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Zahzi

Carrot Kid
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Posts posted by Zahzi

  1. Just now, Pledge said:

    A straight gold sold vs not gold sold, like they used to be represented

    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.

     

    Just now, Pledge said:

    I don't think you understand. I'm asking for a win loss percentage, not a number.

    42% of the time, the bomb blows. 26% of the gold spawned makes it to the trader.

  2. 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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    8 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?

     
     
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     Advanced issues found
     
     
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    12 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.

  4. 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.

  5. 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.

    :thinking-face_1f914:

    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?

    • Like 8
  6. 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.

  7. 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"

  8. 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:

    1. Click "Support" in the bar at the top of the website.
    2. Next click "New Request"
    3. Make sure the department is set to "Civilian Council Application"
    4. 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 Feds

    In 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

  9. 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.

     

    • Like 3
    • Love 1
  10. 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.

     

  11. 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.

    • Like 3
    • Haha 1
  12. 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 paychecks

    Distance Traveled on Foot
    Travel 100km on foot - 10% longer lasting Redgull
    Travel 1000km on foot - 25% Longer Lasting Redgull

    Death 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
    1-800-273-8255

    Kills - 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 shop

    Epi-pens
    Use 50 Epipens - 5% chance to not require dope
    Use 250 Epipens - 10% chance to not require dope

    Lockpicks
    Lockpick 100 Vehicles - 5% increased chance to succeed in lockpicking
    Lockpick 250 Vehicles - 10% increased chance to succeed in lockpicking, Chance of Silent Lockpicking

    Hours 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 time

    Suicide Vest
    Set off 5 suicide vests - 10% Reduced Price
    Set off 25 suicide vests - 20% Reduced Price

    Drugs Sold
    Sell 100,000 drugs to a drug dealer - Tempest Skins

    Bombs 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 fed

    Anti 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 hacking

    Vigilante 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 Shop

    Jail 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 jail

    Drugs 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 defuse

    Hours 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 reduction

    Tickets 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 bonus

    Distance 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 Coffee

    AA 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

    • Like 2
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