Jump to content

operatorjohnny^

Support Team
  • Posts

    454
  • Joined

  • Last visited

Posts posted by operatorjohnny^

  1. 48 minutes ago, Ebola said:
    • SPAR 16S for rebels/BH without the ability to purchase the 100rnd Mags. Imo this would increase the usage of the Spar due to the slightly better range stats. Would also boost BH QOL as it it is a great variant to add. 
    • 9mm/5.56 Suppressors - Make them illegal to possess/expensive to buy but would also be a great addition to the server for all factions. Still can see the tracer rounds that are automatically in the ammunition for the weapons that can have these equipped so you still would be able to see where the rounds are coming from. Would open up the window for some great RP scenarios too.
    • Spar Lethals for BH - Can we please have these added as either a magazine or toggle ability. Should still only be available for those that have unlocked Apex Predator talent.
    • Excess Honor - I currently have 330k in unused honor. Can we turn this is into a BH blood money system or even possible use it to increase the Bounty Cap. Maybe for every 1 honor = .5 of increase for bounty cap. I.E. trade 50k worth of honor to move the 175k limit up by 25k to 200k....Obv cap the bounty cap at reasonable limit like 225k or 250k?

     

     

    everything but 5.56 suppressors, that would be fucking cancer 

    Ebola likes this
  2. 10 hours ago, Trioxide said:

    The goal here is to reduce the number of cool POI's on the map that are currently being wasted, and simultaneously add more variety to cartel life. Since these are special locations, and people probably wouldn't like having to fight these locations as often as the others, the cartels should have a reduced chance of spawning at them (maybe 1 in 10). Just the fact that the cartels are only there every once in a while will bring more activity to them when they are.

    This post is more about the locations than the designs, which are subject to change. However, I think the designs for oil and drug are keepers. The mission.sqm file is linked at the bottom, which you can use to view them all in the editor.

     

    1. Drug Cartel - Pyrgos Gulf Island

    Similar to the Oil Rig, this cap forces players to push in either a boat or helicopter. The main challenge in pushing this objective is inserting yourself onto the island, which isn't half as hard as it looks. Once you are there, pushing the cap itself can be done relatively easily from the rocks (which also serve as a good sniping spot) and other places. However, there is plenty of cover for people on the flag. The flag zone does cover the entire 2-story building on the right in the first image, but does not reach the rocks on the left (it stops right before). Don't underestimate boat pushing this cap. It's a very short boat ride from Free Fire Rebel, and you could easily land with cover on the east side of the island and push up those rocks, or go through the cave.

      Reveal hidden contents

    oH9qbC4.jpg
    cJWjXNy.png
    ToZfXbs.png

     

    2. Arms Dealer - One of these...

    I wasn't sure where exactly the third location for Arms Dealer should go, but I thought of these three spots as possibilities. Thronos may be a bit too close to LSD processing, and East Arms and The LighthouseTM are pretty bland and would need new, more interesting designs implemented. People have been asking for another cap at East Arms for a while, but please don't just make it another castle if that location is used.

      Hide contents

    JXrn5ga.png
    NAJSByy.png
    3O1ZCL4.png

     

    3. Wong Triad - Altis Ghost Hotel/Old Casino

    This is literally the coolest location on the entire map and it is being completely wasted now that the casino is gone (it was being wasted even when the casino WAS there). It is the perfect location for a cartel, assuming people don't cry about having to fight inside a large building. Clearing rooms isn't hard, and it would be a very interesting fight. I don't know about everyone else, but it looks pretty fun to me.

      Reveal hidden contents

    wC3OlTh.png
    KjX3LQF.jpg

     

    4. Oil Cartel - Far Northeast Molos Bay Port

    In my opinion, this is a great design and location. It is far away from anything important, but about the same distance to rebel as the current Northwest Wong Triad (much closer with the aircraft carrier in Sofia). There are many ways to push and defend. Players cannot cap from the boat.

      Reveal hidden contents

    g7pWbOq.png
    Afkerb2.pngU6PJVFa.png
    yTGLiY2.jpg

     

    Map:
    HIBy5uI.png

     

    mission.sqm File: https://drive.google.com/uc?export=download&id=1K2OMadcyzxPN_W1pgBgg-Dl5cYdWxps3

    some of these locations were already cartels and removed for a reason. i also think having drug on admin island is op as fuck as the only way to push is by heli or boat. i also think that cartels should be concentrated more towards one side of the map because as it is no one gives a fuck about oil rig/north wongs other than gangs like dh that have 15 people online and you never see them literally anywhere

  3. 17 hours ago, NotMike said:

    My primary point was that the time of day where the cartels make the most money is the time of the day when the least amount of players are online, and there is little fighting. It makes no sense economically to show up to a cartel during prime time if you have not already beaten the game because you are only going to fight, not to profit. This leaving room only for those of us who are doing it because we want the fight, and none for those who are doing it as a fun way to make money like it should be.

    THAT BEING SAID, here is a more direct response and something of an elaboration on my above point to the comment I just quoted. Its not unusual to burn through 100k fighting one cartel, especially if you lose just one ifrit you're already more than that in the hole. Only those who have beat the game so to speak can afford this price. At most a gang that fights caps in the day time will break even. Its unreasonable to expect that a gang where the richest member has only a few million dollars could stand up and repush any of todays cartel fighting gangs, and theres only about 5 as im sure you have noticed. It simply is not economically viable. We are all stacked and couldnt care less about the price of our loadouts for the rest of the time we play, and the newer gangs will go broke even if they win the fight because of how little the cap draws in. If the solution is not increasing the payout for a capture, than it has to be increasing the time a capture is on cooldown so these players have time to do their runs utilizing the cartel. 

    you have 9 million and claim you are broke. feed the boys, mike.

     

    but in all seriousness, the newer "broke" gangs do need some incentive to fight. theres only about 2 gangs left that pretty actively fight cartels that dont give a shit about money..so i do think making the income independent of other players is a step in the right direction. it in no way will completely solve the lack of cartel fights, but it will help as it is a multi-layered issue

  4. 20 hours ago, ObiWoki said:

    I don't see why heroin should have an extra processing step to produce a purified form but then again idc if we do. @Patato thoughts and opinions?

    heroin kinda ass ngl. to make fent you could double process or make it so you have to go get another ingredient (hydrogen/phosphorus or something) then process both of those to make fentanyl...but make it one less step than meth and less expensive  

    Leviathan likes this
  5. 1 hour ago, Dillon said:

    Talking about peak players every day not the average each month. 

    The monthly average gives you a pretty good idea. The peak player count is between 25-28k in recent months. There is not way there is 20-25k people on a day with averages of 12k with a 25k peak.

  6. 5 hours ago, DankBud said:

    thought it was changed to the cups map pack an altis was taken out? But yes,that altis one i think was better slightly more spread out.

    I think having it on main server would help bring more traffic through out the week to it instead of just the days dom is up,who knows if its works could have dom more often ?

    no the altis map is still in rotation, it just never gets voted for

    DankBud likes this
  7. 2 minutes ago, Gen. Henry Arnold said:

    This should work placed anywhere, any ideas where a new spot would be better and why?

    I'd have to look and think. My feel with the current area is that it is close to very high traffic areas making you very likely to get robbed while running coke. Maybe something down below pyrgos more towards panagia? I know that you don't want to congest areas with drug fields

  8. 7 hours ago, lukee said:

    I disagree, this will change completely how drug running will operate and will give no reason for gangs to capture the cartel for drug running as it won’t give them a tax, making drug running easier.

    it would still tax them bucko...the tax just wouldn't be added to the profit of the cartel owner. the money the cartel generates would be a set amount and the tax would just go poof 

  9. 9 minutes ago, Defragments said:

    @JunkerDid you delete your last suggestion on this??

    Like I said on your other post about this, I don't think we need more stuff down there. The cartel being less desirable gives newer or smaller gangs a better chance at holding a cartel. If a bigger better gang really wants it, they can take it. But I think it's good for "weaker" gangs to have a chance at winning and keeping a cartel for a bit. Even if the reason for that is the top gangs cba to go fight it.

    Unfortunately, the byproduct of this is a big zerg like DH will sometimes get it for free since they outnumber every gang 10 to 1.

    The cartel itself could be moved a bit or redesigned but I think it should keep a location up north.

    Like people have said before, wongs will still be less desirable to fight and own than other cartels, that's not changing. People like the drug/arms caps that have been in place for years and will contest those most often. The problem with wongs now is that it is uncontested. "Weaker gangs" don't need to put up any sense of a fight to cap wongs and leaves them with a false reality of cartel life. They cap wongs, then try to cap drug and get steamrolled. There is also no use of wongs up north, it's literally a afk cappers dream. Cartels need to be rewarding, fun and challenging. The more challenging cartels become, the more rewarding the developers can make them. Moving the cartels to a more centralized location increases cartel fights and gang activity. If you're making money off a cap, you should have to fight for it. DH can hold it uncontested for hours at a time and make shitloads more off their scotch or whatever the fuck they do. 

  10. 10 hours ago, Dillon said:

    Plain and simple. This was sort of the major downfall in the APD. The whole point of cops not having Frits is so that the rebels could actually have a chance to escape. This would  be a good idea if that tempest/hemmet respawn truck for cops is actually happening. Either way it’s still boring to fight cops with Frits. The regular armor is fine as long as you don’t drive like an idiot. 

    skill gap

  11. 5 hours ago, Wang Liqin said:

    just ban envy, thatll fix it!! fr tho

    can expand the housing zone wont make a difference other than it will take an extra few seconds before people show up, people will just buy new houses

    holding fort and turfs at the same time idk what this changes, sure we would like to steal turfs off people too but we would never use it, would just be nice for people who own turfs to be able to show up without using the excuse they own a turf

    a timer already exists if you do !stats

    the timer shouldn't be lowered, will just make it harder for any gang to take control and win back time.. if anything should be increased if other gangs actually ever decide to show up (envy don't wanna afk cap any longer if people still don't show up)

    having the fortress pop once a week instead of twice removes more chances and opportunity for gangs to fight, hold and capture it, if you want more fights at it removing 1/2 days will reduce chances of fighting

    The idea behind expanding the housing zone is to give those who don't have houses a leveler playing field driving from rebel, so indeed the extra 30-45 seconds would make a difference 

    Not allowing gangs to own gang fort and turfs at the same time is really just an unnecessary rule. Removing the rule would increase the number of gangs eligible to fight gang fort. (Now will the gangs that take turfs even try, probably not but its an easy change to a stupid rule)

    Truly had no idea a timer was already in the game

    The idea behind the 1 hour time instead of 1.5 is really just an idea I had because an hour and a half is long...irdc about it tho

    At this point, there is zero competition for gang fortress. There's no reason it should pop twice a week at a point where no one fights it. It also makes much more sense to have one big fight once a week and the victor controls the fortress for an entire week. 

    The point of these suggestions is basically a starting point to discuss changes between gangs that actually want put effort into fighting.

    4 hours ago, Dillon said:

    Nothing is stopping you from getting on before us and 50ing every house in NEO. Also you shouldn’t really be showing up to “win” but to just enjoy the fight. Makes it more enjoyable plus if you do win you get the fort as well. 🙂

    The fight would be much more enjoyable if blowing up houses wasn't a part of it.

    I think the whole point of trying to take gang fortress is to win, this seems like a pretty pointless argument. Of course the fight is enjoyable, but you're fighting to take control of gang fort for your gang. 

    7 hours ago, Good Lub said:

    the solution to this however homosexual it may seem is to BH with a efficient team.When you leave someone blind in a room for 10 minutes you deprive his will to fight and you automatically get the W.Otherwise its a skill issue and if you can't win then you are quite frankly an L.

    yeah no. thats just creating another issue with the whole situation when you down and restrain people. that takes all enjoyment of the fight..and thats shitty. 

  12. As many know, gang fortress has been held by envy for months with few week long exceptions. In my opinion, there are many flaws to the current layout of gang fortress. The ONLY way that another gang can win gang fort is by having a sizable house set up with garage(s) in neighboring towns. This discourages many gangs from even attempting to take gang fortress. In its current state, gang fortress is pointless to fight unless you have enough money to blow up houses, and have enough houses survive others blowing them up. 

    The aspect of houses being used to capture gang fortress takes away from the event and allows one gang who own a majority of houses/garages in prime areas to dominate without competition. 

    - Expand radius of gang fortress so that houses within 1.5-2km cannot be used (I don't know exact distances, mainly to far enough to eliminate a majority of Neochori houses) 

    - Allow gangs to own turfs and gang fortress at the same time

    - Reduce capture time from 1.5 hours to 1 hour

    - Add timer for gangs that are fighting gang fortress to accurately track time

    - Have gang fortress pop ONCE a week (Sunday - 7:00PM EST instead of Wednesday and Sunday)

    I hope each of these suggestions are considered by not only the devs, but the community. I do not expect all of them to get implemented, but adding one or two could really balance out gang fortress. 

     

  13. 4 minutes ago, King said:

    Could we possibly get the version of the hellcat that allows people to sit on the benches to shoot out from for CPL+?

    Much better than a hummingbird

    wonderful suggestion!

×
×
  • Create New...