ya
    - Want to play both asylum and other games with your gang members (not really too strict on personal activity)
    - Good Tac Coms, Say few words, and describe your call outs in details
    - Dont be Aids,  Dont need to be baby sat, Dont be a burden
    - Listen and speak when its your turn and not over each other
    -Dont fucking shoot at rebel unless its at an enemy.
     
     
    Application Format:
    Arma3 Hours? Asylum Hours? Screen Shot.
    Age?(acceptions can be made)
    Timezone?
    How active?(again not to strict)
    Previous Gangs?
    Previous Names?
    Knowledge of  cartels and call outs?
    Sufficient Funds / Vehicles?
  6. Steve liked a post in a topic by Nightfury in Change log 8.0.2   
    if the inevitable is arma/asylum dying , why dont they do what the community asks?they have nothing to lose.
    i feel like cheaper loadouts will get more ppl fighting again. ppl like PUBG cause its just fighting without grinding for hours.
     
  7. Steve liked a post in a topic by TRYHARD in Change log 8.0.2   
    20% tax and guns being "on demand" is something that Causes gangs to "1 n done". Sit there and enjoy the role play connection between the government and rebels while the server is 7/100 and 5 of the people are cops. 
  8. Steve liked a post in a topic by Sheriff Rick Grimes in Change log 8.0.2   
    So a bribe paid by rebels who are rebelling the government who are also paying the government to allow them to rebel?  Seems very thought out and not just a shitty excuse to not finally change something that makes zero sense.
  9. McMuffin liked a post in a topic by Steve in Change log 8.0.2   
    This isn't what we/your community wants though.
     
    People are asking for the tax to rebel from the governor to removed. And it's not just a handful that believe this. It's more or less the active and current population Asylum still has, or the people who have quit in as a result of you, Paratus and Gnashes not listening for so long. I give you credit for making good changes in the last 2 patches, though it must go further then that for Asylum to thrive again. 
  10. twistt liked a post in a topic by Steve in Change log 8.0.2   
    I think an exception could be added in the script for lethals
  11. Steve liked a post in a topic by Reapered in Change log 8.0.2   
    Think its possible to make it to where you can't take any radius payment for 5 minutes while on cop if you softlog or login? That will stop the abusers and make everyone happy  @Gnashes @bamf
  12. Google™ liked a post in a topic by Steve in Why removing one or two Asylum Servers could possibly make Asylum seem like it once was   
    It's only a band-aid to the real problem. Needless to say Asylum has a thing for just band-aiding there problems and dealing with them at the last second or not dealing with them at all.
  13. Steve liked a post in a topic by Douggem in Why removing one or two Asylum Servers could possibly make Asylum seem like it once was   
    This is false.
     
    Left Asylum when 6.0 came out because it was a DOGSHIT update. People been saying this for years and devs never listened. Asylum's death has been coming ever since 6.0.
  14. Steve liked a post in a topic by Bherky in Why removing one or two Asylum Servers could possibly make Asylum seem like it once was   
    Sure this would work and it would be a great idea. But then again, think of all the people that would leave asylum due to having all their stuff wiped. People would lose their houses, loose their gangs, lose all their shit they worked of for months and years. It would bring asylum back to its high time, but it wouldn't be worth it to all the other gangs and people who lose their stuff. Imagine if you had a successful gang, or had a industrial shed right next to meth lab, and you figure out that you're going to lose it all due to a server wipe. No way this would be accepted by people of other servers.
  15. bum41 liked a post in a topic by Steve in [ŧ] ŧemper - Recruitment - [OPEN]   
    guild*
  16. Steve liked a post in a topic by Gutchi in [ŧ] ŧemper - Recruitment - [OPEN]   
    exceptions will be made.
  17. Steve liked a post in a topic by Legit in Change log 8.0.2   
    You should have activated your Bad Blood trap card to begin with, then they would have never messed with you 
  18. thero liked a post in a topic by Steve in [ŧ] ŧemper - Recruitment - [OPEN]   
    guild*
  19. Steve liked a post in a topic by goyney in Server   
  20. Steve liked a post in a topic by Mako in [ŧ] ŧemper - Recruitment - [OPEN]   
    Starting as of now we're going to be doing a raffle for the players deemed too bad to get into a decent gang for experience, this will encompass cartels, feds/banks/pbs and general knowledge. This period will go on for a week until we do the next raffle, as of now you have 24 hours to PM to be entered to the raffle. I will exclusively be taking the PMs for this don't message any other member.
  21. Steve liked a post in a topic by Squirtle in Change log 8.0.2   
    @Gnashes @bamf @Paratus
     
    can we plz fix the issue where if you are in the buy menu it randomly closes, just had a huge close call, i killed myself while trying to buy another rpg round after loading it.
  22. Brendon Smith liked a post in a topic by Steve in Why removing one or two Asylum Servers could possibly make Asylum seem like it once was   
    It's only a band-aid to the real problem. Needless to say Asylum has a thing for just band-aiding there problems and dealing with them at the last second or not dealing with them at all.
  23. Steve liked a post in a topic by goyney in [FSA] - Free Syrian Army [OPEN]   
    Welcome to the retirement home 
  24. Steve liked a post in a topic by Stratego in Should Rebel Loadouts Cost Less? [Community Feedback Poll]   
    There is a lot of debate amount money and the impact it has on asylum as a whole. Many people have a very strong opinion on the cost of rebel loadouts and vehicles. Hopefully this poll will give the Devs an accurate representation of what their community wants with respects to Rebel loadout and vehicle prices. Personally I think they are far too expensive in the current state. Nothing is worse then dying and having to go back to rebel to find that you have to spend 16.5k on an mk1 if the taxes are 20% and they are high demand. Nobody wants  to spend 40k on a loadout. Personally I feel that this really discourages gang activity, and many people would agree with that. Vote for what you think should be done to rebel loadouts and vehicle prices so the devs have some motivation to change it, or leave it the same if that is what the community wills. 
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