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Changelog May


Fitz

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21 minutes ago, MoLu. said:

Every time you change the magazine, you lose one shuttle in the backpack  @Fitz

This is an arma bug, nothing we can do about it.  Hopefully they will get it fixed soon. Dont reload if the mag has 19 bullets

Hotfix #2

  • Fixed Athira Stash vehicle spawns
  • Fixed the timer on turfs and stash houses be fucky wucky
  • Added alternative routes to the Athira ATM roof
  • Oriented Croatian flag the right way
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24 minutes ago, Fitz said:

This is an arma bug, nothing we can do about it.  Hopefully they will get it fixed soon. Dont reload if the mag has 19 bullets

Hotfix #2

  • Fixed Athira Stash vehicle spawns
  • Fixed the timer on turfs and stash houses be fucky wucky
  • Added alternative routes to the Athira ATM roof
  • Oriented Croatian flag the right way
  • Added Spar 16S to rebel shop (Bi-Pod has been removed)

 

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Hotfix #3

  • Fixed stash house radius on spawning in houses 
  • Fixed Wongs Triad making up numbers for payment
  • Cartels will only be eligible to receive the one time capture payout every 20 minutes, and only if the cartel was captured for 100% of the upcap
    • It must be capped from at least 0% to be eligible, it will also tell you at this point whether or not you are eligible.
    • It must have been 20 minutes since the last payout to be eligible for payout. (It must have been >10 minutes since the cartel was last captured when you start for a 100% capture
    •  
  • Removed the animation from the process truck
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3 hours ago, Fitz said:

Hotfix #3

  • Fixed stash house radius on spawning in houses 
  • Fixed Wongs Triad making up numbers for payment
  • Cartels will only be eligible to receive the one time capture payout every 20 minutes, and only if the cartel was captured for 100% of the upcap
    • It must be capped from at least 0% to be eligible, it will also tell you at this point whether or not you are eligible.
    • It must have been 20 minutes since the last payout to be eligible for payout
  • Removed the animation from the process truck

This topic needs clarification. 

A cartel is captured to 100% and pays out gang A.

Gang B approaches the capture point 5 minutes after gang A's full capture, and captures it down from gang A's 100% into Gang B's 100%

Should Gang B get a payout for this?

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9 minutes ago, NotMike said:

This topic needs clarification. 

A cartel is captured to 100% and pays out gang A.

Gang B approaches the capture point 5 minutes after gang A's full capture, and captures it down from gang A's 100% into Gang B's 100%

Should Gang B get a payout for this?

Isn’t there a 15 minute cooldown after a cartel is captured to 100%

Edited by 王 rando 王
N
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1 hour ago, 王 rando 王 said:

Isn’t there a 15 minute cooldown after a cartel is captured to 100%

There is currently only a cooldown on drug cartel.

3 hours ago, Fitz said:

Hotfix #3

  • Fixed stash house radius on spawning in houses 
  • Fixed Wongs Triad making up numbers for payment
  • Cartels will only be eligible to receive the one time capture payout every 20 minutes, and only if the cartel was captured for 100% of the upcap
    • It must be capped from at least 0% to be eligible, it will also tell you at this point whether or not you are eligible.
    • It must have been 20 minutes since the last payout to be eligible for payout. (It must have been >10 minutes since the cartel was last captured when you start for a 100% capture
    •  
  • Removed the animation from the process truck

 

3 hours ago, Fitz said:

(It must have been >10 minutes since the cartel was last captured when you start for a 100% capture

If a cartel is immidiately contested after capture, and is being fought over and constantly contested to a point that the time it takes to captrue the cartel is, say 30 minutes, is there still a bonus even though the cartel was captured at 100% for less than 10?

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5 hours ago, Fitz said:

Hotfix #3

  • Fixed stash house radius on spawning in houses 
  • Fixed Wongs Triad making up numbers for payment
  • Cartels will only be eligible to receive the one time capture payout every 20 minutes, and only if the cartel was captured for 100% of the upcap
    • It must be capped from at least 0% to be eligible, it will also tell you at this point whether or not you are eligible.
    • It must have been 20 minutes since the last payout to be eligible for payout. (It must have been >10 minutes since the cartel was last captured when you start for a 100% capture
    •  
  • Removed the animation from the process truck

andddd we killed cartel life again

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33 minutes ago, Chris Peacock said:

andddd we killed cartel life again

I spent 5 hours today clawing back exploited money, what changes would you suggest?

15 minutes ago, Jade Darkstar said:

Can we fix the STASH HOUSEs taking up TURF Limit, please?

IMO, those should have their own class....

Sure

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14 hours ago, Fitz said:

I spent 5 hours today clawing back exploited money, what changes would you suggest?

Give money per percent on cap. So if we upcap it 50% we get less money than if we were to down cap it and up cap again. This would stop people from exploiting tons of money and still not basically give a cooldown to the cartels 

Maybe 1k per % up and down

This could be a lot harder but you could make the money given to you based on the amount of players that are online in the gang you are taking it from. If you are upcapping your own cap keep it a base price (~1k per percent) but if u are down capping from a gang with more people you could give more $ per percent and less money for less people per percent. This would make it to where if you are gonna recap a cartel you are 100% gonna get atleast 100k if you fully do it

Edited by Chris Peacock
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12 minutes ago, Chris Peacock said:

Give money per percent on cap. So if we upcap it 50% we get less money than if we were to down cap it and up cap again. This would stop people from exploiting tons of money and still not basically give a cooldown to the cartels 

Maybe 1k per % up and down

This could be a lot harder but you could make the money given to you based on the amount of players that are online in the gang you are taking it from. If you are uncapping your own cap keep it a base price but if u are down capping from a gang with more people you could give more $ per percent and less money for less people per percent

If we’re starting a discussion on the aspects of Player v. Player combat within the confines of the Asylum gameserver, we must begin with the cartels. There is a HUGE section of the map dedicated entirely to combat and roleplay-less engagements. Cops seldom patrol this desolate wasteland and new players largely consider it a death sentence to simply enter the Warzone Island or the Drug Peninsula.

However, I’m sure the uninitiated would be surprised to learn that this area of the map is mostly un-populated, as cartels are only truly fought over when two large groups/gangs are online, a group wants to hold drug for the processing bonus, or the Chinese/Dragons group is 12 manning the caps at 0200 in the morning.

Cartels are easily in one of the worst transitionary periods ever seen by this server. When compared to the Olympus cartel system, they come off as a relic of an older, slower time when fights weren’t so fast-paced and the 20 minute cap timer was something of a necessity. With the removal of the cap cooldowns, there is honestly no reason that after a single fight that a group of 4-6 players should be forced to idle on a cap for 16~ minutes, browsing TikTok, waiting for the 100% to pop so they can entertain themselves elsewhere.

Additionally, we all know that the payout system newly implemented has players scrambling to sit on caps to secure the 150,000 that comes with it, however I’d say that I’ve noticed a distinct lack of fighting, even with these new incentives added. In my opinion, an easy fix is a slight buff to the tax the cartels take from various money-making methods to incentivize gangs to set up “pay out” systems and reward newer or poorer gangs for contributing to the fighting environment. Alongside my previous suggestion to lower the cap timer for faster-moving fights and generally less boredom on the cartels.

These ideas combined with Chris Peacock's PERCENTAGE based pay-out system instead of a cooldown (effectively a re-implementation of the cap cooldown) might help to re-vitalize the cartel fighting environment.

 

Chris Peacock likes this
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3 hours ago, Ruffian said:

If we’re starting a discussion on the aspects of Player v. Player combat within the confines of the Asylum gameserver, we must begin with the cartels. There is a HUGE section of the map dedicated entirely to combat and roleplay-less engagements. Cops seldom patrol this desolate wasteland and new players largely consider it a death sentence to simply enter the Warzone Island or the Drug Peninsula.

However, I’m sure the uninitiated would be surprised to learn that this area of the map is mostly un-populated, as cartels are only truly fought over when two large groups/gangs are online, a group wants to hold drug for the processing bonus, or the Chinese/Dragons group is 12 manning the caps at 0200 in the morning.

Cartels are easily in one of the worst transitionary periods ever seen by this server. When compared to the Olympus cartel system, they come off as a relic of an older, slower time when fights weren’t so fast-paced and the 20 minute cap timer was something of a necessity. With the removal of the cap cooldowns, there is honestly no reason that after a single fight that a group of 4-6 players should be forced to idle on a cap for 16~ minutes, browsing TikTok, waiting for the 100% to pop so they can entertain themselves elsewhere.

Additionally, we all know that the payout system newly implemented has players scrambling to sit on caps to secure the 150,000 that comes with it, however I’d say that I’ve noticed a distinct lack of fighting, even with these new incentives added. In my opinion, an easy fix is a slight buff to the tax the cartels take from various money-making methods to incentivize gangs to set up “pay out” systems and reward newer or poorer gangs for contributing to the fighting environment. Alongside my previous suggestion to lower the cap timer for faster-moving fights and generally less boredom on the cartels.

These ideas combined with Chris Peacock's PERCENTAGE based pay-out system instead of a cooldown (effectively a re-implementation of the cap cooldown) might help to re-vitalize the cartel fighting environment.

 

Yeah I read this whole thing and have no idea what you’re suggesting about 

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35 minutes ago, Fitz said:

Rework #1:

In preparation of the community meeting this weekend, I wanted to take into account some of the feedback and some of the issues regarding some of the cartel features and push a more in-depth rework that is more in line with what our long-term thoughts are.  This is to be to gather feedback for Sunday and fix some stuff still within the patch window.

Cartel Rework:

  • Cartel bonus payouts are now based on % of total that you have capped up
    • If you start at 0% and cap all the way through you will receive maximum payout relative to the # of players online
    • If you get wiped and start capping again at let's, say 40% down it will reset, and you will only be eligible for 40% down -> 100% up
  • These bonus payouts are still tied to the number of players online, with the maximum possible payout being when there are 65 civilians (not within your gang) online.
  • Cartel Timers are now based on the number of people within the area
    • # of players = 1: 20 minutes total
    • # of players >= 2 : ~15 minutes total
    • # of players > 4 : ~10 minutes total
    • The speed will change accordingly with how many people are in the zone, if you ping pong in and out, you will not gain the same speed, so these numbers are theoretical when fighting/death is brought into account

Just to understand this properly. Let’s say I push a cartel with my gang and contest it as they are upcapping from 40% but we get wiped and we repush and win when they are at 80% we will only get paid out from our original 40% push?

Or is that only if we win the first push and get it to 40% to begin with 

Edited by Chris Peacock
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3 hours ago, Fried Rice said:

I know I'm being picky, can we remove the first like 30 seconds of nothing happening when you first get in the chair? There's a ton of time sitting in the chair before the actual execution happens.

Or just have it fuxking kill you. Idk why we need a pointless animation to begin with. Same with the goat fort/boat. Make it optional

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Regarding bank delivery missions: What is the difference between Gas station pickup job and Stash house pickup job? It seems strange to me that you earn more money doing the legal route than the illegal one, increasing the risks involved in getting into RDM free zones.

 

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7 hours ago, XaXa96 said:

Regarding bank delivery missions: What is the difference between Gas station pickup job and Stash house pickup job? It seems strange to me that you earn more money doing the legal route than the illegal one, increasing the risks involved in getting into RDM free zones.

 

It’s a per kilometer based payout, the stash houses are all closer to cities hence less distance.  In a time/distance perspective you make about 2x for the illegal one

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