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Everything posted by Gwate
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I consider being such a baby backed bitched that you gotta stop playing because people can buy a mine detector that no one uses? Yeah bro for sure. I'd suck the meat off your dick if you can name 10 people off the top of your head who are habitual users of the mine detector
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I'm so confused why sov is bitching. Are they pissy that mines are in the game? How tf are you getting mined? I forgot they even existed until I read this post. Skill issue tbh
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Every person in that photo is on a tase and rob list now. Good Luck
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Thats why I fuck with you. That's goated behaviour. You gave an option to roleplay. That's kind of how the issue with roleplaying with cops has been recently. Cops code 3 you and you stop driving, 9/10 they'll still book you just because they can. I've had good experience with APD players before. I remember cops pulling up to frogs and instead of taking all our shit, just told us to pay our bounty and go. APD can be such a fun role. Play a corrupt cop of some kind, give options to players to roleplay with you in situations like raids. Be nicer when people surrender themselves instead of robo coping. It's good to see APD is moving in a more positive direction. Xsmithers is great for that. It's almost like congratulating a politician for doing his taxes. Its not even bare minimum, roleplaying on cops and not being complete assholes should have been a requirement. Except Aegis. I support locking them up. ROBO COP THEM TO HELL
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It's so funny looking at the real world parallel of how cops have so much discretion to not be huge fucking cunts but choose to anyway because they are backed by unquestioned power making most police interactions insufferable moments of power tripping galore. I'm so happy APD had to make a rule to not be huge fucking cunts to new players LMAOOOOO. Kill all APD pigs. Too much ego for being online cops. I hope AP goes on another cop robbing spree again
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Here is the mental attitude I have towards it. I trust the Olympus anti-cheat. Cheater comes in, does fuck shit and gets caught. Pays for unban which supports Olympus and its future work. Lets say they get caught cheating again. Olympus could do a 3 strikes and you're out rule for cheaters. Each time they are caught increases the price for the unban until the cheater finds it pointless to either keep paying or can never get an unban again. Both ways, cheaters will want to get back to the server and already make new steam accounts to play again. You can't stop them from coming, but you can monetize their stupidity while still upholding the integrity of the game. And lets be real about good will, there has never been good will. Almost all of the most dedicated players to the server were exploiting on conquest and some of the biggest most infamous gangs like Aegis have had their cheating issues. Your dedicated players could care less
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Really happy to see new WPL changes even if they came rather late. The new player experience has always been terrible and I also feel a little sad that the WPL buff required the server to essentially hit an unprecedented low player count and terrible player retention before realizing shoehorning players into either the tracks of vigilantes or rebels was never going to be a good idea. The server had too many wolves and not enough sheep and almost no shepherds. As a WPL advocate I'm giving some more feedback 1. How will the benefits of the New WPL be disincentivized in being used illegally? Better box trucks and trucks will create a meta of having at least 1 WPL in a rebel gang. WPL's found participating in criminal activities should have their WPL removed on arrest (by cops only) and have a charge stacked on that has a high bounty (either on arrest or after a fight). Criminal activities should only be classified as participating in illegal runs/federals, shooting at cops and robbing kidneys. I think the only charge obvious charge that shouldn't get your things taken away is manslaughter and gang homicide because the nature of WPL is you will need to shoot people. 2. More avenues for Progression. Listed in the Roundtable, I don't think removing processing licenses or reducing their prices is a good idea and increasing their prices can be beneficial An issue that has plagued rebel (not really vigi because it's so much of a grind) is getting to top of your progression becomes easy and rather boring. I think getting to the top should be a fun mountain new players will climb. Each new processing license should be like opening a new part of the map in a video game with more avenues with increases in the WPL license making it easier and more profitable. I think not having a processing license shouldn't prevent you from being able to process something but should give you less money (25% loss without processing license). Processing without a license will also give you a charge. I say 65k so just below what a vigi can hit you with but doing it more than once means a vigi can have your ass and is so low that a cop wouldn't ever arrest you but would ask for you to pay a ticket. (Another incentive for cops to be around processors as both protection and monitoring of WPLS and a fun RP option). A lack of pickup modifiers which could assist players in unique ways Picking up things is a bitch but exists as a sort of balance of how fast you can make money. While fair, I think playing around with it can be done. Similar to popping a redbull, you could have a drink or a tool that you can activate like a redbull that increases pickup speeds at legal pickups only. could be a 10% -15% buff to speed. You could also just make tools you buy and have in your backpack that are expensive but give you unique pickup benefits like the enhanced drill that are also very profitable to sell when stolen by a rebel. To add even MORE depth to this mechanic, different legal pickup spots based on the profitably of a run could have a different tool with a scaling of price on how much value it'll have when stolen. Gives the incentive to rebels to leave lower profitability areas (and consequently newer players) alone and the higher profit run being riskier Out of the way Alternatives buffs. Just as Advanced Rebel has buy them once buffs, I think the out of the way things like fishing (please increase fish spawn rate in certain areas), apple and peach picking and deep sea scavenging should get slight buffs. I think making it a buy once only thing that slightly increases sell price so when WPLs have been ganked a ton and need a low impact thing to do, they'll actually go do these things. 3. WPL map events Currently, the only consistent map event is the nuclear strike that spawns radioactive material. It's a good event since everyone can do it and have big profit but only Rebel can really make a lot of profit from it. I think you can do the same thing but make rebels actually feel like rebels. The map event should allow only WPL's to pickup the objects and the only way the rebels can get the material is they kill the WPLs that are picking them up and taking it from their inventory. Rebels can go to a processing spot and get an even better profit on the objects. Makes the Rebels actually play like rebels with interfighting between rebel gangs and wpls and gives police something they can do(and limits can be placed on the amount of police that can show up). I think my feedback hits the spot on adding more interactivity. WPLs should be the sheep, APD should be the Shepherds and Rebels the Wolves. And while these sheep can be profitable morsels, Cops and big WPL gangs should be the balancer. I might make an effort post on how rebel as a class also needs to be reshaped. I think the current issue with rebel today is you're kind of blocked from doing a lot of the bigger things like federals because gangs like Aegis steamroll a lot of these at the slightest attempt but once the WPL changes go through I'll see if the new additions doesnt fix my issues with rebel first before giving my opinions.
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I don't think unbanning players who cheated would ever work out. If the deterrent of losing out on the most Active Rp-esque Arma server wasn't enough to stop you, why should it be expected you will know give any reasonable care to what is now a dying server. Doesn't really make sense? Also, the entitlement to ask for an unban is kinda crazy. Most games just drop a perma and you can't ever touch it without buying a new copy. At least have the decency to say you'll donate 40$ to Olympus to get an unban (or whatever the market value is for arma 3 rn). You cheated and now if you want to return, you should show some good graces in supporting the server. Right now, as was pointed out by Ryan, Olympus suffers a retention issue. Even giving a chance to let cheaters come in and ruin the gameplay experience for new players which is already arguably ruined by 5+ year tryhards steamrolling them in the most disrespectful way isn't gonna be a good idea. Good luck on your next unban appeals, maybe throw some money at the server to at least give some incentive for your unban.
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Can we get a body check on Sov? Is this bitch hot? Asking so I know if I should agree or disagree with them. Also "The grift if the century" brothaaaa in the first sentence come on
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I'm taking 15% credit for getting WPL reworked and I will not elaborate
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Cops being dickheads just to annoy players. Make APD great again.
Gwate replied to Wezio 's topic in General Chit-Chat
I'm gonna find you and strip you naked and take photos of you like the pre game to a cartel torture video before I tell you to bend over and put some belt to ass before I sell your taser on the black market for 3 mil. Kill all APD. ACAB -
Holding a medic hostage and restraining them is just semantics for the same thing. In both cases the medic is being forcefully taken with you. Only certain exceptions allow them to continue partaking in their duty while in a hostage state. If the rule states the medic can't revive or do anything for people in illegal areas without an APD escort or another medic present (bar exceptions such as federals) and you have that medic hostaged then asking the medic to revive people would be against the rule. However because you can take a medic hostage irrespective of anything else, you can shoot a medic for trying to run away if you tell him to stay in place even when cops tell them to leave the area. Because them running away isn't them partaking in any medic duties. And listening to APD is not a required hard set rule for R&R. Yes in certain occasions you have to listen to APD as a rule but not all situations. Once again, hostaging a medic and telling them to provide service to people is allowed BUT is prohibited in certain occasions. Thats the whole point of this whole thing. You can take a medic hostage or restrain them (still the same thing) and taking them to illegal areas. But once they continue their duties such as providing aid to someone, they are now once again doing their duties. And when you do your duty you have to follow the rules. So that means medic in illegal zone (bar federals once again) can't be forced to revive because they aren't allowed to do their duties in a rebel zone without another medic present. Its very simple to get
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I was gonna read everything but just stopped here because you kind of lost with this mention. You can't threaten someone to break a rule of the server/faction through a hands up or die threat. Pretty simple as that. In the first chapter of the life rule it does clearly state "If another player breaks rules it does NOT give you the right to break a rule yourself." So you gotta start on the assumption that if someone asks you to break a rule or breaks a rule themselves that you can't follow along and break that rule. Pretty simple In the Supplemental Rules under chapter 2 it also states "It must be reasonably clear who a player is engaging and that it is engagement and not a troll or a joke." Asking someone to break the rules of the server or die seems like a joke, almost even a troll perhaps . So the medic shouldn't be appreciated to have reasonably taken your engagement as anything but a joke. It would be just as preposterous if someone messaged me "VDM me or die". I could stop the response here but I'll respond to your other points. So the RNR handbook, an official rule/guidebook gives a clear mandatory requirement or obligation imposed onto them. This isn't a Ought statement or should statement, it's a must statement. You must do X, or you violate rule Y. You can rewrite the rule logically to mean, you must not operate without collision lights. Written as either a prohibition or mandatory statement, it is still a clear requirement that must be done or you break the rule. My issue with this characterization is how you separate how hostage-taking does change the positive status of the individual arrested. When you hostage take someone, they are unable to participate in their active duties. You may be a medic in name when you are taken into a rebel area but you are not participating in any medical activities as you are unable to. If you took a medic hostage then forced them to do the role of a medic in a illegal area without another higher ranked medic present then you would be forcing them to break the rule. A better way to understand this is a medic violates a rule when in the pursuit of their duties they wilfully undermine or break a rule. Same reasoning applies, the medic is not participating in their duties currently as you have forced them as a hostage. If you had them as a hostage and forced them to heal someone inside rebel, you are asking them to perform their duties which would break the rule. Yes you would be breaking the rule by forcing them to do anything before taking off their wetsuit. Pretty cut and dry mandatory statement. You write this with the implication of preposterous nature of the rule but its a mandatory requirement. So yeah.... I don't get what you're saying here. Musts are mandatory and if not followed they break a rule. Exceptions give certain permissible activities to otherwise prohibited behaviour. Look at a real life example. You must not kill someone, but an exception to this rule is self defence. If you kill someone in self defence, you have been granted an exception to otherwise prohibited behaviour. If there isn't an exception to the rule then the rule must be followed? Don't need to be a scholar to understand that. The assumption in the rule is that they are clearly discussing a single matter of hostage taking. As the rule kind of presumes with allowing an extension to hostage taking time and hostage extension times only applies when the same group has kept a medic hostage. All the rule is saying is that the same group can't take the medic hostage after that. Pretty cut and dry considering almost this same dynamic for hostage taking is defined in Chapter 8 of life rules. Yeah, you would be breaking the rule. You know what doesn't violate that rule? "Auto hover or be titaned" Lol, it's pretty simple to not break the rule there and therefore not be forcing the medic to break a rule. Once again, yes you would be breaking the rule because that is a mandatory requirement for them to follow? Very cut and dry answer. Kill piggy cops and taser and hostage take everyone. Bonus points for hostage taking a piggy cop. I'm not proof reading any of this shit
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you should make this a feature of WPL as well when selling legals
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I think civs needed ghost hawks for a while. A WPL buff has hit the server mr president. I'm confused about drug times though too or how sell from vehicle works. Like if we're in range of a drug dealer we can scroll wheel? And what is selling going to look like? I'm hesitant just because drugs are such high reward spots that if we inject risk into it if it'll be satisfying or not. Doesn't matter much anyway since the server seems to be dying for the summer
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I'll flesh out what I was saying so it makes sense. I asked about kills because the kills from an rpg can ascertain certain things that crafting can't on it's own. Crafting stats can provide information on the frequency of RPG use. Is 500-700 rpgs usual? Is it usually 200? All that information is also not provided which sucks when trying to provide an exact critique. Kills also provide a better measure of things like effectiveness. I know RPG's are effective but how effective are they? Is the ratio between rpg kills and crafted rpgs 1:1? 2:1? Just because you can craft 500-700 rpgs, it doesn't mean that every rpg is being used effectively. Another thing that isn't mentioned but I can assume is who is often the target for RPGs? I got about 400 hours in Olympus which is still rookie numbers but have rarely if ever experienced rpgs. And considering APD is who asked for the change, I'm assuming RPGs are used against APD in Events majorly So we're nuking how easy it is to obtain rockets on a rather rare weapon (while increasing the drop of said weapon and ammo in events now for some reason?) because a small subset of events based players (AEGIS, SNEED, Teamplayers etc.) which are already highly skilled without RPGs, use this weapon the most and can get things like scrap easy because they are huge gangs that can bully essentially anyone they want to. Also, these big gangs aren't going to have issues forking over war points for rockets and considering these guys are almost unstoppable at doing events, they don't need to give a fuck about losing out on supressors or csats and granits because they can always get some more doing a BW which they are literally the only people who do these events. Note: I don't disagree with you gameplay wise that locking powerful things behind hard things is good and also rewarding gameplay. But if you want to actually target nerf these big gang guys, you should make it extremely rare to get RPGs instead of now increasing their drops in airdrops. So now that when your big gangs are doing events, they have to keep in mind that if they play too risky, they risk losing a very hard to obtain weapon. By doing this you don't nerf crafting yet directly nerf the group that the change is intending to target. I also agree crafting is sleeper but that's a skill issue. Cops and players don't check crafting spots. And you especially don't incentive people checking crafting spots by nerfing them. If you actually want those areas to be fighting spots, you could buff crafting or crafting to more active spots. I just gotta disagree. Scraping has never been easy. To get vehicles to scrap you have to fight people. And if you're against a tenacious group, people will chase you to scrap or re-spawn and camp scrap for you. Obviously this is a vibes based argument but almost all the time I've been to scrap and have not been contested, it was after a full team wipe on a gang who care too much about losing their kit on respawn. And this ignores my complaint that big gangs can almost completely uncontestedly farm scrap. I do like and actually agree with your reasoning that making scrap illegal allows APD to catch players. But then I'd just have to ask you after this change goes through, how often will APD be at abandoned factories after this change goes through? I can almost promise that most scrap ceased will be from civis driving from one place to another and having scrap in your virtual rather than being caught in the act at factory. And btw, I'm still more in favour to this change to scrap than nerfing crafting. This also ignores the fact that scrap is already a dangerous thing to do because every zone is already kill on site and if people want they can just kill you and take your scrap. As well you still have to contend with my argument that they should also make moonshine collection spots illegal too then because you can only use those items to craft an illegal item and in the process of obtaining your item, you have to break the law. Agree. But the better change is moving abandoned factories closer to hot spots to encourage fighting for scrap for crafting by not just APD but by civis. But that is neither here nor there.
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It's one of those things in the rules where its written so broadly that any interpretation can be given to it. Driving offroad being one of those interpretations.
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Not sure why the amount of rockets crafted is an important stat to mention. Wouldn't rocket kills be the more important stat? Has RPG kills seen a large uptick in use in the last 5 month span? Just because something is crafted a bunch doesn't mean there is an imbalance. Wouldn't it be smarter to make Launchers a more rare drop and leave rockets a craftable so you aren't taking value away from scrap? Ironically aren't you just increasing the attainability of said dangerous item? Having it occur more just means more launchers and rockets will exist on the server and more will trickle down through the black market to players. Doesn't sound well thought out. Why? Scrap is already a risk. The places you go to craft are big illegal zones. The places you go to scrap are illegal zones. Getting the chance to scrap things usually means you had to fight someone to get the vehicle in the first place. It takes time to craft items so if someone wants to jump you and take your shit they can. All crafting rooms are tiny cramped spaces that are third person peak abusable and can just be naded once to clear the room. This is actually the most retarded change I ever heard in my life. Also this isn't a heavy rp server, its a lite rp server. Just because you obtain it through illegal methods to craft illegal things doesn't mean you gotta make it illegal for what reason? Realism? Then shouldn't the moonshine collection spots be illegal since you need to drive off-road to get to them which is illegal and the items you collect are used to brew an illegal item. Why do we you gotta add another risk on top of 16 others.
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Decided to comment just because I'm getting interested in things like rules and gameplay but who on the civilian counsel was smoking crack rock to make that new coke idea? First, why is coke the run civilian counsel chose to do this idea with? It's self admittedly a popular but not the most popular run. So if its not popularity, is it payout? Coke pays out similarly to any double processed illegal. But unlike an illegal run such as frogs, you have to pay a fee if you don't own the cartel drug zone. Second, the gameplay regarding coke runs is already enjoyable and equally challenging. Coke field is surrounded by large hills outside of the red zone that gives ample coverage and abusable sight-lines that requires players to either set up on hills to provide cover or take the risk of not sitting on hills. Driving to coke black market if you choose to process right from field is also mostly offroad, making it a simple time sink in time and not including the risk of the distance or processing time. Coke Black market also has 3 distinct hills with sight lines on every side of coke market, forcing players to stay inside buildings or be shot. This doesn't include that the official coke processor has these exact same challenges. Three hills all outside of red zone which allows raiding players to choose how they engage. And coke is also a double process. So if you want more reward, you already are taking an increased risk of staying longer. Third, all we did is make it easier for APD and people looking to rob coke runs to interrupt in the process. So you're adding a cost to get the plant. First lets say you take an upgraded box truck to get coke. Same double weight means you're getting 180 coke in a box truck. 180 x 500 and now we already have an initial cost to buy the useless unprocessed coke, 90k. So if someone camps coke, you're losing that instantly. Second issue is how does box truck processing work? Do you have to go to an npc with unprocessed coke in hand and they'll spawn the box truck you drive around and process with? If that's the case, you're camped there as well. Have fun pulling out your box and getting hands up or died instantly as soon as you start driving. Second issue is the smoke trail. Its already easy to see a box truck, to hear one. We're now adding a smoke trail? So we made a slow truck thats pretty easy to rob , even easier a spot and rob and punishing players for trying to evade by stopping processing. THIS DOESN'T INCLUDE that if you're just unlucky, APD will just have a generalized location of where you are which won't be hard for them to to spot the SMOKING SLOW BOX TRUCK. APD isn't retarded, all they need is one person in a helicopter giving commands on the spotted box truck and now you can't ever escape or stop to process without cops showing up. And lets say you got lucky, APD couldn't stop you on the ground. HAVE FUN STORING because now you can't store if APD has a helicopter on you or else have fun getting your spot raided every single time you try to run off and store. Which means you're forced to drive directly from processing to drug dealer. Have fun trying to do that now with more cops and players possibly following you because even if you don't have a smoke trail anymore, YOU'RE DRIVING A FUCKING BOX TRUCK. In Summary, someone must have been taking coke IRL to come up with this idea. Btw, this idea works so much better on either the more popular drugs because you're now dispersing people from camping one drug spot or on the specialty drug like frogs or moonshine because frogs is already hotly contested. Increasing payout on an already extraordinarily hard drug to process safely makes it more balanced. Moonshine also already has a big payout. Making moonshine more active instead of farming simulator while keeping it's payout is actually healthy and makes that bottom quadrant of the map active. This idea can also work if the box truck is specialized and drives faster than other box trucks because at least we're giving players time to get away and relocate before actually processing. Future comments on things like these will be more organized in formatting.
