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BSuzinator

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  1. BSuzinator liked a post in a topic by Haych in Change Log 6.8.2   
    Nice patch and a good direction for the server. Also nice to see that you've accepted some help from KBW, would love to see him do more for the smaller issues while you can focus more on bigger stuff, nice to see Bamf doing some coding as well, this can only mean better things.
    Only huge issue we have now is the Fed. People 'exploit' it when theres no cops on. The domes need a maximum of 5 cops on, however the vault doesn't require any, so people wait for the animals to open the domes, and then proceed drilling into the vaults with 0 cops on making maximum profit for no effort. You can also drill the vaults when its on elevated security, so people just cycle this and make easy money. Plus, this bugs out SWAT.
    I also think the Fed needs a massive overhaul, its a end game event, it shouldn't be for groups of 4 just to do smash and grabs and make easy money, it should be hard, and some planning should go into it. Here's some ideas that we should consider.
    Increase the amount of money the Fed yields to around 500-700k, this is about 50k-70k cut per person for around 45m/1hr of work. Also this requires 2 Hemmt Transports making planning even more valuable. Increase the amount of cops needed on to 12 to balance the payout. It shouldn't be easy. Remove the whole Dome drilling. Animals open them anyway. Increase the timer of the vault drilling, and remove explosive charges. Money Launderer/Gold Buyers, have 2 of these on the map. Adds another scenerio to fighting rather then always defending rebel. You can use some of the suggested cartel locations for these. Reduce SWAT ladders to 2 This is all to make the Fed a actual end game event and only for gangs with good planning and strategy to pull off. The Fed should be a event where Police pull expensive equipment, same with rebels. It should be a all out type of thing, this will ultimately make the start of it fun, also make the chases at the end even more fun.
  2. BSuzinator liked a post in a topic by Paratus in Change Log 6.8.2   
    6.8.2
    Significantly increased the amount of money which the drug cartel produces. Cartels now give dirty money instead of regular cash. Cartel containers can now hold a maximum of $100,000. The owners of Wong's Triad will no longer have a cut taken from their own illegal sales. Rebel outpost virtual item and weapon purchases will now contribute to a new container added to the arms dealer, in addition to the reduction of cost for the owners. Dirty money held will no longer sync to player accounts. Dirty money in capture containers now passively increases over time. Everyone will now receive system chat messages when any cartel/capture container is nearing maximum capacity. A new phone app has been added which will allow any civilian to check the contents of any capture container at any time. Removed the forest house drug cartel location. Fixed many broken air garages. Placing crates in modded houses will now work as intended. The Wong Triad will now take a cut even when it's not currently owned by gang; however, it will not take a cut when your gang is the owner. Moved the eastern salt mine on Australia so that it's not in water. The Wong Triad flag pole on Altis no longer hovers. Fixed issues with the progress display at Wong Triad on Altis. Restructured the way virtual items drop to the ground so that they'll work more based off of proper physics. Removed access to the Arma diary function due to exploits. Fixed an exploit allowing you to loot contents of a crate (KBW). You can no longer sling load storage crates out of houses. Fixed a bug where items and weapons would not go up in price properly when "out of stock". More checks to disable AI radio chatter. Gold bars will no longer continuously spawn on one another in the reserve. Added a new boat spawn outside Melbourne. There is now a valid vehicle spawn point at the western Triad location on Australia. Medic helicopters all spawn facing the expected direction. Removed Australia rebel car shop from sand dune rebel outpost as was originally intended; vehicles available at Darwin. You can now pull your C130's from Alice Springs (and take them off). Hotfix 1:
    Y inventory should drop properly now. Slight reduction in passive money placed into capture containers.  
  3. BSuzinator liked a post in a topic by Tusken Raider in S6 bank   
    *this is just a rough idea that I thought of while playing cop today*
    *edited with screen shots for examples*
    To start off with after seeing several smash and grabs it seems the fed is a little bland as its just 4 domes with a little fence around the perimeter. My confusion to this is to remove the fed entirely then the buildings that have the atms in them (bank building's ). These are not the giant white ones but the actual teller area and vault on the 2nd floor. So you could implement a couple of these throughout the map. Then require that you either have a drill (3 minutes) or demo charge to instantly blow open the door that will allow you to go upstairs. Depending if you used a drill it would be a chance that it would notify the cops that they have started, as if you used a demo charge it would notify the cops instantly.
     
     
     
    Then have to use a drill at the vault door (5-7 minutes ). This would instantly notify the police once you have started drilling this door.
    After this you can either drill (3 minutes ) or demo charge the metal cage door that let's you inside the safety deposit box room.
    Once inside in the middle of the room would be 80-150k dirty money but the chance to drill into the safety deposit (4-6) sets that take (1-2) each. This could allow you for a somewhat fast get away or take the risk trying to get some more money
    These deposit boxes could have a random amount of money (1500-5000) and also gems (ruby,diamond,etc ), but a very slim chance that a gold bar will spawn in these deposit boxes.
     
    With the safety deposit boxes this all could be optional as if you wanted to land a helicopter on the rough and go just for the money or take multiple cars and try to clean out the place it is up to you.
    Now for restrictions it could require 5 cops on and only one bank activated at a time, 30-45 min timer in between allowing cops to chase the rebels with the dirty money.
    *I am open to hearing constructive criticism to make this idea more polished.*
  4. BSuzinator liked a post in a topic by reid in Helicopter crafting in S6   
    You should be able to craft a hummingbird/M900 in S6, you can still buy them so why not.
  5. BSuzinator liked a post in a topic by Buckwalter in Staff that actually do shit.   
    I personally agree with you. Many in the staff do as well. However when it comes to ban lengths and sufficient evidence guidelines, we have to follow the policies in place. Contrary to what some might say, these things aren't discretionary. There are rigid rules in place that we have to follow. 
    If it were up to me, people who knowingly, purposefully, or maliciously broke the rules regularly would be permanently removed from the community more quickly. 
    However, the policies that the community managers have set for escalation of ban times etc, serve a valid and extremely important purpose. They prevent abuse of power. The same goes for the evidentiary standards. If someone could be permanently banned on a discretionary basis, it could potentially open the door for people who were undeserving of a perm getting banned or people banning from insufficient evidence.
    Another thing to consider is that many times when a player is banned, it is due to ignorance of the rules or a bad decision made in the heat of the moment. This being the case, if we're able to talk to someone, help them understand the rules and ensure that it doesn't happen again, there is no further need for them to be banned. Our end goal is the correction of behavior rather than punishment. But sadly, some people take advantage of our good will and continue to break the rules even after being given a break. 
    So I definitely get where you're coming from, and I personally would give habitual rule breakers less slack, but the policies in place do serve a purpose and are very useful in preventing administrative abuses. 
    But there are some cases where we could do better in this regard. Players with long histories of disregarding the rules, breaking them deliberately, mistreating people in the community and all around detracting from the quality of others' experiences. Sometimes in the past we have been too lenient and allowed people too much slack. I'll see if I can talk to the CM's about revisiting some of these policies and ensuring that people who repeatedly and maliciously break the rules are removed from the community more quickly.
  6. BSuzinator liked a post in a topic by Buckwalter in Staff that actually do shit.   
    I understand and can certainly empathize with your frustration. However, it's somewhat more complicated than simply "getting shit together."
    First, the nature of RDM/VDM make it difficult to police. It's not a process that can be automated via logging, battleye, or scripted solution. This is compounded by the fact that the oft suggested solution of having admins in game monitoring the situation 24/7 would be ineffective too since they wouldn't be privy to texts, group combat, or verbal initiation. And that of course is to say nothing of the logistic impracticality of having people spend their free time sitting in kavala square in case someone is RDMed. 
    A lot of people then go on to suggest that we shouldn't be so stringent in our evidentiary requirements. But sadly, due to either widespread misconceptions about the rules, or perhaps malice, we receive a surprising number of reports in which no rules were broken. So eschewing our more thorough approach and instead banning on conjecture would be disastrous and only serve to ruin a lot of people's experience on Asylum with false bans.
    So we are left with the balance we've currently struck; relying on the community to record and report then taking the appropriate action. Sometimes this system is ineffectual, sometimes people who should be banned aren't, sometimes people that shouldn't be are due to the way things appear in a video, sometimes repeat offenders are given too much leniency, sometimes past offenders are treated unnecessarily harshly. We try very hard to make the right decisions and ensure a fun and RDM free experience, but due to technical as well as practical limitations, there will always be cases where people break the rules.
    Please record and report any violations you witness. And lastly, if you find these things are happening frequently and it's harming your experience, leave Kavala. As the starter city, it's the most likely to have new players who haven't yet learned the rules in addition to providing the largest possible audience for those who wish to break the rules intentionally or troll people for attention. Leave Kavala and I think you'll find these instances are quite rare.
    Hope this has addressed your concerns and helped you understand why we do things the way we do. 
  7. BSuzinator liked a post in a topic by MightyPanda in Closed   
    Denied- We do not take troll applications lightly. Please think twice before messing around on our forums. 
  8. reid liked a post in a topic by BSuzinator in Closed   
    Accepted.
  9. BSuzinator liked a post in a topic by Haych in Map Markers   
    I would also like guys in your group/gang to have some sort of direction marker instead of the blue dot we have now. Its a combat game, and knowing which direction your team is facing is a nice thing. The current way Asylum does it with a Blue Dot just looks bad. You could literally keep it default and it will still be better.
    I think the whole thing needs a overhaul. Blue non directional markers, Names on top of each-other in vehicles. It just doesn't look clean. 
    Here's some random examples I have in my screenshots
      
     
    Edit: Also when hopefully Paratus removes the Group Lead function by doing it the way @Treeherder suggested, he can also make it so when you speak in Side-chat, instead of it being 'Alpha 4-3 (‹€› Haych) RandomSideChatMessage' It will be 'Encore (‹€› Haych) RandomSideChatMessage'
    The group before your name, say Bravo 2-1 for example, will be replaced by the Group/Gang you are in.
    Another small change that will make Asylum much cleaner.
  10. MR.DELTAWOLF liked a post in a topic by BSuzinator in Closed   
    Accepted for Interview. Check your inbox for the Teamspeak Address.
  11. MR.DELTAWOLF liked a post in a topic by BSuzinator in Closed   
    Accepted for interview. Check your inbox for the TS Address.
  12. MR.DELTAWOLF liked a post in a topic by BSuzinator in Closed   
    Accepted for interview. Check your inbox for the TS address.
  13. BSuzinator liked a post in a topic by Paratus in Change Log 6.8.1   
    6.8.1
    Doubled the per-player gang bank limit from 50k to 100k. Gang banks can now hold a maximum of 2.5m, up from 1.5m. Bank vaults (domes) can now be cracked faster. The federal bank now spawns 30% of it's value in cash, instead of 60%. The total value of a bank robbery is unchanged, although more of the value is in gold. Gold bars are now more valuable. The maximum amount of money in a cartel container has changed from $150,000 to $200,000. Cartel payouts and cuts are now a little bit more aggressive. Fixed the Dodge Viper price on Australia. Increased trunk size of the airplanes on Australia. Fixed a bug with storing some vehicles in your garage on Australia. The prison on Australia got that much-needed funding and reinforced all prison structures. Hotfix
    Jurors on Australia will no longer spawn in the sky. Fixed garage/chop issues with some new vehicles on Australia. With new funding, the Australian police department is now able to supply it's SWAT officers with ammunition. Hotfix 2
    Fixed bug allowing gold bars to be taken from the reserve too easily on Australia. Moved the salt flat rebel outpost on Australia. Fixed issues with some vehicles saving and storing in garages on Australia. Added proper color variations for the Porsche. Added more color variations for the Yamaha R6. Added more color variations for the Beetle 4x4, including extras for donor level 3, 4 and 5. Added a new position for the Wong Triad on Australia.
  14. BSuzinator liked a post in a topic by Haych in Cartel Poll - No Insults!   
    Wasn't here before 6.0 but the way Arms worked sounds so much better back then than it does now. Arms gives you a whoopty doo discount of $1k. Yeh totally worth it after using say.
    10 Loadouts at 30k each = $300,000
    Orca at say =  $100,000
    Ifrit at say = $100,000

    $500k worth of gear/equipment just to save that massive discount of $1k on your guns. Totally worth it if you ask me.
    Oh yeah, adding useless sandbags that can be penetrated by my piss will totally revive cartels.
  15. BSuzinator liked a post in a topic by Paratus in Change Log 6.8.0   
    6.8.0
    [All] Added a new capture point, the Wong Triad! The triad will take a 5% cut from all sales done at a Wong's shop whenever the triad is 100% owned. [All] Civilians can now place certain objects within 300 meters of a capture area flag. [All] Rebel markets now sell a few different defensive structures which can be placed. [Australia] Weapon addons which cannot be properly attached to a gun automatically are now added into your inventory instead of being consumed. [Australia] Added missing talent for police purchase of vehicles. [All] Cleanup will now work more reliably and won't remove things it shouldn't. [Australia] Fixed a memory leak in many parts of the map, including Sydney.
  16. BSuzinator liked a post in a topic by Eli in Closed   
    First. Hype!
  17. BSuzinator liked a post in a topic by Mc Duushe in Please can you just   
    For the love of god and holy nights I am going to do something that is considered taboo to my pride.
    Hotwings.. is R....R...rrrrriiiiiight. While I go barf in utter rage. Let's take a brief Mc Duushe 10 Ways to abuse the current arms.
     
    1
    Flood the market with MK18's while you own arms. Sell them or Keep them doesn't matter. They become dirt cheap regardless.
    Turn around and do 2-3 Vermin runs while still owning... arms and a turf or two... sell them for around 80k per run
    ...Turn BACK around and buy all those MK's you just flooded the market with for around 3-4k do the math.
    Holy shit that was just 1 way to abuse Arms and all it takes is work. Imagine if a gang did it at once.
    Amazing I know.. It's almost as if Paratus put it there to reward non lazy players... 
     
    2
    As I mentioned before.. make .50 offroads while having arms/chop turf and material reduction turf
    Omguuuurd imagine if a entire gang did that $$$$$$$$$
    again requires work amazing right?
     
    3-10 will require a donation to Mc Duushe in game of 100k or More
    Because unlike the sob stories crying about gang life being non existent. It's literally because now you people have to work for that life style and not just sit there being the literal source of aids for civ's and cops for hours upon hours shooting at them.
     
    Now I am going off to puke more because.. Hotwings was right and agreeing with him has made me feel dirty..
  18. BSuzinator liked a post in a topic by The Monopoly Man in Taxi/Bus System for Server 6   
    As we all know, the taxi system is rarely and almost never used.
    Since the release of server 6, you are able to purchase a bus for mass transportation of people. I have recently been driving the Bus around giving civilians rides between Sydney and Melbourne for many civilians without the $ to purchase decent transportation. 
    There should be a waypoint system much like the racing system people get notifications for. This system can only be started/completed by driving a specific vehicle model (the bus). You would interact with an NPC which would begin the waypoint process. You would begin to follow the arrows on the road (much like the racing script) to your destination. Once you arrive at your destination, you would receive an X amount of payout for the destination. This is almost like a DP mission except it can be only done with the bus model. 
    Now some people will probably say, whats to stop them from locking the doors and not letting anyone on the bus? Nothing can. This is a RP server and this can provide a better rp experience. 
  19. BSuzinator liked a post in a topic by DJScias in A way to see you in game stuff on forums   
    The steam Auth API only pulls information found here: https://developer.valvesoftware.com/wiki/Steam_Web_API#GetPlayerSummaries_.28v0001.29
    More info about the API can be found here: http://steamcommunity.com/dev
    It does a check using the OpenID protocol and then allows you to pull the above from said user.. Which includes, but is not limited to, current steam name, player id, avatar (various sizes), real name (if set), etc.. At no time is there ever any sort of mention or relation to the passwords for these kind of things. You authenticate on steam's website and the password stays there.. Steam just sends our website (or another website) a token that says "He wrote the right pass, let him pass".
    So no, your steam information can never, ever, ever be compromised if we get hacked.. Considering we never get any login details from your account.
    Kind regards,
    DJScias
  20. BSuzinator liked a post in a topic by Paratus in Change Log 6.7.0   
    6.7.0
    Houses on Australia with garages now function as vehicle garages. Fixed several exploits related to blood bags. Police AR15 rubber rounds will now down properly. Vehicles with corpses inside can now be chopped and impounded. Fixed exploit with repairing vehicles. Speed bombs and suicide vests will work more reliably. Talent descriptions updated on Australia. The federal reserve on Australia will now spawn gold bars. Fixed missing ammo types on some shops, such as bounty shops and in Pyrgos. Fixed bugs with the buggy on Australia. Fixed missing MK1 ammo on Altis. Fixed exploit with chop shop. The walls for the Australian prison should no longer be damagable. Australia cartel containers all fixed up. Reworked helicopter shops and garages to spawn in elevated positions. This will fix loads of related bugs. Excavation now works properly on Australia. Fixed an issue with synchronizing IPs to My Asylum. Should now be more reliably updated. Fixed a broken shader on Australia which would cause massive log spammage and probably destroyed framerates.  
    Hotfix
    Fixed some issues/exploits with the federal reserve on Australia. Added a bunch of new vehicles to Australia for both the police and civilians. Added support for custom mod vehicle color options which grants a lot of colors for these new vehicles and can be used to expand on the beetle, yamaha bike and others. New vehicles all of a different skin option for each donor level obtained.
  21. BSuzinator liked a post in a topic by Haych in Make TRG's craftable!   
    Would be nice. Also I would love to see craftable Nades and other things such as Carrier Lites. Would be cool to see something like a cotton field added for such things.
  22. BSuzinator liked a post in a topic by bamf in Extra donor levels   
    Who says there isn't a higher level you just haven't unlocked yet? 
    In all seriousness though, everyone's donations help keep the servers running as stated above.  Each server requires additional funds to keep up and running - so if you enjoy playing here, keep donating for the sake of that alone.  Perhaps one day (or now who really knows right?) there may be additional donor levels...
  23. BSuzinator liked a post in a topic by Paratus in Change Log 6.6.6   
    6.6.6
    Fixed bugs with dropping virtual inventory on death. The weapon shop UI has been completely remade and now offers a much more clear and simple to use experience. An exploit with chopping down trees has been corrected. Fixed a bug with checking the police required for an illegal action. Fixed the governor bank account on Australia. Removed the 3 second timer on adding/removing content to trunks. Instead, server checks are in place to detect dupe attempts. Fixed an exploit for lockpick spamming. You can now lockpick boats. AI should no longer send radio messages and yell at you. Fixed a bug (probably) with All Points Bulletins, which will at random, once per server restart, now inform the police where the most wanted person online is. Heroin, cocaine, turtles and scotch will now properly be removed from the market over time. Scotch and turtles will reduce in price slower with their quantities. Added support for donor-level weapon skins. There are about half a dozen to start things off on Australia. Added the missing rubber rounds for some cop guns on Australia. The buggy on Australia is now a little bit less like a tank.  
    Hotfix
    Doubled the capacity of cartel containers. Crates placed in industrial sheds and some houses will now place properly. Fixed a bug which could allow artificial inflation of the economy. Fixed all general stores so they sell more than toolkit. Market reduction system changed so that it's less aggressive during uptime and more reliable during server restarts. This means the economy numbers will balance much nicer. Australian crafted weapons will now sell for proper amounts. The Australian prison walls can no longer be knocked over. You should now be able to place crates in a house after removing others.
  24. BSuzinator liked a post in a topic by Volunteer281 in Change Log 6.6.6   
    Have you tried turning it off and then on again?
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