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  1. you remove dirty money.. no auto run, bounty hunter tracking ruins the entire game play... im so confused
  2. @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
  3. So this thread is to suggest a tweak to how the bank payout is currently done. if you are lazy simply scroll down to the TLDR As of right now you start the bank and after a successfully completed bank, it calculates how long the server has been up OR when the last bank was done and the payment is based on that (+10% from the available talent point if you have it). 60% of the payout is in gold bars and 40% in dirty money (Roughly) 45min cool down period after a bank attempt* What's the problem with this? Well overall its not really a problem but i think we can do better, the current system encourages people to do banks at the end of restart.. AKA when the server is at its worst for lag. It can lead to other minor things like running out of time to make it to rebel with the gold bars. Officers being forced to quickly process sometimes cutting role-play short. I've also had it happen to where we did the bank sold the stuff and stored the heli but after the restart it didn't sync right and i'm still at the bank. Overall it just means you either need to wait or as so many people do, start the bank just for a fight with the APD. Lots of times I've wanted to do a bank and realized i would be paid 50k at most so rather then risking an Orca and our load-outs trying to get the single gold bar out for what would be a pay off of one cocaine run id rather just sit on the roof and kill cops then jump down when i'm out of ammo. It seems i'm not in the minority of people doing this as we're seeing more and more players not even go for the reward preferring to sit on the roof and go for the fight. The current bank also encourages players actually doing the bank for the reward (usually medium tier gangs or new gangs) to server hop for the least amount of cops. Resulting in a very strong rebel force facing off against four or five officer's. Which isn't really fun for either side. How do we fix this? Personally i really like the current split between gold bars and dirty money, and id like to keep that. However what im not a fan of is having to wait an hour ((Also known as playing a game of league/PubG)) waiting for the server to be up longer for a higher payout then switching from server to server looking for the weakest cop force. Instead what i would like to see is a payment based on how many cops are online. Roughly 10k per cop online. This is a good thing as now the difficulty of the bank is going to scale with the payout. Larger gangs are going to be more inclined to go against the biggest cop force and fight them tooth and nail for what could be an actual size-able chunk of change. No longer will Rebels have to sit and wait until the server is Laggy/unplayable. In Addition the bank won't be an "OP" way of making money as you still need to risk loadouts/vehicles to do it successfully. Fight's are generally going to be more even unlike before a precinct with 20 cops would basically never see a bank attempt as its just not worth fighting 20 cops when you could switch servers and get a similar payout for half the work I would also perhaps cap it at 200k - 250k just as a safeguard Ill admit that this is not going to completely negate banks for rebels that are just looking for a fight. But perhaps now they will be slightly more inclined to at-least attempt to get the money. Problems: Obviously it doesn't make much sense from a role-play standpoint. Why does the bank have money dependent on how many active duty cops their are. But then again it is a game. TLDR Make Bank payout Dependent on how many active cops are online at that time. Roughly 10k a cop or if you want to get really fancy and complex with it base it on the officers rank. (5k per cadet 15k per LT) @bamf @Gnashes
  4. Remove night: No,it goes night maybe 3 times per reset,Dont even stay night long maybe 10mins,the longest it stays night is maybe in the middle to the end of server reset correct me if im wrong.. Remove screen shake.(*) Maybe tweak it a bit down when your hurt like 25% health,feel like at 60% or around it you tend to frame drop here an there more so when server is actin up. Remove painkillers.(*) Nah i think we should keep em,adds a element to fights on both sides.(maybe a talent of some sort at best but even that seems kinda useless) Remove governor taxes for Rebel Outposts(*) Im all for this or fix it,Makes no sense that a governor would taxes rebels,There Rebels they do what they want against the Government.I guess in a "Rp" sense they could be crooked,but nah.To be totally transparent i am sick of 20% taxes,its getting old now. Remove broken legs(*)There is a talent to reduce this,does suck at times but don't jump off high shit an or get hit by cars,plus its arma. Remove 30 day inactive house listing (Only if House Upkeep is added).Im sure there was a reason for this,im sure most people can put aside 15-30 mins to log in within 30 days.Just one time.One day out of 30. Craftable clothing at Black Market Production (Carrier Lites, Tactical Vests, CSATs, Helmets)(*) always was for this idea.Also add pilot coveralls an stop hiding them behind a crate/keys :o.Please. Craftable scopes at Black Market Production (1 Glass, 4 Iron Ingots)(*) Same as above. Ability to sell medical equipment at Hospital and Clinics.(*) Not sure why this would be a thing.Put it in a crate? also seems like something that would just be exploited lol. Ability to process cannabis into Medical Marijuana at Weed Dispensary (Sells for lower price).(*)Should add this as another step an sell for more,an when people buy weed at medical makes a demand for it so price is high/low. Home upkeep (Basically the upkeep system from rust but requiring cash instead of materials and the more money required based off of how many crates you have and how much weight is being used in each crate).I liked the idea of this when i first started playing.But way things are now,nah rather not,not unless you say have an option to upgrade storage or what not for y inventory an guns.So max Y inventory now is i think 1k,first upgrade would be 1250,second would be 1500 for the Max.Then if monthly goals reach max prob bring it over 2k space.Do the same for the I inventory.Have that cost you money over time. 6.5mm Assault Boat(*) Nah,dont see a full purpose for it. Oil processing on the Oil Rig(*) yea,maybe get more rubber less oil? idk 9mm Suppressors at Rebel(*) i dont see why not. Talent to spawn with NVGs(*) yes please. Alcohol Dispensary (Used for crafting legal alcohols (All the current alcohols except scotch)(*) Could be a thing but no one does the other stuff cause its all shit prices tbh,But maybe this could something to a fix if they don't take it out in v2. Reduce maximum prison time to 30 minutes(*) yes please,i think it should be 20 min up until your bounty exceeds say like 500k then max should be 30 min. Pressing plates reduces bail price as well as time (Reduced rate for time)(*) yea something better then what it is now,Should make another aspect with an achievement if you been jailed x amount of times an have different ranks of it maybe,then unlocks something else to take time off.Along the lines of teaching the youngsters in church today to turn there life around blah blah blah. takes like 4-5 mins but has a progress bar that ticks down? Buff weed and heroine prices(*) Heroin i think is just right for price,Also has a duel purpose with guns.Weed should have another step if you choose to do so imo an sell to the dispensary an creates a small market depending on sales in the hospital. Evidence locker in each HQ instead of separate location.(*) No thank you,It should be a fresh spot to fight imo. Buff turtles price or increase spawn rate (If that's even possible)(*) for sure increase spawn rate.I personally don't see a point in turtle meat,its a little to much grinding. Oil Cartel produces rubber instead of money.(*) Agreed.Promote fights for it again. EMTs single heal option instead of items in Y inventory (Just a scroll wheel on the player who needs healed, this would heal to 100 (Or whatever talent they have learned) and give painkillers and fix broken legs (If those aren't removed)(*) Hardly played medic. Increase maximum stamina (If possible)*Buy more redgulls? Simplify ammo repacking (Press R and automatically repack all magazines of the caliber of the weapon in your hands with a 5 second timer)(*)It's easy as hell now? It's not broke don't fix? Switch back to Cartel Dropbox (Instead of Dirty Money have regular cash that can be deposited at any ATM)(*) Helllll fucking no hahahaha,people fight now so it goes into gang bank.Also like 90% of the community wanted it to go to gang bank,now you wanna go back to a roach fest? Police only allowed to strip corpses in red zones.(*)Thought there was a guideline in place for this like no shots for x amount time? or nah? Reduce fly distance over cities to 200m instead of 300m(*) Random one.No comment i guess. Increase Industrial shed maximum crates to 3 with market price increase to 300k(*) You are getting a garage with 2 crates tho. A garage you can lock an hide from people at times. Increase maximum house listing to 10 million(*) is there a house that worth that much tho? Make Zubr legal and sold at gun store(*) Hell yea lol.
  5. 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.
  6. The idea behind money laundering for cartels is that total payout wouldn't change compared to how it is now. However, if you want to make more money doing a cartel, you can take that dirty money and launder it. So if you get 200k in dirty money, half that is lost at rebel so you end up with roughly the same amt of money you do now. However, if you want that 200k, you can take it and launder it.
  7. let me kno when you add dirty money and ill consider bringing back cartel life.
  8. You didn't make much money when dirty money was a thing and pretty much everyone wanted the old system of money going straight into the gang account back
  9. 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.
  10. 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
  11. Cop Changes 1. Increase max pay for cops to 200k 2. Change lethal pay for cops to 20% of players current bounty. *Increasing pay for cops gives cops more incentive for players to play cop and spread out among servers more evenly* Civ Changes 3. Increase pay for heroin 4. Decrease base price of rebel gear and vehicles by 10%. (3k saved on the average rebel loadout, 11k on ifrits, and 14k saved on orcas.) 5. Keep current fridge system for cartels, but give option to put half of the dirty money straight into gang account in exchange for the other half of the dirty money (50k straight to gang account, other 50k paid to hire money launderers) 6. Cap servers at 80 players (Will not only make servers more stable, but will spread players to the other 3 servers instead of congesting on 1 or 2 of the 4 servers) 7. Increase amount of Gold bars spawning in fed. (Currently high risk, but somewhat low reward and has been for awhile. Maybe keep the current gold bar system, but auto-spawn 5 gold bars in at restart. This would increase the max payout of a fed by 150k.) 8. Add gang rankings. Could be earned and lost like war points but tied to a whole gang, not just an individual. Reaching certain gang rankings will unlock certain items, titles, or perks for members of that gang. (Examples - Spawn with 5 redgull, Additional 5% off rebel weapons, clothes, or vehicles. Names for titles could be just about anything. Additional clothing can consist of CSAT Ghillies, (AAF) and (NATO) Pilot Coveralls, Combat Fatigues (AAF) Officer, Combat Fatigues (CSAT) Officer (keep in mind officer fatigues csat does not give any ballistic resistance), Combat Helmet (Camo), Combat Helmet (Spraypaint), and many others.) To make things more competitive give the top 3 highest ranking gangs a custom ifrit, .50 cal, or orca skin which would be exclusive to the top 3 gangs. Player's access to purchasing this skinned vehicle(s) would be lost upon losing a top 3 position in the gang rankings. To keep things fair and not just "big gang friendly" make some of the titles / perks / items easier to achieve so the small and new gangs would be able to experience the gang ranking system as well. Instead of declaring war on a gang, possibly add a new feature and allow a gang to set another gang as a rival gang. This way it is a separate set of statistics then your war statistics. This system would also prevent a player from being spammed with more statistics and notifications every time they get a kill on a warring gang.
  12. cool... would it ever do dirty money? and if so would it do 1 dirty money? all dirty money? etc etc
  13. You get paid such a little amount it really just doesn't seem worth it when capping for money from cartels. I mean I used to want to cap for money from cartels and it would be worth it, I'd make good profits if I capped and kept control for a lil while and could succesfully sell the dirty money. But now it just seems horrible in comparison to the old system as far as that money goes from them. It would be nice to see maybe a low amount of money put into it but I get it, don't want it to be too easy for gangs to farm money. But damn it sucks when no one is doing anything to get money in them lol.
  14. Removals Remove night Remove screen shake. Remove painkillers Remove governor taxes for Rebel Outposts Remove broken legs Remove 30 day inactive house listing (Only if House Upkeep is added) Additions Craftable clothing at Black Market Production (Carrier Lites, Tactical Vests, CSATs, Helmets) Craftable scopes at Black Market Production (1 Glass, 4 Iron Ingots) Ability to sell medical equipment at Hospital and Clinics Ability to process cannabis into Medical Marijuana at Weed Dispensary (Sells for lower price) Home upkeep (Basically the upkeep system from rust but requiring cash instead of materials and the more money required based off of how many crates you have and how much weight is being used in each crate) 6.5mm Assault Boat Oil processing on the Oil Rig 9mm Suppressors at Rebel Talent to spawn with NVGs Alcohol Dispensary (Used for crafting legal alcohols (All the current alcohols except scotch) Changes Reduce maximum prison time to 30 minutes Pressing plates reduces bail price as well as time (Reduced rate for time) Buff weed and heroine prices Evidence locker in each HQ instead of separate location Buff turtles price or increase spawn rate (If that's even possible) Oil Cartel produces rubber instead of money EMTs single heal option instead of items in Y inventory (Just a scroll wheel on the player who needs healed, this would heal to 100 (Or whatever talent they have learned) and give painkillers and fix broken legs (If those aren't removed) Increase maximum stamina (If possible) Simplify ammo repacking (Press R and automatically repack all magazines of the caliber of the weapon in your hands with a 5 second timer) Switch back to Cartel Dropbox (Instead of Dirty Money have regular cash that can be deposited at any ATM) Police only allowed to strip corpses in red zones. Reduce fly distance over cities to 200m instead of 300m Increase Industrial shed maximum crates to 3 with market price increase to 300k Increase maximum house listing to 10 million Make Zubr legal and sold at gun store
  15. Serious critique of your list. Removals Remove night Remove night and add NVG's to spawn with? Anyways night is fun for a lot of us, and don't think a lot of people would be on board. Remove screen shake. Good idea. Remove painkillers Good Idea. Remove governor taxes for Rebel Outposts Not sure why its a thing in the first place. Also should be removed from Skiptracer,. Remove broken legs Breaking your legs is a thing everyone needs to watch for, and I feel it balances fights. Remove 30 day inactive house listing (Only if House Upkeep is added) I you don't play for 30 days, you should be considered inactive and lose them so others can have a go, as it currently is. Additions Craftable clothing at Black Market Production (Carrier Lites, Tactical Vests, CSATs, Helmets) I see at first how this would be a cool thing to add, but the only thing people would craft would be CSATs and carrier lites, possibly helmets if they got them unlocked. It would probobly be more profitable to do runs for cash, then spend time crafting them and I am pretty sure no one would do them. Craftable scopes at Black Market Production (1 Glass, 4 Iron Ingots) Since you can craft the ammo, you should craft the scope. Glass though? Maybe cut or uncut diamonds would be better. It would just be another thing to carry and annoy everyone. Ability to sell medical equipment at Hospital and Clinics Not necessary. Ability to process cannabis into Medical Marijuana at Weed Dispensary (Sells for lower price) Governor should decide if weed is legal or not legal, and only have one type of marijuana to sell. Changing it to legal would make the processor a no-kos zone and legal Home upkeep (Basically the upkeep system from rust but requiring cash instead of materials and the more money required based off of how many crates you have and how much weight is being used in each crate) Never was implemented and never should be. 6.5mm Assault Boat lolno Oil processing on the Oil Rig Should be fixed for sure, would help oil cartels profits. 9mm Suppressors at Rebel People at rebel don't buy 9mm, also its cop contraband and it shouldn't be sold by ingame traders, but stolen from cops. Talent to spawn with NVGs Good idea. Alcohol Dispensary (Used for crafting legal alcohols (All the current alcohols except scotch) Feels unnecessary. Changes Reduce maximum prison time to 30 minutes Forty-five feels right for me. Pressing plates reduces bail price as well as time (Reduced rate for time) Buff weed and heroine prices Would be game breaking. Weed is low and should be reserved for new players starting and learning. Heroin is worth a bit already. The problem is meth is too easy to run. Evidence locker in each HQ instead of separate location Although I feel the APD fails in RP every which way, the HQ should still be considered a place for processing and safe haven for cops. It's not necessary for the server to assist in creating a war zone inside a HQ, it should strictly be player driven. Buff turtles price or increase spawn rate (If that's even possible) Just remove it. Oil Cartel produces rubber instead of money Good idea. EMTs single heal option instead of items in Y inventory (Just a scroll wheel on the player who needs healed, this would heal to 100 (Or whatever talent they have learned) and give painkillers and fix broken legs (If those aren't removed) Wait to see what they do with white listed medics, if they ever do it. Increase maximum stamina (If possible) Redgulls for unlimited stamina, otherwise be careful how much gear you decide to buy. Simplify ammo repacking (Press R and automatically repack all magazines of the caliber of the weapon in your hands with a 5 second timer) System feels balanced and engaging right now. Switch back to Cartel Dropbox (Instead of Dirty Money have regular cash that can be deposited at any ATM) Good idea. Police only allowed to strip corpses in red zones. Good idea. Reduce fly distance over cities to 200m instead of 300m Never saw this enforced before. Increase Industrial shed maximum crates to 3 with market price increase to 300k Unnecessary price increase, but three, possibly 4 crates would be interesting. Increase maximum house listing to 10 million Good idea. Make Zubr legal and sold at gun store Guns trash, good idea. Only good thing about it is armor penetration, limited to slow ROF makes it balanced in killing cops with vests. Personal idea, give Governor more control of the APD. (More events) Such as declaring martial over a city, release a prisoner from prison (addition to pardon), and so on.
  16. 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.
  17. I have speculated as to whether or not the way dirty money generates causes the lag. If my memory servers me right, dirty money at cartels as opposed to the drugs them selves being in the fridge was around the time this started to happen. I don't know tbh, regardless hearing "it's bohemias problem" no matter what we say is getting real fuckin old.
  18. 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?
  19. 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
  20. only if the 2nd server has invis backpack spawn big trucks at player owned garages 5min cop nlr dirty money at cartels black orca skin non-god mode cop restraints remove bounty hunter tracking.
  21. 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.
  22. 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
  23. How about a system where you would need to take the money out of it but it isnt dirty money. Something more simple than having to take the dirty money many kilometers across the map. I dont think they will change it tbh but it was worth mentioning.
  24. 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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