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Posts
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Posts posted by Vash
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Road cone placement is already implemented in the game (for APD checkpoints). Other than that, +1
lukee likes this -
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6 hours ago, william said:
as an unwhitelisted officer I -1 this suggestion due to me not being able to do it. many thanks, william.
william likes this -
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Solid work! 👍
lukee likes this -
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Very cool
Rhymezilla and lukee like this -
Didn't you forget to include one clip there? 🙊
operatorjohnny^ and Crossfade like this -
19 minutes ago, Alex. said:
this post has nothing to do with federal events. but its not fun when you trade with someone and you lay there for a whole minute and by the time you get up that cop had enough time to respawn and have the whole force on you. pretty sure it wasnt always this long never saw the reason for it to be raised. just trying to make it fair for civs whens cops are fighting they are most of the time in groups so i get downed and even if i killed that one cop the rest near have more then enough time to come and restrain me before i get a chance to fight back.
This is only an issue if you are fighting cops close to their spawns (HQs), otherwise cops won't have enough time to get to you before you're up. In the case you trade with a cop close to an HQ, he won't be able to spawn there anyway. I don't personally remember a time where I traded with someone and got back to their body in time before they got back up.
I don't really care if you reduce the timer to 40-50 seconds, it's not going to make that much of a difference. You're just gonna get lethaled more times because cops know they won't be able to get to you in time to restrain you.
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1 hour ago, ObiWoki said:
Are there really people that shit on you whilst you are in a boat offshore fishing?
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@ObiWokithe Send to Jail action is persistent in the vicinity of the HQ, regardless if youre looking at a player or not
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Just now, ObiWoki said:
Technical issue
Tested the duel arena before the patch and it worked, doesn't seem to send invites right now for god knows what reason...
working on a hotfix stay tuned
ah, the good old "it works on my machine". have you tried turning the server off and back on again?
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24 minutes ago, tom said:
no one said cops are op buddy, just said all the updates have been for cops and nothing for rebels.
29 minutes ago, Riv6r said:Never said cops were op ?
I said they get more updates then 95% of the server populationSo, I went ahead and grouped the previous 3 update patch notes in the spoilers below. There's a total of roughly 113 bullet points representing features that were either added or fixed in the game. Out of those 113, 17 (highlighted in green) directly influence the cop faction. That means that only about 15% of the work that was delivered in the past few months by the devs is directed towards cops. You can have your opinion all you want, but stop bringing bullshit lies to the table in order to push your shitty agenda.
SpoilerAdded:
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Federal event extra security
- When a civilian group succeeds at a federal event they upgrade their security requiring one extra cop to start it
- All events have limiters to the minimum amount of cops that are required to make sure these numbers don't climb sky high
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List of the highest reachable numbers
- Bank - 4 can go up to 7
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Shipping robbery
- Low - 4
- Medium - 6
- High - 9
- Every succesfull shipping adds one cop to these numbers with a max of 3 extra
- Federal reserve - 5 can go up to 8
- Evidence - 12 can go up to 15
- Jewelry emporium - 4 can go up to 7
- Mental asylum - 7 can go up to 11
- Prison - 4 can go up to 7
- IR Lazers to all cops
- Option to stop placing a held object
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Purge event
- The gods of Altis can decide to place a purge zone on any of the 5 major city's
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This implies that all crimes done in this zone are legalized for the duration of the event
- You will not be charged for crimes commited inside the zone but your records pre purge stay untill you talk to a cop about it
- RDM is allowed within the red zone
- Added axe, boombox, beer, redgull virtual items to the Hunting Grounds.
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Light weather
- Added overcast and rain to the game
- Synchronized with server to prevent people having advantages over others
Changed/Tweaked:
- Distance checks for object placing
- Athira is now the top spawn location again\
- Gang fort now follows Central Time and starts at 5PM CT again
- Gang fort not counting players in cars for the disqualify zone
Fixed:
- Some houses not working after the 2.10 Arma update
- Drug runner completion message not stating the correct reward amount
- Warrants not being able to be dropped if they were also APB
- Phone calls not resetting properly if ignored
- Phone calls not disconnecting properly on death
- Slingload rope breaking when accessing the inventory of the slung vehicle
- Box Truck having a base inventory capacity of 402 instead of 350
- The "Shank'd" quest could not be dropped
- Bodybags going through the floor
- "Put in vehicle" action not working with Jeeps
- Impounding gang garage vehicles
- Gang fort hud disappearing?
- King of carnage title being too close to aggressive color
- Carnage creator title being too close to aggressive color
SpoilerAdded:
- Downing added to the kill notifications
- More backend security
- New Coke Field design
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New cartel locations & layouts
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Wong Triad
- Free fire zone
- Admin island
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Oil Cartel
- Free fire zone
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Wong Triad
- RDM zone around weed processing
Changed/Tweaked:
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Governor message cooldown
10min-> 30min -
SWAT Loadout
- Removed Toolkit
- Removed Watch
- Added more smokes
- Added IR Lazer
- Organized inventory
- More Ammo
- LSD sheets are now made at the purification factory
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LSD sheets price
1150> 900 - Weed seeds are no longer purchasable at the drug dealer
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Reduced RPG rocket price $
280,000> $175,000 -
Reduced the required cash to craft RPG rockets $
100,000> $45,000 -
Gang Fort
- Gang fort is now a 'King of the hill' like gameplay
- Gangs can obtain points by having their members within a 150 meter radius of the flag
- Points are given out every 30 seconds
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A maximum of 8 members per gang are allowed within a 1500 meter radius
- Exceeding this will result in a hard reduction of your points (reduction of the entire amount of members active within the area every 30 seconds)
- Spawning inside your house is disabled whenever you die within the gang fort area while its active
- A scoreboard will appear if you are active within 500 meters of the gang fort while its active
Fixed:
- Airdropped vehicles having thermals enabled
SpoilerAdded:
- A transparancy slider for house markers
- Complete rewrite of the revive system to improve maintainability (now actually added)
- New mental asylum design
- Vehicle airdrop random event
Changed/Tweaked:
- Seizing items/weapons is now available everywhere in police HQ's
- Adjusted the pyrgos HQ spawnpoints
- Made the new horns louder
Fixed:
- PM 9mm ammo is now purchasable from the cop shop
- Restrain timer actually works now
- Up-Armored quest progression
- Retrieving backpacks into a vehicle from the exchange storage
- Skin not found error for Caesar BTT
- Timing issue with the shipping robbery event
- Burn barrels
- Protest signs staying on disconnect
- Vehicles staying persistent after a restart
Removed:
- All raw meat from the market since barrels/campfires can now be placed in cities
Hotfix #1
- New Athira HQ
- Remove house buying warning for shop houses
- Fixed SWAT spawns for the mental asylum
- Added garages to the Asylum Exchange
- Hid some tree's near mental Asylum
SpoilerAdded:
- Asylum+ Ifirit Skin @lukee
- Horn Crate 3
- ADR to the rank of CPL
- Another Billboard Image
- On screen timer for civilian restraints breaking (similar to bank drill timer)
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Two new Quests
- "Shank'd" - Shank a fellow inmate (Restart Quest)
- "Premium Plates" - 20% more time reduced when pressing plates (Lifetime)
- Shipping Robbery Aesthetics @lukee
- Donor skins (Chrome, Iridescence & Gold) for the Caesar BTT
- A sickle is now purchasable at the hunting ground (20% chance at an extra barley/rye/corn)
- Kill notifications (enable them in your phone's settings)
Changed/Tweaked:
- Sofia moved to the top of the spawn list (This was all @Mitch (IFRIT))
- PM9 Returned to Gun Store (and undercover cpl+)
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Medical Revive system (Should be more stable)
- Removed countless repetitive lines
- Medic Travel bonus has been substantially increased.
- Medic Pay for responding then someone else reviving the player has been increased.
- After blowing up with a suicide vest you will no longer be able to get revived
- BH license is no longer required to pull Hunters from garages
- Campfires can now be used in cities, they will turn into burning barrels
- Keychain, vehicle distance will now show up before the class Name
- Selling to chop shop now has a timer of 30 seconds
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Money obtained from chop shop stays traced for 3 minutes
- For cops -> money is labeled as illegal and displays as "Cash on hand with grease stains"
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Night Eyes -> Hawk Eyes
- Spawn with GPS, Binoculars and NVG's
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Pressing Plates
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Reduces time
25-> 10
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Reduces time
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Weight
- Organ weight 20 -> 15
- Cooked organ weight 18 -> 13
- Patato's weight 80 -> 200
- Obi Woki's weight 600 -> 400
Fixed:
- Corrected Wiki link in ESC menu to new URL.
- Image Optimization
- Backend - Errors
- Talent systems engineer referring to bank instead of evidence
- Typo in quest "Transfusion Delusion"
- Picture CHROME cannot be found
- Picture "\a3\soft_f_enoch\Quadbike_01\data\Tractor_01_2_red_co.paa" cannot be found (Tractors are not quadbikes @Mitch)
- Cop warrant tracking (You can no longer obtain the APB as your warrant target)
- Blindfolds not being able to be removed?
- Cop redeploy menu showing HQ which you died at and cannot spawn at
- Not being able to FAK when you have broken legs
- UFO crash happening too close to restart
- Doubled shipwreck spawns
- SWAP function re-enabled for certain vehicles
- DP11 gang garage is now actually a car garage instead of an air garage
Removed:
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Democracy quest
Hotfix #1
- Bounty hunter actually works
- Disabled burn barrels
- "Who Said That" Horn
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Federal event extra security
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You need to react faster, seems like a skill issue tbh
Henry Facesmasher, kingofcanada, abdul karim azeem and 2 others like this -
3 hours ago, ObiWoki said:
We like the idea of having 2 hours per house. Meaning if you have 5 houses you need to play a minimum of 10 hours a month. Personally think this is a reasonable amount but the biggest concern with us comes down to someone getting grounded or leaving the country for vacation for a month and then not having their houses because they had to play 10 hours. We feel like this shouldn't be the case and are searching for a solution to this problem. If the community has any idea's feel free to pass it down
Make it so that you could "pay rent a month in advance". If you know you're going to be out the next month, you could pay a fee (would need to be expensive) and avoid getting one of your houses taken away from you.
This fee would be per house and increase depending on the number of houses you have.
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29 minutes ago, ObiWoki said:
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Federal event extra security
- When a civilian group succeeds at a federal event they upgrade their security requiring one extra cop to start it
- All events have limiters to the minimum amount of cops that are required to make sure these numbers don't climb sky high
-
List of the highest reachable numbers
- Bank - 4 can go up to 7
-
Shipping robbery
- Low - 4
- Medium - 6
- High - 9
- Every succesfull shipping adds one cop to these numbers with a max of 3 extra
- Federal reserve - 5 can go up to 8
- Evidence - 12 can go up to 15
- Jewelry emporium - 4 can go up to 7
- Mental asylum - 7 can go up to 11
- Prison - 4 can go up to 7
If you do one fed event, does that increase the security for the other ones or just the one in question?
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Federal event extra security
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7 hours ago, GravL said:
facts, this kinda solves the cop talent issue. Mitch was worried it would be OP to give cops talents when civs are using rooks/pdws, but if this happened and cops werent allowed in for 2-3 maybe 4 hours, that gives Civs time to upgrade their loadouts and by the time the cops come in everyone is more prepared to deal with a cop in a basic spar and vest loadout.
Cops dont have a spar and vest loadout in the first 2-3 hours. In fact, If i remember correctly, after 3 hours there were already people with full loadouts running around. How do you want cops to stand a chance if all they have is a protector and no vest?
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28 minutes ago, Ultrux said:
1. tell the lazy ass devs to get off their asses and push out more content/ stuff for us to do. doing a drug run, buying a kit and running around killing the same 2 people for hours on end gets boring.
lol
Patato likes this -
14 minutes ago, 王 rando 王 said:
- during the first day default cop loadouts shouldn't be level 2 tactical vests and spar 16s when every other person can only buy at most 2 pdws with their starting money
Default cop loadouts in the first day are a slash bandolier + a protector because of lack of talent points.
Sandwich likes this -
5 minutes ago, Hakeem said:
I'm just gonna say I was really hyped about this... until during my first drug run, a wild UNDERCOVER COP USING A CIV VEHICLE AND AN MX WITH A MRCO decided to check heroin proc and go after me, downed me and sieze everything I had. Not even crying about the money and time lost but how and why are retarded cops like this guy, allowed to patrol and fight people using pistols and 10k in bank, while they have all their normal loadout, really stupid. See you on monday, not playing this retardation.
Thank you for your feedback. I will be briefing other officers to not leave the HQs until the weekend is over so that you can run your drugs without hassle.
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The only decison that makes sense - test it out and see how the community reacts. 👍
Does this mean that it's going to last just for the weekend that you pick, or the exact duration of the event is yet to be determined?
BigTiddyGothGirl likes this -
Savage. likes this
setting up a timer for legal/illegal switch.
in Denied
Posted
It can go both ways btw
@王 rando 王