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Showing results for '"dirty money"'.
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It was hated tho and cartel players at the time said it was the reason nobody wanted to do cartels, which imo was kind of right. Idc about cartels but I also don't want people autistically camping rebel outposts in hopes of stealing dirty money either
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no better feeling than camping rebel to get 100k dirty money from some sweaty loser
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Bring back fridges and dirty money
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In several areas around the map, there lies large structures untouched by players. These structures are power plants, solar energy farms and windmills. I had a great idea while reading the forums the other day about how to capitalize on at least one of these spots. It's a mix between bank and cartels. It moves around the map to different power plants, but the idea stays the same. The power plant is either held by rebels (not by specific gangs, just rebels/civilians in general), or by the APD. It is always a KOS zone, regardless of who holds it. But, if the police own it, their pay doubled, and every online APD officer receives a pay bonus depending on how many people are on and divided by how many officers are on (i.e. 6 people, one of them being an APD officer, are on and the officer recieves 6k, or 100 people are on with 10 being cops, and every officer recieves 10k. But, if the rebels hold it, dirty money stockpiles in the middle of the plant. The money remains through transfers of power, but no rebel can pull it out if the plant is held by the APD. If the plant is held by rebels, ANY person with a rebel license and an illegal firearm can pull it out, whether they just bought the license and they have an SDAR, or they're the leader of a big deal rebel gang rolling with 15 ifrits and every person armed with Mk-1s and RPGs. For rebels to capture the power plant, any person, again, with an illegal firearm and rebel license, has to apply a SATCOM, purchasable at any rebel outpost. The person then must proceed to stand by the power plant controls for about 30-60 seconds while the plant is hacked. When the plant is hacked, a door will become unlocked and any person can walk into the control room, and pull out the dirty money. From there, as usual, the person must sell the dirty money at the rebel market. The stored dirty money has a cap of about 150-200k. For the APD to capture the power plant, EVERY civilian must either be outside of the plant's KOS zone or restrained. Then, a police officer must restore the plant by standing in the control room for about 2-3 minutes. After capture, the plant is unable to recaptured by either side for another 15-20 minutes. The idea is that the power plant is making money by powering altis, so instead of rising by how many people purchase weapons or sell drugs, it rises based on how many players are on. When 1-20 players are on, it rises by 50 every minute. When 21-50 players are on, it rises by 150 every minute. When 51-80 players are one, it rises by 250 every minute. When 81-100 players are on, it rises by 1000 every minute. Just a post I wrote while sitting in one spot farming meth ingredients. Feel to free to edit/criticize however you want.
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so you finally realize that money from cartels going straight to gung funds is ruining the economy? bring back dirty money and increase the cost of clothing/weapons so people craft. I like the house bill cuz I actually know what Im doing. I played asylum when it was hard so for me, this shits easy. see how everyone is crying and complaining? Children... stop favoring the children they're all little boys that want it simple and easy. fuck em
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ive only got 8 request and most of them are dirty money i think the only one tht isnt dirty money is an orca and dirty money
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In my opinion what Asylum needs for cartels is a change to the way the fridge works. The fridge was put in because gangs were making too much money off cartels with little work involved. As it stands right now with the mass kicks and such you will often times go pick up from a cartel and get kicked with the dirty money on you while you were flying to a rebel. It's frustrating and of course you can submit comp but we all know that takes a good put of time and sometimes a few days for it to get approved. I suggest @bamf you make it so that instead of having to sell the dirty money to rebel, gangs can go to the cartel and scroll wheel on the fridge and simply deliver it to the gang bank. This removes rats taking the money for themselves entirely, it also discourages a pistol banger camping the cartel and instead encourages them to the actually cap it. Isn't that what we all want is more cartel fights not some new player who is gang-less who kills maybe one of you at the cartel but you kill the pistol banger and get the your team mate revived. It turns into a nasty spiral of less cartel fights and more people capping for the money not for the competitive aspect of putting your name on the map which is how it used to be. Edit: as much as I would love to see cartel money go straight to the gang bank, this is the best compromise I could think of and I'm sure many people would be happy to see it.
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In my opinion what Asylum needs for cartels is a change to the way the fridge works. The fridge was put in because gangs were making too much money off cartels with little work involved. As it stands right now with the mass kicks and such you will often times go pick up from a cartel and get kicked with the dirty money on you while you were flying to a rebel. It's frustrating and of course you can submit comp but we all know that takes a good put of time and sometimes a few days for it to get approved. I suggest @bamf you make it so that instead of having to sell the dirty money to rebel, gangs can go to the cartel and scroll wheel on the fridge and simply deliver it to the gang bank. This removes rats taking the money for themselves entirely, it also discourages a pistol banger camping the cartel and instead encourages them to the actually cap it. Isn't that what we all want is more cartel fights not some new player who is gang-less who kills maybe one of you at the cartel but you kill the pistol banger and get the your team mate revived. It turns into a nasty spiral of less cartel fights and more people capping for the money not for the competitive aspect of putting your name on the map which is how it used to be. Edit: as much as I would love to see cartel money go straight to the gang bank, this is the best compromise I could think of and I'm sure many people would be happy to see it.
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6.8.2 Significantly increased the amount of money which the drug cartel produces. Cartels now give dirty money instead of regular cash. Cartel containers can now hold a maximum of $100,000. The owners of Wong's Triad will no longer have a cut taken from their own illegal sales. Rebel outpost virtual item and weapon purchases will now contribute to a new container added to the arms dealer, in addition to the reduction of cost for the owners. Dirty money held will no longer sync to player accounts. Dirty money in capture containers now passively increases over time. Everyone will now receive system chat messages when any cartel/capture container is nearing maximum capacity. A new phone app has been added which will allow any civilian to check the contents of any capture container at any time. Removed the forest house drug cartel location. Fixed many broken air garages. Placing crates in modded houses will now work as intended. The Wong Triad will now take a cut even when it's not currently owned by gang; however, it will not take a cut when your gang is the owner. Moved the eastern salt mine on Australia so that it's not in water. The Wong Triad flag pole on Altis no longer hovers. Fixed issues with the progress display at Wong Triad on Altis. Restructured the way virtual items drop to the ground so that they'll work more based off of proper physics. Removed access to the Arma diary function due to exploits. Fixed an exploit allowing you to loot contents of a crate (KBW). You can no longer sling load storage crates out of houses. Fixed a bug where items and weapons would not go up in price properly when "out of stock". More checks to disable AI radio chatter. Gold bars will no longer continuously spawn on one another in the reserve. Added a new boat spawn outside Melbourne. There is now a valid vehicle spawn point at the western Triad location on Australia. Medic helicopters all spawn facing the expected direction. Removed Australia rebel car shop from sand dune rebel outpost as was originally intended; vehicles available at Darwin. You can now pull your C130's from Alice Springs (and take them off). Hotfix 1: Y inventory should drop properly now. Slight reduction in passive money placed into capture containers.
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This patch is the first in a series to improve polish and usability! 7.3.3 The HUD has been redesigned to better support planned future improvements. The virtual inventory window in the phone has been removed, and you can now access your virtual items right in the primary inventory UI! You cannot trade items for now, but this will be corrected shortly. Minor optimization to slightly improve performance on potato computers. Hotfix 1 Fixed cop prestige tree not loading on Tanoa. Confirmation for revoking licenses and seizing illegal items. Can no longer sit while restrained. Can no longer store dirty money in vehicle trunks. The new virtual inventory UI now has trade support. Fixed a bug causing the new virtual inventory UI to overlap some panels. Re-added the old virtual inventory system to the phone. Reverted the HUD icons to the previous colored versions. Police cadets and cops without appropriate talents iwll now spawn with a Protector SMG (MP5) by default. Fog has been fixed, and should never appear again. Health HUD indicator will now color based on level, making it easier to see with peripheral vision. All Points Bulletins have been fixed. It's always been broken, so I'll explain it as you've never seen it (even though it's over a year old): Once in a while, all online police will receive an APB tasking, targeting the civilian online with the largest bounty. All police can track the APB target, albeit with a large tracking radius. The APB target will grant a 50% bonus when arrested. The civilian who is targeted will get an alert and if they evade long enough the APB will be lifted. Hotfix 2: Added achievements and titles for successfully evading APB bulletins Reduced the Federal reserve vault drilling by 50% to 1 minute (can be further reduced with talents) Increased the ratio of dirty money to gold bars at the Banks on Altis and Tanoa to 50/50. Hotfix 3 Fixed an issue with hacking reserve vaults. Dirty money can now be traded, although only if you're giving the full amount. Removed the "put in car" animation. Fixed a bug with actions going to the wrong statistic. Fixed a bug where APB would display incorrect bounty size. You can now place oil barrels in the RHIB. A player can only be an APB target once per server cycle. Hotfix 4: Type R Hatchback Sport skin added as a donor 3 item (thank @Haych for this skin) Putting downed players into cars should work more reliably Downed players can now be pulled from vehicles Fixed a bug with giving virtual items to other players 3rd Rebel Outpost added to Tanoa (it's a bit sparse for now as we are still toying with the location) The RHIB should accept oil barrels Player name tags should be more reliable now Time until server restart shows on the phone
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cool... would it ever do dirty money? and if so would it do 1 dirty money? all dirty money? etc etc
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I once robbed a bank after a restart and we got 15k dirty money. The profit from a bank/fed should be somewhat consistent and I suggest making the bank/fed/prison have a 20 minute cool down after a server restart to allow cops to log on. The idea of having more money in the fed/bank towards the end of the restart means gangs wont do them until close to restart. Its very frustrating having to fight the cops and the timer before a restart just to get a semi profitable fed. Same could be said for cartels. There is literally no point in capturing cartels before 1 hour til restart unless you plan on doing multiple drug runs/selling scotch. The fridge system promotes camping rebel for money instead of fighting the cartel. People complain about gang life being dead, cartel money straight to gang bank promotes fighting and defending cartels. If gangs started fighting cartels again you would see increased banks/prisons/feds. I suggest lowering the money magically put in the cartel by about 70%, keeping the money lost to processor going to the cartel, and raising gang bank cap to 10 mil (Since people will not be able to rat the money more will be put in gang bank). Iv'e seen arguments from the dev side saying they would remove the money magically put in entirely. If that was the case than you would get little or no profit for holding cartels during off hours which would again lead to gangs not fighting cartels during off hours. Or the devs could ignore this post and career cops can tell me how these are bad ideas.
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@Mitch (IFRIT) @Gen. Henry Arnold Actual ideas would be content, not just changing game rules/procedure imo. One thing I'd like to see is an overhaul of several of the federal events, with the addition of a new one as well. I'd also like to see some minor additions added and some things tweaked. Ill start first with the events and list the tweaks last. 1. Bank is fine. 2. prison should either be removed or reworked. There's really no reason to do it anymore since you get out in 3-5mins by pressing plates. Maybe make the reward for successfully doing it a "get out of jail free card" to be used once during that restart or something like that idk. 3. Fed itself should have a "lockdown" procedure where you need to drill and defend something (perhaps that electrical box in the middle of fed) for like 5-10 mins before you start cracking the domes. This would eliminate smash and grabs which at this point are essentially free. Fed should be a big deal, you should need the people and equipment to do it, where as right now, you can do it with a hatchback and an sdar and be gone before any cop gets the chance to show up. Especially since cops are pushing for this whole "fed event cooldown". If this cooldown gets added, smash and grabs will only hurt the larger groups more and more. 4. Evidence is a really good idea, but it's too easy. You should remove the ability to knock down the corner walls so that rebels need to push 1 of the 4 actual gates. In exchange for this though, spike strips should be EXTREMELY limited or not allowed imo. Also once the fence is off, the charge should take 5-10 mins to go off, so the rebels need to defend as well as attack. This way, both sides get a chance to defend then attack and vice versa. Right now it's way too easy to just roll in, kill all the cops one time and escape wit the hemmit before they even make it back. Making events longer should be a good thing, that way they wont be spammed as much and it allows both sides more of a chance to fight over the stuff. Side note: The weapons from evidence should follow gold bar procedure, I.E. need the 1-3 min all clear before you seize. Because right now we've had SGTs and Constables just suicide rushing the hemmit to seize and it's kind of aids tbh. 5. An event like Olympus has where a convoy once or twice per restart makes it's way from point A to point B. The rebels would need to attack the convoy and then bring the vehicle/gold/dirty money to an outpost to sell or claim. Would be a nice change of pace, and would certainly encourage multiple groups to go after it. 6. This is the one im most passionate about. Asylum needs a big ticket federal event. One that requires like 15 cops on to be activated. Call it APD Headquaters or something like that. Make it like fed but with one dome and multiple deer stands. The prize for completing it should be something crazy like a civ strider, ghosthawk, hueron, or unarmed tank. The cops should be able to spawn in early (like with evidence) and have a massive advantage inside of the compound. This chance to get something that no one else would have on the server would make this event a huge deal anytime it popped. Rebels, bounty hunters and even normal civs I'd wager would try and rat the prize from completing it. That way, gangs that do complete it would be rewarded with something that no one else has, and i think that's a cool idea. Tweaks: 1. Please make evidence locker spawn the hemmit with scopes/carrier light vest/clothing. So you feel like you're actually getting a loadout when you do it. Also remove the MX's imo, most people doing it aren't bounty hunters so we can't even use them. MXM's with lethal mags are still cool though. 2. Make a new gang talent system that rewards gangs for doing federal events/killing cops. As it stand currently, the gang perks can only be earned by doing cartels (which let's be honest, are dead as fuck most of the time). I'd like to see cop related perks for completing federal events and killing them. You would need to complete each event a predetermined amount of times, say 25 to unlock each perk. for example: A. Gold Bar sell price increased by 5-10% B. Ticket prices reduced automatically by 5-10% C. 20% chance to not ping when accessing an atm D. Ability to claim cop vehicles E. Bank money is able to be unbanded instantly F. 1-5% chance to released from jail immediately after being sent because of "good behavior" Think hospital spawn type of deal G. 20% chance to not be electrocute by the fence at evidence H. Ability to acquire flashbang grenades/spike strips from evidence
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I wouldn't wanna force people into anything. But I would like to see the incentive for capping a cartel be having the cap over having the dirty money. It's painfully obvious to me that the newer players see cartels as a dirty money generator to profit off of by camping rebel, instead of actually fighting the cap. Would you rather kill 1 dude at a rebel or fight a cartel and win? Either way you prosper and keep your gear and what not, but it fighting the cartel against a newer gang introduces them to something they might not otherwise experience if they were simply camping rebel.
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Make it so we dont have to wait until the last 40 minutes of the restart to get a good fed payout too. Have the gold bars/dirty money in bank/fed stay like cartel dirty money. Maybe an app on the phone to see how much is in the bank/fed too?
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let me kno when you add dirty money and ill consider bringing back cartel life.
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Here's my feedback: right now finding a fight at cartels is relatively hard. There are 2-3 gangs that will reliably fight. However, all the other low tier gangs have recognized the fact that it is more effective to wait until they know their enemies aren't at the cartel. Here's a perfect example of my STANDARD experience with the current system. Let's say I capture drug cartel. Let's further say I still want a fight (which is completely and utterly realistic). To achieve that fight I will go to Arms cartel. Low Tier gang "ExampleGang" notices I have captured drug cartel. I will spend 5 minutes travelling to Arms Cartel and I'll spend approximately 10 minutes capping Arms Cartel. This means I'll be halfway done Arms Cartel when ExampleGang avoids the fight and goes to Drug Cartel. (The cooldown period wears off at 15 minutes). I am now presented with two options. Option 1) Leave Arms Cartel to defend drug. I will leave Arms Cartel open to a rat who can now cap the Cartel in the time it would take me to go to Drug Cartel and back. Undesirable for obvious reasons. Im already at a disadvantage because now I have to attack rather than defend, but let's say I still wipe the 2 guys at Drug but it takes me 5 minutes travel time and 5 minutes kill time. That means Drug Cartel requires me to stay there for 10 minutes to cap it. I now have two cartels needing 10 minutes. Guess where my lovely ExampleGang are heading? Arms Cartel. And even if I say "fuck it" and leave them to keep Arms I will never be able to do anything with Drug Cartel before they realize I'm not in the area and start capping it again. If I stay at the Cartels I'm playing whack-a-mole trying to cover all my locations and I will never have the opportunity to sell dirty money or use Cartel perks without sacrificing one of the cartels. ExampleGang is a bitch and will continue to go where I am not because they can basically cap the moment I start doing anything else after I cap. Option 2) Stay at Arms Cartel. I say, "Fuck it, let them have the thing I spent 20 minutes capping because I don't want to play Whack-a-mole." Now this scenario implies I do not wish to go back to Drug Cartel AFTER I cap Arms because then I would end up at the start of the whole story as seen ABOVE "Option 1" except with the Drug Cartel and Arms Cartel's names switched. Therefore, I intend on leaving the Cartel with dirty money and selling it, or simply doing something with my Cartel perks. We've established I can't effectively use the perks in 15 minutes given travel time for things and ExampleGang are such rats they won't go to Arms until they know I'm doing something else. Therefore I conclude it is much more logical to give a 30 minute cooldown to discourage "wait until they're gone" actions since you'd have to gear up and wait for a much more significant amount of time which is considered boring and undesirable for such gangs. In general, this would also give people more time to do Drug runs, Scotch sells etc after capping a Cartel specifically for that reason. If you don't agree with my reasoning just point out the flaw and I'm happy to respond with the most logical conclusion I can.
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Here’s an idea, if killed while carrying dirty money. How bout the dirty money dropped disappears. This will halt the fridge camping.
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No Bueno. The look of the inside with the computers and desks makes it look like a bank but the risk vs. reward for rebels is too great so we won't be doing any banks anytime soon, just like the prison on Tanoa. The bank currently spawns at its max 3 gold bars and like 50k dirty money, most gangs don't even take the gold bars because its hard to get them out with a vehicle, so currently 50k dirty money if you lose 2 or people at the bank the money is equal in regards to money gained from attempting the bank.
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All cartels also gather money from people who are not in the cartel controlled gang and process their drugs. A cartel can hold a maximum of 100k dirty money which you take out at the cartel if you own it and you can sell it at rebel outpost and get the equal amount of dirty money in real money which you can later do as you please with it.
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the entire game changes... makes people want to play. when i got a high bounty u need to play a certain way to do anything.. people will do more drug runs knowing they arent being tracked. 25k aint shit give me a perk that lets me mask myself more descretly. my rogue like agility and a shit ton of hours should give me an advantage to succeed. not be held back by a mechanic that breaks the laws of physics. Its a LIFE server so it should be treated with the same fundamentals as real life. meaning, remove godmode cop restraints...tf? and implement dirty money. i still dont understand how it magically appears in ur bank account. + the garage idea and a better enter/withdraw method for inventory space and auto run + invis backpacks for rebels and your server will be golden and your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be golden and unban everyone that doesnt server it and make ur second server different from this one, with some new locations and different mechanics such above and your server will be golden and your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be goldenand your server will be golden oh yeah i forgot.. 5mil cop nlr take away all reasons except for ongoing presuit and fugitive pings/warrant tracking
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The amount of dirty money generated by the cartels is already appalling. It really is now wonder that people don't do dtug runs anymore given the amount of dirty money that is just created every day as it is.
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@Gnashes I think seizing dirty money into a car bugs out the impound/ store option. Siezed 59K dirty money into a police car, took it to HQ and seized into evidence but then the car wont store/ impound. Says the vehicle still contains equipment although nothing is in the inventory or trunk. Any ideas why this might be happening ?
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So far, looks pretty damn similar - poppies, heroin processing, all the turtle spawns, Wong's even the cartels are all in the same spot - and take the same very long time to take over - I've had time to type this all out while I'm waiting.As are drug dealers and I think drugs - maybe cocaine's moved a little I can't quite tell...? Same with the quarries - if they've moved, it's not by much. Chop shops appear to be same spots. The whole of WA, including Darwin is still a redzone, black market production, and most rebels still in the same spot. Adelaide is still a useless city that could be better utilized. Most if not all of the DPs appear to be in the same spots. I don't understand...what was changed and what was hoping to be achieved by the changes? Things you sell need to have a higher value - that is problem number 1 with this server. That is the reason the server is so unpopulated and we've tried to explain that to you - if it takes so damn long to make money, we won't play. And we're not! The prices and distances are still the same, so you're still getting the same ridiculously low wage for something that takes 10 times the effort in the Altis server. Please. Fix that. Make it actually fun to play! A higher wage would be a great start. $35 is atrociously unbalanced. You literally get more on benefits in terms of ability to buy normal food items IRL. If you ramp up the value of cash to such an extent, it just means so much more when you lose it, rage-quits and just general not playing are the result - this is proven by the single-digit population. Regards, The Gent Edit: fun update: now the cartels give "dirty" money, so, as an example, when you are in the middle of the desert capturing a cartel, within maybe 50m of your car, of course it despawns and of course you can't get a car out using dirty money and of course the nearest town is over 6KMs away...so fun! Also, can't quite work out what's going on with stamina - shows about 3/4 of a bar able to be used, but only fills up a few millimetres before going back to empty while still and not overly loaded. Might just log out now... Sorry guys, whatever you did hasn't worked it's still not fun I'm afraid :/
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how aslyum is tryin to come back and you're being held back by your shit admin team and highher ranks of the police force. LOL!!! cant stress than enough. your retarded human beings with power are the reason ur server is fucked. the server has great mechanics/locations, ect which is why its essential to have higher minds in charge @Subaru ur a fuckin shit admin btw give power to children with childish mindsets and your server will die, like it already did, due to their personal emotions/friends getting in the way fire all of your shitty staff and put me in charge and ill make asylum great again. unban all those for combat logging/ban evading/rdm and make kavala a combat log free zone (on 1 server) and youll have 4 full servers again. k virgins? k? good? stfu #legendary#rapidkillz#1#bring back dirty money so i can roach for 17 hours a day