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Jesse

Retired Owner
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Posts posted by Jesse

  1. 3 minutes ago, 王 rando 王 said:

    since I’ve been a good little boy and not been a dick about the date being pushed back you trynna give us another estimated release week? Ya know, not an exact second

    Judging by the lists given to me by the other developers and my own. Based off my current work schedule ASSUMING I avoid this weeks OT then Wednesday. I'll know for sure if I have to work this week by tomorrow night. If I have off, then Wednesday is the aimed date. However, I gotta talk to my GF figure out our schedule for the week. I ideally want Thurs/Fri for debug days and such. We'll see what tomorrow brings. I'll let you guys know. As I told staff in our meeting we will have to have the DB/Forums/Game Servers down during the change over. So we'll be making a post for planned downtime to make everyone aware.

  2. 8 hours ago, Madlibs said:

    @Jesse Any chance for an update on where yall stand for V2?

    Just finished my 3 day work week. Making dinner and such. Then working on some stuff. Will know more tomorrow night or so. However I'd say some point this week. As next week and the following I'll be back to working a ton of OT. Barely dodged the bullet on having to work this week. So I have the week off. And plenty of time to do stuff because my GF will also be occupied with OT and a few other things.

    Maaqs, HomeTrlx, DonDurka and 1 other like this
  3. 10 minutes ago, steelersfan82 said:

    where in my post did i say i wouldn't wait...i was making the point Clearly you didn't read it that they need to give themselves a more realistic timeline. and thats all cause its holding up a bunch of stuff that people want to do.

    Sorry I couldn't predict 3 weeks of working 66hrs each week... I had 3 OT Days a week for the last 3 weeks, I had a whole 1 day off a week... I don't chose when my work says we need everyone working. Sorry that timelines change. The original was quite accurate for this week. 

    • B A R K I N • likes this
  4. Thanks for those of you who understand. For those of you who don't, I'm sorry and obviously there is not much more I can say to make you understand.

    We took an absolutely empty basic OLD (3.1.4.8) Altis Life and are trying to make it Asylum. It's not just copy paste, it's a lot of work and a lot of debugging. As a lot of this code hasn't been updated or adjusted. We've also added in some new stuff like vehicle syncs between restarts, new housing/vehicle inventory systems, several new menus. All this stuff requires time to be done correctly. If we release a mission with errors. How do we know the issues we may experience are from the KNOWN released issues or if it's some deeper issue? It's not a good practice. Projects almost never meet deadlines unfortunately. If you've ever had your city re-do a road... you know this... weather changes.

    However, for those who have seen what we have going as far as staff and Henry/Azeh, I think we'd all agree we've got quite a bit done and are close to where we want to be.

    王 rando 王, Mason, Maaqs and 8 others like this
  5. 22 minutes ago, Bikstok said:

    I don't know how you guys find the time, but great job to all the developers working on it. If I could give some advice, it would be to have several days of testing with admins and smaller parts of the community before you deploy anything to the live servers. It's better to wait for a quality product rather than having a broken mission that needs several hotfixes immediately on release. Of course you know all of this already.

    We've actively been testing stuff ourselves of course and staff members have been testing stuff as well as fit.
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    3 minutes ago, Nic Rage said:

    Just because you can doesn't mean you should.

    I am getting tired of these constant change in the release date, I personally think it is a poor business practice to suggest something is releasing at this time or that and continue to push it back. Perhaps you are all working your hardest to get this done and the schedule just isn't working out as planned. But I would think that at some point you would just give the community a solid release date and say we can have a vote if we would rather play it with bugs or wait until it is finished.

    This is a game dude. Not a business. If I didn't have a job and other commitments this would've been done a long time ago. People don't want to be left in the dark, so I try to give the best possible estimates that I can. I said the date was not set in stone. We're trying very hard to keep to our commitment. If you were here in the days of Paratus, you would be thankful. We could just leave you all in the dark forever and then just randomly drop something. We're trying to be involved with community as far as active development of things go. I mean we can just stop communicating and you can all wonder. We're trying our best for a group of people working on this, especially when THIS IS NOT OUR JOB. It's merely a hobby. My real life stuff comes first 100% of the time. I use to put Arma in front of that stuff and I got to a real shitty point in my life. Never again.

    11 minutes ago, Scrubby said:

    @Bikstok exactly, a test server would be great for those who volunteer to test new things not only for v2 but for future updates, patches, etc. Also the server can be run by admins and developers obviously. 

    See above.

  6. We're currently working around the clock on it basically. We'll see where we're at tomorrow. We wipe a few things off the list and several more pop up. Nearly all server code has been re-written for current stuff in. Also, a lot has changed clientside code wise to improve readability, functionality, and making stuff more scale-able.

    However, we are in my opinion about 24hrs - 36hrs behind where I expected to be. Not necessarily that many development hours, just a day and a half behind schedule. Which is pretty good considering I gave the week almost a month ago. It does look like we may need to push it to release next mid-week (Which if we do that, we'll release with the contact stuff and such at the same time). However, we could do it Saturday. Really depends how our testing continues and what we realize we're forgetting and what is missing as we go. I also work Sat-Mon, so I'd really rather not release it then leave for work in the event issues crop up while I'm working, I wouldn't be able to do anything.


    You can see below we literally have timestamps at all times of day... 3AM, 4AM, 12PM, 1PM, etc...

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  7. 13 hours ago, Dust Runner said:

    Ok, what if we used a different word so it could be a few ways for player convenience.

    Ex. with Gang Name - Donut Cartel:

    -----------------------------------------------------------------

    Drug Cartel - Donut Cartel (Active) [1-99% cap]

    Drug Cartel - Donut Cartel (Inactive) [0-100% cap]

    Drug Cartel - Donut Cartel (Contested) [1-99% cap]

    [Optional] Drug Cartel - Donut Cartel (Owned) [100% cap]

    -----------------------------------------------------------------

    This way, players know what's going on for player feedback.

    • Firstly, you know what gang currently owns, or is winning the cap. Whatever gang is on the positive percentage of the cap has their gang name on the map always.
    • Secondly, (Active) notes whether or not there any ANY players within the circle (with a illegal firearm & rebel license, up to change though). This will always display active if the players are in the circle meeting criteria whether in the winning gang or not.
    • Third, (Inactive) of course marks that there is a winning gang on the cap, but there are no players meeting rebel license/firearm critera (or just any players at all depending on dev choice) inside the cap.
    • Fourth point, (Contested) means there are at least 1 player in a gang/firearm meeting criteria, attempting to capture, and another 1 player from opposing gang in cap as well. More information so you know when there are enemies around specifically, and to give more player feedback for an evolving fight.
    • Fifth point, but optional. (Owned) displays for two reasons, when a gang has fully capped a cartel whether in a fight or not, this overrides other statuses, and the cooldown for Cartel capping begins. It also display owned if nobody is around, and the Cartel is waiting to be capped.

    I don't see any flaws with this currently at 11:53PM at night making this post, but it sounds great to me on paper. It also gives more feedback for cops/captains to understand when they can try and track a fugitive to a cartel, or whether or not active pursuit is a good idea. Could be great for policies to not allow active pursuit if it's (Contested) as you'd be interfering in a gang war outside normal territories so cops don't mess with Gang vs Gang activities in an unhealthy manner.

    Would be glad to hear anyone's feedback.

    Too complex maybe?

    That's a lot of potential updating to the marker and check wise it's a bit heavy. I made it so it's pretty instant to show contested or not. If someone is capping it whether up or down it shows contested. If they go off it, it displays the owner of the cartel and doesn't display contested. 

    DankBud likes this
  8. 37 minutes ago, Mayhem said:

    Can it also be fixed you NEED an illegal firearm and rebel license to contest a cartel other than a SDAR? I’ve seen BHs and pistol bangers contest a cartel I’m capping because they have a gun. They can’t capture it themselves, but they can prevent me from continuing my capture

    Done. To now even be considered you have to have the rebel talent and a license(training) from rebel

    Abu, Mayhem, Bherky and 3 others like this
  9. Just now, Mayhem said:

    Obviously but I meant, will they go to gang house, and a new menu pops up for gang logs, or through the ATM

    Idk. It might not even be a thing. Who knows. Does the specifics matter? I mean it could really be anything.. The ATM would probably make the most sense. Could be available on the web too. Who knows.

  10. On 7/2/2019 at 9:40 AM, Mayhem said:

    @Jesse would that mean once a gang is created on server 1 for example. It’s automatically carried over to 2.

    1)How would a gang house be selected on the second server? - Gang leader sets one of their buildings to be the gang house?

    2)Would it pick a house at random or would it be like question 3. - You pick it...

    3)Would it give you the option to continue the gang once you click “create gang”. - No? Because there are 3 different gangs essentially... We'd have to ask what one you'd want. Make dialogs, etc. Way easier for you to just make one.

    4)Would gang perks carry over as well? - No, due to some people having different gangs or exp/perks per server it'd be impossible to transfer that way. We'll just add the gang bank to the leaders account and allow you guys to fill out compensation requests for the experience value the gang has.

     

    Mayhem likes this
  11. 2 minutes ago, Revenant said:

    just copy Olympus mission file

    That's not what we're trying to do. It would affect aspects of administration that would make things more than likely a lot easier. It would also make certain things in-game easier for players. Instead of having the same gang on 2 or 3 servers and having to invite someone 2 or 3 times, it'd be just once. Don't have to worry about setting ranks on 2 or 3 different servers. Just a lot of stuff that would be simplified.

  12. Hey everyone,

    Something we've discussed among staff is if we should maintain the gang per server method currently which is a gang per server or if we should move to a single gang across all servers? Curious to see what the community thinks on the matter. You would be able to have a gang building as normal per each server and have the same stuff you have now. It'd just be you're apart of the same gang across all servers.

    Thanks!

  13. 1 minute ago, Farmer Steve said:

    The market system is shit.

    Elaborate. What about it is shit?

    2 minutes ago, Xehons said:

    Governor 

    Elaborate. The whole thing? Just a few portions? What would you do if it were your server?

  14. Hey all,

    During our staff meeting some members expressed that they'd like me to put out an update to you guys and address some commonly asked questions.
     

    1. When will V2 be released? - Sometime on the week of July 14th - 20th. Probably the later portion of the week either Thurs at midnight or so or Friday. In my opinion we are on track to meet this goal and we have a bit of additional help to make it happen even more now. See this thread for more details -> http://www.gaming-asylum.com/forums/index.php?/topic/106404-v2-official-release-week/
    2. Will my shit save? - Yes, majority.
    3. Will I lose my housing? - No, all housing inventory and locations should maintain.
    4. Will I lose my current loadout? - Yes, due to a defect in existing code we are going be wiping all active loadouts and global compensating a general dollar amount for everyone. If you require additional money put in a compensation request for it at that time. We'll have a log of what everyone had so please don't try to bullshit us... You could get "comp banned" or something along those lines...
    5. Will I lose my talents? - Yes, your talents will get reset. You'll maintain your EXP and x amount of talents, however you'll have to re-insert them to the tree.
    6. Will the server issues be fixed? - I would hope so... However, we can't be sure until it goes live. The goal of V2 is to have a very basic Asylum mission without the glitter essentially. Some features will be disabled and added at a later date. This way if the issue is there upon release the amount of things we have to check and figure out will be extremely minimal and we should have resolved in a few days ideally.
    7. Will my gang bank go away or anything gang related? - No.
    8. What will happen to infamy/honor? - Maintained or refunded. May need to re-enter like talents. However, you'd be comped essentially the amount. This will not be implemented immediately on release.

    Any other questions just ask.

    Thanks!

    Kyle_, Batcan, Rodrigo and 13 others like this
  15. Hey everyone,

    What are some things or features to something that you feel are just pointless or really make you go why is this in the game? Looking to bring some of the stuff you guys feel are pointless, etc to the staff meetings to find out if we can remake them to be pointful or adjust to be better and more popular.

    Please keep this thread clean... We're trying to improve the game/community.. not get mod queued or fight each other.

    Thanks!

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