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Posts posted by Zahzi
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Just now, Pledge said:
I'm just interested how those other stats would turn out
Which other stats?
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Just now, Pledge said:
I'm saying if the Civilians rob the fed, the bomb blows, they get 2 trucks out, and they lose or store one and sell the other, your percentages would show that as 50%, where as that is a win for the civilians in my mind since they sold an entire truck of gold (and an even bigger win if they have stored it)
Thats why I like static gold sold or not gold sold and not a %
Selling 50% of the gold => 50% of a win. Makes sense to me tbh. A win isn't a binary thing, there are varying degrees of "winning" possible.
Also included in these stats, let's say 200 bars spawn, we get the trucks seized but keep 40 from our backpacks. I'd generally consider this a loss, but these numbers include it as a 20% "win".
Aside from that, the average number of gold bar sold per fed aren't looking great either (27 per plant, 62 per blow). The raw numbers are in the initial post as well as the numbers, both look pretty pathetic.
As for the storage, these stats are taken from across the whole month, so I think that for the most part, it'll be negligible. A dev could probably confirm if it really matters. However, even a large portion of bars being stored wouldn't make these numbers much less unbalanced.
I can assure you that there are very few bars stored long-term, so the vast majority of stored gold is already included in these numbers. Even a large portion of gold being stored wouldn't drag these numbers up very far.
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0Advanced issues found▲18 minutes ago, Pledge said:
These stats aren't entirely accurate....
I got the data from destruct and the stats page. Which of those sources is inaccurate?
1Advanced issues found▲112 minutes ago, Pledge said:You are saying any gold lost reduces the percentage. It should be a win rate, not a gold sold rate....
A win is a win
Please elaborate on your definition of a "win" at a fed from a civ perspective. Mine certainly involves selling all if not most of the gold. If I ended up selling the average of 27 bars per started fed, I'd consider that a loss. Same with the 62 for a blown fed. The fact is, close to 75% of gold is lost on average when bomb blows.
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6 minutes ago, sploding said:
It sounds low but you're not counting how much is stored in houses or sheds.
Also feds can be won with strats, if civs get the gold but they don't knock out AA/ think of counters once the bomb blows then of course they'll get caught.
This is accounting for ALL gold sold June 1st - July 15th. Surely most people that store gold would have sold it by now. Also, gold isn't stored that often, surely not enough to make up more than a few % difference. Even if 25% of the gold spawned was stored and not accounted for in amount we calculated as sold, we're still looking at like <15% instead of 11.
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Throughout both months (June 1 - July 15), 120 feds were started, and the bomb blew 53 times (44%). - pulled by @destruct
There were 3294 gold bars sold, yielding an average of 27 bars sold per started fed, and 62 per "completed" fed. This gives an average of $1.9m-4.3m per started/completed fed. - pulled from stats page
Keep in mind that on average, 237.5 bars will spawn when bomb blows.
Now, assuming that an average amount of gold spawned for all these feds, 26.2% of spawned gold was sold after a blown fed, and 11.6% of potential gold sold when a fed bomb was planted.

TLDR: 120 feds started, the amount of gold sold makes up for 11% of what would have spawned given an average spawn for each fed.
@APD is this a problem?
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FYI mx tasers are usually closer to 150k
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51 minutes ago, sploding said:
Serious question, if DB denies everyone except them can medics just say fuck it and refuse to revive DB too?
See
1. Denial Criteria
1.2. Threats: Player(s) who have repeatedly threatened to take medical personnel hostage, have previously taken medical
personnel hostage, have repeatedly threatened to inflict, or caused, serious bodily harm or death to medical personnel.
2.2. Medics cannot deny services to an entire group based on the actions of one individual within a group or gang.
So whoever is sending the texts, verbally threatening medics, or shooting medics can be denied.
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6 minutes ago, sploding said:
they shouldn't be able to leave us legged 10 minutes away from civilization.
That's why we proposed this rule, we just want to be able to leave players near their point of restraint OR near a garage.
9 minutes ago, sploding said:I get why this may be annoying but if this is a light RP server it's a non issue
How does this have anything to do with rp? The only argument here is just about being able to leave someone you robbed where you found them, civ council actually proposed the rule change in the first place to prevent people from being robbed and left in Africa.
11 minutes ago, sploding said:Cop rules have literally just been revamped to be more civ sided than ever
Like what? A stolen ghosthawk now being any means? A specific hawk being able to return hot through waves? I'm really not sure what you mean by this and how this rule is so "civ sided"
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What is Civ Council?
The civilian council is a group of prominent members of the community that represent the civilian faction which is broken into the five main areas of the civilian life: cartels, runs, scats, vigis, and feds. The goal of the Civ Council is to give the civilians a voice in the staff meetings.
What does the Civ Council do?
Every other week, the council meets to discuss ideas or changes that directly affect the civ faction. The following week, the ideas are presented at the staff meeting.An example roundtable blog can be viewed here.
You can find the public roster here.
The five categories:
- Cartels: Prominent members of the community who actively fight cartels
- Runs: Prominent members of the community who actively do lots of runs
- Scats: Prominent members of the community who stay in cities and kill cops
- Vigis: Prominent members of the community who are career vigilantes
- Feds: Prominent members of the community who actively do federal events and love to fight cop
Requirements:
- You must be active on the civilian faction (civ must be your primary faction)
- You must be able to attend monthly meetings
- You must be experienced with the area of civilian life that you are applying for
- You must not have been permanently banned in the past two months
- Your application must be properly formatted and well thought out. Low effort apps will not be accepted (we’re not the APD, you can’t just write “I want to be civ council”)
How to apply:
- Click "Support" in the bar at the top of the website.
- Next click "New Request"
- Make sure the department is set to "Civilian Council Application"
- Fill out and complete the rest of the application and submit.
Application format
Your application must have a properly formatted title, or it will be denied. Please use the following: “<Name> - Civ Council <department>”, for example “DeadPooL - Civ Council FedsIn your application, include what would make you a good fit for the council in general and specifically for the council section you are applying for. This should be a well thought out and detailed response. You must include a few detailed ideas or changes that you would propose should you be accepted. Most of these ideas should be specific to the area of your application, but a couple of general ideas are also acceptable.
If you have previously submitted an application and had it denied, you are welcome to reapply after two weeks.
If you have been removed from civ council in the past and would like to rejoin, you can apply two months after your removal.
If you have any questions, feel free to send @Head Civilian Council a PM
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5 minutes ago, MAV said:
I think how the idea was brought up was to not troll the player by going out of your way after robbing them to leave them in East bumblefuck... Can't wait to rob a few cops and get pinched for the sole reason I had to drive them back to town!!
The idea was to prevent people from being brought from Kavala to east bumblefuck. If someone's already in east bumblefuck, we shouldn't be responsible for driving them to where they want to go.
The idea that got proposed and approved was something like "hostages must be released near a garage or point of restraint" which didn't force us to become taxis, but it was changed and I'm not sure why.
10 minutes ago, Bojo said:When you rob someone you rob them to inconvenience them and benefit yourself, you dont rob them so that you have to give them a fucking lift to the nearest garage.
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8 minutes ago, Cloutarino said:
So basically I was on medic at kav and the notorious gang DB decided to deny everyone within a 3 km range I think this is stupid and outrageous and should be changed to either individual people/gangs only and not everyone in kav
How is denying you from Kavala any different than everybody at coke pro, or any other location on the map, except that there are more requests there? Spoiler alert, it's not.
Unfortunately telling a medic not to revive individuals becomes impractical quickly when fighting a large group of people, and the only way to ensure there isn't a medic sneakily reviving the enemy is to remove them from the situation entirely.
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Revert it.
As long as the pilot is texted, there's no reason for anyone with the given tag to not be able to titan.
Why should I have to say "land or be titaned by [DB] Dave, [DB] John, etc"
Note that the pilot still must be texted in either version.
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4m?
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2 minutes ago, d a k o t a said:
So what is he charging back on? donations to another player that has helped him in some way shape or form?
The uhh... Paypal "donations" to other players after he felt bad that they lost large bets to him in game. He's done it to quite a few people.
2 minutes ago, poof| AIRBORNE WORST MOD said:i just wanted to know if @p a t did this shit anyone else
Lots of people. He stole his daddy's credit card and it got marked as fraud.
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1 hour ago, FULTKING said:
when this is added will these be based on stats already or new stats starting from when it is updated in
This is already implemented, and it's based on stats that already existed.
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Until it's in game, here is what civ and APD get, not sure about R&R.
Total Civilian Time
15,000 Minutes on civilian - $500 increase in paychecks
30,000 Minutes on civilian - $500 increase in paychecks
60,000 Minutes on civilian - $1,500 increase in paychecksDistance Traveled on Foot
Travel 100km on foot - 10% longer lasting Redgull
Travel 1000km on foot - 25% Longer Lasting RedgullDeath Messages
Accumulate a total of 500 deaths - These messages will appear randomly when you die:
You were told not to push
It is not how hard you hit, but how hard you can get hit and keep moving forwards
Mission failed, we'll gettem next time
Don't alt f4 yet
Tango down
War, war never changes
Have you read the manual for this thing?
it's a hard knock life
DDOSing is a federal offense
I'm sure the medic will be quick
We shall not flag or fail
1-800-273-8255Kills - These are only gained by killing a Civ while on civ/Discount does not apply to any Explosives! The Kills Discounts Stack with the WarKills up to 20% and stays at 20% Arms does not apply to 20% Anything under 5% arms applies to.
Kill 500 People - Unlocks mad max skins for SUV
Kill 1,000 People - 2.5% discount guns
Kill 2,500 People - 5% discount guns
Kill 5,000 People - 5% discount on guns, unique freddy krueger or similar uniform
Kill 7,500 People - 5% discount on guns, Some Mad Max style SUV skin.
kill 10,000 people - 5% discount on guns. Some Mad Max style hatchback skin.War kills- These stack with normal kills caps at 20%
Kill 250 Enemy Gang Members - 2% discount at wp shop/vehicle shop
Kill 500 Enemy Gang Members - 5% discount at wp shop/vehicle shop
Kill 1,000 Enemy Gang Members - 10% discount at wp shop/vehicle shop
Kill 2,500 Enemy Gang Members - 15% discount at wp shop/vehicle shop
Kill 5,000 Enemy Gang Members - 15% discount at wp shop/vehicle shop
Kill 10,000 Enemy Gang Members - 15% discount at wp shop/vehicle shopEpi-pens
Use 50 Epipens - 5% chance to not require dope
Use 250 Epipens - 10% chance to not require dopeLockpicks
Lockpick 100 Vehicles - 5% increased chance to succeed in lockpicking
Lockpick 250 Vehicles - 10% increased chance to succeed in lockpicking, Chance of Silent LockpickingHours spent in jail
Spend 5 hours in prison - 5% less jail time
Spend 25 hours in prison - 10% less jail time
Spend 150 hours in prison - 17.5% less jail timeSuicide Vest
Set off 5 suicide vests - 10% Reduced Price
Set off 25 suicide vests - 20% Reduced PriceDrugs Sold
Sell 100,000 drugs to a drug dealer - Tempest SkinsBombs Planted
Plant 5 Blasting Charges - 5% faster boltcutting on the fed
Plant 25 Blasting Charges - 10% faster boltcutting on the fed
Plant 50 Blasting Charges - 25% faster boltcutting on the fedAnti Air Hacked
Hack the Anti-Air 5 times - 5% faster hacking
Hack the Anti-Air 25 times - 10% faster hacking
Hack the Anti-Air 50 times - 25% faster hackingVigilante Arrest
Arrest 100 people as a vigilante - 5% off Vigi Shop
Arrest 150 people as a vigilante - 7.5% off Vigi Shop
Arrest 200 people as a vigilante - 10% Off Vigi ShopJail bail/Auto payment discount
Kill 50 Cops - 5% discount when sent to jail
Kill 100 Cops - 10% discount when sent to jail
Kill 500 Cops - 15% discount when sent to jail
Kill 1,000 Cops - 20% discount when sent to jail
Kill 5,000 Cops - 25% discount when sent to jailDrugs Seized
500k drugs seized - No Perk
1.25m - bonus 2% drug seize $$
5m - 5% bonus drug seize $$
12.5m - 8% bonus drug seize $$
20m - 10% bonus drug seize $$Cop Lethals
25 - No Perk
100 - 3% bonus lethal $$$
250 - 5% bonus lethal $$$
500 - 7% bonus lethal $$$
1000 - 9% bonus lethal $$$
2000 - 12% bonus lethal $$$Cop Pardons
10 pardons issued - No Perk
50 pardons issued - 3% gear price reduction
100 pardons issued - 5% gear price reduction
250 pardons issued - 7% gear price reduction
500 pardons issued- 10% gear price reduction
Bombs Defused
5 bombs defused - 2.5% speed increase on bomb defuse
10 bombs defused - 5% speed increase on bomb defuse
20 bombs defused - 7.5% speed increase on bomb defuse
30 bombs defused - 10% speed increase on bomb defuse
50 bombs defused - 12.5% speed increase on bomb defuseHours Played
50 hours played - No Perk
150 hours played - 2% vehicle price reduction
250 hours played - 4% vehicle price reduction
750 hours played - 6% vehicle price reduction
1000 hours played - 8% vehicle price reduction
1300 hours played - 10% vehicle price reductionTickets Paid
1 tickets paid - No Perk
50 tickets paid - 4% ticket paid bonus
100 tickets paid - 6% ticket paid bonus
200 tickets paid - 8% ticket paid bonus
500 tickets paid - 10% ticket paid bonusDistance Traveled
Travel 100km on foot - 10% longer lasting Coffee
Travel 250km on foot - 15% longer lasting Coffee
Travel 500km on foot - 20% longer lasting Coffee
Travel 1000km on foot - 25% Longer Lasting CoffeeAA Virus Repair
5 AA repairs - 2.5% speed increase on AA Virus repair
10 AA repairs - 5% speed increase on AA Virus repair
20 AA repairs - 7.5% speed increase on AA Virus repair
30 AA repairs - 10% speed increase on AA Virus repair
50 AA repairs - 12.5% speed increase on AA Virus repair-
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I've heard that it'll be in the next update.. so it'll probably work by 2020
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4 hours ago, Pledge said:
Due to some abuse, the Anti-Air being hacked no longer means an active Federal Event.
So a fed/bw with AA hacked but not yet boltcut/planted means no redzone and no waves? Or does this just refer to the ability for cops to log out?
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52 minutes ago, an overweight giant retard said:
This post, among others, is the reason downvotes need to be readded
ONCE AGAIN: @Ares
It's okay, for now you can just leave a couple of these bad boys


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1 minute ago, Mato said:
Thanks but, the type seems a bit low balled ngl
I've seen them from 300-500k usually
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22m
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June / July fed stats
in General Chit-Chat
Posted
Unfortunately, we don't have the real number spawned since that's not logged, but with an average of 237.5 bars per fed, we get:
3294 sold vs 28500 not sold (this is potential bars- like if the gold counts as spawned every plant)
3294 vs 12587 not sold (this is bars not sold if the bomb blows)
The latter case indicates that 74% of bars spawned don't make it to trader.
42% of the time, the bomb blows. 26% of the gold spawned makes it to the trader.