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Update on Community Meeting 3/12/25


Fitz

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@Akula @Ken Greetings Mr. Senior Admins, 

We as a community understand you are told and communicated with very little. That being said, may we ask if you have spoken with any owners or heard anything about the current situation recently? When was the last contact made? Thank you!

Sincerely, 

Kawaii Ojou

Bamboo Union 

Varnali 13 Richa Nera, Myrina 814 00 Greece

Edited by Kawaii
grammar
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18 minutes ago, Kawaii said:

@Akula @Ken Greetings Mr. Senior Admins, 

We as a community understand you are told and communicated with very little. That being said, may we ask if you have spoken with any owners or heard anything about the current situation recently? When was the last contact made? Thank you!

Sincerely, 

Kawaii Ojou

Bamboo Union 

Varnali 13 Richa Nera, Myrina 814 00 Greece

bro i can’t believe you doxxed the gang house already.

Kawaii likes this
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3 hours ago, Kawaii said:

@Akula @Ken Greetings Mr. Senior Admins, 

We as a community understand you are told and communicated with very little. That being said, may we ask if you have spoken with any owners or heard anything about the current situation recently? When was the last contact made? Thank you!

Sincerely, 

Kawaii Ojou

Bamboo Union 

Varnali 13 Richa Nera, Myrina 814 00 Greece

They don't hear more from the owners than anyone else 

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6 hours ago, Kawaii said:

@Akula @Ken Greetings Mr. Senior Admins, 

We as a community understand you are told and communicated with very little. That being said, may we ask if you have spoken with any owners or heard anything about the current situation recently? When was the last contact made? Thank you!

Sincerely, 

Kawaii Ojou

Bamboo Union 

Varnali 13 Richa Nera, Myrina 814 00 Greece

I dont think any of them have messaged anywhere in over 6 weeks
All I Know Is That I Know Nothing”: What Did Socrates Mean? | TheCollector

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1 hour ago, Anthony Carter said:

@Akula @Ken Greetings Mr. Senior Admins, 

We as a community understand you are told and communicated with very little. That being said, may we ask if you have spoken with any owners or heard anything about the current situation recently? When was the last contact made? Thank you!

Sincerely, 
Just fucking around at this point

I gotta have my fun somehow 

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  • 2 months later...
  • 5 weeks later...
On 10/9/2025 at 6:58 PM, Henry Facesmasher said:

so... anyone playing Arma Reforger life? Because that shit sucks ass from a butt

I have friends that play it and seem to like it, but my personal opinion is that it looks kinda clunky. More importantly I would say it looks like most of the servers are junk. Asylum prolly had a good opportunity with it and still might. Who knows.

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On 10/11/2025 at 9:31 AM, Steve said:

I have friends that play it and seem to like it, but my personal opinion is that it looks kinda clunky. More importantly I would say it looks like most of the servers are junk. Asylum prolly had a good opportunity with it and still might. Who knows.

Asylum may have had a good opportunity with it if retarded 'Devs' had any legitimate ability to build something but they dont. Apparently didnt have the stomach for running the show either! @FitzYou suck ass

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@Fitzhey haha I just had a great idea for a patch maybe you can do like a uh uh Halloween patch where you go around town and clean toilets and uh maybe you can put like a wendigoon thing in the north of the map and er uhm maybe you can make the forums orange and black for a week. I think it would be really scary if you came back so that um could also add into the Halloween theme

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  • 2 months later...
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12 hours ago, Kawaii said:

So now that it has been well over a full year of the server being completely dead what has everyone been up to?

I’ve been going door to door in the Netherlands until I find @Mitchand @ObiWoki.

There’s only 8.3 million homes in the entirety of the Netherlands, so as long as I clear around 200 homes a day I should be able to find them in my lifetime.

I’ve also setup security cameras outside the Bohemia Interactive office in Amsterdam. So for the past couple weeks I’ve begun compiling a list of all the employees. Soon I’m going to plant AirTags on everyone who works there in hopes of tracking @Mitchto his home.

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  • 2 weeks later...
On 4/8/2026 at 7:29 AM, 王 rando 王 said:

I’ve been going door to door in the Netherlands until I find @Mitchand @ObiWoki.

There’s only 8.3 million homes in the entirety of the Netherlands, so as long as I clear around 200 homes a day I should be able to find them in my lifetime.

I’ve also setup security cameras outside the Bohemia Interactive office in Amsterdam. So for the past couple weeks I’ve begun compiling a list of all the employees. Soon I’m going to plant AirTags on everyone who works there in hopes of tracking @Mitchto his home.

Big M was on the day that you posted this so he knows you are coming

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On 4/8/2026 at 1:29 PM, 王 rando 王 said:

I’ve been going door to door in the Netherlands until I find @Mitchand @ObiWoki.

There’s only 8.3 million homes in the entirety of the Netherlands, so as long as I clear around 200 homes a day I should be able to find them in my lifetime.

I’ve also setup security cameras outside the Bohemia Interactive office in Amsterdam. So for the past couple weeks I’ve begun compiling a list of all the employees. Soon I’m going to plant AirTags on everyone who works there in hopes of tracking @Mitchto his home.

they are form Drenthe

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On 4/7/2026 at 7:07 PM, Kawaii said:

So now that it has been well over a full year of the server being completely dead what has everyone been up to?

I've put some thought into what I would change to fix some of Altis Life's biggest problems and make the game more fun. It's almost a complete rework, and I don't know what is and isn't possible to do. But just forget about that for now and feel free to poke any holes you can in these ideas on a mechanical level. 

 

This is just the basic idea. There are many details yet to be worked out and many possible directions they could go. The first two points are necessary to understand how these ideas tie together. The more impactful changes come after.

 

Post-apocalyptic aesthetic (ramshackle, wasteland, buildings destroyed, etc.)

  • This is important to list first to understand how the mechanical and stylistic choices fit with the aesthetic. I think aesthetic/immersion is one of the most important pieces of a game. 

 

Progression through EXP and faction/perk system

  • Players select a faction and gain EXP by doing things in the world, mainly by selling items. The idea here being you level as you do things you would normally and are rewarded for playing well. Not by completing chores to level up. Perks specific to your faction are chosen with points you get from leveling. More details on how EXP is gained later.

 

Bandit - Robbing/combat-based perks 

Trader - Money making based perks, possibly can craft items

Enforcer - (Whitelisting/RPing as a corrupt jerk Enforcer required) Gear is free and better gear is unlocked by gaining EXP from arrests/kills/etc. Uses stun and lethal ammo. No bounty system, they only arrest for what they witness. Could be a "Wanted" system of some sort. I think cops (Enforcers) RPing as a corrupt jerk is important for several reasons. One, it gives players a reason to target them which is a core piece of the gameplay. Two, I think it makes RPing as a cop (Enforcer) appealing to a wider audience and more fun. By making their goal to be a corrupt jerk and mess with civilians, this makes the idea of RPing as a cop (Enforcer) funny and fun instead of cringe and a chore. 

 

Map divided into 3 zones. Green Zone, Red Zone, and The Wastelands

  • The open world size would be reduced greatly. With roughly 25% of the open world being a safe zone where you cannot take damage or "Green Zone", and the rest being a kill on sight zone or "Red Zone." The names Green Zone and Red Zone are placeholders. The remainder of the map would be many different and unique irradiated zones known as "The Wastelands." These are only reachable through matchmaking queues. This is a draft of the map just to give you a basic idea https://imgur.com/a/BNYEbAS. Before I explain how these zones work, let me explain why I think this is the most important change. The reasoning for doing this is threefold. Firstly, it condenses the population into a smaller area. Creating a much more lively and action-packed experience. Secondly, this mostly eliminates the constant nuisance of the rules, mainly RDM and VDM. New players hate being RDM'd, and in my experience the vast majority of players dislike the concept of "initiation." This also saves staff a lot of time. Not to say that RP is being done away with entirely, but I will explain how I think RP fits into things later. Thirdly, as I will soon explain, it will make money making significantly more fun. In its current form it's a core piece of the gameplay that is a major turnoff for most players. 

 

Green Zone 

  • Player spawn and safe zone. Only Enforcers can shoot inside the zone. They can also shoot from inside the zone out to the Red Zone, and from outside the zone into the Green Zone. They combat zone camping, though the area should be large enough that it is hard to effectively camp. There could be a small Yellow Zone on the outside border of the Green Zone that causes your weapon to be holstered/unable to shoot/bullets do no damage. But you can still be shot in this zone to prevent stepping in and out of safe zone to shoot players. There will of course always be some level of camping possible, but I think some level of cheesy mechanics is healthy. 

 

  • Has "The Exchange" (Asylum Exchange/Auction House) for selling guns/armor/crafting materials etc. No guns/armor/etc. are illegal. The only item that is illegal and not sold on here is drugs. Drugs have their own vendor(s) that functions similarly. This is the main way to gain money and EXP. Whenever you sell something on The Exchange that is a "looted" item (this is essentially an item gathered directly from the world and not bought) you get money and EXP for it. "Not looted" items only give money. The Exchange then resells the item at a higher price. 

 

  • Has a "Market" that is a physical building with an NPC that sells guns, gear, food, etc. You start with level 1 unlocked that sells basic guns/gear and higher levels with better items are unlocked by gaining EXP. The NPC would also offer daily tasks (quests) that give money and EXP.

 

  • Taxes are collected from items bought from The Exchange, the Market, etc. These taxes then go toward rebuilding things in the city that give server wide perks. Perks like adding a gas station if fuel is balanced to be scarce. This would make fuel cheap and readily available. Or a supermarket if food and water is balanced to be scarce. This would make food and water cheap and readily available. This fits the post-apocalyptic theme by rebuilding the city and fits the use of taxes going toward the city. This system could also be tied into Governor. 

 

  • No player housing. Instead has a physical location where every player accesses their "Apartment." This is an upgradable storage space for all your items. It will have features other than storage that can be upgraded. It is upgraded with crafting materials gathered from The Wastelands, bought from The Exchange, etc. There would likely be a separate vehicle garage with similar mechanics.

 

  • Has a Jail. Jail shouldn't be a place you go and AFK. Instead, it has minigames that give you EXP (preferably multiple different games). Possibly something like tattooing where you walk up to an NPC (preferably multiple different NPCs) and do some kind of skill test like press this button at the right times during a progress bar and get EXP for that. Bandit could get a perk that they can make money in jail by selling drugs.
    Enforcer could have the option to send players to solitary (reserved for mic spammers in spawn and vdmers in spawn etc.) that does not have progress options. 

 

  • This is where you queue for The Wastelands. Could fit the theme by explaining it as needing to send parties out to retrieve materials to rebuild the city.  

 

  • Has jobs that earn money and EXP

 

Red Zone 

  • Kill on sight area. All player gear (except Enforcer gear) is lootable upon death. Bandits could get a perk with a cooldown that lets them loot one item or an item at random from an Enforcer. Killing Enforcers could give EXP.

 

  • Has legal/illegal jobs and likely still things like banks and cartels. 

 

The Wastelands 

  • The Wastelands are many different zones with unique designs you would enter through a matchmaking queue. Loot such as guns, armor, ammo, crafting items, etc. would spawn here. You would loot items, fight players, and try to extract at designated locations within a time limit to be returned to spawn with your loot. These areas are irradiated and quickly kill players that were not placed there by the queue and wearing a radiation suit to prevent players not in the queue from entering.  

 

  • Any number of players can queue but no more than 10 will be selected and it will be at random. The zone will be selected at random. There will only be one lobby active at a time. Players will have 10 minutes to return to spawn and ready for the lobby once they have been notified they are selected for the next game. If they do not arrive in time the game will start without them. The game will wait 10 minutes regardless even if everyone is ready early. This would depend on the population of the server but the idea being to draw very little of the population away from the main area so it doesn't feel dead. While at the same time keeping the focus of the game on the main area. Also allowing for better control of the flow of items entering the economy.

 

  • Enforcers could possibly queue and act as PVE. Though I think it would be better to just have NPC PVE of some kind as I think NPC PVE add a more desirable characteristic. 

 

Most jobs would be gather and sell

  • This reduces long boring periods of sitting around and increases player movement making the open world feel more lively. It also makes money making less punishing. Some processing style jobs could also exist. 

 

All weapons, armor, items, etc. in ARMA are included

  • The spawn rarity of the item scales with its strength. I think it's important to have very powerful, rare, and expensive gear to chase. The things typically seen as too strong and that get excluded, I would include. 

 

Money goes back to being realistic amounts

  • $1 for a water bottle, $200-$300 for a shotgun, etc.

 

Wipes 

  • Wipes are an accepted system in modern gaming and are good for several reasons. They keep things interesting. They give new players a chance to compete on an even playing field. They prevent inflation.

 

 RP is encouraged through mechanics

  • I think maintaining some level of an RP feel in the city/Green Zone is important so everything doesn't just devolve into a deathmatch. I think with the help of an immersive aesthetic, Enforcers being required to RP, and RP encouraged through mechanics, just enough RP feel can be maintained. In this environment RP would mainly be in the form of verbal interactions and stated goals a player or gang/company sets. Like talking to players in the city, with police outside the city if pulled over, or claiming an area as your territory. It's optional if RPing players choose to value their life or give players a chance to put their hands up before they are shot. Here is an example of RP encouraged through mechanics. Players could become whitelisted with RP required by passing a rules test and creating a unique story for their character. They then get a perk like 10% increased experience gained. If a gang/company reaches 8 whitelisted players (max gang/company size) they unlock the ability to craft a headquarters (this would require a team effort and a large amount of resources). Its location within the city would be selected randomly and could have something like another spawn point, extra storage, custom art or text, etc. This also gets players to read the rules and put some thought into their gameplay. 

 

Voice chat modifications 

  • With so many players in spawn, voice chat could be getting spammed in high density areas like The Exchange. Enforcers will be able to remove mic spammers, but they will need some help from built in systems to pinpoint who it is. And there will need to be options for when they aren't there too. Possibly something like new players (as most of this sort of issue comes from brand new players) have their mic volume lowered 50% until they gain a certain level of experience. This could be explained with a message like "You are new to the area and nervous. You are speaking softly until you have more experience." Or you could add a microphone symbol that appears over people's heads when speaking to help you figure out who is spamming and who to mute/remove. This would lower immersion slightly, but I think certain things like this don't affect immersion too much.

 

If nothing else, reducing the size of the open world and finding a way to utilize the excluded portion is the #1 change I would make to Altis Life. The server ends up feeling dead or too slow paced otherwise. The methods used to do this could be approached many different ways. 

 

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1 hour ago, TaylorSwift said:

I've put some thought into what I would change to fix some of Altis Life's biggest problems and make the game more fun. It's almost a complete rework, and I don't know what is and isn't possible to do. But just forget about that for now and feel free to poke any holes you can in these ideas on a mechanical level. 

While I am not sure I would agree with a concept of a full rework this is much more fleshed out as even a thought than anything we got unfortunately. I would be against wipes even as RP moves to Reforger/A4. The benefit of Asylum was that your work was persistent, it was was ultimately led so many people to constantly return over the years and put in so many hours. Just because wiping is now the standard for semi-competitive PvP games like Rust/Arc/etc does not mean it needs to be adapted into an Arma server. Olympus is still around just fine; the entrenched community on Asylum was probably more of a benefit than an issue when all was said and done. Reworking Kavala was always unpopular but they should have bit the bullet and forced that change on the ~50 or so entrenched players it would have affected and allowed more people to integrate in, but then again who knows. I view it slightly differently now that I am nearly 30 as opposed to 17. 

 

At the very least contact @王 rando 王, he can post your idea on Bohemia's building in Amsterdam or put posters on lightpoles in Drenthe. 

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1 hour ago, Kawaii said:

While I am not sure I would agree with a concept of a full rework this is much more fleshed out as even a thought than anything we got unfortunately. I would be against wipes even as RP moves to Reforger/A4. The benefit of Asylum was that your work was persistent, it was was ultimately led so many people to constantly return over the years and put in so many hours. Just because wiping is now the standard for semi-competitive PvP games like Rust/Arc/etc does not mean it needs to be adapted into an Arma server. Olympus is still around just fine; the entrenched community on Asylum was probably more of a benefit than an issue when all was said and done. Reworking Kavala was always unpopular but they should have bit the bullet and forced that change on the ~50 or so entrenched players it would have affected and allowed more people to integrate in, but then again who knows. I view it slightly differently now that I am nearly 30 as opposed to 17. 

 

At the very least contact @王 rando 王, he can post your idea on Bohemia's building in Amsterdam or put posters on lightpoles in Drenthe. 

I think even though people did return for many years, the player base was pretty small by a certain point. I just checked battle metrics and it would appear Olympus has 80 players on at the moment. I imagine their entire player base isn't that large. I don't think that's exactly evidence the current model works in the modern environment. Asylum used to have 4 servers with 100 players each. I think the format I've suggested taps into a larger audience. I used to be against wipes too. But once I tried them I realized without them things stagnate and each new wipe was a new challenge. They are critical to the health of the game for many reasons. 

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