Jump to content

Steve

Retired Staff
  • Posts

    3,369
  • Joined

  • Last visited

Reputation Activity

  1. Steve liked a post in a topic by HomeTrlx in Change log 8.0.2   
    Lul.
  2. Hanzo/Dirty Scrubz liked a post in a topic by Steve in Change log 8.0.2   
    Where it is now is rediculous. The other day a few friends and I did a roof bank with over 20 cops on and they could not do shit without lethals. Sometimes they are genuinely needed regardless of APD numbers and punishing the cops for using them with such a low lethal payout sucks. This right here is part of the reason so many cops just use a spar with a sight instead of an mx+
  3. Google™ liked a post in a topic by Steve in Change log 8.0.2   
    Where it is now is rediculous. The other day a few friends and I did a roof bank with over 20 cops on and they could not do shit without lethals. Sometimes they are genuinely needed regardless of APD numbers and punishing the cops for using them with such a low lethal payout sucks. This right here is part of the reason so many cops just use a spar with a sight instead of an mx+
  4. Budbringer liked a post in a topic by Steve in Change log 8.0.2   
    Where it is now is rediculous. The other day a few friends and I did a roof bank with over 20 cops on and they could not do shit without lethals. Sometimes they are genuinely needed regardless of APD numbers and punishing the cops for using them with such a low lethal payout sucks. This right here is part of the reason so many cops just use a spar with a sight instead of an mx+
  5. Steve liked a post in a topic by goyney in How long should cartel captures be locked?   
    We need changes in content.
    Not people.
    This community is way less toxic than it used to be.
  6. Steve liked a post in a topic by Budbringer in How long should cartel captures be locked?   
    Also make it so that when the cartel is under capture and the capture is going down, the original owner will have the perks until it hits 0%
  7. Steve liked a post in a topic by Crunchedd in How long should cartel captures be locked?   
    if you keep a 15 minute timer then the perks should remain with the gang who held it for the 10 minutes it ticks down to 0 so you can have the cap for a minimum 25 mins as it stands if you leave a cap and go to say run drugs and someone takes it you immediately lose the perks (so technically you still own it until the gang starts capping it up for their gang not ridding you fromt he cap)
  8. massi (IFRIT) liked a post in a topic by Steve in Change log 8.0.2   
    Kinda wish they did.
    Edit: Lethals shoot be the option for gangs or groups that have vastly superior numbers or for unreachable positions. Outside of that buff the lethal cap to 150k, and get rid of the arrest cap entirely it's bullshit.
  9. Hanzo/Dirty Scrubz liked a post in a topic by Steve in Change log 8.0.2   
    Kinda wish they did.
    Edit: Lethals shoot be the option for gangs or groups that have vastly superior numbers or for unreachable positions. Outside of that buff the lethal cap to 150k, and get rid of the arrest cap entirely it's bullshit.
  10. Steve liked a post in a topic by massi (IFRIT) in Change log 8.0.2   
    I wasn't aware that they buffed lethal payouts.
  11. Steve liked a post in a topic by Winchester in The Uninvited we open for business   
    No it's a meme Steve 
  12. Steve liked a post in a topic by FudgeR in The Uninvited we open for business   
    Yea ok bro
  13. Google™ liked a post in a topic by Steve in Change log 8.0.2   
    The lottery to a degree would fall in that category no?
  14. Steve liked a post in a topic by Tony in FSA Martyr Initiation   
    To be a just a martyr we require commitment and many sacrifices.... @Nightfury @Goyneyyy(pleb sucks at pubg)
     
  15. Steve liked a post in a topic by Wang Liqin in new drug cartel location needs some rethinking   
    I will give you boys a head start to this cartel, this was Envys hold against Synergy way back when. #BuildAWall

    But then again this screenshot was taken before gangs used 10 ifrits each to attack a cartel so not sure how efficient this would be now.
  16. Steve liked a post in a topic by Scott in Gl to everyone in Florida   
    You're from rodo, whats the problem?
    Although, rodo is kinda like the Florida of altis.
  17. Steve liked a post in a topic by BlackShot in Gnashes   
  18. Steve liked a post in a topic by Sheriff Rick Grimes in Lower the cost of loadouts and vehicles   
    I really wish they would understand this.  Before 6.0, and many other Altis Life servers, you had to do your grinding and make your money but then you are set and you don't have to go back to it that often.  Nobody can honestly say that money making on Asylum ( Or any AL server ) is fun enough to do it over and over, there are limitations with Arma that prevent it from being fun.  People want to get that shit out of the way and have fun, much like leveling on an MMO.
  19. TRYHARD liked a post in a topic by Steve in Change log 8.0.2   
    I think another thing that would be cool was if they made it so holding drug cartel and arms gave you more benefits. Holding arms could give you a nicer discount at rebel, and holding drug could maybe let you process drugs faster.
  20. TRYHARD liked a post in a topic by Steve in Lower the cost of loadouts and vehicles   
    Straight fuckin savage my boy Windmere.
  21. TRYHARD liked a post in a topic by Steve in Lower the cost of loadouts and vehicles   
    trying to foot push almost any cap is a one way ticket to getting dropped on one by one or roached. 
  22. Steve liked a post in a topic by [§] Alex in Lower the cost of loadouts and vehicles   
    Yes it's the core of the game because you need money to buy and do stuff. The post is talking about loadout prices but I'm talking about how he views the server and the balance choices he makes and will make based on this view. The point is from his post it seems like he sees all activities are just a means to spend money in order for you to go back and grind more money. From what I'm assuming is that when he is saying money making, he is talking about meth/scotch/coke. I see these activities as the mid tier gameplay and is the launching board into end game rebel life.
    In a RPG you should have early/mid/late game play, people need to feel like they are progressing and never really regressing when playing. Sometimes you will have set backs, but for the most part you want people to hit a certain level and be able to maintain that level. From his post it seems he was suggesting grinding money was the main form of gameplay and that you have to always go back and grind money. It seems like he wants rebel life as an endless money sink, but people don't want that. They grind coke/meth/scotch to join gangs and to reach the end game. Being a skilled rebel and cartel player should be profitable, but from his point of view it seems like he doesn't want it that way. I'm not talking about the price of loadouts or the money made from cartels, I'm talking about how I think the view "The point of a life server is to make money, spend that money, and go make more money." is wrong and I think dangerous to the life of the server.
    Being a skilled cop or rebel should be profitable enough for you to be able to stay at that level with little regression. Career cops for the most part don't want to go back on civ and grind money so they can buy better guns and vehicles and same goes for rebels.
  23. TRYHARD liked a post in a topic by Steve in Lower the cost of loadouts and vehicles   
    You can't shoot people out of ifrits with katibas nearly as easily.

    Even with what I bought though I'd be at around 215. I also think I was using a tacvest at the time anyways, so those were like 25kish?
  24. Sheriff Rick Grimes liked a post in a topic by Steve in Lower the cost of loadouts and vehicles   
    Inexperienced people will have inexperienced opinions my dude.
×
×
  • Create New...