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Steve

Retired Staff
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  1. Steve liked a post in a topic by Gareth2.0 in Change log 8.0.1   
    HAVE MY BABIES
  2. Space liked a post in a topic by Steve in Change log 8.0.1   
    What about this, money goes in straight to gang but funds generated are cut in half? and get rid of the money cap please, I am eminent and I want it gone. It increases the gap between the rich and the poor even further.
  3. Mike Stmria liked a post in a topic by Steve in Remove money cap   
    Sometimes I'll make 4-5 mil in a week if I know I will be too busy to keep up on making money for the next month or so. Besides If you are in a gang that likes to fight cops or cartels a lot, having any kind of money cap is a real pain in the ass. Ifrits and Orcas are expensive, they can even get expensive if you craft them( I know first hand.) 
    I also just simply want the personal freedom to have as much or as little money as I want. Not to mention the few people who do want the money cap in haven't seen the end game content yet.
    In my opinion the money cap and 6.0 in general was the first step in the direction of I guess you could say, "holding peoples hands." You see, the money cap was put in place to stop the rich from picking on the poor, to stop gangs from bringing 3 suicide vests to come save their friends from cops. When I first got killed by a full orca of FSA at the weed field 2 years ago I did not blame it on them being too rich, I realized that I better get some friends together or I will never get any further. I realized I had to make enough money so I can buy a real gun and have a fighting chance, I took the situation into my own hands.
    Group cap was put in to stop people from having 25 people at a cartel fight, and another gang having 10 (the server would take a shit if you tried doing this now anyways.)  Instead of complaining about being outnumbered, I would group up with more people and teach them as best as I could. Besides if a gang has 25 people on they are most likely strong in numbers and not skill. Solution: kill them, if you are good enough you will win.
    The rotor script was put into stop gangs from using Orcas aggressively in combat, whether it was for spotting or hot dropping. So they put in the rotor script even though Orcas are made of fucking paper now. Solution? Shoot the pilot out with a 7.62, if you are on cop and can't get one shoot them when they drop on you. Chances are you have 30 rounds to spare instead of 20. Get behind a rock and kill them. Or stay close to your team mates and they will be able to trade-kill your death. The rotor script is a crutch for those who are bad shots or for those who don't know how to deal with them in the first place. If you think I am wrong quote me on what and explain why, I am more then happy to discuss.
    Furthermore on the hand holding bullshit in general, I noticed gangs will only fight cartels if you let them defend, or go to a certain cap. Half the time the cap they want you to go to isn't even the current cap for that restart. People will not come back if they get shot in the back or if you do something they don't want you to do. Asylum has shaped many players into a very narrow minded style of game-play. If you shoot someone in the back it makes you apparently "dishonorable" or "unfair." Solution: check behind you before you push closer to something and that will happen less, have a little patience, if you can't then oh well, tough shit.
  4. Erron White liked a post in a topic by Steve in Change log 8.0.1   
    Wasn't that before you got war rating for capping the cartel?
  5. Erron White liked a post in a topic by Steve in Change log 8.0.1   
    Removal of the fridge system is a great way to encourage people to fight cartels in the first place.
  6. Steve liked a post in a topic by Sheriff Rick Grimes in Change log 8.0.1   
    There is civ variants so hopefully we see them soon
  7. General Baked Potatoes liked a post in a topic by Steve in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Cutting down the servers is not the solution. Giving the features the players ask for is the the real solution. 
  8. Hanzo/Dirty Scrubz liked a post in a topic by Steve in Change log 8.0.1   
    Then do it, no balls. I'd rather have this.
    Overall this is the best patch in like almost a year other then the prison being added back to where it is now.
  9. Squirtle liked a post in a topic by Steve in Change log 8.0.1   
    What about this, money goes in straight to gang but funds generated are cut in half? and get rid of the money cap please, I am eminent and I want it gone. It increases the gap between the rich and the poor even further.
  10. Shaq Daddy liked a post in a topic by Steve in Change log 8.0.1   
    What about this, money goes in straight to gang but funds generated are cut in half? and get rid of the money cap please, I am eminent and I want it gone. It increases the gap between the rich and the poor even further.
  11. Steve liked a post in a topic by Sheriff Rick Grimes in Change log 8.0.1   
    Bring back money going into the gang bank and cartels will actually be worth it
  12. Steve liked a post in a topic by bamf in Change log 8.0.1   
    A very quick patch to change a few things and add the medic van (I'll add the others later).  Anyway, here are the notes:  
    Added the medic van for medics to purchase.  You have to OWN the new DLC in order to get into the driver's seat of the medic van. Medics should be able to hold binoculars now. Updated group cap to 14. Removed East Arms from the Arms Dealer Cartel rotation Removed Cocaine Castle and Ghost Hotel from the Drug Cartel rotation. Added back the secondary Drug Cartel location on the peninsula near the original location. Spawning into an active turf should not be possible now.  Let me know if people are able to work around this please.   The phone is now black again. The War Rating season is being reset and will begin again.  The new time period will be either 1 or 2 months (which will be decided shortly). I'll add more DLC stuff in a hotfix either tonight or tomorrow.  I wanted to add a few things quickly though, so here you go.  
    One other thing from today that was added:  
    View the Asylum Most Wanted list here.  This list contains the most wanted players who have played in the last week.  
  13. bum41 liked a post in a topic by Steve in Remove money cap   
    It is because our feedback doesn't fit within their ideals on how the server should be. It is their server and if they wanna let it die that's on them. Though if Asylum does go down there's no more donation money so...
  14. Steve liked a post in a topic by Marzoh in Montage 19   
    enjoy!
  15. Steve liked a post in a topic by ChicoXL in Stellar - Recruitment - [Closed]   
    Meet us on Altis so we can further your application process.
  16. Sheriff Rick Grimes liked a post in a topic by Steve in Remove money cap   
    It amazes me that this is a concern when everyone else in the community is enraged about the lack of care for the shit we want and more importantly what Asylum needs.
  17. Azeh liked a post in a topic by Steve in Remove money cap   
    It amazes me that this is a concern when everyone else in the community is enraged about the lack of care for the shit we want and more importantly what Asylum needs.
  18. Krypton:) liked a post in a topic by Steve in Remove money cap   
    I am eminent and I want the money cap gone all together. Just a bad idea in general. I wouldn't even care if I got to keep the 10 mil prestige I have if they remove the money cap. The 10 mil prestige & no money cap concept further increases the gap between the super rich and the poor.
  19. Steve liked a post in a topic by Rodrigo in How long should war rating seasons last   
    Okey kids listen.
    If Bamf ask anything related to gang/cartels please reply without being idiots. I play and fight cartels myself and would like for changes to happen, don't need to be a major change but a change for the gang life is good and needed anyhow. 
    So please just answer him the questions he want's instead of bitching about other things. We will eventually come to the things people care about the most, but we have to start somewhere.
    So please everybody, let's try and help out as much as we can and try get changes done from small to big ones.
  20. Steve liked a post in a topic by Krypton:) in Remove money cap   
    There's proof right here that they won't listen, I give up. Who gives a shit anymore anyways
  21. CRH liked a post in a topic by Steve in Remove money cap   
    People keep saying the reduction in players is a result of Arma slowing down as a game. I believe this to be partially true, but not to the extent that many say it is. Their are plenty of other life servers the thrive and prosper where Asylum is dying and it has been now for the past year maybe two years. 
    In my opinion it has to do with these in this order
    Poor server performance and the way that no Dev is getting it fixed. Money cap Cartels not autopaying Group cap(to a certain extent, increasing this to 15 or 16 would be nice.) The arbitrary spike in vehicle prices, which was to encourage people to craft them. The rotor script and Orcas being weak in general. The general disregarding of the communities opinions and suggestions by the devs.
  22. Shaq Daddy liked a post in a topic by Steve in Remove money cap   
    People keep saying the reduction in players is a result of Arma slowing down as a game. I believe this to be partially true, but not to the extent that many say it is. Their are plenty of other life servers the thrive and prosper where Asylum is dying and it has been now for the past year maybe two years. 
    In my opinion it has to do with these in this order
    Poor server performance and the way that no Dev is getting it fixed. Money cap Cartels not autopaying Group cap(to a certain extent, increasing this to 15 or 16 would be nice.) The arbitrary spike in vehicle prices, which was to encourage people to craft them. The rotor script and Orcas being weak in general. The general disregarding of the communities opinions and suggestions by the devs.
  23. Steve liked a post in a topic by goyney in Asylum | Gang Life Revival // Fix // Asylum popular: Click Now   
    I have a suggestion!
    Listen to the community.
  24. Steve liked a post in a topic by Ronald in I guess cars rain from the sky now?   
    Patrick in his final form
  25. TRYHARD liked a post in a topic by Steve in Remove money cap   
    Sometimes I'll make 4-5 mil in a week if I know I will be too busy to keep up on making money for the next month or so. Besides If you are in a gang that likes to fight cops or cartels a lot, having any kind of money cap is a real pain in the ass. Ifrits and Orcas are expensive, they can even get expensive if you craft them( I know first hand.) 
    I also just simply want the personal freedom to have as much or as little money as I want. Not to mention the few people who do want the money cap in haven't seen the end game content yet.
    In my opinion the money cap and 6.0 in general was the first step in the direction of I guess you could say, "holding peoples hands." You see, the money cap was put in place to stop the rich from picking on the poor, to stop gangs from bringing 3 suicide vests to come save their friends from cops. When I first got killed by a full orca of FSA at the weed field 2 years ago I did not blame it on them being too rich, I realized that I better get some friends together or I will never get any further. I realized I had to make enough money so I can buy a real gun and have a fighting chance, I took the situation into my own hands.
    Group cap was put in to stop people from having 25 people at a cartel fight, and another gang having 10 (the server would take a shit if you tried doing this now anyways.)  Instead of complaining about being outnumbered, I would group up with more people and teach them as best as I could. Besides if a gang has 25 people on they are most likely strong in numbers and not skill. Solution: kill them, if you are good enough you will win.
    The rotor script was put into stop gangs from using Orcas aggressively in combat, whether it was for spotting or hot dropping. So they put in the rotor script even though Orcas are made of fucking paper now. Solution? Shoot the pilot out with a 7.62, if you are on cop and can't get one shoot them when they drop on you. Chances are you have 30 rounds to spare instead of 20. Get behind a rock and kill them. Or stay close to your team mates and they will be able to trade-kill your death. The rotor script is a crutch for those who are bad shots or for those who don't know how to deal with them in the first place. If you think I am wrong quote me on what and explain why, I am more then happy to discuss.
    Furthermore on the hand holding bullshit in general, I noticed gangs will only fight cartels if you let them defend, or go to a certain cap. Half the time the cap they want you to go to isn't even the current cap for that restart. People will not come back if they get shot in the back or if you do something they don't want you to do. Asylum has shaped many players into a very narrow minded style of game-play. If you shoot someone in the back it makes you apparently "dishonorable" or "unfair." Solution: check behind you before you push closer to something and that will happen less, have a little patience, if you can't then oh well, tough shit.
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