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lemme put yall on game


王 rando 王

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back again to save asylum. still no cm role. @Mitch@Fitz@ObiWokisend me the nda boys.

edit: they took away rent-a-slave

Quote

Cotton Picking

Unfortunately the great city of Kavala has long been deprived of any new money making methods whilst every other main city usually had multiple drugs and legal options to do. Well no longer! May I introduce to you the agricultural occupation that swept 1700s America by storm: Cotton Picking.

How it will work:

  • Players will gather Cotton Bolls by picking the cotton plants at the Cotton Field.
  • Players will take the Cotton Bolls to the Cotton Gin (processor).
  • Players will then use the Cotton Gin to process their Cotton Bolls into Cotton Fiber.
  • Lastly, the player will then sell the Cotton Fiber at the Commodities Trader.

Pricing:

  • Since @Patato is the “numbers guy” he can make the official prices but I think it should sell around $350. Keep in mind it is a legal money maker aimed to draw new players and casuals who wanna make a little money.

I already have locations for the Cotton Field and Cotton Gin picked out. Obviously to prevent people from buying real estate in those locations prior to release I cannot share them publicly. @Azeh reach out when you begin work on this so I can disclose the locations to you.

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not the original photo 

Cotton Field:

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Good news for the Asylum developers, the Cotton Field will essentially be a copy and paste of the Weed Field! The Cotton Field will feature the same interactive gathering that the Weed Field has, but obviously instead of cannabis plants it will be cotton plants. Players will run all around the Cotton Field picking as many Cotton Bolls as they can hold! However, the Cotton Field will still feature a standard scroll wheel gather option for the players that prefer to be lazy.

The key to running a successful cotton plantation is maximizing the speed at which you can pick cotton. Here at the Cotton Field it is no different, so there will be a couple ways to to gather Cotton Bolls at an increased speed:

  • Gathering Cotton Bolls by hand 1 per gather
  • Gathering Cotton Bolls by sickle 2 per gather
  • Gathering Cotton Bolls by tractor 3 per gather

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cotton.paa download

high res cotton .gif preview

Cotton Gin:

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The Cotton Gin is the processing location that contains the machine to separate the seeds and stems from the Cotton Bolls to output Cotton Threads. It functions just like any normal processing location: players bring their Cotton Bolls to the Cotton Gin, scroll wheel on the machine, and it processes into Cotton Threads.

Cotton Gin (Location)

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Land_Barn_01_brown_F

Cotton Gin (Engine)

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Land_SCF_01_shredder_F

this setObjectScale 0.25

 

Quote

Tobacco Farming

With the new beautification of Pyrgos, thanks to @zdeat, the city had an initial spike in population. It drew people to the city, but with a lack of intermediate money making methods it has now recessed. Do not fret, I have the solution! With the reintroduction of Tobacco to the island we can reshape it to fill the needs of lower level money making in the city of Pyrgos. I also envision Tobacco Farming to include the manufacturing of both Cigarettes—legal and Cigarsillegal.

I already have the location for the Tobacco Field picked out. Obviously to prevent people from buying real estate in that location prior to release I cannot share it publicly. @Azeh reach out when you begin work on this so I can disclose the location to you.

How it will work:

  • Cigarrettes
    • Players will gather Tobacco Leaves by harvesting the tobacco plants at the Tobacco Field.
    • Then players will fire cure the Tobacco Leaves using a Campfire Kit, gaining Fire Cured Tobacco.
    • Players will then buy RAW Papers from the Hospital.
    • Players can then use the RAW Papers with the Fire Cured Tobacco to craft Cigarettes.
      • 1 Cigarette = 1 Fire Cured Tobacco + 1 RAW Paper.
    • The Cigarettes are then sold at any Market or Gas Station Market.

 

  • Cigarsillegal
    • Players will gather Tobacco Leaves by harvesting the tobacco plants at the Tobacco Field.
    • Then players will then air cure the Tobacco Leaves in their house inventory over the course of 3 server restarts.
      • Tobacco Leaves Mildly Cured Tobacco Half Cured Tobacco Air Cured Tobacco.
    • Then using Cigar Wraps (purchased from Wong’s Food & Liquor) with Air Dried Tobacco, the player can craft Cigars.
      • 1 Cigar = 2 Air Cured Tobacco + 1 Cigar Wrap.
    • The Cigars are then sold at Wong’s Food & Liquor.

Pricing:

  • Again the “numbers guy” will make the decision but I think Cigarettes should be around $300 and Cigars should be around $800.

As long as you do not deviate in any way with what I laid out then this will achieve:

  • Adds Cigarettes as a new legal money maker.
  • Increase Pyrgos' population.
  • Adds Cigars back in a more tamed manner.
    • This also brings a compromise for the people who have wanted house weed. Cigars will age in homes much like Sativa/Indica Bud did, but instead of purchasing seeds from a dealer you actually have to farm the Tobacco Leaves. Thus eliminating the extremely OP nature of house weed.
  • Increases activity at both Wong's Food & Liquor and Wong's Triad.

 

Tobacco Field:

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Even more good news for the Asylum developers, the Tobacco Field will be an exact copy of the above Cotton Field. The Tobacco Field will feature the same interactive gathering that the Cotton Field has, but obviously instead of cotton plants it will be tobacco plants. Players will run all around the Tobacco Field harvesting as many Tobacco Leaves as they can hold! However, the Tobacco Field will still feature a standard scroll wheel gather option for the players that prefer to be lazy.

The key to running a successful tobacco plantation is maximizing the speed at which you can harvest tobacco. Here at the Tobacco Field it is no different, so there will be a couple ways to to gather Tobacco Leaves at an increased speed: 

  • Gathering Tobacco Leaves by hand 1 per gather
  • Gathering Tobacco Leaves by sickle 2 per gather
  • Gathering Tobacco Leaves by tractor 3 per gather

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 tobacco.paa download

high res tobacco .gif preview

Tobacco Curing (drying):

Fire Curing (for Cigarettes)

  • Place a Campfire Kit anywhere outside of city limits.
  • Use the Campfire to dry the Tobacco Leaves.

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Air Curing (for Cigars)

  • Purchase the Ventilation System upgrade for your house.
  • Store your Tobacco Leaves inside your house virtual inventory.
  • Wait 3 server restarts for the Air Cured Tobacco to fully dry.

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Cigarette and Cigar Crafting:

Cigarettes

  • Obtain Fire Cured Tobacco and RAW Papers (Purchased at Hospital).
  • Craft Cigarettes by pressing “Use” on the RAW Papers in your phone inventory.
    • 1 Fired Cured Tobacco + 1 RAW Papers = 1 Cigarette.

Cigars

  • Obtain Air Cured Tobacco and Cigar Wraps (Purchased at Wong’s Food & Liquor).
  • Craft Cigars by pressing “Use” on the Cigar Wraps in your phone inventory.
    • 2 Air Cured Tobacco + 1 Cigar Wrap = 1 Cigar.

 

Quote

Safe Zones

Just off the header this will be a controversial one. Unfortunately new players just aren’t built like they used to be. Back in the day we could sit in Kavala and spawnkill everyone who joins the server. It was like the unofficial initiation of joining the server. Sadly, nowadays there’s just too many RP servers for these new players to migrate to: FiveM, RedM, Olympus, Anzus, etc.

In the time since V2s’ end I took it upon myself to see what these highly populated servers were doing differently than Asylum.

Here are my findings:

Spoiler

Space Turtles RP

A name many older players will recognize. Former Asylum player Sijobo and his gang developed their very own FiveM server since they departed ours. And not just that, they operate the largest English speaking RP server on FIveM. Just to put it into perspective, their daily minimum player count is in the 400s while their max is in the 600s. With this server being operated by former Asylum players you’d maybe believe their server would have similar light RP rules to Asylum. That is where you’d be mistaken.

Space Turtles has fallen victim to the woke media and now fosters a server where merely robbing players is against rules. It’s just a cesspool of men pretending to be females basting in the safety and security of never being robbed. As disgusting as this sounds, there’s a reason they pull 600 players every day.

They retain all their new players because they never experience a loss. On STRP there will never be a time where a new player will be robbed while trying to make money. They will never experience grinding for over an hour and then right at the end, losing it all to another player. Even if a player is killed on STRP, they don’t even lose what’s on their player (unless they get drowned.) Meaning if a player wants to rob/kill you, you won’t even lose anything and that player will get banned. New players on this server will never be bullied off by losing everything they spent hours working towards.

Olympus

Asylum’s biggest rival and the largest Arma 3 RP server, Olympus. During Asylum V2’s demise my gang and I spent a couple days on their server. Ultimately there were some things that I considered better in terms of development. I then made several suggestions bringing these findings to light and through @Azeh and @Infamous ‘s hard work pretty much all of those were addressed. Yet even after Asylum was on par with Olympus, our player count dropped drastically.

There’s a common denominator. Their new player retention is much greater. Olympus is an NLR server. Meaning when a player gets killed they cannot return to the area where they were killed. On Asylum this is not the case. When new players get killed on Asylum they always return back to the same place they were killed, just to get killed again. Yea, they’re not smart, it’s a cycle that’ll keep repeating until they eventually quit the server. NLR counteracts this behavior because when a new player gets killed they cannot return back to where they were killed. Which ultimately saves them from getting spawn killed until their eventual ragequit, even if the intended purpose of NLR is to protect the player who killed you from you coming back to save your stuff.

Syn County

Syn County is the largest RedM RP server with a player population between 300-400. On this server there are multiple systems in place to protect players from loss of their hard earned items/money. LIke the others this server also has NLR. However they do things a bit different here. There are “green zones” where players are not allowed to kill other people. A few examples of these green zones are the quarries and the black market. This is to prevent players from spending an adsorbent amount of time trying to make money, just to lose it all and waste their time. Unlike the FiveM server, here you can actually rob other players. However, even that is aimed at minimizing losses for players. You are only allowed to rob a player for goods that you know they have, for example: You rob a player at the Weed Field, you can only rob them for Weed because that’s all you know they have. All of these combined ensure new players won’t be bullied out of the server after wasting hours trying to make money.


At this time I do not believe NLR to be a needed addition to Asylum. Nor do I believe we need to go down the PVE server route like STRP. But what I’ve learned from the massively populated servers like STRP and Syn County is that all their players are grinders at heart. Pretty much all there is to do is grind virtual money and talk to people (half of which are guys pretending to be girls.) It’s going to be hard for some of us Asylum players to fathom this. On these other servers the players are essentially grinding like it’s WoW or RS. Purely motivated by virtual items and watching a number go up. That’s what they’re completely content doing.

Begrudgingly I do think the right way to help new player retention is to make the low money making areas into safe zones. Apple Fields, Peach Fields and Quarries should be made into safe zones.

This way when new players start getting killed and discouraged they always have a safe way of being the little grinders they are.

How it would work:

  • Anyone with a bounty under $25,000 inside the safe zone will be godmoded like at the Casino.
    • This will prevent players with trackable bounties from running into a safe zone to avoid being bounty hunted.
  • Vehicles that are inside the Safe Zone radius cannot be lockpicked.
    • Unless you are a Bounty Hunter and the vehicle is owned by your bounty.

 

Quote

Mining Overhaul

I mentioned the FiveM server STRP earlier in my post. What I left out was it is undoubtedly a very well developed server. So naturally we got to steal some things to make our server better.

What they do better:

  • Interactive gathering at the quarry. Boulders will spawn in, then players run from boulder to boulder mining them.
    • This keeps players engaged and isn't just an AFK simulator.
  • Mining at the quarry gives you Paydirt.
    • Paydirt is the singular item that is collected from the quarry. After processing the Paydirt you’re left with commodities like Iron, Copper, and Diamonds.
      • This is a lot simpler and easier for new players to understand. They gather one item, process that item, get multiple items, then sell those items. There is no dropping rocks or unwanted items.
    • Paydirt is processed at the Paydirt Processor.
  • People aren’t robbed at the Quarry and Paydirt Processor due to excessive PVE rules.
  • STRP is a literal PVE server which is heavily enforced. It protects all players who’re grinding for hours on end from rage quitting after losing everything.
    • Evidently this method is beloved by many considering they often have over 600 concurrent players. However, many players like myself do not. With a middle ground of having lower paying jobs safe zoned we can reap the benefits of both a PVE/PVP playstyle.
  • Does not require the player to buy a tool before being able to mine.
    • Better for simplicity and new players will never run into the situation of not having a pickaxe.

What I’m going to propose is a way to simplify the whole mining process, protect new players (and their retention), and add interactive gathering to the quarries.

 

How it will work:

  • Players will gather Minerals by mining the stones at the Quarry.
  • Players will take the Minerals to either Mineral Processing (safe zone and low pay) or High Yield Mineral Processing (not a safe zone and high pay).
  • Players will then process their Minerals into Flawless Diamonds, Diamond Cuts, Iron Ingots, Copper Ingots, and Glass (higher yield of diamonds at the High Yield Mineral Processing).
  • Lastly, the player will then sell their processed minerals at the Commodities Trader and Jewelry Store.

 

Quarry:

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Firsty, all High Yield Quarries will be made into a regular Quarry, after you read further into this suggestion you will understand why. All Quarries will also now be safe zones. This is due to mining typically being the first thing many new players try to do. Do not worry, not all mining will be completely safe, as I will explain later. The Quarry will feature 3 ways to gather minerals: scroll wheel auto mining (how it currently works), interactive gathering, and the jackhammer truck.

Minerals:

  • Mining at the Quarry will now only give you one item: Minerals.
  • This item can not be sold at any market, it must be processed first.
  • Minerals can be processed at either Mineral Processing or High Yield Mineral Processing.

 

  • Mining Minerals by Pickaxe 1 per gather
  • Mining Minerals by Jackhammer 1-3 per gatherdepending on the size stone
  • Mining Minerals by Jackhammer Truck 2 per gather

Auto Mining:

Auto mining will work exactly how it currently works with the exception of not requiring the player to buy a Pickaxe. Go to the Quarry, scroll wheel, auto mine, go AFK until it finishes, repeat.

  • Caters to people who would rather AFK when farming
  • This method will be slower than if you were to do interactive gathering

Interactive Gathering:

AD_4nXf4NUiGvAuH0aOVKc66hOD4AlwCym3aNhs7eOuhVOqb1t8xVg8n2GaMHXMl_Q_W2CUCq4wTI0Frg91vihNavk-wpZqpJUuZAr8WK0dOWdIymlbxALBSsf6b1Adr7u8_laWw8XBOIEUIGIN8HLx3c9oyRKXq?key=3ilg9f7FPMc3Nhy4u9AR1w

 

I understand that Quarries now have boulders for interactive gathering as of V3. However they’re just not enough. In my test runs there’s usually only 3 boulders during my entire farm trip at the quarry. Interactive gathering should be the primary way to get Minerals at the Quarry.

There will now be a bunch of stones spawned throughout the Quarry. If you have your wits, after reading that you probably just thought  What if my truck is parked in the same spot that a stone spawns on, won’t it explode?  The unfortunate answer is yes; however I have a couple workarounds for this.

Solution #1:

  • Make the stones simpleObjects with no collision at all.
    • This will prevent vehicles from exploding if a rock spawns on it; however large stones with no collision are just begging for bad apples to hide inside of and do nefarious things.
      • However, there is a solution to this as well, make these simpleObjects client side only, meaning just because a player is hiding inside of a stone on their screen doesn’t mean they aren’t out in the open on your screen.

Solution #2:

  • Randomize the locations of where stones spawn within a 25m radius inside the Quarry. Then programmatically when choosing a location for a stone ensure it doesn’t spawn within 12m of a vehicle (the HEMTT Box is 12m long).
    • This would allow the stones to have collision with everything and be in the same positions on all players’ screens while also ensuring it would not cause vehicles to explode.
      • This would be the better method, but also probably the more difficult method programmatically.
        • However, this does open up an exploit of blocking the quarry from spawning stones with tons of vehicles spaced out throughout 25m radius.

Solution #3:

  • Just put a fence around the whole area that stones will spawn in, preventing vehicles from driving in there. If they still drive in there then it’s their fault.
    • Also could make a big sign saying something like “Unsafe for vehicles”.

The Quarry will feature the Dark Grey variant of stones. These stones will come in three sizes: small, medium, and big. The size of the stone will determine how many minerals you get from mining it:

  • Small Stone 1 Minerals
  • Medium Stone 2 Minerals
  • Big Stone 3 Minerals

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Big Stone (Dark Grey)  Land_W_sharpStone_02

Medium Stone (Dark Grey) Land_W_sharpStone_01

Small Stone (Dark Grey) Land_W_sharpStone_03

When you go to mine one of these stones the player will whip out a Jackhammer and mine it!

  • The Jackhammer 3D model is a 438 polygon (73 KB) .p3d I made in Blender.

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Jackhammering Animation  Acts_Accessing_Computer_in

jackhammer.p3d download

jackhammer.ogg download

Jackhammer Truck:

The Jackhammer Truck will function as a faster way of auto mining Minerals. It’ll be as simple as driving up, jumping out, and then scroll wheel on the truck to mine.

 

Mineral Processing

Mineral Processing will also be a safe zone like the Quarry. This is because Mineral Processing is aimed to be used by new players. Currently on the server the regular Quarry gives a lower yield with mining. We’re going to implement the exact numbers used here at Mineral Processing. Which means if you process at the regular Mineral Processing you will essentially get the same end result as mining at the regular Quarries.

Note: Currently you will receive Rocks, remove Rocks all together.

How it works:

  1. Process Minerals
  2. Scroll on the Mineral Processor
  3. Process Minerals
  4. Repeat

 

High Yield Mineral Processing

High Yield Mineral Processing will not be a safe zone like Mineral Processing. Here at High Yield Mineral Processing it will function exactly the same, but instead giving a higher yield. This higher yield will be the same numbers as mining at the High Yield Quarry currently on the server.

Note: Currently you will receive Rocks, remove Rocks all together.

 

Crafting Recipe Changes

With the removal of Diamond Uncut, Iron Ore, Copper Ore, Sand, and Rocks there will need to be some changes in the crafting recipes at both Black Market Production and Firearms Factory. Luckily all of it should be as simple as replacing the unprocessed variant with the processed variant.

Example:

  • Diamond Uncut Diamond Cut
  • Iron Ore Iron Ingot
  • Copper Ore Copper Ingot
  • Sand Glass

 

Black Market
Item Old Recipe New Recipe
Offroad 1x Iron Ore, 1x Processed Oil 1x Iron Ingot, 1x Processed Oil
CAR-95 5.8 mm [Black] 2x Iron Ore, 5x Opium 2x Iron Ingot, 5x Opium
CAR-95 5.8 mm [Hex] 2x Iron Ore, 5x Opium 2x Iron Ingot, 5x Opium
CAR-95 5.8 mm [Green Hex] 2x Iron Ore, 5x Opium 2x Iron Ingot, 5x Opium
Katiba 6.5 mm 2x Iron Ore, 7x Opium 2x Iron Ingot, 7x Opium
Katiba Carbine 6.5 mm 2x Iron Ore, 7x Opium 2x Iron Ingot, 7x Opium
Rahim 7.62 mm 2x Diamond Uncut, 10x Unprocessed Cocaine 2x Diamond Cut, 10x Unprocessed Cocaine
Mk18 ABR 7.62 mm 4x Diamond Uncut, 12x Unprocessed Cocaine 4x Diamond Cut, 12x Unprocessed Cocaine
Mk-1 EMR 7.62 mm [Khaki] 5x Diamond Uncut, 12x Unprocessed Cocaine 5x Diamond Cut, 12x Unprocessed Cocaine
Mk-1 EMR 7.62 mm [Camo] 5x Diamond Uncut, 12x Unprocessed Cocaine 5x Diamond Cut, 12x Unprocessed Cocaine
Mk-1 EMR 7.62 mm [Sand] 5x Diamond Uncut, 12x Unprocessed Cocaine 5x Diamond Cut, 12x Unprocessed Cocaine
Mk-1 EMR 7.62 mm [Woodland] 5x Diamond Uncut, 12x Unprocessed Cocaine 5x Diamond Cut, 12x Unprocessed Cocaine
Mk14 7.62 mm [Olive] 4x Diamond Uncut, 12x Unprocessed Cocaine 4x Diamond Cut, 12x Unprocessed Cocaine
Mk14 7.62 mm [Camo] 4x Diamond Uncut, 12x Unprocessed Cocaine 4x Diamond Cut, 12x Unprocessed Cocaine
AKM 7.62 mm 2x Diamond Uncut, 12x Unprocessed Cocaine 2x Diamond Cut, 12x Unprocessed Cocaine
AK-12 7.62 mm 3x Diamond Uncut, 12x Unprocessed Cocaine 3x Diamond Cut, 12x Unprocessed Cocaine
SPAR-17 7.62 mm [Khaki] 3x Diamond Uncut, 12x Unprocessed Cocaine 3x Diamond Cut, 12x Unprocessed Cocaine
SPAR-17 7.62 mm [Sand] 3x Diamond Uncut, 12x Unprocessed Cocaine 3x Diamond Cut, 12x Unprocessed Cocaine
Mk200 6.5 mm $2,500, 2x Diamond Uncut, 6x Crystal Meth $2,500, 2x Diamond Cut, 6x Crystal Meth

 

Firearms Factory
Item Old Recipe New Recipe
.45 ACP 30Rnd Vermin Mag 1x Iron Ore 1x Iron Ingot
9 mm 30Rnd Mag 1x Iron Ore 1x Iron Ingot
.45 ACP 9Rnd Mag 1x Iron Ore 1x Iron Ingot
ACP-C2 .45 ACP 6x Iron Ore, 2x Copper Ingot 6x Iron Ingot, 2x Copper Ingot
PDW2000 9 mm 10x Iron Ore, 5x Copper Ingot 10x Iron Ingot, 5x Copper Ingot
Sting 9 mm 8x Iron Ore, 5x Refined Salt 8x Iron Ingot, 5x Refined Salt
Vermin SMG .45 ACP 10x Iron Ore, 7x Refined Salt 10x Iron Ingot, 7x Refined Salt

 

Quote

Vehicle Insurance

When you select a vehicle in your Vehicle Garage you will have an option to buy Insurance. This will open a menu where you can select which insurance plan you’d like, while giving a description of what each plan covers: Basic, Standard, and Premium. Our “numbers guy” can set the appropriate prices for these insurance plans.

To view/pay for your Insurance there will be an app on your phone named “Insurance”. Inside the Insurance app it will list every vehicle which is currently insured. Clicking each vehicle will gives details like License Plate # and Insurance Plan. Then at the bottom, much like the Houses app, will be two buttons. The first button being to pay the selected vehicle’s Insurance payment and the second for paying for all vehicles’ Insurance payments.

How to get Insurance:

  1. Open Vehicle Garage.
  2. Select vehicle.
  3. Click the “Buy Insurance” button.
  4. Add the desired Insurance plan.

How to pay Insurance payment:

  1. Open Phone.
  2. Open the Insurance app.
    1. Select vehicle.
      • Click “Pay Vehicle Insurance” button.
    2. Click “Pay All Vehicle Insurance” button.

Basic:

The Basic Coverage plan will reimburse the player for ⅔ base price of the vehicle if their vehicle gets destroyed/chopped.

Basic Coverage includes:

  • ⅔ Vehicle Base Price

Basic Coverage does not include:

  • Vehicle Upgrades
  • ½ Virtual Inventory
  • ½ Physical Inventory

Standard:

The Standard Coverage plan will reimburse the player for ⅔ base price of the vehicle as well as any vehicle upgrades they have if their vehicle gets destroyed/chopped.

Standard Coverage includes:

  • ⅔ Vehicle Base Price
  • Vehicles Upgrades

Standard Coverage does not include:

  • ½ Virtual Inventory
  • ½ Physical Inventory

Premium:

The Premium Coverage plan will reimburse the player for ⅔ base price of the vehicle, any vehicle upgrades they have, and ½ the price of any virtual/physical items in the inventory at the time of the vehicle getting destroyed/chopped.

Premium Coverage includes:

  • ⅔ Vehicle Base Price
  • Vehicles Upgrades
  • ½ Virtual Inventory
  • ½ Physical Inventory

 

Quote

Storage Wars
Back in Asylum’s heyday whenever you purchased a market price house you would have the inventory from the previous owner. This was back when houses had literal crates in them. Whenever we moved to the newer House Menu inventory this was changed, and no longer could we play Storage Wars hoping to get some cool loot buying market priced houses.

Well I recommend we change it back to how it once was. Whenever you buy a market priced house it should have the previous owners items still in the inventory.

As we all know, when you currently buy a market priced house, it comes with no inventory upgrades. Which is fine, if the previous owner’s inventory exceeds the base inventory limit the player should still be able to take items out, just not put items in. Whenever the player upgrades the storage to be greater than the current amount of items in the inventory then they can add more items to their house inventory.

How it would work:

  • Player buys a house that has the previous owner’s 1,000 Apples
  • House has a base storage of 250, making the current storage 1000/250.
  • Without upgrading storage the player can take items out of the inventory, just not put items into the inventory.
  • After upgrading the storage the player can now put items into the inventory.

 

Quote

House Inventory Drop Option

Currently the “Drop” option in the House Menu inventory is quite broken. You almost never have the option to actually drop items, it’s always grayed out. The only time the Drop button should be grayed out is 1 second of debounce after already dropping items.

Fix it so you can drop both Physical and Virtual items all the time from the House Menu.

 

Quote

New Vehicle Inventory
I believe the current House Menu inventory is honestly quite good. With the above suggestion of fixing the Drop button I’d go as far as calling it perfect. You could reshape the House Menu inventory into a Vehicle Menu inventory. We've never been able to alter the Physical Inventory space in vehicles, so let's just get rid of the default Arma 3 Physical Inventory and the current Asylum Vehicle Inventory menu and replace both with a modified version of the House Menu inventory.

This would finally allow vehicles’ physical inventories to be altered. Instead of being limited to the physical space restrictions Bohemia has imposed on us for so long we can have a HEMTT Box that can hold 100 Mk-1 EMRs like it always should have.

It would simplify the inventory system, no longer confusing new players on the two different types of inventory systems. It’d all be under one menu, Vehicle Menu.

Two things you’ve have to consider:

  • Make it so you can’t drop items while inside the car.
  • Make it so you can’t drop items while you’re on the road.

 

Quote

New Hands Up Animation

I think the current surrender/hands up animation is a little dated and used by just every other server. I propose we spice it up a bit with this:

AD_4nXfoRrn0-y9hj1l6ECcqr8egN54OixbY_tgImegP-_FiTbBRsN0Un-ZXMhS3w76E8Y_4WZJfvhD8QymnQ6YGYUlERHzkQFAM5UsKoe3F4JAb-DMN-EJOCKYLwpjlC9-e_340aXMQfQ_RaF3pMvBzUjSO4fAN?key=3ilg9f7FPMc3Nhy4u9AR1w

Hands Up Acts_JetsMarshallingStop_in

Hands Down Acts_JetsMarshallingStop_out

One final thing to leave off with, in continuance of my efforts to save Asylum I will be traveling to Lemnos, Greece in just a couple weeks to find the key to our salvation. Some of you may not have heard of this place, but all of you will recognize it:

jDUTFgdGoITJakd6wBaMJ58Y7bT5GLm1a5FSl8dY

Edited by 王 rando 王
no more slaves :(
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The only negative I could see from pretty much the entirety of this post would be the insurance thing (potentially). When you more or less fully remove the risk from losing something it has little value, it also kills the crafting economy for the 5 or so people (maybe less with leroy gone) who actually do sell stuff. You also didn't mention if it was Civ only or applied across all factions which I'm assuming it does.

The cost of insurance would have to be pretty close to the base cost of a vehicle to make it feasible IMO and I personally think as a caveat it should also only apply to civilian vehicles and not military vehicles like frits, orca, 50 cal etc etc. Otherwise the 10 remaining players on the server are just going to roll around in frits all day with minimal to zero risk even if its seized/chopped/blown up etc.

Also I think the inventory portion of it is a bad idea as someone could intentionally shed, blow up, chop or otherwise do some shit to intentionally blow their vehicle full of drugs etc to at least get half of the cost of the goods on top of the vehicle as payment versus losing absolutely everything and also denying the person who robbed them anything in the process.

Edited by Knight05
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22 minutes ago, Knight05 said:

The only negative I could see from pretty much the entirety of this post would be the insurance thing (potentially). When you more or less fully remove the risk from losing something it has little value, it also kills the crafting economy for the 5 or so people (maybe less with leroy gone) who actually do sell stuff. You also didn't mention if it was Civ only or applied across all factions which I'm assuming it does.

The cost of insurance would have to be pretty close to the base cost of a vehicle to make it feasible IMO and I personally think as a caveat it should also only apply to civilian vehicles and not military vehicles like frits, orca, 50 cal etc etc. Otherwise the 10 remaining players on the server are just going to roll around in frits all day with minimal to zero risk even if its seized/chopped/blown up etc.

Also I think the inventory portion of it is a bad idea as someone could intentionally shed, blow up, chop or otherwise do some shit to intentionally blow their vehicle full of drugs etc to at least get half of the cost of the goods on top of the vehicle as payment versus losing absolutely everything and also denying the person who robbed them anything in the process.

Insurance ain't cheap.  With the Premium Coverage reimbursing you for 2/3 vehicle base price and 1/2 of inventory price it'd probably cost 30k a month. No one is robbing someone, putting their items into their own vehicle which has insurance, then blowing up their own vehicle to get reimbursed a lesser amount.

Also I don't see how in the slightest it would affect crafting. Insurance isn't meant to be an easily affordable thing that everyone will always have. Nobody is going to have an infinite lifespan vehicle.

And if someone were to shed their own vehicle with lets say Unprocessed Cocaine. They'd get reimbursed 2/3 the price of Unprocessed Cocaine, not Processed Cocaine.

Edited by 王 rando 王
nig
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I'm just gonna toss something in here for the insurance piece of it.  A number of months ago I built out insurance and then was dissuaded from using it by this: why dont we just make vehicles cheap enough so that it doesnt matter.  To be honest I'm not sure with the current prices would be worth it to insure? Just food for thought

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1 minute ago, Fitz said:

I'm just gonna toss something in here for the insurance piece of it.  A number of months ago I built out insurance and then was dissuaded from using it by this: why dont we just make vehicles cheap enough so that it doesnt matter.  To be honest I'm not sure with the current prices would be worth it to insure? Just food for thought

Always worth it just for the fact of not even needed to go physically buy another

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1 hour ago, Fitz said:

I'm just gonna toss something in here for the insurance piece of it.  A number of months ago I built out insurance and then was dissuaded from using it by this: why dont we just make vehicles cheap enough so that it doesnt matter.  To be honest I'm not sure with the current prices would be worth it to insure? Just food for thought

people probably aren’t going to be insuring base vehicles. upgraded vehicles however can get quite pricey.

and another big reason for adding it is because too many players quit the server when they get repeated robbed. but I don’t blame the robbers, that’s just how they like to play the game. but if the people being robbed can still get 1/2 their inventory reimbursed I think it’d make their experience better on asylum.

Edited by 王 rando 王
N
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Would it be worth it to set up an area for new players to make money and learn the game?

Make the area a safe zone and they keep their immunity until they reach 50k or something like that?

On 9/1/2024 at 7:41 PM, 王 rando 王 said:

One final thing to leave off with, in continuance of my efforts to save Asylum I will be traveling to Lemnos, Greece in just a couple weeks to find the key to our salvation. Some of you may not have heard of this place, but all of you will recognize it:

Also can we get pictures I’d love to see it in real life lmao

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48 minutes ago, zdeat said:

Would it be worth it to set up an area for new players to make money and learn the game?

Make the area a safe zone and they keep their immunity until they reach 50k or something like that?

Idk, city would be dead except for new players. New players like cities with activity.

49 minutes ago, zdeat said:

Also can we get pictures I’d love to see it in real life lmao

yea nigga

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On 9/2/2024 at 3:28 PM, Fitz said:

I'm just gonna toss something in here for the insurance piece of it.  A number of months ago I built out insurance and then was dissuaded from using it by this: why dont we just make vehicles cheap enough so that it doesnt matter.  To be honest I'm not sure with the current prices would be worth it to insure? Just food for thought

Worth the insurance if its covering a modded vehicle

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39 minutes ago, massi said:

good read, but I have to know, are you really travelling to Lemnos in a few weeks? I have always told myself it's the only place in the world I've never been to, yet physically could navigate in with no GPS because of Arma 

yes, me and a fellow bamboo unioner. i cannot publicly give the exact dates as i’ve angered a great many people in my decade long tenure on asylum. and there’s just not that many flights to lemnos, i’d get swatted on the plane like iceposiedon 

AD_4nXc4B8y8NQu4NGilZ9i2dGdDPe2BGhM6IGeCYqu_GkHSYgiM49hLX9u80w3j74BYua5ioQjQNU8yArCRUFX_zCfKN1Hj2kHA5s18v2clVnByAWODM1N3GcFSlzV87NHyPEH1YKlM0-qa6mhxa92hvTREw-hS?key=3ilg9f7FPMc3Nhy4u9AR1w  AD_4nXch4W6GLnLITJfw_ec7tdx73uvQz8XreQ0VZR4TY0lH1skJsn7F_JrfsEQqWcasO0Xii71xjBwOXXsWW0KuUsukHgmPZVVhOi6-8h-ndwizIslIgIbhATvU86AjE0Un4_QGAyIJwdgk8Oi3C6gNsmhcOLM?key=3ilg9f7FPMc3Nhy4u9AR1w  AD_4nXdNeN8Jh-Y_78P9868qEivKBd6oMh1DLU1Ye2lmEHh6Ivn1lStJ4JdIBhGGNnCDd76ZreHbmtx3W_0z2P_NkVtDRz_DpZsUKUz-lstE7bo3iTyEQg7qtate9S4E8SlfwiN8MapuTbtPJH8_-1KjgNLaP12I?key=3ilg9f7FPMc3Nhy4u9AR1w

Edited by 王 rando 王
pics
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2 hours ago, 王 rando 王 said:

yes, me and a fellow bamboo unioner. i cannot publicly give the exact dates as i’ve angered a great many people in my decade long tenure on asylum. and there’s just not that many flights to lemnos, i’d get swatted on the plane like iceposiedon 

AD_4nXc4B8y8NQu4NGilZ9i2dGdDPe2BGhM6IGeCYqu_GkHSYgiM49hLX9u80w3j74BYua5ioQjQNU8yArCRUFX_zCfKN1Hj2kHA5s18v2clVnByAWODM1N3GcFSlzV87NHyPEH1YKlM0-qa6mhxa92hvTREw-hS?key=3ilg9f7FPMc3Nhy4u9AR1w  AD_4nXch4W6GLnLITJfw_ec7tdx73uvQz8XreQ0VZR4TY0lH1skJsn7F_JrfsEQqWcasO0Xii71xjBwOXXsWW0KuUsukHgmPZVVhOi6-8h-ndwizIslIgIbhATvU86AjE0Un4_QGAyIJwdgk8Oi3C6gNsmhcOLM?key=3ilg9f7FPMc3Nhy4u9AR1w  AD_4nXdNeN8Jh-Y_78P9868qEivKBd6oMh1DLU1Ye2lmEHh6Ivn1lStJ4JdIBhGGNnCDd76ZreHbmtx3W_0z2P_NkVtDRz_DpZsUKUz-lstE7bo3iTyEQg7qtate9S4E8SlfwiN8MapuTbtPJH8_-1KjgNLaP12I?key=3ilg9f7FPMc3Nhy4u9AR1w

journey to lemnos to find the answers on how to save asylum

massi likes this
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20 hours ago, zdeat said:

Would it be worth it to set up an area for new players to make money and learn the game?

Make the area a safe zone and they keep their immunity until they reach 50k or something like that?

Also can we get pictures I’d love to see it in real life lmao

@Alec-Ihas a picture from when he flew over it once, it is easily recognisable as Altis

zdeat likes this
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On 9/4/2024 at 9:23 AM, zdeat said:

Would it be worth it to set up an area for new players to make money and learn the game?

Make the area a safe zone and they keep their immunity until they reach 50k or something like that?

Also can we get pictures I’d love to see it in real life lmao

I personally don't think new player zones are the answer as it would limit the population further on the map and as rando said as new player they want to gravitate to the cities to learn and ask questions and figure out how to play the game and talk to people.

I think for starters new player protection is WAY to short. It took me a solid week to have any real concept of how to play the game even remotely. I think new players if I'm not mistaken only have 24-48 hours IRL or something of protection and this protection also doesn't apply to vehicles just them. 

My personal recommendations for a brand new player would be somewhere in this starting direction:

150k starting cash

1 Week of New player protection  in game time NOT IRL time. 

Protection extends to their player owned vehicles which can't be driven or stolen by any other players nor seized by APD only impounded if illegal vehicle while the new player protection exists (a new player tag could be added to the vehicle under the player name to signify this).

APD Policy to allow constable+  to allow any new player caught in a drug field to keep their drugs/contraband ONLY if they possess the new player tag on themselves or their vehicle).

I also believe there should be a special new player chat channel that only new players can see that all admins, CM, support members blah blah staff type people can be apart of only and not the base server population. So they can answer questions, provide input/feedback and instruct how to make tickets and things of that nature outside discord without being flamed by the general community as a whole. Because usually when a new player asks how do i do such and such they are met with replies like "uninstall, KYS, stfu" etc etc

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6 hours ago, Knight05 said:

APD Policy to allow constable+  to allow any new player caught in a drug field to keep their drugs/contraband ONLY if they possess the new player tag on themselves or their vehicle).

I’d love to push for this down to Lt only because I don’t think Cpt / CM would go for this

Edited by zdeat
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3 hours ago, zdeat said:

I’d love to push for this down to Lt only because I don’t think Cpt / CM would go for this

I can see your point tbh. I think LT is too high myself for off peak hour times when LT usually arent on. 

I think a fair compromise would be a SGT+ can approve it even if not on scene as long as requested on voice.

The only reason for this being imo from experience new players are more likely to run illegal stuff later in the evening when pop is lower and less cops are on to minimize risk. And at their hours more than likely the highest rank on will be corporal or sergeant at best.

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