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Steve

Retired Staff
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  1. Steve liked a post in a topic by Rogue in Senior Admin Legend Retires. Development news.   
    As many of you know, Ronald has decided to step down from the position of Senior Admin. I would like to personally thank you @Ronaldfor all that you have done during your time here with the Admin Team. The community surely would not be the same without you. I know you aren't leaving so this isn't a goodbye, but you will be missed on the team.
    That being said, I'm sure I will see you in your home town of Athira every so often. My car may even make accidental contact with you here and there. Thank you again Ronald!
     
    With the sad news being out of the way, I would like to congratulate @Witz on his promotion to Director of Development. You've been putting out awesome content for the community for quite some time and I cannot wait to see what you bring next! Thank you for your continued support on the development side of the community.
     
  2. Steve liked a post in a topic by Innate in (IFRIT) Mitch - appreciation and digital memorabilia thread.   
    https://www.youtube.com/watch?v=qjaNqbL70MA
     
  3. dammy liked a post in a topic by Steve in A few things   
    Don't forget that for years Asylum didn't have RPG's at all, and armor across the board was much tougher against 7.62 (or anything weaker than 7.62) in that time period. In reality the RPG's a mere addon to the ways you are able to kill someone. However, I agree that the ifrit meta is dogshit and the game was better when gangs pushed with 2-3 ifrits strategically.
  4. Kawaii liked a post in a topic by Steve in A few things   
    I think night is a great way the game gets mixed up, same with the occasional light rain. Obviously night time and/or rain inconveniences you, as it does me as well. It provides more a challenge to the game and forces you to play slightly differently. It effects everyone equally really so, I don't see why it gets so much hate tbh. Arma needs variety in my opinion, the game is too stale. I'm sure always having day time would be fun as fuck at first, but ultimately I think it would contribute to the game feeling more stale as time passed. Regarding having fullscreen NVG's I don't see a problem with it, however personally I would appreciate it being applied to all NVG's or at least giving us the option to pick between the two.
  5. Steve liked a post in a topic by Fried Rice in A few things   
  6. GravL liked a post in a topic by Steve in A few things   
    I think night is a great way the game gets mixed up, same with the occasional light rain. Obviously night time and/or rain inconveniences you, as it does me as well. It provides more a challenge to the game and forces you to play slightly differently. It effects everyone equally really so, I don't see why it gets so much hate tbh. Arma needs variety in my opinion, the game is too stale. I'm sure always having day time would be fun as fuck at first, but ultimately I think it would contribute to the game feeling more stale as time passed. Regarding having fullscreen NVG's I don't see a problem with it, however personally I would appreciate it being applied to all NVG's or at least giving us the option to pick between the two.
  7. Defragments liked a post in a topic by Steve in A few things   
    I think night is a great way the game gets mixed up, same with the occasional light rain. Obviously night time and/or rain inconveniences you, as it does me as well. It provides more a challenge to the game and forces you to play slightly differently. It effects everyone equally really so, I don't see why it gets so much hate tbh. Arma needs variety in my opinion, the game is too stale. I'm sure always having day time would be fun as fuck at first, but ultimately I think it would contribute to the game feeling more stale as time passed. Regarding having fullscreen NVG's I don't see a problem with it, however personally I would appreciate it being applied to all NVG's or at least giving us the option to pick between the two.
  8. Gagss liked a post in a topic by Steve in A few things   
    I think night is a great way the game gets mixed up, same with the occasional light rain. Obviously night time and/or rain inconveniences you, as it does me as well. It provides more a challenge to the game and forces you to play slightly differently. It effects everyone equally really so, I don't see why it gets so much hate tbh. Arma needs variety in my opinion, the game is too stale. I'm sure always having day time would be fun as fuck at first, but ultimately I think it would contribute to the game feeling more stale as time passed. Regarding having fullscreen NVG's I don't see a problem with it, however personally I would appreciate it being applied to all NVG's or at least giving us the option to pick between the two.
  9. Donald liked a post in a topic by Steve in A few things   
    Don't forget that for years Asylum didn't have RPG's at all, and armor across the board was much tougher against 7.62 (or anything weaker than 7.62) in that time period. In reality the RPG's a mere addon to the ways you are able to kill someone. However, I agree that the ifrit meta is dogshit and the game was better when gangs pushed with 2-3 ifrits strategically.
  10. william liked a post in a topic by Steve in A few things   
    Don't forget that for years Asylum didn't have RPG's at all, and armor across the board was much tougher against 7.62 (or anything weaker than 7.62) in that time period. In reality the RPG's a mere addon to the ways you are able to kill someone. However, I agree that the ifrit meta is dogshit and the game was better when gangs pushed with 2-3 ifrits strategically.
  11. Defragments liked a post in a topic by Steve in A few things   
    Don't forget that for years Asylum didn't have RPG's at all, and armor across the board was much tougher against 7.62 (or anything weaker than 7.62) in that time period. In reality the RPG's a mere addon to the ways you are able to kill someone. However, I agree that the ifrit meta is dogshit and the game was better when gangs pushed with 2-3 ifrits strategically.
  12. Steve liked a post in a topic by Fried Rice in 17 chunk   
    Almost more Montages then fat rolls, keep up the good work Bubs
  13. Steve liked a post in a topic by Chode man in 17 chunk   
  14. Randoe on yt liked a post in a topic by Steve in Talent Points for Prestige Suggestion   
    If they aren't going to remove the money cap entirely what they could do is give progressive global discounts for higher amounts of prestige. I'll show you what I mean.
    3 mil prestige - 5 percent global discount.
    6 mil prestige - 8 percent global discount.
    8 mil prestige - 10 percent global discount.
    10 mil prestige - 12 percent global discount.
    This would make the grind all the way up to eminent much more rewarding along the way and encourage people to do it. Maybe cops would actually find people doing drug runs more often then. To be honest the only people I find are new players doing the occasional coke run, I end up giving them a pity pardon most of the time.
    Another idea would be to give players who have eminent or some high amount of prestige a discount for pulling out vehicles. Pulling ifrits and Orcas does add up believe it or not. 
    Regardless I think the soft  money cap and the prestige system separates the rich from the poor even more, and the purpose of the money cap initially was to even the playing field.
  15. Vash liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  16. Ken liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  17. Defragments liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  18. Sjuol liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  19. BlackShot liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  20. Mayhem liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  21. Donald liked a post in a topic by Steve in New admins   
    Well earned by Mayhem, he's put in a lot of work over the years.
  22. Gagss liked a post in a topic by Steve in Serious question (sexual) but I need to know.   
    It wouldn't surprise me if mongold clinton would.
  23. Donald liked a post in a topic by Steve in Serious question (sexual) but I need to know.   
    It wouldn't surprise me if mongold clinton would.
  24. Steve liked a post in a topic by ObiWoki in Changelog March   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!
    Added:
    Gang Boat A random gang boat has entered the islands bounds and stranded at the free fire zone. Gang boat will be a capturable point just like the fortress with its own perks An active anti air system which will shoot your opponents out of the sky A private rebel outpost that only works for you close to all the cartels New times for both capture points have been appointed (ALL TIMES ARE UTC-4) Wednesday 12:00 (UTC-4) - The gang fortress becomes inactive 18:00 (UTC-4) - The gang boat capturepoint will become active Sunday 12:00 (UTC-4) - The gang boat becomes inactive 18:00 (UTC-4) - The gang fortress capture point will become active To initiate the new gang fort cycles we have reset all the capture points to inactive Passive Mode Passive Mode prevents new players (< 2 hours) from getting shot and robbed. Picking up weapons or shooting them will not work. Disables after 2 hours or when disabled using the phone app. Temporary disabled when: Having a bounty of $1,500 or more. Entering an illegal area. Players in passive mode have a tag in front of their name. APD Prestige Tree "Leadership" These perks are applied regardless of slot (Yes even the basic "Cop" slot) "Tacticool" Tac-Ping faster "Allied Armory (SGT+)", Spawn with an MX instead of a Spar "Invested (SGT+)" Unlocks Black Carrier light in shop "Armory Anarchy (LT+)" Spawn with an MXM Black Variants will be switched out for sand if on UC slot New Asylum Plus skins: (preview) Ifrit - Nuclear Meltdown (Kelly) Ifrit - Retrowave (wolf_fr) Ifrit - Water Colours (MyrtleDesign) Qilin - Scuba (Kelly) Qilin - Tiger (goyney) Qilin - Electric (goyney) Hunter - Dragon (Kelly) Orca - People Eater (Kelly) Orca -Off-White (goyney) Hatchback (Sport) - Red Electric (goyney) New Asylum Plus clothing Tanker Helmet (Rebel/BH/UC)        Subscribe to Asylum Plus here
    Sport Clothes (Asydidas) (preview) Tanker uniform to Rebel/BH Carryall Backpack (Black) More benches in Athira. Infamy to Drug Runner and crank/moonshine. AFD Federal Event dispatches. AFD clothing: Carrier Lite (Black) Carrier GL Rig (Black) Changed:
    Price adjustments: Ifrit base price: $135.000 -> $120.000 PCP Pills: $950 -> $1.000 Purified PCP Sheets: $1.250 -> $1.350 Save loadouts with same name. Different SWAT count calculation. Respawn always available after 30 seconds. Jewelry escape vehicle despawns after 15 minutes. Shipping Robbery truck has 5 minutes to leave the area, otherwise the vehicle gets blown up. Infamy calculation for processing items. Infamy earned by crafting is now only for the Black Market. Factory showing wrong cash value. Crafting recipe changed for: Hatchback, Offroad, SUV, Hatchback (Sport), Van, Box Truck. APD prestige perk costs - Decreased Warrant slot costs, decreased Mobile HQ cost. UC Default loadout Flash Bangs 2 -> 1 Added more vests to randomized vest pool. Admin gifts, etc will no longer drop on death. UFO Spawns in the evening instead of night. Locked crate timer 15 -> 10 minutes Some performance optimizations. Fixed:
    Domination: Captures not updating. Tilde for your own group. Prevent pulling offroad (Armed) from gang garage. Shipping Robbery missing 25% NPC. Cartel Event not getting cleaned up when its not capped. Remove weapons after release from prison. Gendarmerie vest not being seized. An error in the tutorial for new players. Possible dupe during a seize. BH stacking robbery charges when robbing someone for 0 dollars. Chief of Police not receiving prestige. Not earning Infamy from LSD. Medic quest "FDNY" changed to lifetime quest. "Making Bank" quest item rewards. Prevent suicide vest detonating in air. Issue with BH split amount and honor talents. An error in the Mental Asylum. Removed:
    Some unused map objects. Christmas billboard image from pool. Older Asylum Plus skins: Ifrit - Deep Sea Ifrit - Rock'd Orca - Rock'd Qilin - Pumpkin Qilin - Altis Armour Hotfix #1
    Added message for invalid loadouts. Fixed players with temporary keys (keychain) to be given out to others. Fixed players in Passive Mode not being able to buy some items. Fixed Aircraft Carrier spawnpoints Fixed Gang Fortress hud text. Infamy calculation for some items. You can no longer use the Asylum Exchange some minutes before restart. Asylum Exchange exploit. Evidence Locker cooldown: 15 -> 30 minutes  
    Hotfix #2
    Gang Fortress/Boat start times -1 hour. Added respawn, car spawn and rebel safezones for Gang Boat. Fixed helicopter spawning at Gang Boat. Fixed Cartel Event not paying out money in some rare cases. Fixed Alcatraz lifetime quest. Changed message about lead and storing uranium. Passive Mode prevent escorting, etc. Hotfix #3
    Fix Deer-stands @ Mental Added more uniforms to respawn pool for UC's fixed missing [NATO] [MTP] CRBN for Level 4's Mobile HQ Must be 1500m from a federal event to be set up Must be 1000m from a Cartel/Turf/Warlord/Fortress to be set up Additional back-end changes
  25. Steve liked a post in a topic by Rogue in Changelog March   
    Someone pay these guys! Dang!
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