Jump to content

Server changes


Recommended Posts

Suggestions by me & aslan

Monetary Cap:

  • Establish a cap at a specified amount, with server price adjustments based on this amount.

Gang Bank Cap:

  • Set a cap at a specified amount, which will increase proportionally with the number of members, up to a maximum of X amount.

Group Cap:

  • Limited to 8-10 members. (start with 8 and adjust if population starts increasing)

House Cap:

  • Players are permitted a maximum of 2 houses each, including garages.

Economic Balance:

  • There are currently excessive opportunities to generate income through various runs.

Drug Policy:

  • Retain: Marijuana, heroin, cocaine, methamphetamine, spirit, uranium and the purification factory. Allow processing of every drug once more at the purification facility, rotating the factory across all drugs.
  • Remove: Fungi, LSD, PCP, and tobacco.
  • Territory Management: Turf areas may require significant improvement (maybe bring back the cheaper loadouts from owning 2 of these)

Boat Rebel Location:

  • The location should be stationary outside the prison; other locations should be removed or at least the Sofia location should be reconsidered.

Federal Events:

  • Remove the excess events such as mental, APD National, and Nicolais. Implement a 30-minute cooldown period for the remaining events, but only 10-minute cooldown for gas marts.

Cartels:

  • Retain key locations such as OG, East Arms (with necessary adjustments), Church, Drug Tower, and Drug House. Remove other locations and relocate oil cartel to a more accessible area for crafters. Maintain three cartels with five rotating locations, excluding the oil cartel.

Prestige and Weapons:

  • Eliminate the prestige system and all overpowered weapons and attachments. Restrict Zafir, MAR-10, and silencers to Blackwater only with very limited availability and a small chance of spawning in an airdrop.

Rebel Outpost:

  • Maybe consider adding restocking guns, more clothing options, and potentially setting a donation goal for armor stacking. Introduce an invisible backpack.

Stash Houses:

  • Remove the new stash houses and retain the old ones that can be robbed.

Drug Dealers:

  • Keep drug dealers in towns to maintain the associated risk.

Law Enforcement:

 

  • Update rules regarding Ifrit usage.
  • Address the issue of having an excessive number of higher-ranking officers.
  • Consider implementing a parole system.
  • Introduce a limit on the ratio of civilians to police officers.
  • Review policies on lethal payouts.
  • Establish new rules for the deployment of police drones.
  • Remove the armed boat or replace it with a version without a covered gunner position, if such a version exists.
  • Prohibit police officers from deploying spike strips from moving vehicles.

 

Explanation:

 

I feel like money is the primary issue on this server. The introduction of domination has significantly inflated the economy, making most players extremely wealthy. While there have always been individuals with substantial wealth, it's never been at this level before. This situation leads to careless gameplay and leaves players with little to do other than spoil the fun for others, especially newcomers.

Even when the server had 100 players online, it's a struggle to find people anywhere outside of Athira. I believe to inject more vitality into the server, players need to engage in activities such as runs, player robbery, federal event heists, or cartel conflicts. The majority of players should be out and about, creating scenarios, rather than idling in towns and engaging in trolling.

Implementing a money cap would compel players to diversify their activities since they wouldn't be financially secure for life anymore. They would need to earn money to sustain their preferred activities, whether it's trolling in towns, engaging in combat, or participating in criminal activities like robbing, turf wars, or cartel operations.

Encouraging players to run drugs could also revitalize cartel activities, making the struggle for control more worthwhile. Regardless of personal opinions on cartels, it's always been a significant and popular aspect of the server. Introducing new gangs through this mechanism could significantly boost server population and potentially attract even more players.

Furthermore, law enforcement appears to be disproportionately powerful due to their weaponry and high-ranking officers. This issue stems from the low player base and the need to counter large civilian groups. Addressing these aspects is essential for the proposed changes to work optimally.

I disagree with the notion that players don't want to grind for money in an older game. Instead, I believe they're disinclined to grind when others are financially set. It becomes incredibly challenging for new players to establish themselves when existing players are already financially independent.

Ultimately, what's the point of playing on a server where you already have everything? The true enjoyment lies in the journey toward success, not just the destination.

salty.connor, Kawaii, Rake and 22 others like this
Link to comment
5 minutes ago, Oskarr said:

House Cap:

  • Players are permitted a maximum of 2 houses each, including garages.

This, but three and put more inventory space in each house.
1c - 1500
2c - 2750
3c - 4000
Shed - 5000
Garage 750

7 minutes ago, Oskarr said:

Stash Houses:

  • Remove the new stash houses and retain the old ones that can be robbed.

Or keep them and add the ability for them to passively generate loot while you are in control of the area.

8 minutes ago, Oskarr said:

Review policies on lethal payouts.

Id love to see the 1:10 chance or 1:25 chance that you get a payout for lethaling.

 

Other police rules that you want changed are L's IMO.

BlackShot likes this
Link to comment
59 minutes ago, zdeat said:

This, but three and put more inventory space in each house.
1c - 1500
2c - 2750
3c - 4000
Shed - 5000
Garage 750

Or keep them and add the ability for them to passively generate loot while you are in control of the area.

Id love to see the 1:10 chance or 1:25 chance that you get a payout for lethaling.

 

Other police rules that you want changed are L's IMO.

feel like the cop changes are necessary or the 8 man grp is gonna fight 16 cops in 16 ifrits with 16 mk1s

Silver-Spy and ł S4M ł like this
Link to comment
17 minutes ago, Oskarr said:

feel like the cop changes are necessary or the 8 man grp is gonna fight 16 cops in 16 ifrits with 16 mk1s

If it actually was 16 ifrits and 16 mks im all for it but it’s rare that we use MKs now since we got silencers. And when we do pull Frits, at least when I’m around, I’m stacking everyone inside or in 2.

And how would you change some of the other police rules? 
 

shouldn’t say it’s rare, they aren’t used as much is more appropriate.

Edited by zdeat
Link to comment
4 minutes ago, zdeat said:

If it actually was 16 ifrits and 16 mks im all for it but it’s rare that we use MKs now since we got silencers. And when we do pull Frits, at least when I’m around, I’m stacking everyone inside or in 2.

And how would you change some of the other police rules? 

i feel like the spike strip one should be self explanatory

Ifrits idk i dont make the rules but if pulled should be forced to have a minimum of 3 officers inside or something, every time i have been at these events there have been 8-9 ifrits with majority mk1 cops and not more than 12 cops split across these. That is fine when the civs are in a group of 45, but a smaller grp of 8+ even experienced will have a slim chance to compete.

Drone one im not sure how it is now, but when i last was doing runs long time ago it was abused like crazy camping us with thermals and i believe its still in the game just not being used alot due to pop

the cop to civ ratio is for extreme situations (early morning 20-30 pop there shouldnt be more than 5-6 cops at max)

 

 

Link to comment

Cops lose 90% of fed events when the numbers are close to even (if the players are somewhat skilled) it’s hard to make a rule that balances the use of ifrits especially when there are so few cops that can pull them. Idk how you can say that some groups are eligible for an ifrit pull because they are more skilled while others arent

zdeat likes this
Link to comment
2 minutes ago, Chris Peacock said:

Cops lose 90% of fed events when the numbers are close to even (if the players are somewhat skilled) it’s hard to make a rule that balances the use of ifrits especially when there are so few cops that can pull them. Idk how you can say that some groups are eligible for an ifrit pull because they are more skilled while others arent

I dont think it would be that hard with some common sense, if grp cap is 8 you wont need more than 2 maybe 3 ifrits for a full grp. i dont understand what u mean by what u said last

Fried Rice likes this
Link to comment
Just now, Oskarr said:

feel like the spike strip one should be self explanatory

I see your argument from the RP side of things but what are you going to do if someone uses them while moving? Ban them for a day? Give them points on cop? That’s my argument for half the rule changes, are we going to either ban or point someone for doing this? Just my opinion on it, but I still see your argument for them.

3 minutes ago, Oskarr said:

Ifrits idk i dont make the rules but if pulled should be forced to have a minimum of 3 officers inside or something, every time i have been at these events there have been 8-9 ifrits with majority mk1 cops and not more than 12 cops split across these. That is fine when the civs are in a group of 45, but a smaller grp of 8+ even experienced will have a slim chance to compete.

I don’t even have an argument against it tbh. I try to put as many in a frit as possible before leaving but I can’t speak for anyone else. Sometimes it’s difficult do put a bunch in because you’re the only one that died and you wanna get back in an armored vehicle. 🤷‍♂️
But also times have changed rebels aren’t like they were back in the day, I can push 3-5 deep in a frit and still get wiped. 
 

5 minutes ago, Oskarr said:

Drone one im not sure how it is now, but when i last was doing runs long time ago it was abused like crazy camping us with thermals and i believe its still in the game just not being used alot due to pop

 

Current drone policy is something along the lines of:
Cannot patrol illegal areas unless ground units are present or you are in that area, IE you can’t camp drug fields anymore with them. 
One active drone per Sgt+.

https://gaming-asylum.fandom.com/wiki/Rank_Guide 

8 minutes ago, Oskarr said:

the cop to civ ratio is for extreme situations (early morning 20-30 pop there shouldnt be more than 5-6 cops at max)

It’s 7 at any time, and a 3.5:1 ratio after that. And I wouldn’t ( at this time ) limit too much on who can get on to play. If it’s that time of the morning and civ ratio is off, I don’t wanna get on civ, I just want to play cop.

2 minutes ago, Oskarr said:

dont think it would be that hard with some common sense, if grp cap is 8 you wont need more than 2 maybe 3 ifrits for a full grp. i dont understand what u mean by what u said last

And we already use our common sense when pulling them, we don’t want to fuck over new guys or returning guys that are washed by pulling 10 Frits yanno?

Link to comment
9 minutes ago, zdeat said:


 

 

Quote

I see your argument from the RP side of things but what are you going to do if someone uses them while moving? Ban them for a day? Give them points on cop? That’s my argument for half the rule changes, are we going to either ban or point someone for doing this? Just my opinion on it, but I still see your argument for them.

make them only useable on foot

Quote

I don’t even have an argument against it tbh. I try to put as many in a frit as possible before leaving but I can’t speak for anyone else. Sometimes it’s difficult do put a bunch in because you’re the only one that died and you wanna get back in an armored vehicle. 🤷‍♂️
But also times have changed rebels aren’t like they were back in the day, I can push 3-5 deep in a frit and still get wiped. 

but what u want and what u should are 2 different things, if civs happen to kill the one guy that can pull ifrits first should he just pull another?  or should he get back to the one/ones he already pulled? If the ifrit is wiped/lost then by all means stack up and pull another, getting ripped is a part of driving ifrits 

Quote

 

Current drone policy is something along the lines of:
Cannot patrol illegal areas unless ground units are present or you are in that area, IE you can’t camp drug fields anymore with them. 
One active drone per Sgt+.

https://gaming-asylum.fandom.com/wiki/Rank_Guide 

 

yea would have to play against that to understand how it is

Quote

 

It’s 7 at any time, and a 3.5:1 ratio after that. And I wouldn’t ( at this time ) limit too much on who can get on to play. If it’s that time of the morning and civ ratio is off, I don’t wanna get on civ, I just want to play cop.

And we already use our common sense when pulling them, we don’t want to fuck over new guys or returning guys that are washed by pulling 10 Frits yanno?

 

I cant agree with that, i done enough events and it doesnt matter i we are 2 or 5. we try to do a bank (which we obv shouldnt win cause our numbers) against 8-11 cops but still there are a minimum of 5 ifrits coming at us https://gyazo.com/3dc85907fa09e9f8c89bd0cf47be3752 +2 more coming over the hill

 

Link to comment
1 hour ago, Chris Peacock said:

Cops lose 90% of fed events when the numbers are close to even (if the players are somewhat skilled) it’s hard to make a rule that balances the use of ifrits especially when there are so few cops that can pull them. Idk how you can say that some groups are eligible for an ifrit pull because they are more skilled while others arent

I remember when @Rogue said cop ifrits will be pulled when extremely out numbered. Now every cop is in one even when its a 10v5 in the favor of the cops. 

Silver-Spy, Aslan and John Lemmon like this
Link to comment
1 hour ago, Oskarr said:

yea would have to play against that to understand how it is

You either get the darter drone pulled against you and you wont ever know its there, or youll get the Lt heli drone pulled that sits 1000m in the air. But i havent been seeing them used in a while since the hype for them died down. Realistically ive had better luck in using them in cities, if a rebel has a mk on them but stores it in the trunk of the car when i stop him i can yank it out. Other than that, i personally havent seen them a lot.

1 hour ago, Oskarr said:

make them only useable on foot

Like hard coded? Im down to try it out, but the issue is, what if its just a constable chasing a frit. They dont really have armor and 556 is ass against the wheels unless you throw 150+ rounds at them. Using a spike is their best bet tbh only makes it harder if its on foot.

Dont forget you used to be able to spike from helis lol

Edited by zdeat
Link to comment
1 hour ago, zdeat said:

You either get the darter drone pulled against you and you wont ever know its there, or youll get the Lt heli drone pulled that sits 1000m in the air. But i havent been seeing them used in a while since the hype for them died down. Realistically ive had better luck in using them in cities, if a rebel has a mk on them but stores it in the trunk of the car when i stop him i can yank it out. Other than that, i personally havent seen them a lot.

Dont forget you used to be able to spike from helis lol

Quote

Like hard coded? Im down to try it out, but the issue is, what if its just a constable chasing a frit. They dont really have armor and 556 is ass against the wheels unless you throw 150+ rounds at them. Using a spike is their best bet tbh only makes it harder if its on foot.

idk anything about coding but isnt there already Y inventory only useable on foot? I also dont think a single constable should have an advantage on an ifrit, he should only really win if the ifrit is retarded tbh its not a fair fight

Aslan likes this
Link to comment

The vast majority of the time cops are in a hatchback or some squishy vehicle. If you are chasing an ifrit that can off road much easier spikes are mandatory to stand a chance at stopping them and even then its extremely difficult because you hit 1 thing and you are out of the fight. You can't make the argument to go back to HQ to pull something else because then you lose the suspect. I think spike strips are necessary and not as easy currently as you think.

As for feds I think all feds should be hard capped depending on scale of the fed. I get people want fights and to play with their friends but if its 12 vs 4 civ favored cops will instantly log off. If its 12 cops (usually most higher ups) who steam roll a bank in frits with silenced guns that shit on everyone the civs will rage quit as well. If it was locked in at a max of say 8v8 for jewelry then it would be more fun. It would also free up other cops who don't want to do a fed at that particular time to still patrol and not be forced which would keep them from logging  out after while maintaining police on the island elsewhere. The main issue there is I don't know how you implement or enforce something like that.

As for cops pulling ifrits I also agree there are many times too much armor is pulled for a fed. I've see many gas marts with 3 civs just memeing and like 8 cops will roll up in in 4-5 ifrits for a GAS MART.  Outside of initial swat vehicles I think cops should be required to roll up in hatchbacks personally for the first 1-2 pushes to guage the strength of the group and situation before any armor is pulled and only when/if cops are being decimated should they start pulling armor/ifrits and even then it should be limited to at MAX 2 ifrits per push outside of large scale end game feds like lockup.

Drones are a non issue and not a problem as they are currently used.

Housing 2 is not enough. I think it should be 3 houses 1 shed 2 garages personally.  1 house for mats for your drug/money making of choice, 1 for puri, 1 for kits/rebel/skip, shed can be used as a filler for whatever cartels, crafting, 2nd drug to farm etc. Garages just fillers in between for kits/cars. To compensate they should increase the physical by 500 and increase the virtual to 5-6k IMO which would turn houses into multi role houses versus only having storage to focus on 1 thing.

I also think the new stash house things need to go away. They should just stick with the turfs they already had and essentially transform them into what the new stash houses are now. 30 min timer, and the NPC have full rebel options. If they are worried about balance or people just stocking houses at turfs without risk then they could just make it so you get full rebel benefits but at increased cost. Say 5-10% more for purchases.

I agree with invis backpacks this has always annoyed me especially from a pvp aspect.

I don't think tobacco should be removed but I agree with the rest.

I personally think nikolai's is fun but need a design rework to remove all the stupid impassable fences etc. National I agree should just be deleted at this point. Mental I always found to be a fun and great fed so not sure why people want it gone tbh. I think jewelry is fun also but being forced to go african versus a rebel like all the other feds ruins it both from an APD and civ camping side.

Link to comment
Posted (edited)
27 minutes ago, Knight05 said:

The vast majority of the time cops are in a hatchback or some squishy vehicle. If you are chasing an ifrit that can off road much easier spikes are mandatory to stand a chance at stopping them and even then its extremely difficult because you hit 1 thing and you are out of the fight. You can't make the argument to go back to HQ to pull something else because then you lose the suspect. I think spike strips are necessary and not as easy currently as you think.

As for feds I think all feds should be hard capped depending on scale of the fed. I get people want fights and to play with their friends but if its 12 vs 4 civ favored cops will instantly log off. If its 12 cops (usually most higher ups) who steam roll a bank in frits with silenced guns that shit on everyone the civs will rage quit as well. If it was locked in at a max of say 8v8 for jewelry then it would be more fun. It would also free up other cops who don't want to do a fed at that particular time to still patrol and not be forced which would keep them from logging  out after while maintaining police on the island elsewhere. The main issue there is I don't know how you implement or enforce something like that.

As for cops pulling ifrits I also agree there are many times too much armor is pulled for a fed. I've see many gas marts with 3 civs just memeing and like 8 cops will roll up in in 4-5 ifrits for a GAS MART.  Outside of initial swat vehicles I think cops should be required to roll up in hatchbacks personally for the first 1-2 pushes to guage the strength of the group and situation before any armor is pulled and only when/if cops are being decimated should they start pulling armor/ifrits and even then it should be limited to at MAX 2 ifrits per push outside of large scale end game feds like lockup.

Drones are a non issue and not a problem as they are currently used.

Housing 2 is not enough. I think it should be 3 houses 1 shed 2 garages personally.  1 house for mats for your drug/money making of choice, 1 for puri, 1 for kits/rebel/skip, shed can be used as a filler for whatever cartels, crafting, 2nd drug to farm etc. Garages just fillers in between for kits/cars. To compensate they should increase the physical by 500 and increase the virtual to 5-6k IMO which would turn houses into multi role houses versus only having storage to focus on 1 thing.

I also think the new stash house things need to go away. They should just stick with the turfs they already had and essentially transform them into what the new stash houses are now. 30 min timer, and the NPC have full rebel options. If they are worried about balance or people just stocking houses at turfs without risk then they could just make it so you get full rebel benefits but at increased cost. Say 5-10% more for purchases.

I agree with invis backpacks this has always annoyed me especially from a pvp aspect.

I don't think tobacco should be removed but I agree with the rest.

I personally think nikolai's is fun but need a design rework to remove all the stupid impassable fences etc. National I agree should just be deleted at this point. Mental I always found to be a fun and great fed so not sure why people want it gone tbh. I think jewelry is fun also but being forced to go african versus a rebel like all the other feds ruins it both from an APD and civ camping side.

The cop stuff is all meant for IF the grp and money cap gets put it, has nothing to do with how its played rn. drones are not a problem now but if this would work i can see them get abused again as civs try to make money. Its all meant to be a somewhat counter, long time since this server was played properly. u wont know, what has been added recently might not be an issue now but could be literally retarded if the server started being played.

2 cops with 1 working brain togetjer can easily take down an ifrit with mx or whatever they have added if there is more ifrits then u are simply outgunned and should not get compensated with broken stuff for that which will be used when u are not outgunned.

Most of the feds and drug runs are fine i just want them removed cause its way too many ways to make money for this low of a population, 20 civs online and there is 16 ways to make money. Game will look like its singleplayer. bring back herion, coke and meth

3 houses 1 shed and 2 garages WITH increased storage is nuts. I wanted them lowerd so all players gets a chance to own but u now want it to go from 5 to 6 ownable

Pick one drug and use both ur house slots on that one, its enough especially if there is a moneycap.

Server needs a change as its clearly not working rn, clean up the map and add stuff back later if pop starts growing.

Edited by Oskarr
John Lemmon and Matttt like this
Link to comment
6 hours ago, Oskarr said:

Suggestions by me & aslan

Monetary Cap:

  • Establish a cap at a specified amount, with server price adjustments based on this amount.

Gang Bank Cap:

  • Set a cap at a specified amount, which will increase proportionally with the number of members, up to a maximum of X amount.

Group Cap:

  • Limited to 8-10 members. (start with 8 and adjust if population starts increasing)

House Cap:

  • Players are permitted a maximum of 2 houses each, including garages.

Economic Balance:

  • There are currently excessive opportunities to generate income through various runs.

Drug Policy:

  • Retain: Marijuana, heroin, cocaine, methamphetamine, spirit, uranium and the purification factory. Allow processing of every drug once more at the purification facility, rotating the factory across all drugs.
  • Remove: Fungi, LSD, PCP, and tobacco.
  • Territory Management: Turf areas may require significant improvement (maybe bring back the cheaper loadouts from owning 2 of these)

Boat Rebel Location:

  • The location should be stationary outside the prison; other locations should be removed or at least the Sofia location should be reconsidered.

Federal Events:

  • Remove the excess events such as mental, APD National, and Nicolais. Implement a 30-minute cooldown period for the remaining events, but only 10-minute cooldown for gas marts.

Cartels:

  • Retain key locations such as OG, East Arms (with necessary adjustments), Church, Drug Tower, and Drug House. Remove other locations and relocate oil cartel to a more accessible area for crafters. Maintain three cartels with five rotating locations, excluding the oil cartel.

Prestige and Weapons:

  • Eliminate the prestige system and all overpowered weapons and attachments. Restrict Zafir, MAR-10, and silencers to Blackwater only with very limited availability and a small chance of spawning in an airdrop.

Rebel Outpost:

  • Maybe consider adding restocking guns, more clothing options, and potentially setting a donation goal for armor stacking. Introduce an invisible backpack.

Stash Houses:

  • Remove the new stash houses and retain the old ones that can be robbed.

Drug Dealers:

  • Keep drug dealers in towns to maintain the associated risk.

Law Enforcement:

 

  • Update rules regarding Ifrit usage.
  • Address the issue of having an excessive number of higher-ranking officers.
  • Consider implementing a parole system.
  • Introduce a limit on the ratio of civilians to police officers.
  • Review policies on lethal payouts.
  • Establish new rules for the deployment of police drones.
  • Remove the armed boat or replace it with a version without a covered gunner position, if such a version exists.
  • Prohibit police officers from deploying spike strips from moving vehicles.

 

Explanation:

 

I feel like money is the primary issue on this server. The introduction of domination has significantly inflated the economy, making most players extremely wealthy. While there have always been individuals with substantial wealth, it's never been at this level before. This situation leads to careless gameplay and leaves players with little to do other than spoil the fun for others, especially newcomers.

Even when the server had 100 players online, it's a struggle to find people anywhere outside of Athira. I believe to inject more vitality into the server, players need to engage in activities such as runs, player robbery, federal event heists, or cartel conflicts. The majority of players should be out and about, creating scenarios, rather than idling in towns and engaging in trolling.

Implementing a money cap would compel players to diversify their activities since they wouldn't be financially secure for life anymore. They would need to earn money to sustain their preferred activities, whether it's trolling in towns, engaging in combat, or participating in criminal activities like robbing, turf wars, or cartel operations.

Encouraging players to run drugs could also revitalize cartel activities, making the struggle for control more worthwhile. Regardless of personal opinions on cartels, it's always been a significant and popular aspect of the server. Introducing new gangs through this mechanism could significantly boost server population and potentially attract even more players.

Furthermore, law enforcement appears to be disproportionately powerful due to their weaponry and high-ranking officers. This issue stems from the low player base and the need to counter large civilian groups. Addressing these aspects is essential for the proposed changes to work optimally.

I disagree with the notion that players don't want to grind for money in an older game. Instead, I believe they're disinclined to grind when others are financially set. It becomes incredibly challenging for new players to establish themselves when existing players are already financially independent.

Ultimately, what's the point of playing on a server where you already have everything? The true enjoyment lies in the journey toward success, not just the destination.

Great post, copied 75% of what I put on the other one but that's okay I'll allow it since you're OG instinct.

OLL13 and da1 like this
Link to comment
5 hours ago, salty.connor said:

I remember when @Rogue said cop ifrits will be pulled when extremely out numbered. Now every cop is in one even when its a 10v5 in the favor of the cops. 

I think part of doing fed events is knowing how many cops are on and what they can pull.  People aren’t meant to win a 5v10 

Also frankly idgaf what rogue says. Bro has vanished off the server and clearly doesn’t gaf about it. It was an investment that didn’t pay off and probably never will because nobody is gonna wanna play asylum in arma 4 over oly. He’s probably the worst owner in asylums history when it comes to interaction with his players and communication 

Edited by Chris Peacock
Link to comment
9 hours ago, zdeat said:

This, but three and put more inventory space in each house.
1c - 1500
2c - 2750
3c - 4000
Shed - 5000
Garage 750

Or keep them and add the ability for them to passively generate loot while you are in control of the area.

Id love to see the 1:10 chance or 1:25 chance that you get a payout for lethaling.

 

Other police rules that you want changed are L's IMO.

Stfu retard

4 hours ago, Knight05 said:

The vast majority of the time cops are in a hatchback or some squishy vehicle. If you are chasing an ifrit that can off road much easier spikes are mandatory to stand a chance at stopping them and even then its extremely difficult because you hit 1 thing and you are out of the fight. You can't make the argument to go back to HQ to pull something else because then you lose the suspect. I think spike strips are necessary and not as easy currently as you think.

As for feds I think all feds should be hard capped depending on scale of the fed. I get people want fights and to play with their friends but if its 12 vs 4 civ favored cops will instantly log off. If its 12 cops (usually most higher ups) who steam roll a bank in frits with silenced guns that shit on everyone the civs will rage quit as well. If it was locked in at a max of say 8v8 for jewelry then it would be more fun. It would also free up other cops who don't want to do a fed at that particular time to still patrol and not be forced which would keep them from logging  out after while maintaining police on the island elsewhere. The main issue there is I don't know how you implement or enforce something like that.

As for cops pulling ifrits I also agree there are many times too much armor is pulled for a fed. I've see many gas marts with 3 civs just memeing and like 8 cops will roll up in in 4-5 ifrits for a GAS MART.  Outside of initial swat vehicles I think cops should be required to roll up in hatchbacks personally for the first 1-2 pushes to guage the strength of the group and situation before any armor is pulled and only when/if cops are being decimated should they start pulling armor/ifrits and even then it should be limited to at MAX 2 ifrits per push outside of large scale end game feds like lockup.

Drones are a non issue and not a problem as they are currently used.

Housing 2 is not enough. I think it should be 3 houses 1 shed 2 garages personally.  1 house for mats for your drug/money making of choice, 1 for puri, 1 for kits/rebel/skip, shed can be used as a filler for whatever cartels, crafting, 2nd drug to farm etc. Garages just fillers in between for kits/cars. To compensate they should increase the physical by 500 and increase the virtual to 5-6k IMO which would turn houses into multi role houses versus only having storage to focus on 1 thing.

I also think the new stash house things need to go away. They should just stick with the turfs they already had and essentially transform them into what the new stash houses are now. 30 min timer, and the NPC have full rebel options. If they are worried about balance or people just stocking houses at turfs without risk then they could just make it so you get full rebel benefits but at increased cost. Say 5-10% more for purchases.

I agree with invis backpacks this has always annoyed me especially from a pvp aspect.

I don't think tobacco should be removed but I agree with the rest.

I personally think nikolai's is fun but need a design rework to remove all the stupid impassable fences etc. National I agree should just be deleted at this point. Mental I always found to be a fun and great fed so not sure why people want it gone tbh. I think jewelry is fun also but being forced to go african versus a rebel like all the other feds ruins it both from an APD and civ camping side.

That's a lot of words that I won't be reading but stfu too

Knight05 and zdeat like this
Link to comment
5 hours ago, Oskarr said:

3 houses 1 shed and 2 garages WITH increased storage is nuts. I wanted them lowerd so all players gets a chance to own but u now want it to go from 5 to 6 ownable

Lowing houses ain't going to do shit because at the end of the day everyone wants houses in the same spots. Everyone is going to buy a puri house and a drug house, all the athira rats are going to buy all the athira houses and just trade keys etc etc

1 hour ago, Big fart said:

That's a lot of words that I won't be reading but stfu too

Sorry I'm just trying to simp for admins and pretend I care abiut the game for mod. Once they deny me I will have a full mental break down and delete discord and my life and go back to my furry game.

Big fart and luke110 like this
Link to comment
12 minutes ago, Knight05 said:

Lowing houses ain't going to do shit because at the end of the day everyone wants houses in the same spots. Everyone is going to buy a puri house and a drug house, all the athira rats are going to buy all the athira houses and just trade keys etc etc

Sorry I'm just trying to simp for admins and pretend I care abiut the game for mod. Once they deny me I will have a full mental break down and delete discord and my life and go back to my furry game.

Can you keep me unbanned when you get mod?

Link to comment
9 hours ago, Infamous [FULL SEND] said:

I literally cant find a reason to do anything but fight cap or events because ive had infinite money essentially since I learned to play asylum. A wipe has been needed for a long long time, id be all for it.

Money cap wil solve this problem couse you wil be forced to make money

Matttt likes this
Link to comment
6 minutes ago, Infamous [FULL SEND] said:

idk man, money cap was probably the most hated feature of the pre clint-bada era

i know alot of people dont like the idea but its way better then wipeing an entire server just my opinion

.Sean likes this
Link to comment
10 hours ago, Infamous [FULL SEND] said:

I literally cant find a reason to do anything but fight cap or events because ive had infinite money essentially since I learned to play asylum. A wipe has been needed for a long long time, id be all for it.

awwww look at you all grown up now not being toxic. 

Link to comment
4 hours ago, Big fart said:

Can you keep me unbanned when you get mod?

I won't get mod but yes I would keep you unbanned unless I was overwritten by a higher up.

 

19 minutes ago, Infamous [FULL SEND] said:

tbh id rather see a money wipe, let us all keep our stats and what not. 

You guys keep advocating for server money wipe but like the entire last 3 months or so people's biggest complaints is they don't want to farm all day to fight anymore. This literally counter acts all those complaints. How can you beg for money increases in one breath but ask for a money wipe in another just making you have to regrind ALL over again. This system is damned if you do and damned if you don't and either way you lose.

If you wipe the money half the server will quit with what very little is left because they will say fuck regrinding.

But at the same time if you wipe the money the other half will stay because they want to make money to keep playing so the server will populate (in theory) again because people will have a reason to farm meaning theyre on alot and there is random world fights/robbery.

Ultimately I think the safe play is so not do a wipe and leave it how it is. The only people it truly benefits the most IMO is brand new players and cops since 99.9% of cops are broke as fuck and can't afford a pot to piss in.

Link to comment
10 minutes ago, Knight05 said:

You guys keep advocating for server money wipe but like the entire last 3 months or so people's biggest complaints is they don't want to farm all day to fight anymore. This literally counter acts all those complaints. How can you beg for money increases in one breath but ask for a money wipe in another just making you have to regrind ALL over again. This system is damned if you do and damned if you don't and either way you lose.

If you wipe the money half the server will quit with what very little is left because they will say fuck regrinding.

But at the same time if you wipe the money the other half will stay because they want to make money to keep playing so the server will populate (in theory) again because people will have a reason to farm meaning theyre on alot and there is random world fights/robbery.

Ultimately I think the safe play is so not do a wipe and leave it how it is. The only people it truly benefits the most IMO is brand new players and cops since 99.9% of cops are broke as fuck and can't afford a pot to piss in.

idk who the fuck 'you guys' is but it certainly is not me. Stay out of this one pal, let the ones who've been here for a while speak.

Bully and Farmer Steve like this
Link to comment
12 minutes ago, Infamous [FULL SEND] said:

idk who the fuck 'you guys' is but it certainly is not me. Stay out of this one pal, let the ones who've been here for a while speak.

Literally like 60% of the server if not more. Time on this game doesn't equate to being right or knowing what's best. Most of the dumbest fucking suggestions come from 6+ year vets.

Link to comment

In my opinion anything thats different from Altis would be Pog 

Having asylum trynna 'buy' players from olympus with money if they jump shit is just fkn embaressing..

'Yo leave your Olympus Altis server that has players for our Asylum Altis server that has.....................?' Nothin. Empty player slots, Half cooked Dev updates.

Let Asylum die with whatever little dignity it has left, or do something different that no other server offers and start fresh with the remaining loyal player count. Stratis would be perfect.

Link to comment
1 minute ago, Bully said:

In my opinion anything thats different from Altis would be Pog 

Having asylum trynna 'buy' players from olympus with money if they jump shit is just fkn embaressing..

'Yo leave your Olympus Altis server that has players for our Asylum Altis server that has.....................?' Nothin. Empty player slots, Half cooked Dev updates.

Let Asylum die with whatever little dignity it has left, or do something different that no other server offers and start fresh with the remaining loyal player count. Stratis would be perfect.

Asylum is the godfather of altis life and way better then olympus it can be fixed it just needs an active team of owner/devs/community manger that wants to fix it and lisen to the playerbase

ł S4M ł likes this
Link to comment
1 minute ago, Aslan said:

Asylum is the godfather of altis life and way better then olympus it can be fixed it just needs an active team of owner/devs/community manger that wants to fix it and lisen to the playerbase

Put the crackpipe down

They'll soon pay people to AFK to boost the numbers up

Link to comment
32 minutes ago, Knight05 said:

I won't get mod but yes I would keep you unbanned unless I was overwritten by a higher up.

 

You guys keep advocating for server money wipe but like the entire last 3 months or so people's biggest complaints is they don't want to farm all day to fight anymore. This literally counter acts all those complaints. How can you beg for money increases in one breath but ask for a money wipe in another just making you have to regrind ALL over again. This system is damned if you do and damned if you don't and either way you lose.

If you wipe the money half the server will quit with what very little is left because they will say fuck regrinding.

But at the same time if you wipe the money the other half will stay because they want to make money to keep playing so the server will populate (in theory) again because people will have a reason to farm meaning theyre on alot and there is random world fights/robbery.

Ultimately I think the safe play is so not do a wipe and leave it how it is. The only people it truly benefits the most IMO is brand new players and cops since 99.9% of cops are broke as fuck and can't afford a pot to piss in.

This game mode is supposed to be a grind? it has ALWAYS been a grind since the start and has ALWAYS had players until now when all players are set and dont need to anymore. What is the point of playing this game mode if money has no value. i honestly believe these palyers who dont want to grind just cant see it for what it is

Link to comment
1 minute ago, Bully said:

Let Asylum die with whatever little dignity it has left, or do something different that no other server offers and start fresh with the remaining loyal player count. Stratis would be perfect.

This reeks of Malden life!

 

 

1 minute ago, Knight05 said:

Literally like 60% of the server if not more. Time on this game doesn't equate to being right or knowing what's best. Most of the dumbest fucking suggestions come from 6+ year vets.

seems a little arrogant for someone who hasnt been around long enough to had even played the test wipe server, or have had these vary same convos years ago.  

Link to comment
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...