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BSuzinator

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  1. BSuzinator liked a post in a topic by Maaqs in Change log 8.0.6   
    1
     
     
  2. BSuzinator liked a post in a topic by Maaqs in Change log 8.0.6   
    Perhaps it's something else with this latest patch, but the server's have definitely gone downhill since then. Can't really speak for servers 1-3, but 4 is just awful once the population hits ~80.
  3. BSuzinator liked a post in a topic by Maaqs in Change log 8.0.6   
    I feel like the servers started going downhill the day the bank was moved. Could be coincidence, but maybe not. I can't remember a time before the bank move (in recent weeks) the servers were this awful. 4 is practically unplayable in the afternoons.
  4. BSuzinator liked a post in a topic by Maaqs in Change log 8.0.6   
    1.) But Bohemia have said the problem is on their end.
    2.) Olympus/other communities have issues with crashes so this isn't just an Asylum thing.
    3.) The servers we (Paratus/whoever) pay for are fine.
    4.) something something we're trying.
     
    Take your pick on what will be said this time.
  5. BSuzinator liked a post in a topic by Maaqs in Change log 8.0.6   
    STAY CALM AND

  6. Maaqs liked a post in a topic by BSuzinator in N E M E S I S - [S4] - Ñ (Limited)   
    Heh, leaves ATF, forms own gang on 4, accepts war from ATF, gets rekt by ATF. Who's the shit players?
  7. BSuzinator liked a post in a topic by Maaqs in Start Patreon For Asylum   
  8. BSuzinator liked a post in a topic by Gen. Henry Arnold in Orca Coast Guard   
    Additional Screenshots:
     
    Orca Coast Guard v1:
    •Rescue turtle fisherman and oil rig workers
    •Fly low and slow over the waters on your way to rob the bank or roach a cartel
    •Put some coveralls on and roleplay as search and rescue teams (that really just execute people)
    Compared to the real thing:
     
  9. BSuzinator liked a post in a topic by Mayhem in Kidnapped cops never drop their gun   
    Once kidnapped a cop that wouldn’t drop his gear and when we asked him why he said “ @Durga gave me this gun and told me if I ever lost it he would kill me, I’m more afraid of him than of you “ 
  10. BSuzinator liked a post in a topic by Nighteyes in Asylum Altis Life=School Bus Window Licker   
    Same shit, different crew.
  11. BSuzinator liked a post in a topic by Alec-I in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    I hope Bamf/Paratus/Gnashes don't get upset when they see these salt threads. 
    These type of threads just goes to show that the community still cares, we all want the same thing! The community feels like we have been left behind with no replacement. It was great that Bamf came out with 8.0 finally, but a lot of people felt like it was a complete slap in the face. The people waited months and months and then it finally started getting hyped up. Then boom, illegal drug running was reduced to waiting for restarts so you could get the pygros meth location. The prison, in my opinion, was atleast a success but that took almost a year of finally convincing the devs to do. It just was a super disappointing patch overall. Tons of ideas are suggested everyday, and are quickly struck down.
    I understand that Paratus has moved on to bigger and better things and that his focus is purely on Identity and that's ok! We all want him to succeed and hopefully his dream of creating his game will come true some day! But the Arma community he worked so hard to create doesn't want to get left behind! Let the community help you with server changes, recruit more devs to help you with creating better content! Bamf had the right idea when asking for gang contributers, all he needs to do is implement these ideas! Give rewards to people who are willing to help out with creating content.
    And finally, I just want to remind everyone what truly makes and has always made Asylum great. The community. 
     
    I hope  the people who read this don't get offended by what I say, I only care about this community and I don't want to see it die.
    Thanks for taking the time to read this, and i apologize for grammar. I am on my phone.
     
    a much more polite way of saying what I was trying to say
    credit to @ @Reapered who wrote this
  12. BSuzinator liked a post in a topic by hamsham12 in Fridge suggestion.   
    I mean this has already been stated probably....a billion times. The fridge system is just a gimmick so it makes us feel like we're doing "work" to make money. 
    Make the fridge go up to 200k...
    Increase gang bank cap...
    Reduce gun prices, not by a lot, 2-3k would really entice people to fight more often.
    It may be different, you may not like it, but honestly this community is slowly dying, and it has been. I've been a player here since April of 2014. I've been around when it was the most popular, as well as the least popular. Something needs to change, and I try to give my suggestion, however it just feels like my thoughts are either being pushed aside, forgotten, or nonchalantly glanced at and laughed at afterwards due to some ego the devs carry. 
    Why was gang life so popular back in the day? Arma was new, exciting, Asylum offered something unique that no other life server had, constant fighting. Guns were priced well, the server ran smooth, so what can we do to fix Asylum now? Exactly what I stated above: Gun prices need to be lowered, either increase fridge cap, or send it straight to gang bank. Add back deerstands into the fed. Give both civs and cops an actual system to progress with, prestige for Corporals was a fantastic idea, i'd absolutely love to see a civ side of things, the constant blandness from day to day on Asylum is slowly dwindling the community down, and as corny as it sounds, we need change.
  13. BSuzinator liked a post in a topic by Vhantom in Kavala Square Redesign   
    Here are some mild changes to our current Kavala square that could give it a breath of fresh air and make it feel more open.

    Different fence type and different street lights. Those street lights emit a white light versus the yellow that the current lights emit. Looks better IMO.

    Vehicle garage is relocated to the side of the square to open it up some on the North side.

    Road barriers have been pushed back to allow parking while shopping. A small gap was added between the new pipe fencing and the new stone wall to allow for better access for foot traffic.

    Got rid of the industrial shed and replaced with some nice shade for when you want to play some ball with the boys. Karaoke is now outside with its own stage(#BringBackAllStar).
  14. BSuzinator liked a post in a topic by bamf in Change log 8.0.0   
    It's been quite some time since we have changed things up on the Asylum, but I feel that now is the time to do so.  I remember when I started playing here that my favorite thing to do was to run around with friends and cause mayhem by robbing everyone in sight.  At it's core, this is a cops and robbers game.  With that being said, I give you Asylum 8.0.  
    The map felt stale to me, so the 8 chain will include lots of map changes going forward.  First off, the major illegal areas (heroin, cocaine, and meth) will all rotate going forward.  While the original positions are still included, there are alternate locations for all of these activities.  That means gathering and processing can and will happen in different locations at random on each restart (kind of like cartels).  Each drug has two spots for now, and gathering and processing locations have been chosen to have similar round trip times to what they are currently.  This means that all three of drug locations could end up on the west or east side of Altis in a given server restart.  I hope you'll enjoy the new locations, and I also hope you'll enjoy a chance to rob people again as they try the new spots out.  
    Another thing that I have always felt we were lacking was the ability to manufacture drugs in other remote locations of the map, so we are introducing the mobile meth (crank) lab.  Crank is a new illegal item added into the game that is manufactured via an RV that is purchasable at Rick's RV shop in Sofia, as well as both chop shops.  Crank is made of all the same ingredients as meth, but is not quite as potent - and therefore not worth quite as much.  Take your ingredients and RV to a remote location, and do your best Walter and Jessie impression.  Be aware though that processing crank has risks - your RV will send smoke into the air, and the smoke means that you can be killed by the rival drug lords on the island.  The RV has a slightly larger trunk than a box truck, so while RVs can certainly be used to manufacture crank - it doesn't necessarily mean that the vehicle is being used for illegal activities.  Make sure to thank @Phantom Viper for doing the skin for the new RV!
    The Altis government finally got funding to build a second bridge to the island near Pyrgos, and with that they have decided to move the prison back to that island.  There is new construction on the island, but the method for breaking people out of the prison remains unchanged.  Hack the power, lock pick the doors, hack the computer, and open up those gates.  @TheCrestedPenguin did the new prison design - make sure to thank him for his efforts to get the prison back where the community wanted it.  (Note: Prison guards now spawn across the street and not behind you)
    Are you a good helicopter pilot?  Do you like sling loading large vehicles?  If so, then say hello to an old friend - the Taru.  If you want to fly the Taru though, you will need Rotorlib (with Stress Damage) enabled.  If you don't have what it takes, don't sit in the pilot or co-pilot seat of a Taru.  
    APD officers, are you tired of the light system you have on your cars?  If so, you'll be happy to know that the APD has upgraded it's light system substantially.  Thank Lt. @Destrah for helping the government find the funding to get new lights!   (Note: press Tab while driving to bring up the new light controls)
    Other additions etc: 
    The Asylum Exchange has been brought back.  Since this doesn't seem to be the cause of the BE kicks, and the game server is now 64-bit - we will give this another shot.   Bounties will be persistent going forward.  Bounty hunters will have the ability to drop a bounty every 5 minutes. Spike strips can now be instantly deployed via the hotkey. The scroll wheel option has been disabled as a result. Additionally, spike strips can be thrown from a vehicle, which will result in the spike strip being placed behind your vehicle. Multi-color Smokes/Chemlights in cop shops Fixed redburger talent Binocs now properly show UC names Added a boat shop and garage to DP10 Various bug and exploit fixes One final thing, Anthony Kiedis is a big fan of Kavala
    Hotfix 1:
    Starting up the lab on an RV will now allow you to process and access trunks and crates without having to soft log etc. Chem lights should be available for both cops and civs now Hotfix 1a:
    Fixed a few exploits related to crank Crank can no longer be cooked inside industrial sheds Hotfix 2:
    Exploit fixes related to crank production SWAT spawn points changed for new prison location Destrah made a few additional tweaks to cop lights Hotfix 3:
    Weed should now spawn and be able to be gathered again (oops) Fixed additional exploits in the crank system Hotfix 4:
    Additional crank exploit fixes The crank lab now persists through restarts as a crank lab (and not a box truck)  
    Hotfix 5:
    The Strife server has been brought back online.   Server driven events will fire on the Altis islands drafting you to war in Strife on Tanoa.  Go play Strife for 15 minutes or more, and you will receive $20,000 in bonus pay. Level 4 donors may now purchase and wear the Wetsuit [CSAT].  
  15. BSuzinator liked a post in a topic by Ron Johnson in DS New Gang Picture   
    Uh oh. Opening a new can of cringe soon.
     
     
  16. BSuzinator liked a post in a topic by Dredge in Server 3 from 3 years ago   
    I do have to agree. I have seen a loss of RP since I first started playing. When I first joined the server and picked enough peaches to buy a car, I left Kavala headed North. I got pulled over by APD (for no headlights) and the officer conducted it like a proper traffic stop. I remember leaving that encounter thinking "I want to do that on this server!" 
    When I am on Cop I try to RP as much as I possibly can. Those of you that have been pulled over by me know that. I conduct a proper 7 Step Violator Contact like our real deal counterparts. And I enjoy getting a good story and working with the players. That being said, you can only hear "I killed 20 people in self defense" so many times before you lose faith in RP. Personally, I think it is a 2 way street. If you want good RP from the cops, YOU need to have good RP and vise versa. 
    At the end of the day, it is OUR server and it will be the way WE make it. RP more and get more RP out of it. 
  17. BSuzinator liked a post in a topic by Ron Johnson in SHARK ATTACKS A LOCAL DAY CARE [IMAGES MAY BE GRAPHIC]   
    This is what happens when @Crunchedd doesn't watch the kiddies. I think you need another babysitter.
     
     
     
    ..."some random gangs, called us giant fishes"
  18. BSuzinator liked a post in a topic by Maaqs in DS New Gang Picture   
    My shark isn't strapped with a suicide vest. I have been grossly misrepresented in this picture.
  19. BSuzinator liked a post in a topic by zetherin in DS New Gang Picture   
    Also known as the Cartel Sharks
  20. BSuzinator liked a post in a topic by Ian Walls in Trucking   
    So recently I was bored on Tanoa and decided to engage on some delivery missions.  My first parcel mission netted around 2K, Georgetown to La Rochelle.  No issue.  I then decided to up the stakes a bit and do a package mission.  The ride was longer, up harder terrain, and I barely made the time.  I also got around 2K.  I thought that package missions would be more difficult and pay more.  The current system really does not make sense, and this is why I am proposing a trucking mechanic.  Here are my ideas:
    1.  Ability to chose missions.  This should be a gimme.  There should be a screen where it shows available missions and the tools you need to have nearby in order to take them.  This way you can at least plan where you want to go and not have it be totally random and out of the way.  Heck, the missions can be randomized, but I should be able to have an idea of what I'm signing up to do.
    2.  Standard Missions:  A normal truck or box should be able to handle most missions, and there should always (or usually) be missions between the major cities.  I should be able to, if I wanted, make decent money just trucking between Kavala and Pyrgos and back, multiple times in a row.  Each ride should net maybe 3-7K each, depending on variables or how much weight you are hauling.  These should have no time limit unless specified.  Heck, it's not like I'm doing drug runs.  These should be fairly safe grinding methods of money, trading danger and risk in exchange for time and boredom. 
    3.  Risky missions:  Now, lets up the ante.  Some missions should require a Zamak or HMET on the same routes as above.  That would add a greater amount of risk and up the pay significantly.  Time limits can also be added (say you are hauling fresh fish or something).  Destinations could get riskier, with the ultimate risk being hauling a HMET boxer to a rebel outpost or Cartel.  The payout should be insane but the chances of getting robbed are near 100% at that point.
    4.  Rebel tipoffs:  This could add a little extra risk.  Gangs should be able to "bribe" the truck delivery people to tip them off of major runs.  Say someone takes a mission to deliver a HMET from Kavala to Sofia.  There should be a chance of the rebels finding out.  You would have no idea until the ambush hits.  It would just add an element of risk and make the roads a bit more dangerous.
    These are my two cents.  This won't be a major thing to add, and most of the elements are already there.  They just need a bit of development to really shine.
     
  21. BSuzinator liked a post in a topic by Patato in Content Ideas   
    MY NEW DREAM LATE GAME CONTENT:
    I'm not here to talk about the prison but the theory behind it. The Devs wanted to make a "Defensive mission" for police hence the guard duty. However it is not done well and i think it could be done better in a different scenario.
     
    -New late game "mission" Terrorism for a large upfront fee rebels are given a Tempest device.
    A large overseas terrorist group is investing their weaponry and money into altis ((for a price))
     The rebels mission (should they choose to accept it) would be to deliver a tempest device that is loaded with a large bomb to the APD academy, as soon as they began the mission police would be notified and guard duty would begin. 
    Note that guard duty would work very much like the current guard duty. 1 life then they would have to spawn at an HQ and drive back.
     
    -Rules Rebels would only have 10mins to deliver the bomb ((Perhaps 15min with a talent))
    -It would only be possible once per restart
    -Large up front fee ((100k Minimum))
    -Everyone within the target would be TP'd out ((No rebels camping the police spawn))
     
    This would be extremely hard and require at least 8 officers to be online. Rebels would need to be fully geared and have at least one armored vehicle or .50cal to be successful.
    -The attack would end when APD seize the vehicle, so shooting out the tires and killing the rebels long enough to combat seize it. Same mechanic as seizing a Ifirit or .50cal
    - When the 10min timer on the bomb expires and it explodes
     
    If the Tempest and its rebels manage to make it to the goal and hold out long enough for the bomb to explode they would be handsomely rewarded with cash directly to the players account

  22. BSuzinator liked a post in a topic by speed in is asylum dying   
    Skipping the other 3 pages of replies, but Rick brings up a good conversation point as usual.
    There have been no meaningful (content) patches in a long while due to the way our development process is set up. Every change that affects gameplay must be passed through Paratus, who is basically no longer involved in the day to day of Asylum.
    @Gnashes (and I, to a lesser degree) are the only two that consistently contribute to the Asylum codebase anymore. And with the 64bit update, I'm no longer able to contribute due to the dev server being essentially unusable.
    The fact of the matter is that we have fallen behind on development due to the inability for us to add new content without first passing it through Paratus, which takes an unreasonable amount of time; we are no longer the #1 most developed life server as a result. So yes, due to the lack of support from Asylum's owner, as well as @Gnashes essentially being the only one contributing code at this point, I think it is fair to say that Asylum is in fact on its way out.
  23. BSuzinator liked a post in a topic by Coyote in Whitelisted Medics   
    The AEMS Guidebook I feel is a good place to start as it has a basic framework to it, which can be added on and expanded upon easily.
    As far as making this viable... I wouldn't say completely remove defibs, but make them less accessible. Make them so they can only be bought at the Kavala Hospital or Georgetown hospital. Make it so defibs can not be stored at houses (to avoid the inevitable pile up of them at houses). Keep the NPC medics in the town, however make it so that they can only sell basic medical supplies such as FAKs and maybe adrenaline (and medical marijuana of course). Keep the ability for the NPC medic to be able to heal. Blood Bags and Splints should be restricted to medically trained personnel only (EMT slots, and APD medic slots). Those are a couple things to change the mechanics and keep it somewhat fair, I would think.
    Ranks for white-listed medics should be simple and more then likely follow the APD type of rank structure to allow for advancement and such, though if it is a bit much on the ranks there are places it can be skimmed easily without losing its core structure:
    EMS Chief or Chief Medical Officer (Chief) *EMS Staff Rank*
    EMS Captain (Captain) *EMS Staff Rank*
    EMS Lieutenant (Lieutenant) *EMS Staff Rank*
    EMS Supervisor or Supervisory EMT/Paramedic (Sergeant) *EMS Staff Rank*
    Paramedic (Corporal)
    Emergency Medical Technician (Constable)
    Emergency Medical Technician Recruit (Recruit)
    Volunteer Medic (Un-whitelisted Medics)
    Un-whitelisted Medics should be restricted in the abilities they are able to perform, to maintain a value to the white-listed spots. My suggestions on this would be that they should not be able to use the defib or adrenaline shot, their bloodbags remain restricted at 50%, and they have full access to use the splint, taxi requests, and repairing vehicles. Their vehicle selection would also remain restricted to the Offroad only.
    Whitelisted medics should maintain the relatively same talent tree that exists now as it does work out fairly well. Offroad, SUV and Hummingbird should be included as a base vehicle set for white-listed medics, with Hatchback sport achievable at (following the rank guide above) Paramedic, maybe at EMT if it is absolutely necessary or not a real problem overall. Add in at least the hellcat as an additional helicopter for Paramedic and above, and possibly the Orca for EMT Staff positions though an Orca wouldn't completely be necessary to the EMS division personally.
    Payouts definitely need some sort of boost. 800 dollars for a revive is pretty shoddy at best. I know taxi system was revamped a bit with payout, but realistically how used is the taxi service to begin with? Base award received from revive on distance, with base payout being 1500 dollars. With this, Civs and APD would pay half of the cost and let "insurance" or the government stipends make up the other half. Taxi service payout is fine as it is, even though rarely used. Other actions such as performing a blood bag, splint, adrenaline shot, and repairing vehicles should payout something, since it takes the medics time and he is actually doing something for the populace, though these action should payout less then the base revival pay of 1500 as stated above.
    And then you got your basic rules and such which would be hashed out behind closed doors more then likely, but as people have said before, the EMTs should remain unbiased, attempting to save and attend to any person's life, whether its APD, civilian or rebel.
    If I can think of more, I'll add it but this would be a good start at least.
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