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KrazyKnight

APD Corporal
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  1. KrazyKnight liked a post in a topic by Samperino in Drones   
    They're new, they're cool. In a week or two you'll never see them again.
  2. KrazyKnight liked a post in a topic by Knight05 in Changelog April   
    Surely you are going to be nerfing cop coins in the same manner right? Because all of them pretty much are maxed out prestige already unless they are new or broke after like the first week or 2. They also get a pretty much guaranteed vault at the end of oil. And on top of it you buffed their vault window to buy a token from 5 minutes to 10 minutes if im not mistaken, yet did not do so for civ where if you die or get detained its considerably harder to get back in time.
    Can you start to kind of see here where this perceived bias comes into play and why people are concerned and lose trust that you are "listening to the community" and also being "impartial" for the sake of balance? I often wonder if these decisions are just YOLO'd on the spot and then patched the next day because many of these decisions I feel like if there was a group of people sitting around would be like "uhhh that might not be the best idea let's discuss it some more".

    I know this idea will almost certainly be dismissed but moving on in the future my suggestion to the staff team given that you say you want feedback and are listening is to put out a list of proposed patch changes prior to actually doing it to give the community a chance to give feedback and suggestions so things can be tweaked, added/removed, or reconsidered prior to pushing a patch given that there is no "test server". It doesn't mean you have to listen to any/all ideas but at the very least if nothing of value is suggested you can guage where the community is at in terms of somethin versus the current standard of we think this is a good idea so we are doing it and if people bitch we will adjust it later.

    At the end of the day the players and the community are what fund and populate this server. That doesn't mean you are required to do everything they say and be held hostage or be their bitch but it does mean you should listen to what they have to say and strongly consider what sounds like a good idea to the bulk of the community versus just a handful of people. You say you are doing that and to a degree I will give credit where credit is due and say you are but it feels like "barely" if I am being honest.
  3. Silver-Spy liked a post in a topic by KrazyKnight in National HQ   
    Why not add the APD token to this as well? Similar to how the oil rig works but at the national HQ?
  4. KrazyKnight liked a post in a topic by Fried Rice in National HQ   
    The idea of the national HQ is awesome and the perks you can gain from it are worth the reward however it is impossible to be fought on the cop side. 
     
    Mobile HQ
    What's the point in pulling a Mobile HQ for it to be vested 2 minutes into the fight. Change the mobile for National HQ only to be in god mode. Almost every National done people hop around in channels begging for cops to log on just to be destroyed. There's no incentive for cops to log other than a promised payout from admins or an MK1 due to it being impossible to push a 30-50 man group. Eventually cops will stop logging on for the civ's and it will only be done when that perfect number of cops are online. The Mobile HQ allows the cops a safe spawn close to the event and its taken away every time. You could also add in a NEW HQ close to the event which would allow cops to spawn without the worry of being blown up. 
    Other entry points
    From what I've seen there's tons of entry points to the compound but they are all locked? I'm not sure if its intended or not coded properly but its near impossible to push. Its supposed to be the TOP TIER END OF GAME EVENT that the cops will never win or get close to winning. How is that end game? A bank is more challenging to win then the National at this point. When a national is done its guaranteed you will get a token if you don't ego peak every cop you see.  The roof is the main point of entry for cops but when there's 15 rebels on the roof and another 5 on construction how are you supposed to combat that? Especially now when people have tier 3 and tier 4 tokens that allow them weapons to rip through orcas like paper. 
     Cop Morale 
    This event is nothing but a middle finger to the cops. They never win and when the rebels win they get access to better equipment to give the cops a harder time. We want people to play the server and stick around and this event does the opposite. Any other event besides the prison there is a reward for the cops whether it be gold, bank notes, etc. I understand it spawns a truck with APD intel but once again 30-50 man group makes that hard to get ahold of. Even if the cops somehow win this event 80% of them will be lethaled and go to the HQ to save the 20% we did manage to capture. If an event like this is going to be done add a group cap back into the game to prevent this. 
    All in all the event is a great idea but horribly executed. If its going to be labeled as an end game event it needs to be fought like one. The point its at now its just a money sink for rebels and a meat grinder for cops. 
     
  5. KrazyKnight liked a post in a topic by Akula in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Howdy Everyone!
    We know it's been a wild couple of months here on Asylum.  We've made a lot of changes and are continuing to do so to enhance the Asylum experience.  As we look towards a better Asylum community, we want to thank all of our loyal players for sticking around to make this place what it is.  
    In the last 10+ years we have had a lot of ups and downs, from dealing with the depths of the pandemic, to Turkish lawyers, and rough days at work, this community has always been a place for people to come together to be away from the outside world.  We just want to thank everyone for being a part of this crazy community we call Asylum.
    In honor of this we are going to be running a slate of giveaways to reward all of you, all in all we are giving away $2,000+ of Asylum gold rewards, and $20 mill of in-game content.
    They will be running for the next 2 weeks; you must be an active member of the server to be eligible to receive the rewards.
    Must not be banned at the time of winning Must have been reasonably active on the server within the last 30 days at time of winning In order to enter the giveaway, please like this post, and make sure you have your player id linked to your forum account.
    Asylum Gold Items:
    2 Winners x 6 Months of Asylum Plus  4 Winners x 3 Months of Asylum Plus  15 Winners x 1 month of Asylum Plus  Donor levels (the value of that donor level gets added to your account) 1 Winner x Donor Level 8 1 Winner x Donor level 7 1 Winner x Donor level 6 1 Winner x Donor level 5 1 Winner x Donor level 4 1 Winner x Donor level 3 1 Winner x Donor level 2 1 Winner x Donor level 1 15 Winners x 10 crate keys of your choice 5 Winners x 2200 Asylum Gold 10 Winners x Camo bundle of your choosing 4 Winners x 25,000 Asylum Points
    In Game Items:
    2 Winners x Mar-10 2 Winners x SPMG 1 Winner x M320 LRR + MOS scope 1 Winner x lynx + MOS scope 2 Winners x Cyrus 10 Winners x Ifrit 5 Winners x 750k Cash 10 Winners x 100k Blood Money 3 Winners x Ghosthawk, civ, cop, or medic (rank doesn’t matter) 5 Winners x 1 next token of their choice 5 Winners x 50,000 prestige on cop 5 Winners x 25,000 honor 5 Winners x 25,000 Infamy Thank you all for being a part of this community, and good luck! 
    -Asylum Staff
  6. 王 rando 王 liked a post in a topic by KrazyKnight in remove the snow   
    also keep it daytime only thx
  7. Chris Peacock liked a post in a topic by KrazyKnight in remove the snow   
    also keep it daytime only thx
  8. KrazyKnight liked a post in a topic by Knight05 in Changelog April   
    Im upset does anyone care?
  9. KrazyKnight liked a post in a topic by Fitz in Changelog April   
    Found a bug? Click here to file a bug report!
    Got some development ideas? Click here!
    Added:
    Processor Attachment New vehicle modification "Processor Attachment" Can be added to any land vehicle to process the items in the vehicles inventory When within 50m of the processor, scroll-wheel on truck to "Process X with device" Will begin ONE BIG PROCESS ACTION, if you escape out of it you must start again. Only processes one type of item at a time, I.E, Uncut Diamonds get processed at a different time than copper ore, each scroll option is a different process. Unfortunately the truck is not as efficient with processing illegal items, a small percentage of items may be lost in the mechanism, even if you own the cartel. Each Vehicle has a different processing speed, the larger the truck, that faster they process. Offroad, Sport, SUV, Prowler, Qilin (Same as by hand) Box Truck, Fuel Truck, Van Cargo, Van Passenger (Moderately faster) Zamak Covered, Zamak Flatbed, Zamak Box (Cooking with steam here) HMMT Fuel, HMMT Transport, HMMT Box (Oh baby here we go) Tempest Transport, Tempest Fuel, Tempest Ammo, Tempest Device (FAST AS FUCK BOIII) Any vehicles not mentioned here are as fast per item as by hand. Vehicle Waterproofing New handling upgrades for cars and helicopters Make the hull of the vehicle waterproof (so it floats) Waterproof upgrades includes the highest respective handling tier While I would still not advise driving into the ocean, this upgrade will let your cars/helis bob along the surface. AKA Helicopters won't explode if they hit the water. Turf Activation Turfs can now be activated for capture Scroll wheel on the flag and "Activate Turf" 1 Minute timer to activate capturability of the turf. Turf will be capturable for 15 minutes or until someone captures it Turfs will still pop randomly within the server restart 15 Minute cooldown between captures Doubled range around the flag where you can go while capturing New Turf Buffs Panagia : 10% increase for selling at Wongs in Athira. Rodopoli: 10% increase for selling at Drug in Athira. Zaros: 10% increase for selling at Jewelry Store in Kavala. Prestige Rework We are changing the way the prestige system currently works with weapons on our servers.   You will no longer poof a weapon if you do not have the appropriate prestige tier Weapons will be able to be purchased from rebel with appropriate tier, or crafted for significantly cheaper. If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate. Else you can buy a Tier X token at Ivan's GasMart, sell it back to the NPC to activate the tier. Tier X does not require a successful National HQ robbery **NOTES ON PRESTIGE SUPPRESSORS We are going to test out the implementation of suppressors on our servers. These items will be treated as tier-locked items. You will not be able to pick one up if you do not have the appropriate tier *****If you have one currently in a house, and try to pick it up without a tier it will drop on the ground, and you won't be able to pick it back up**** Suppressors are not able to be stored in houses (even with respective tier) We will continue to re-evaluate these measures as time goes on. Tier X Rewards CMR-76 Katiba GL MX GL TRG-21 MXM (BH and Rebel) Zafir RPG-42 Spar-16S (Only on Dom) 9mm Suppressors Tier 1 Weapons /Additions 5.56 Suppressors .45 Suppressors Tier 2 Weapons/ Additions 6.5 Suppressors 5.7mm Suppressor Type 115 .50 Cal Mag Mar-10 Tier 3 Weapons / Additions 6.5 LMG Suppressors M320 LRR (Craftable only) Cyrus Four-Five 5% Reduction in crafting materials requirements 5% Reduction in crafting money requirements Tier 4 Weapons / Additions SPMG Lynx (Craftable only) Vehicle Additions Minigun Boat for civs ->110,000 (Fishing with this bad-boy goes crazy) Huron -> 120,000 [500 virtual storage] -> (Big Boi) Prestige Crafting Recipes Zafir [$100,000, 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] RPG-32 [$125,000. 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] CMR-76 [2 Uncut diamonds, 8 Opium] MXM [2 Uncut diamonds, 8 Opium] MAR-10 [$150,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Cyrus [$275,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] SPMG [$300,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Lynx [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] M320 LRR [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo] Asylum Plus Perks House taxes automatically paid on login to the server (on civ) APD Stuffs LT+ Stomper and Copter Drones (Can only be used within 7k of its driver CPT+ Deminer drone (To be restricted via policy) All illegal seizing prices increased 5% SGT+ T2 .45 Suppressors (UC) SGT+ T3 5.56 Suppressors (UC) LT+ T2 5.7mm Suppressors (UC) LT+ T3 6.5 Suppressors (UC)
    New National HQ and Nikolai's Oil Rig maps courtesy of @Hubschrauber
    Changed:
    Wealth Tax  Minimum amount in bank to incur a wealth tax $2,500,000 -> $5,000,000 Chop/Claim Values (Cop/Civ) All vehicles have had their chop/claim prices adjusted - all vehicles now chop for 60% of their base value instead of random magical numbers. (55% of base for claiming) Key examples Cop Ifrit chop value $27,500 -> $36,000 Civ Ifrit chop value $70,000 -> $72,000 Cop Hunter $15,000 -> $18,000 Zaros turf perks Claiming Vehicles Free -> 80% off Vehicle Prices Cop Ifrit $65,000 -> $60,000 Hardened Locks mod -  These mods only slow down how long it takes someone to use a lockpick on your vehicle, it does not affect the chance they have at being successful.  Basic locks +2s -> +3s Medium locks +3.5s -> +5s Advanced locks +5s -> +7.5s Item Price Changes Cocaine 600 -> 660 Crystal Meth 1800 -> 2070 Heroin 550 -> 625 Marijuana 420 -> 485 Medical Marijuana 375 -> 430 Cigarettes 1250 -> 1465  Cigars 3550 -> 4155 Rubies 315 -> 370 Flawless Diamonds 1400 -> 1640 Rolled Iron 935 -> 1075 Rolled Silver 295 -> 450 Rolled Gold 450 -> 520 Rolled Copper 390 -> 390 Honeycomb 375 -> 450 Sweet Mead 640 -> 770 Aged Mead 1050 -> 1260 Processed Oil 210 -> 255 Rubber 950 -> 1130 Cft Rolex Watch 9284 -> 10865 Cft AP Watch 4040 -> 4730 Cft Diamond Ring 6020 -> 7045 Cft Cuban Bling 7090 -> 8295 Cocaine Bricks 1000 -> 1150 Dinner Table 527 -> 645 Wooden Chair 1100 -> 1320 Sofa 1490 -> 1790 Desk Chair 2555 -> 3065 Bed 3850 -> 4260 Dog Wool 1260 -> 1370 Wool 315 -> 350 Goat Wool 855 -> 940 Cartel Changes Cartels will no-longer cycle away from the following caps OG Arms Church Drug Tower House Cap East Castle All cartel cooldowns except for Drug have been removed Drug Cooldown -> 15 minutes Gather and Process Speeds Default gather and process speeds have been signifigantly reduced. Nikolai's Compound Payout 30 Gold bars, 10 Gold Nuggets, Crypto Console, 3 Elite Weapon Tokens  -> 60 Gold bars, 20 Gold Nuggets, 1 Crypto Console, 3 Elite Weapon Tokens National HQ Payout Around 35 APD Intelligence Units -> Around 70 APD Intelligence Units Spawn List Kavala is back on top for now, We'll see how this ones goes **Panagia gives 20% buff for crafting not 25% **DISCLAIMER**
    We are adding a lot of new vehicles, weapons, and attachments to our servers in order to provide out player base with an evolving Asylum experience.  Any/all of these new additions may be tweaked/removed/buffed in the future.  If this is done we will of course offset any losses associated with such removals.
    **END OF DISCLIAMER**
     
    Reworked the Following: Prestiging
    Changing the way that prestiging actually works on the back and front ends After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault With the token needed in your inventory, Decrypt the Drive at the laptop inside the vault This will start a 15 seconds process to decrypt the vault After completing this it will take your money, the token, and activate the tier rewards You can only decrypt one token each event You can drop them and give them to other people, but you cannot store them in a house or car. We are doing this so there is additional functionality behind this system in the future.  This is being included in a hotfix to see how it goes before additonal implementation. Fixed:
    Medic inventories Magazines not appearing People buying admin event houses A number of other bugs I can't remember anymore DOMINATION:
    SRT Weapon Additions 750 Kills -> CMR-76 900 Kills -> Spar-16S 1100 Kills -> MK200 1250 Kills -> LIM-85 1750 Kills -> RPK-12 2250 Kills ->Mar-10 3000 Kills ->Zafir 4250 Kills -> SPMG  SRT Uncap Buffs SRT uncap payouts and timers are now based on kill counts, here is the breakdown. Payouts Kills <= 250 ($20,000) 250 Kills: $22,000 500 Kills: $22,500 750 Kills: $27,500 1250 Kills: $35,000 1750 Kills: $37,500 2500 Kills: $40,000 2750 Kills: $45,000 Uncap Times Kills <= 250 (20 Seconds) 250 Kills: 19 Seconds 500 Kills: 17 Seconds 750 Kills: 15 Seconds 1250 Kills: 14 Seconds 1750 Kills: 12 Seconds 2500 Kills:11 Seconds 3259 Kills: 10 Seconds
  10. KrazyKnight liked a post in a topic by GravL in Spawn City.   
    the public has spoken
    kavala it is
  11. KrazyKnight liked a post in a topic by Yung Tommy in RPG Montage - Young Tommy (the expensive one)   
    One of the two montages I've been working on and actually enjoyed. I figured I use these enough I should compile my best shots and see how it comes out. I hope yall enjoy!

    (Special thank you to hyper and yams sorry yall lost so much money)
  12. KrazyKnight liked a post in a topic by Fitz in Updates to SRT   
    We'll continue to explore things on dom to make SRT more fun and profitable.
  13. KrazyKnight liked a post in a topic by Big fart in Athira Redesign   
    Please add AHOA building for our meetings 
  14. KrazyKnight liked a post in a topic by Yung Tommy in Young Tommy Montage 8   
    I told ya'll I could shoot and ya'll just didn't believe me.
  15. KrazyKnight liked a post in a topic by Alec-I in #1 Most Wanted man in Altis (was)   
    note - WAS most wanted, thanks to LT Zdeat I have been cleared of all charges and free to roam the streets.
     
     
  16. KrazyKnight liked a post in a topic by Kernikov in New Faction ( CTRG )   
    >magic whitelist faction that switches from cop to rebel depending on pop

    That's literally what Crimson already does
    Here's the whitelist application section btw: 
     
  17. KrazyKnight liked a post in a topic by Ebola in Ifrits back to civ only   
    I disagree, cops should keep frits however I'm with yall on the higher ups passing down mk1s like its nothing. It definitely happens more often now.
  18. KrazyKnight liked a post in a topic by baranoos in Ken gets VDM'ed   
    My beloved Ken please unban me I love you it was an accident I didnt even see you there 😞 PWETTY PWEASE
    Ken was flying the orca btw!
  19. KrazyKnight liked a post in a topic by DarkKnight in Why is DarkKnight not Chief of Police   
    I definitely appreciate this post. I always liked the idea of having a shot a COP. That being said, I was an acitve Captain for a very long time. It is only fair to allow other players a chance who haven't experienced the rank before. Either way I will always be a Captain in game. Now that I am one of the CM's I'm going to do my best to improve the server as a whole. 👍
  20. KrazyKnight liked a post in a topic by Rogue in Announcements and an Apology   
    I would like to announce a few things. First things first, I would like to apologize for being too disconnected from the community. I could make a list of reasons as to why this was the case, but those would just be excuses. The only person to blame for the current situation is me. I will be around weekly at a minimum going forward to assist the admin team.
     
    To help remove some of the weight from the Senior Admins(SAs) plate, Community Managers(CMs) will be added to the team. Their only duty will be to ensure the pulse and health of the community is at the forefront. The SAs will continue to run the admin team. They are separate roles but of equal rank. This will help each role focus on what matters most, the health of the community. That being said, welcome our Community Managers:
    @Ronald
    @DarkKnight
    Thank you for your patience, time, and contributions.
         -Rogue
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