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Changelog April


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49 minutes ago, Lucien said:

Suppressors do increase muzzle velocity which does cause higher damage and penetration btw. Not by a significant amount but close enough that the lower calibers are more viable for ifrit ripping, for example.

I did some tests with the MX series rifles with and without the suppressor shooting at ifrit side glass. I didn't notice much of a difference. As you stated the higher damaged added with the suppressor feels very minimal. It still doesn't compare to an MK. 

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1 hour ago, DarkKnight said:

I did some tests with the MX series rifles with and without the suppressor shooting at ifrit side glass. I didn't notice much of a difference. As you stated the higher damaged added with the suppressor feels very minimal. It still doesn't compare to an MK. 

Marksman rifles are going to see bigger improvements (CMR, Promet MR, MXM) but also its RNG for the most part. Another example would be ripping a tempest engine, faster with a supp. Not that I'm against adding them to the server

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1 hour ago, DarkKnight said:

As you stated the higher damaged added with the suppressor feels very minimal. It still doesn't compare to an MK. 

suppressors ADD damage???? wtf that’s the exact opposite of every game i’ve ever played 

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9 minutes ago, GravL said:

suppressors ADD damage???? wtf that’s the exact opposite of every game i’ve ever played 

Arma partially bases bullet velocity off of barrel length, and just adds the suppressor to the total length so longer barrel = bullet go faster = more damage and penetration

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1 hour ago, GravL said:

suppressors ADD damage???? wtf that’s the exact opposite of every game i’ve ever played 

because arma is actually semi realistic. suppressors actually add velocity in real life due to increased barrel length, which for video games would mean higher damage yes.

3 hours ago, DarkKnight said:

I did some tests with the MX series rifles with and without the suppressor shooting at ifrit side glass. I didn't notice much of a difference. As you stated the higher damaged added with the suppressor feels very minimal. It still doesn't compare to an MK. 

I used to have a chart of the bullet velocity of every gun, both with and without suppressors. If I can find it again I’ll put it here.

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4 hours ago, 王 rando 王 said:

I used to have a chart of the bullet velocity of every gun, both with and without suppressors. If I can find it again I’ll put it here.

weapon ballistics

.338 and 9.3 suppressors have an velocity multiplier of 1.1

every other suppressor has a velocity multiplier of 1.05

so for example the Spar-16 has a muzzle velocity of 869, with a suppressor it would be 869*1.05 = 912.45

then for comparison an MK-1 has an a muzzle velocity of 820, the suppressed spar-16 now being much greater. however muzzle velocity isn't the only factor that determines penetration. penetration is calculated by the remaining projectile speed on impact, then that projectile slowing through whatever it his, IE: ifrit glass. bullet caliber plays a part in the slowing process of penetration.

So ultimately a suppressed spar-16 isn't going to match an MK-1 for breaking ifrit glass but it may be more on par with an MX.

however since the MXM can also be suppressed it may be closer to an MK-1's penetration

Edited by 王 rando 王
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10 hours ago, .Max said:

I get we still have the same stuff I'm just saying couldn't someone who wants to get Tier X go buy it now for less then half the price that we bought it for?

Anyone who had tier 1 still has tier 1 and tier X so in reality they are saving 1mil

Edited by Chris Peacock
.Max and 王 rando 王 like this
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Hotfix #1 

  • Process Truck Fixes
    • White lightning
    • Money printer
    • Giving decimals of items
  • Fixed a spot in the ocean where you could gather drugs 
  • Fixed MXMs needing master bh talents to use
  • NUHQ Office buildings are now able to be pinned @Bilbo Baggins
  • Bunch of ladders at Nikolais and NUHQ
    • Gates at Nikolai's not locked or being able to be driven through
  • Turf cooldown between activation extended to 30 minutes from 15
  • Fixed the drug cartel taking a cut of legal process truck actions
  • Cartels will now stay where I tell them

    Will take place next restart Is now live -Patato

We are aware of the trucks despawning, we will push this out as soon as we can.  Update with good-to-go to follow

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6 hours ago, Fitz said:

 

    • Money printer

what'd this mean? was there an exploit or something?

just wanna note to you fellas that we did a bit of testing yesterday and found that (despite bugs) processing by hand w/tempest seemed like it was actually quite a bit faster than using vehicle processing with a tempest. was the point of vehicle processing meant to be faster generally or slower than by hand in terms of a tempest/the fastest vehicles for it? was it meant mainly for efficiency or convenience? guess that's what i'm asking. - glad yall are doin well to fix btw! interesting update

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8 hours ago, Fitz said:

Hotfix #1 

  • Fixed a spot in the ocean where you could gather drugs

Can't believe you would cut the legs out from under me like that. The pixie dust empire was going to be a thriving business and you just murdered it.

Such a socialist.

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4 hours ago, garph said:

what'd this mean? was there an exploit or something?

just wanna note to you fellas that we did a bit of testing yesterday and found that (despite bugs) processing by hand w/tempest seemed like it was actually quite a bit faster than using vehicle processing with a tempest. was the point of vehicle processing meant to be faster generally or slower than by hand in terms of a tempest/the fastest vehicles for it? was it meant mainly for efficiency or convenience? guess that's what i'm asking. - glad yall are doin well to fix btw! interesting update

Depending on what item you processed before the hotfix some times were not correct,  all items unless processed with the base tier of vehicle is faster than by hand, which makes it all faster than by hand considering the time exchanging inventories

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On 4/6/2024 at 7:13 PM, Fitz said:

Found a bug? Click here to file a bug report!

Got some development ideas? Click here!

Added:

  • Processor Attachment
    • New vehicle modification "Processor Attachment"
      • Can be added to any land vehicle to process the items in the vehicles inventory
      • When within 50m of the processor, scroll-wheel on truck to "Process X with device"
        • Will begin ONE BIG PROCESS ACTION, if you escape out of it you must start again.
        • Only processes one type of item at a time, I.E, Uncut Diamonds get processed at a different time than copper ore, each scroll option is a different process.
      • Each Vehicle has a different processing speed, the larger the truck, that faster they process.
        • Offroad, Sport, SUV, Prowler, Qilin (Same as by hand)
        • Box Truck, Fuel Truck, Van Cargo, Van Passenger (Moderately faster)
        • Zamak Covered, Zamak Flatbed, Zamak Box (Cooking with steam here)
        • HMMT Fuel, HMMT Transport, HMMT Box (Oh baby here we go)
        • Tempest Transport, Tempest Fuel, Tempest Ammo, Tempest Device (FAST AS FUCK BOIII)
        • Any vehicles not mentioned here are as fast per item as by hand.
  • Vehicle Waterproofing
    • New handling upgrades for cars and helicopters
      • Make the hull of the vehicle waterproof (so it floats)
        • Waterproof upgrades includes the highest respective handling tier
        • While I would still not advise driving into the ocean, this upgrade will let your cars/helis bob along the surface.
          • AKA Helicopters won't explode if they hit the water.
  • Turf Activation
    • Turfs can now be activated for capture
      • Scroll wheel on the flag and "Activate Turf"
        • 1 Minute timer to activate capturability of the turf.
        • Turf will be capturable for 15 minutes or until someone captures it
        • Turfs will still pop randomly within the server restart
        • 15 Minute cooldown between captures
          • Doubled range around the flag where you can go while capturing
      • New Turf Buffs
        • Panagia : 10% increase for selling at Wongs in Athira.
        • Rodopoli: 10% increase for selling at Drug in Athira.
        • Zaros: 10% increase for selling at Jewelry Store in Kavala.
  • Prestige Rework
    • We are changing the way the prestige system currently works with weapons on our servers.  
      • You will no longer poof a weapon if you do not have the appropriate prestige tier
      • Weapons will be able to be purchased from rebel with appropriate tier, or crafted for significantly cheaper.
      • If you currently have Tier 1, you will automatically be given a Tier X token the next time you respawn, sell it at Ivan's Gas Mart to activate.
        • Else you can buy a Tier X token at Ivan's GasMart, sell it back to the NPC to activate the tier.
        • Tier X does not require a successful National HQ robbery
      • **NOTES ON PRESTIGE SUPPRESSORS
        • We are going to test out the implementation of suppressors on our servers.
          • These items will be treated as tier-locked items.
            • You will not be able to pick one up if you do not have the appropriate tier
            • *****If you have one currently in a house, and try to pick it up without a tier it will drop on the ground, and you won't be able to pick it back up****
            • Suppressors are not able to be stored in houses (even with respective tier)
          • We will continue to re-evaluate these measures as time goes on.
    • Tier X Rewards
      • CMR-76
      • Katiba GL
      • MX GL
      • TRG-21
      • MXM (BH and Rebel)
      • Zafir
      • RPG-42
      • Spar-16S (Only on Dom)
      • 9mm Suppressors
    • Tier 1 Weapons /Additions
      • 5.56 Suppressors
      • .45 Suppressors
    • Tier 2 Weapons/ Additions
      • 6.5 Suppressors
      • 5.7mm Suppressor
      • Type 115 .50 Cal Mag
      • Mar-10
    • Tier 3 Weapons / Additions
      • 6.5 LMG Suppressors
      • M320 LRR
      • Cyrus
      • Four-Five
      • 5% Reduction in crafting materials requirements
      • 5% Reduction in crafting money requirements
    • Tier 4 Weapons / Additions
      • SPMG (Craftable only)
      • Lynx (Craftable only)
  • Vehicle Additions
    • Minigun Boat for civs ->110,000 (Fishing with this bad-boy goes crazy)
    • Huron -> 120,000 [500 virtual storage] -> (Big Boi)
  • Prestige Crafting Recipes
    • Zafir [$100,000, 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • RPG-32 [$125,000. 2 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • CMR-76 [2 Uncut diamonds, 8 Opium]
    • MXM [2 Uncut diamonds, 8 Opium]
    • MAR-10 [$150,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • Cyrus [$275,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • SPMG [$300,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • Lynx [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
    • M320 LRR [$450,000, 4 Elite Weapon Semiconductors, 1 CPU, 1 Mobo]
  • Asylum Plus Perks
    • House taxes automatically paid on login to the server (on civ)
  • APD Stuffs
    • LT+ Stomper and Copter Drones (Can only be used within 7k of its driver
    • CPT+ Deminer drone (To be restricted via policy)
    • All illegal seizing prices increased 5%
    • SGT+ T2 .45 Suppressors (UC)
    • SGT+ T3 5.56 Suppressors (UC)
    • LT+ T2 5.7mm Suppressors (UC)
    • LT+ T3 6.5 Suppressors (UC)

NewNUHQ.jpgNewRig.jpg

New National HQ and Nikolai's Oil Rig maps courtesy of @Hubschrauber

Changed:

  • Wealth Tax
    •  Minimum amount in bank to incur a wealth tax $2,500,000 -> $5,000,000
  • Chop/Claim Values (Cop/Civ)
    • All vehicles have had their chop/claim prices adjusted - all vehicles now chop for 60% of their base value instead of random magical numbers. (55% of base for claiming)
    • Key examples
      • Cop Ifrit chop value $27,500 -> $36,000
      • Civ Ifrit chop value $70,000 -> $72,000
      • Cop Hunter $15,000 -> $18,000
  • Zaros turf perks
    • Claiming Vehicles Free -> 80% off
  • Vehicle Prices
    • Cop Ifrit $65,000 -> $60,000
  • Hardened Locks mod -
    •  These mods only slow down how long it takes someone to use a lockpick on your vehicle, it does not affect the chance they have at being successful. 
      • Basic locks +2s -> +3s
      • Medium locks +3.5s -> +5s
      • Advanced locks +5s -> +7.5s
  • Item Price Changes
    • Cocaine 600 -> 660
    • Crystal Meth 1800 -> 2070
    • Heroin 550 -> 625
    • Marijuana 420 -> 485
    • Medical Marijuana 375 -> 430
    • Cigarettes 1250 -> 1465 
    • Cigars 3550 -> 4155
    • Rubies 315 -> 370
    • Flawless Diamonds 1400 -> 1640
    • Rolled Iron 935 -> 1075
    • Rolled Silver 295 -> 450
    • Rolled Gold 450 -> 520
    • Rolled Copper 390 -> 390
    • Honeycomb 375 -> 450
    • Sweet Mead 640 -> 770
    • Aged Mead 1050 -> 1260
    • Processed Oil 210 -> 255
    • Rubber 950 -> 1130
    • Cft Rolex Watch 9284 -> 10865
    • Cft AP Watch 4040 -> 4730
    • Cft Diamond Ring 6020 -> 7045
    • Cft Cuban Bling 7090 -> 8295
    • Cocaine Bricks 1000 -> 1150
    • Dinner Table 527 -> 645
    • Wooden Chair 1100 -> 1320
    • Sofa 1490 -> 1790
    • Desk Chair 2555 -> 3065
    • Bed 3850 -> 4260
    • Dog Wool 1260 -> 1370
    • Wool 315 -> 350
    • Goat Wool 855 -> 940
  • Cartel Changes
    • Cartels will no-longer cycle away from the following caps
      • OG Arms
      • Church
      • Drug Tower
      • House Cap
      • East Castle
    • All cartel cooldowns except for Drug have been removed
      • Drug Cooldown -> 15 minutes
  • Gather and Process Speeds
    • Default gather and process speeds have been signifigantly reduced.
  • Nikolai's Compound Payout
    • 30 Gold bars, 10 Gold Nuggets, Crypto Console, 3 Elite Weapon Tokens  -> 60 Gold bars, 20 Gold Nuggets, 1 Crypto Console, 3 Elite Weapon Tokens
  • National HQ Payout
    • Around 35 APD Intelligence Units -> Around 70 APD Intelligence Units
  • Spawn List
    • Kavala is back on top for now, We'll see how this ones goes
  • **Panagia gives 20% buff for crafting not 25%

**DISCLAIMER**

We are adding a lot of new vehicles, weapons, and attachments to our servers in order to provide out player base with an evolving Asylum experience.  Any/all of these new additions may be tweaked/removed/buffed in the future.  If this is done we will of course offset any losses associated with such removals.

**END OF DISCLIAMER**

Fixed:

  • Medic inventories
  • Magazines not appearing
  • People buying admin event houses
  • A number of other bugs I can't remember anymore

DOMINATION:

  • SRT Weapon Additions
    • 750 Kills -> CMR-76
    • 900 Kills -> Spar-16S
    • 1100 Kills -> MK200
    • 1250 Kills -> LIM-85
    • 1750 Kills -> RPK-12
    • 2250 Kills ->Mar-10
    • 3000 Kills ->Zafir
    • 4250 Kills -> SPMG 
  • SRT Uncap Buffs
    • SRT uncap payouts and timers are now based on kill counts, here is the breakdown.
    • Payouts
      • Kills <= 250 ($20,000)
      • 250 Kills: $22,000
      • 500 Kills: $22,500
      • 750 Kills: $27,500
      • 1250 Kills: $35,000
      • 1750 Kills: $37,500
      • 2500 Kills: $40,000
      • 2750 Kills: $45,000
    • Uncap Times
      • Kills <= 250 (20 Seconds)
      • 250 Kills: 19 Seconds
      • 500 Kills: 17 Seconds
      • 750 Kills: 15 Seconds
      • 1250 Kills: 14 Seconds
      • 1750 Kills: 12 Seconds
      • 2500 Kills:11 Seconds
      • 3259 Kills: 10 Seconds

eta on suppressors at skiptracer bud?

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Crafting values are still wrong. Either pan,  lifetime quests, prestige crafting reductions or a combo is not being factored. With all lifetime crafting quests done, prestige 4 and pan for example the values before this patch were this:

 

Frit:

60k, 2 flawless, 8 glass, 5 rubber, 8 oil , 23 iron ingots 

Currently it is 64k 2 flawless, 8 glass, 8 oil, 5 rubber, 24 iron ingots

So it's costing 1 more iron and 4k more money.

It's the same for orcas and many other recipies. With the lifetime prestige and pan it should be exactly the same values as pre patch should it not?

20% pan, 5% from prestige + lifetime quests values. Math isn't adding up

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On 4/6/2024 at 11:29 PM, GravL said:

suppressors ADD damage???? wtf that’s the exact opposite of every game i’ve ever played 

In real life, suppressing the sound of a gunshot is done through the retarding of the expansion of gasses at the muzzle (via a suppressor) and the incorporation of using lower velocity ammunition that is typically done by adjusting to a larger grain bullet and conjoining powder charge. That bullet with more mass does not make up for the loss of velocity in regards to the kenetic energy applied on target lbf/in^2 (or "Joules" for the SI crowd). The most basic formula to show this that omits wind resistance, barometric pressure, coriolis, etc, is the forumla for kenetic energy

KE=1/2mv^2

Here we can see that the velocity of a projectile is four times as impactful in the equation for kenetic energy on target than the mass of the projectile. This is why for armor penetration, velocity is key. So, the lower velocity ammo that some pair with a suppressor to really reduce the dB (units of sound) of a gun shot can be interpreted as a reduction of "damage" that that bullet will do. Hints why most video games display the addition of a suppressor as reducing the gun's overall damage. Probably also to balance the advantages of a suppressor in game as well. 

Now, what if you say "fuck it" to the lower velocity ammo and just slap a suppressor on a gun? I've seen quite a few chronographs of normal ammunition being fired through a suppressor and they do note a 1%-3% increase in velocity on the round near the muzzle. It must be noted that this is within the margin of error for all the instruments. So, in real life, if you opt out of using "suppressed ammo" with a suppressor you obviously will not get greatly reduced sound suppression overall; however, you will get a statistically insignificant increase in projectile velocity.

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32 minutes ago, Hubschrauber said:

In real life, suppressing the sound of a gunshot is done through the retarding of the expansion of gasses at the muzzle (via a suppressor) and the incorporation of using lower velocity ammunition that is typically done by adjusting to a larger grain bullet and conjoining powder charge. That bullet with more mass does not make up for the loss of velocity in regards to the kenetic energy applied on target lbf/in^2 (or "Joules" for the SI crowd). The most basic formula to show this that omits wind resistance, barometric pressure, coriolis, etc, is the forumla for kenetic energy

KE=1/2mv^2

Here we can see that the velocity of a projectile is four times as impactful in the equation for kenetic energy on target than the mass of the projectile. This is why for armor penetration, velocity is key. So, the lower velocity ammo that some pair with a suppressor to really reduce the dB (units of sound) of a gun shot can be interpreted as a reduction of "damage" that that bullet will do. Hints why most video games display the addition of a suppressor as reducing the gun's overall damage. Probably also to balance the advantages of a suppressor in game as well. 

Now, what if you say "fuck it" to the lower velocity ammo and just slap a suppressor on a gun? I've seen quite a few chronographs of normal ammunition being fired through a suppressor and they do note a 1%-3% increase in velocity on the round near the muzzle. It must be noted that this is within the margin of error for all the instruments. So, in real life, if you opt out of using "suppressed ammo" with a suppressor you obviously will not get greatly reduced sound suppression overall; however, you will get a statistically insignificant increase in projectile velocity.

@JunkeIma need the nerd emoji

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On 4/8/2024 at 10:47 PM, Fitz said:

Hotfix #1 

  • Process Truck Fixes
    • White lightning
    • Money printer
    • Giving decimals of items
  • Fixed a spot in the ocean where you could gather drugs 
  • Fixed MXMs needing master bh talents to use
  • NUHQ Office buildings are now able to be pinned @Bilbo Baggins
  • Bunch of ladders at Nikolais and NUHQ
    • Gates at Nikolai's not locked or being able to be driven through
  • Turf cooldown between activation extended to 30 minutes from 15
  • Fixed the drug cartel taking a cut of legal process truck actions
  • Cartels will now stay where I tell them

    Will take place next restart Is now live -Patato

We are aware of the trucks despawning, we will push this out as soon as we can.  Update with good-to-go to follow

type 115 .50 bw mags don't show up in rebel fyi

 

Edited by Farmer Steve
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My truck despawned while trying to do 1350 weed in a tempest. Shit fucking sucked. Also, I was 40% done with the drugs before someone tried to rob me. I go to see if it finished any drugs and it didn't. Why not make the truck process as the % goes up rather than only process it when it hits 100% and finishes. fucking sucks when you are almost done and someone rolls up on you and you gotta wait another 40 minutes

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2 hours ago, Rook1 said:

My truck despawned while trying to do 1350 weed in a tempest. Shit fucking sucked. Also, I was 40% done with the drugs before someone tried to rob me. I go to see if it finished any drugs and it didn't. Why not make the truck process as the % goes up rather than only process it when it hits 100% and finishes. fucking sucks when you are almost done and someone rolls up on you and you gotta wait another 40 minutes

The despawn is a bug which will be fixed hopefully tonight.  The rest is a balance of risk vs reward as with anything else. 

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On 4/10/2024 at 5:29 AM, Knight05 said:

Is it possible to get % values on the processor speed with the different vehicle types. Like actual value numbers outside of fast as fuck boiiiiii? Just for a gauge on if something is worth or not with the larger size vs risk?

I mean, you could learn it through trial and error instead of trying to min-max everything by having the data handed to you.

Fried Rice likes this
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On 4/11/2024 at 5:21 AM, Jr4life24 said:

I mean, you could learn it through trial and error instead of trying to min-max everything by having the data handed to you.

Ya why put actual data values in patch notes that is retarded who does that. It makes far more sense that someone "min-maxing" which I never even brought up would sit there and pull every single vehicle in game and sit there with a stop watch timing it to see the speed differences. Why mention the increased speed % from tempest via prestige coins or anything else for that matter in the game, let us all just figure it out on our own right that's the whole fun of it.  Another absolute banger from JRLIFE24. 
 

Edited by Knight05
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49 minutes ago, Knight05 said:

Ya why put actual data values in patch notes that is retarded who does that. It makes far more sense that someone "min-maxing" which I never even brought up would sit there and pull every single vehicle in game and sit there with a stop watch timing it to see the speed differences. Why mention the increased speed % from tempest via prestige coins or anything else for that matter in the game, let us all just figure it out on our own right that's the whole fun of it.  Another absolute banger from JRLIFE24. 
 

JRLIFE24 is retarded. I don't think hes touched civ in 10 years

Knight05 likes this
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Hotfix #2:

  • Processor trucks despawning whilst processing (Somehow still broken)
  • MXM mags not being at rebel
  • Not being able to craft mags for m320 and lynx
  • Being downed while using processing truck not doing anything 
  • Type 115 .50 cal rounds not being able to be bought on s1
  • NUHQ cop reqs moved to 8 and 14 from 7 and 10
  • Rebels are now compensated via gold bars for securing Nikolai’s from the cops
  • Battle-eye kick for certain scope
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28 minutes ago, Knight05 said:

 RIP national you had a good run.

Its already hard enough as is to get the 11 needed for vault. now no one is gonna want to do it.

also vehicle processor taking a cut is whack.

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48 minutes ago, Knight05 said:

 RIP national you had a good run.

Every time this event has been done its been a group of 20+ civs doing it.  This is supposed to be an endgame event, as I have said a hundred times about this event, stop comparing it to a bank, its not supposed to be easy, or done every day.  It is like an evidence, every once and a while, or when a large group can get together to do it.  Theres plenty of active cops who do it, every time I have seen it pop there has been 18+ cops online.  I didn't just pick a number out of a hat.  As applied to the previous times this event has been done there is no quantifiable difference

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Hotfix 3:

Fixed the following:

  • Minigun boats not being seizable
  • The sway coefficient resetting after dying (From Feb patch)
  • Sui vest bug
  • Drone spawns
  • New drones not taking money on buying
  • A bunch of ladders not working
  • Added van spot on NUHQ
  • Some markers for Nikolais
  • National Gate timer 5 -> 7.5 mins
  • Nikolais Civ Gate timer 5-> 7.5Mins
    • Cop vault timer 5 -> 10 mins

Reworked the Following: Prestiging

  • Changing the way that prestiging actually works on the back and front ends
    • After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault
    • With the token needed in your inventory, Decrypt the Drive at the laptop inside the vault
      • This will start a 15 seconds process to decrypt the vault
      • After completing this it will take your money, the token, and activate the tier rewards
      • You can only decrypt one token each event
        • You can drop them and give them to other people, but you cannot store them in a house or car.
  • We are doing this so there is additional functionality behind this system in the future.  This is being included in a hotfix to see how it goes before additonal implementation.
  • We are in no way attached to these numbers, if we need to spawn more then we'll spawn more.  Doing this to see how we need to change for the future
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28 minutes ago, Fitz said:

 

 

18 minutes ago, Fitz said:

After a successful Nikolai's/NUHQ robbery, 2 of each token will spawn on the ground inside the vault

 So 2 tokens of each tier drop? And people have to share. For example if 4 people needed tier 1 you would have to decide which two people get tier 1?

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On 4/10/2024 at 5:29 AM, Knight05 said:

Is it possible to get % values on the processor speed with the different vehicle types. Like actual value numbers outside of fast as fuck boiiiiii? Just for a gauge on if something is worth or not with the larger size vs risk?

Offroad -> Flatbed (Same as by hand)

Boxtruck -> Van Cargo (10% Faster)

Zamak Family (33% faster)

HMMT Family (42%faster)

Tempest Family (66% faster)

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  • Witz changed the title to Changelog April

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