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ł S4M ł

APD Officer
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  1. Crossfade liked a post in a topic by ł S4M ł in Cartel weekly/fortnightly/monthly leader boards / Rewards   
    Make it so the server must have a minimum of 40 people to stop gangs afk capping/holding it over night, it will encourage gangs to recruit people from different time zones too.
  2. ł S4M ł liked a post in a topic by snoop in Asylum suggestions   
    Below you will find many suggestions that myself and other members of asylums player base have thought of that would make the server better ranging from pvp,making money,new buffs,events,taking stuff out,adding new things in etc. at first it will look like a lot to read but once you start reading you may see a lot of valid points and ideas again this is a suggestion form so some of these may be added and some may not be added and even some of things may already be in the works most of these ideas are open to changes if you think you know something better explain it down below. For the trolls who say its too much to read don't read it your opinion doesn't matter for the ones who do read post your feedback down below.
     
    Asylum suggestions by AHOANationRedemption/SwiftFamily        
    Authors SNOOP/ZEUS/JEFF 
    INFAMY REWORK
    -As it stands the amount of infamy you gain from doing Events Cartels making drugs etc. just isn't enough me and my group have a very large number of hours put into this server and have all partaken in the ways you can gain infamy and yet 95% of us don't have a full tree done yet some of the changes that should be done are below.
    50% increase on infamy gain
    Infamy gain from cop kills since many of the fights on the server involve cops 5 to 10 infamy per cop kill
    Selling drugs should also give you infamy maybe 3 infamy for every 5 drugs.
    Cigars should also give you infamy from gathering tobacco making cigars and selling them.
    Chopping or claiming vehicles should also give 50.
    Infamy per
    -Infamy gain for doing Nikolai’s and National HQ/Ivans and Hugos Gas Mart
    -Using any type of explosive should give you min 75 to 100 infamy excluding RPGS/GRENADES
    -Restart Quests should also give you a chance to gain infamy instead of all money kill 10 cops gain a set amount of infamy
    -Life time Quest that gives you 2000k infamy once you have completed FBI’S MOST WANTED MUST BREAKOUT OF PRISON 5 TIMES WITH THE SAME BOUNTY OVER 500K 1 PER Restart ALSO GAINS BREAKOUT ARTIST TITLE
    -Life time Quest that gives you 20000k infamy once you have completed King of the south MUST GAIN 2500 WAR KILLS ALSO GAINS KING OF THE SOUTH TITLE

    -Civs should be gaining infamy for these things because the longer we play the more of advantage we should gain for our commitment to playing theses are just some of the very many ways to make Civ life better and more fun for the Veteran player base or even for newer people that have just join Asylum.

    Nikolai’s suggestions
    -As Nikolai’s is a new event there's many things that can be done to make it better the current payout should stay the same because at first it is hard for cops to push but once the boat spawns it becomes easier for cops to disable and capture the boat before Civs can make it back to save the boat some of the changes are down below.
    -Cops need a safer spot to spawn or remove the silos that that are above the cops spawn|
    -Put a barrier to hide the person breaching the vault from being shot on dome being shot from dome is the same as the cops being shot as they spawn.
    -Change the boat that spawns to a minigun boat we can all buy minigun boats so it wouldn't matter if the boat that spawns is a minigun boat/ jewelry gives a minigun so should Nikolai’s
    -Increase of Elite Weapon Semiconductors to 5 to 8 because it costs a lot to even craft the weapons that take the semiconductors and the same weapons we want to craft can be lost in a heartbeat.

    Turf suggestions
    -Restore the turfs to the former timer. Being able to cap a turf right after it is capped makes sense for cartels, not for turfs min 15 to 30 min timer for turfs.
    -Rotating turfs effects every restart stops people from being able to camp turfs and cap as soon as it pops.
    -Give war rating for kills inside of turfs these are pretty much war-torn towns we should be getting war rating for our kills

    African warlord suggestions
    -make a 30 meter red circle around the sell station
    -rotating African warlord the warlord is constantly on the move to avoid APD capture he moves between his current location to different cities and locations on the map some of those being Dorida,Poliakko, and between Tonos bay and
    Ammolofi bay reference to screenshots for warlord locations.
    |
    Purification factory suggestions
    -Add another factory North east of the map at DP 17
    -add a new item black tar heroin sells for 1100$ bring to purification to make adds incentive to farm and make heroin
    -With the second puri location it gives meth runners more incentive for such little return

    Rebel Aircraft carrier suggestion
    -remove the spawn location next to Sofia there's no way to get there no boat spawns or helis spawns to get there.
    -Make a Perm boat location in the middle of Pyrgos bay
    -Add a second rotating boat

    National HQ Suggestions
    -Since NHQ is an endgame event it should be harder to combat vesting mobile HQ.
    -Add a temp HQ 1km from NHQ that cannot be destroyed location marked on map reference screenshot for location

    LSD Suggestions
    -Remove LSD all together it takes to long it pays out fuck all remove it use the location it is at for something else.
    -Or revamp it to make it worth it

    Spirit distillery suggestions
    There are currently 3 cuts from wongs when making scotch. 1 When you make new make scotch. 1 When you make 15 year scotch and 1 more when you take it to puri to make 25 year scotch. The fact that wongs takes 3 cuts when making scotch turns away players because so much of what they make is going to a cartel. It also pays less than most drugs in terms of time and effort. Please remove any 2 of the cuts.

    Removal of certain NPCS and Locations
    -remove jewelry store NPC at african warlord no one uses it
    -remove oil barrel processing next to nikolai’s
    -remove the old admin event area north west of DP 4 causes lag when you go north west of the map. It is not used at all; the buildings are all bugged anyway; removing these buildings will increase server performance by removing the polygon count across the server.
    -remove firearms factory next to sofia replace with textile factory
    -remove the mineral processor next to federal reserve replace with the firearms factory
    Cop lethals rework
    -In the guide book it states your voice is your primary weapon, that is bullshit cops lethal first and ask questions later. In some cases lethals are warranted and needed.
    -lethals should not be called for groups with 5 or less people in the group unless they are in positions not reachable like for unreachable,backrock lighthouse,shitrock,first ATM at bank.-retired cops should not be able to call for lethals they gave up there rank in the APD therefore they should not be able to make decisions that highly impact civs and their gameplay.
    -when lethals are called the higher up must state how many people are allowed to be lethaled before you must return to downing again. Failure to do so should result in action taken against the higher up.
    -Cops are not rebels, it's time they start acting like it.

    Fed Event buffs
    -buff the payout of federal reserve to 2 mil fed reserve is one of the hardest events to do having a Hq so close to it so the payout should be increased.
    Fed Reserve Doesn't spawn an admin spawned vehicle like Mental Asylum. The fact that we have to provide the means to transport the bars. Individually Crack every dome and Rooms inside the domes and Make it all the way to rebel before any form of Payment is mad Makes most people feel as if federal reserve is not worth the time or effort to do. Between the people roaching from Telos. The 3 gates and 4 different van spots. Not having 10+ people and another 3 people doing the domes makes this fed event take the longest and hardest event besides evidence lockup.
    -increase the payout of Mental Asylum to 1.5mil the fight is hard enough having to load each bar yourself you then have to fight the cops to get out of the front gate once you've done that you must make it to a rebel across the map while fighting cops.
    -Increase the payout of jewelry to 1mil its hard enough as it is having the payout increased will make it bearable it is also very CQB maybe come out with a new design that is bigger.
    -Add better cover you can pretty much be roached from every direction around the fed roof has zero cover it is completely useless over all i think this fed needs a new design and a increased payout. 
    -APD INTELLIGENCE Make APD intelligence have a use more than just selling at Ivans. Make it so if you have a massive bounty you can do A prison event and bring a Piece of APD intelligence with you. With that intel you can look at the computer and wipe your bounty. It would consume the intelligence and take approximately 60 seconds. Once starting to remove a bounty you cannot leave the computer or move. If you do it and fail you would lose your intelligence.

    New Fed event suggestions
    Event name -APD IMPOUND LOT-
    -To start this event you would need 1 APD INTELLIGENCE to hack the front gate once you hack the gate you must break into the main building and upload a virus to the APD impound mainframe once completed go to the impound lot put a thermite charge on the front gate after that the vehicles and money would spawn 10 mins each step
    This idea would include seized and impounded vehicles 
    -Vehicles included are Quilling Minigun,50 Cal Offroad,Ifrit, Strider
    -5 cops. 3 Vehicles 300k
    -7 Cops 5 vehicles 450k
    -10+ cops 7 Vehicles. 600k
    -Once the vehicles spawn they have to be lock picked. Inside the vehicles there would be a respective amount of BANDED Notes inside the vehicles that would have to be broken down and taken to an atm. The vehicles themselves could be Claimed at Little to no cost Or be Chopped for their respective amount at chop Shop.
    -This would incentivize officers to Chase down the vehicles and not just immediately Lethal/Ram the vehicles.
    -This event would be located at the DP 4 putting this event at DP 4 means dump Hq would get used.
    EVENT NAME ALTIS ATC
    092192 Hill west of DP 5 
    Add a computer and have it connected with the APD air shipping route. What this fed would entail… Have the rebels breach a compound and hack a computer that is in direct connection with a plane carrying APD Seized weapons and APD gear. This would include Uniforms. Certain skinned weapons are only given to cops. Attachments such as suppressors. Possibly flashbangs and other goods. Make it so when the rebels hack the computer they can tell the plane where to land. Either on a airstrip or have it crash land and drop crates. "Developers Choice” APD have 15 mins to stop the hack before rebels gain access to the computer and once the plane lands/crashes 10 min timer on the crates
    Since these are APD crates, an all clear is not needed for seizure instead must have 3 cops on location.

    New crafting items and locations
    Textile factory would be at the current firearms location next to Sofia
    -Being able to craft CSATS/GRANITS/HELMETS
    -This makes a market for CSATS/GRANITS/HELMETS on the Asylum Exchange.
    -make it so you can craft SUI vests and RPGS without arms cartel there's no timer for the cartel so being able to go craft before someone takes the cartel back is not feasible

    Uranium Suggestions/Revamp
    -Enriched uranium. New process for uranium. Kinda like a final step. The enriched uranium could sell for $1500 and be used as a crafting ingredient with Sui vests to make the crafting of the more lucrative. In order to make enriched uranium you would need to take weapons grade uranium to a centrifugal forge in the southeast part of the map and process it. Once processed it CANNOT be stored in a house. -Processing spot would be at the 100% drop off spot for Altis shipping in the southeast part of the map. Once the Enriched uranium is created you can either sell it immediately or go craft with it.

    Explosive suggestions
    -Increase the DMG of projectiles RPG 7/RPG 42 these are meant to be 1 hits and most of the time they are love taps.

    (READ THE SUGGESTION ABOUT NHQ TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/2fef26c62ec4adf3d2892fa28baf14c1
    (READ THE SUGGESTION ABOUT AFRICAN WARLORD TO UNDERSTAND SCREENSHOT BELOW)
    https://gyazo.com/feeb84dae1b5bd560bc3895c416b71d2
  3. GravL liked a post in a topic by ł S4M ł in Cartel weekly/fortnightly/monthly leader boards / Rewards   
    Make it so the server must have a minimum of 40 people to stop gangs afk capping/holding it over night, it will encourage gangs to recruit people from different time zones too.
  4. ł S4M ł liked a post in a topic by OLL13 in Cartel weekly/fortnightly/monthly leader boards / Rewards   
    To encourage more gangs to participate in fighting cartels on server 1 and increase the competitiveness I suggest that over a week/fortnight/monthly basis gangs are rewarded for the amount of time they control cartels.
    A new system could be developed to measure the amount of time gangs control cartels and at the end of a *to be decided* time period and reward them with $$ into their gang account. I think the prizes should be for the top 5 gangs so newer gangs are encouraged to participate.
    Think of it as a domination type of implement but something for server 1 that would hopefully increase the player base over an extended period of time.
    This is a random idea that came to me whilst playing and there would be plenty of issues to overcome to ensure it would work. I.E number of players on server to count towards leader board etc. 
    Cartels have always been the pinnacle of fighting on Asylum and it would be good to see gangs becoming competitive over them once more.   
    As I said above, this is an initial random idea that came to me so I encourage people to provide feedback below on whether they would be interested in seeing something like this. 
  5. ł S4M ł liked a post in a topic by Junke in - ? - Unknown Academy   
    And you need a gym membership 
  6. ł S4M ł liked a post in a topic by Oskarr in - ? - Unknown Academy   
    At Unknown Academy, we believe that everyone has the potential to become a gaming master, regardless of their current skill level. Whether you're an semi experienced player looking to refine your strategy or someone who's been playing for years but still feels like there's room for improvement, you'll find a warm welcome and plenty of opportunities for growth within our community.
    REQUIREMENTS:
    Minimum 1000 hours.
    Relaxed.
    Willing to learn.
    Lion mentality.
    APPLICATION FORMAT:
    In game name:
    Player ID:
    Hours on Arma 3 (screenshot required):
    EU/NA:
    Past gangs:
     
     
     
  7. ł S4M ł liked a post in a topic by 王 rando 王 in Want to know the requirements for a VPN application   
    you need a vpn because it's illegal to play there
    you need a vpn to protect you social credit score
    adding another place to route traffic before reaching the desired host will only worsen your ping
    dont lie about it, say it like it is. you need a vpn because you basically live in a large scale concentration camp
  8. ł S4M ł liked a post in a topic by Oskarr in National HQ   
    This big of a group should not be a thing, any event would be almost impossible to win for cops with that big of a group
    Dont balance events around 35+ man grps, any normal gang/grp that tries to do it wont be able to
    Also the tokens should be awarded to the gangs that can actually manage to complete the whole robbery not just anyone who manages to type in the password for the grp, the rewards are big and should not just be handed out like this
    This server is basically just one massive gang right now and its awful
  9. ł S4M ł liked a post in a topic by Bilbo Baggins in 2024 Asylum Thank You Mega-Giveaway ($2,000+ In-game Rewards)!   
    Unfortunately @william you're not eligible to win. You need to have been active withing the last 30 days.
  10. ł S4M ł 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
  11. ł S4M ł liked a post in a topic by shawn in National HQ   
    just delete it
  12. ł S4M ł liked a post in a topic by 王 Ari Petrou 王 in Community Roadmap - Suggestions are Welcome   
    Wipe bans your banning your own player base because your cringe and all need to retire
  13. ł S4M ł liked a post in a topic by Steve in Community Roadmap - Suggestions are Welcome   
    Personal thoughts and opinions of the current state of Asylum.
    Cops have more utility to win a fight against civs then ever before. When they have numbers to match it, it is insanely difficult. However when they don't have numbers, and/or the leadership available to help them they fold like a piece of cardboard.
    I suggest drawing back on the utility that police have, while also encouraging them to be more active. As I said, the balancing aspects of what the police have now manifests as a negative when they have more then 10-12 on. When there is 5 cops on, it's irrelevant. Cops will always lack in skill and coordination relative to most gangs as the always have as gangs play together more, but what they have a leg up on is getting back faster and cheaper gear.
    To go into specifics on what I am referring too, mostly Ifrit usage. Fighting endless waves of Striders and Hunters is one thing, Ifrits are another. I might also add that fighting a gang with 8-10 ifrits is far different than fighting cops with 8-10 ifrits because they can't return nearly as quick. I am of course aware that it's locked behind a higher ups ability to pull them, even still it poses what I would objectively say based on my tenure in the server is a net-negative. I encourage limiting the number of ifrits that police can have out at a time in someway. Police have overall been given more and more other things to use since the inception of Asylum. For instance before, a fed used to be some Deerstands, 4 gates, you had to watch out for parachuters, a heli hot landing Alamo or in the north eastern part and cops nitroing in. Now it is all of that, plus the jump spots, usable by vans, the ifrits (which I explained above) and occasionally even the Marid. Then when you leave, cops can spike you now from their own car, and every gate has spikes on it until you cut the gate open.
    Now lets take a look at what rebels have acquired over that time. The Mk1 is still overall the best gun all things considered. The biggest change I would say is that they have RPGs and tbh, if we took a really close look at dumbing down the cop utility the RPGs can go. Next up you have the armed quilin, and with free vehicle reloads, that and/or a .50 cal can be a pretty gnarly combo however whenever its being used it is incredibly vulnerable due to the gunner being exposed. We have had some other things like the engine kill switch and so forth, which doesn't really provide any utility for fighting cops in a fed, or really at any federal event. Additionally, we have gotten a different assortment of guns, but for most with the exception of my self people overwhelmingly prefer the Mk1 or the Mk18. You will see a mk200 here and there and even rarely a zafir.
    Fed payouts seem to be balanced over all. I like most of the cartel caps as well. The quest system is pretty cool although I haven't used it that much to be honest. I also think the infamy system is pretty cool, it's a slow grind where you see the rewards and benefits over the course of a long period of time and I have been enjoying it.
  14. ł S4M ł liked a post in a topic by Crossfade in Solution to housing   
    As it currently stands each player can own 5 houses. This worked very well when we had 4-5 servers.
    Now we have 1 server and people are struggling to purchase houses. Either having to pay unbelievable amounts or spending hours a day searching with no luck.
     
    My suggestion is - raise house storage while reducing max house slots.
    Each person should be allowed to opt in or out, can either drop house slots or stay at 5.
    If one decides to opt in but decides to opt out at a later date you have X amount of time to empty anything from said house before its reverted back to original state
    Examples are done on a 3c.
    example 1.
    Player decides to lower his max house slots to 4 allowing him to upgrade all houses from 3000V and 1000P to 7500V and 2500P at a cost of 1million
    Player decides to lower his max house slots to 3 allowing him to upgrade all houses from 7500V and 2500P to 12000V and 4000P at a cost of 4million
     
    example 2.
    Player has 5 houses with max storage of 3000virtual and 1000physical and decides to drop 1 slot allowing him to upgrade a single house to 7500V and 3000P for free
    Player has 4 house slots they decide to drop 1 more to get 2 houses with 10000V and 4000P for free.
     
    with this more people could own houses, im not sure how allowing houses to hold more virtual and physical storage would affect the performance etc. obviously the numbers are subject to change just a generous example also 1C and 2C would need to be offered at a lower rate.+-
  15. ł S4M ł liked a post in a topic by Oskarr in Issues With asylum from a new players perspective   
    Server needs a wipe or to remove alot of money and houses from players make dom money only usable on dom 
    group cap would be great to make more gangs and not have 1 mass gang with every shootable player in it
    moneycap would be great and would actually make people have to do runs so the server feels alive would also make cartels worth something
    cops needs limiting when it comes to pulling armor shouldnt be allowed to pull their own ifrit should have to have 1 or more in there with them, main server should not be played as dom
    Also think there is way to many different drugs to be made and how everything is based around athira (below pyrgos is completely unused)
    Ifrits needs to be expensive so less are pulled and more are stacked (only gonna matter if money gets removed) again main server should not be played as dom and shedding should not be allowed to make sure ur ifrit is somewhat savable and not able to be blown up in less than 2 min from losing it
    New players also need to understand that drugs are high risk and even higher with large trucks and should not be ran alone unless ur doing small runs
    just my opinion and i know most of u guys are not gonna agree
  16. ł S4M ł liked a post in a topic by luker in My Baby Loves To Dance   
    ❤️ 
  17. ł S4M ł liked a post in a topic by Despair in Issues With asylum from a new players perspective   
    Prob gonna get roasted and made fun of for this, but I legitimately hope it helps the situation here regardless. I’ve been playing here about 2 months now and id like to share some of my experience to hopefully give the staff/development some guidance on how they can improve things as they seem generally out of touch with what much of the community wants. I also play mostly by myself so it might give a more unique perspective.
     
    Money making - Honestly the grind on this server is terrible shit reminds me of black desert online or grinding for MR in warframe. I was lucky to be brought into the game by a friend from eve online that showed me the ropes, I however can’t imagine how difficult it would be for a player without experienced players to guide them on how to make money
    Some of the issues ive come across regarding this are primarily most of the runs aren’t profitable and take a large amount of time for the reward. Notability a full orca of cocaine, plus backpack for example nets 68k. For a hours time. Heroin around the same, the most profitable runs like meth however that do have a reasonable payout are constantly camped by larger gangs making it almost impossible for smaller gangs/new players to make money. Hyper was quite bad for this when I first joined, and most recently WS. Other gangs etc. Even with houses I was killed trying to scout the lab with hatchbacks 7x times in one day. New players without houses and that don’t know about the system, will most likely go for larger vehicles which are almost always robbed due to the time to finish them.
     
    Example I had brought another new player into demolition, he tried playing here three times. He was robbed every single time, or had cops arrest him etc. Tried running cocaine which is a nightmare due to it being right fucking next to rebel/spawn city which is retarded. Tried running a hemmit transport of heroin same thing. Lost interest and went to another server, after spending 6 hours not making any money, Even with other players guiding him. That is the average experience/learning curve for a new player  
    Roleplay - Im not some GTARP fag and I understand that this is a light rp server, BUT there is little to no role-play from APD which should be the primary ones promoting it. Given I have dealt with some great people aswell that are willing to work with you and have a fun time when the role-play comes up. But the vast majority do not care and use cop as a money maker same as medic due to the civ grind being more aids.  The only role-play ive really gotten to experience is in athira which has been the best of my time on the server frankly.
     
    Example im driving a van full of moonshine to Wongs, cop sirens me, I have no bounty, so I go ill role-play with this guy. Super friendly put my gun and wannot in the vehicle. Pull over put my hands up. I spend 15 minutes roleplaying with this dude, trying to apologize for going off-road and saying can I please go and it won’t happen again. Cop continues to tell me over and over that I went off-road so he was allowed to search the vehicle. Even before that he had checked the inventory when I was trying to role-play with him. Finding the mk1. Absolutely no interest in anything but searching my van. Even though I didn’t just hop out and dump a full mag into his hatch when he sirened me.  
    Server Events - Ive participated in a large amount of server events since ive been here, around ten from my memory. I actually only was able to enjoy one (along with the majority of the other players that attended the events feeling the same way) It seems that there’s a trend of the staff team which mostly seems to be made out of APD higher ups making the events to be fun for themselves or cop sided.
    Example. Nikolai events staff team had us setup looking towards the shore with the boat spawn thing and had told us that the APD would be coming from the same direction.  The second the event started all the players that had setup were promptly roached in the back from 600+ metres by APD which had setup in the opposite direction. Which angered a lot of people and resulting in quite a few quitting and retro raging and rpg the truck…lol Purge event, admins had spawned a a tank with very little balance, and this was coming from the one that was gunning the tank might I add. So I prob should be bias. I was given a tank however killing 20+ people with an admin driver, no civs were given any actual means of combating the tank, and were left to air support which weren’t able to take it out for 30 ish minutes, maybe spawn in some anti tank weapons. Also the loadout spawns did not work and the event was buggy in general. Admins also were letting friends keep kit and taking other peoples.  
    Fighting Cartels - Honestly this is the reason I came here, because I wanted to learn and this is the type of gameplay that my friend was able to sell me on. After fighting for two months and working through the steep learning curve, especially where I have to footpush solo 90 percent of the time has been difficult to say the least. Mostly because of the way the player base behaves in general around these events.
    Rebels - Rebels are almost always getting camped the ones close to free fire island area specifically. When fights start players will almost always be camping one or both rebels, with the sole purpose of pissing people off and blowing up vehicles etc. It destroys fights and people dont want to play when some Chinese kid is just gonna wait in the bi-box till you pull a heli or frit and then hop out of his vietcong tunnel and blow you up. (The smart thing to do would be to add a safe zone rebel in the area like there is for gangboat/fort for this exact reason I just described. ) Gangboat/Gangfort, honestly both these events are pointless because of the way they are setup with current large gangs logging on well before the event starts, and setting up/digging into all the best positions making it extremely difficult for other gangs to push. Ive seen quite a few of these events over in 10 to 20 minutes for this exact reason. Crimson - I do believe that admins should have the right to play just like anyone else, But for a gang that has so many admins it feels like theirs very little oversight in exactly what they do/the way the behave/treat other players in general. Ive constantly seen crimson players putting down newer players on the server trying to fight cartels including myself, all whilst being extremely toxic and pushing with 4x or sometimes more the numbers. Crimson at this point for how large it is, and how much staff are in the gang should be acting to help the server and help balance things ive seen nothing of this, Other then the we switch between cop to help numbers things. They will not accept or trial new players and trash the ones trying to learn. The staff members in this gang should be promoting them to be friendly with new players, help them out and help them learn rather than making things an uphill battle at every step. There is also little to no oversight when it comes to numbers in a event, maybe with that many admins someone should go "hey can we have some people do runs or something else so the other gangs can have a fair fight at the fort today?"
    Development - the development here is rather sad the reason for this is nothing to do with the development team however, no money to my knowledge goes to development. That’s a huge issue, to keep a large community like this growing and healthy you need to invest in it. Since ive been here I haven’t seen anyway funds go back into the server other than for the basic costs like teamspeak the server itself etc.  the fact that someone or a group of people are collecting all these funds are retarded. Especially when people like @ebola are spending 120+ usd a month alone.  It also seems like the requests of the community are largely ignored in favour of a select few.
     
     
     
  18. Silver-Spy liked a post in a topic by ł S4M ł in Strider and Hunter   
    Please don’t, this makes it 10x harder for cops and civs, if you’re a cop (lower rank) you can’t pen the glass so you’re sat there waiting to be dropped on or you chase them until they crash…
     
    For rebels, cops already pull enough armour, swat always gets deployed and we will spend more time mag dumping hunters and striders which intern gets our heads shot off by the  mk1 camping monkey 500m out…
     
    sure change the medic hunter and strider who cares, but bounty hunter, cop and civ are fine, if you want ifrit glass buy an ifrit.
  19. Walt liked a post in a topic by ł S4M ł in Strider and Hunter   
    Please don’t, this makes it 10x harder for cops and civs, if you’re a cop (lower rank) you can’t pen the glass so you’re sat there waiting to be dropped on or you chase them until they crash…
     
    For rebels, cops already pull enough armour, swat always gets deployed and we will spend more time mag dumping hunters and striders which intern gets our heads shot off by the  mk1 camping monkey 500m out…
     
    sure change the medic hunter and strider who cares, but bounty hunter, cop and civ are fine, if you want ifrit glass buy an ifrit.
  20. ł S4M ł liked a post in a topic by Lucien in Strider and Hunter   
    +1 on dom -1 on s1
  21. ł S4M ł liked a post in a topic by curley in Strider and Hunter   
    while your at it make the hatchback bulletproof too
  22. ł S4M ł liked a post in a topic by Ruffian in Crimson [OPEN STRICT RECRUITMENT]   
    @Bherkyand I don't regret rdming you guys btw.
  23. ł S4M ł liked a post in a topic by DarkKnight in Spawn City.   
    People have been asking me to move Kavala back to the top of the spawn list. It's time for a vote and discussion. Please keep it constructive. 
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