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Crowsnest Bill

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Posts posted by Crowsnest Bill

  1. ide be fine with 1 tsunami of it, but yeah this would kill alot of population. me personally i love 1st person. when i play koth i play exclusively first person, and even if im on a third person allowed koth server, i stay first person for that sweet hardcore bonus. but also i feel first person is superior for combat too.

    • Like 1
  2. Honestly i say -1. I understand its annoying to have to pull out cash then go buy something, but it also adds to the possibility you forget the money is on you and you die and lose it or someone robs you. That's part of RP.  Can maybe see it being a perk at a high lvl but it would have to be above 70 to make it a challenge. I think this kind of falls into some of the other mechanics that are just like........be aware of it. Like someone posted about making seat belts buckle automatically as you get in the car just because its annoying to remember. This falls under that same thinking process. Just because its annoying to remember, doesn't mean it needs to be changed. Shouldn't be fostering instant gratification tbh.

  3. 3 hours ago, Lex Hale said:

    Then I think removing 7.62 mags and replacing with 6.5 makes more sense imo.  I understand your point completely, but I don’t think crafters enjoy mass crafting mags, and it doesn’t make sense to have a stronger mag readily available and make you put in effort for a lower tier.  The cut off should make sense.

    ok, i agree with that. i would'nt want to mass produce mags either. but i agree with replacing with 6.5 and removing 7.62 from the store, that way 7.62 is needed to be crafted or found in raids, but a better caliber is still available at least.

    • Like 1
  4. 11 minutes ago, Lex Hale said:

    Cons: Idk none?  We have 7.62 in rebel so why not have 6.5

    This is just me, but having readily available stuff is probably not conducive to the server. i feel some things should be worked towards. now maybe i'm just being stupid with this take (and by all means say i am lol), but working towards getting something is kind of more rewarding. should'nt be rewarding instant gratification culture.

  5. 9 hours ago, Lex Hale said:

    BTC

     

    In addition to Labs changes, this will increase the amount of people using BTC to purchase weapons/items

    So the only thing preventing people from doing this is literally one item. the intel folder/files. requires 1 to start and 3 more to finish BTC miner. the item has a 1/1000 spawn chance in labs and that is absolutely absurd. since the opening of labs, afaik, only 2 or 3 folders have been found. 2 where sold and 1 just poofed because the guy stopped playing. The entire time!!!!!! only 3 have been found when 4 is needed to make a full BTC miner!!!!! that HAS to change. 1/1000 chance for a spawn rate in labs that doesn't happen every hour is insanely high. it makes progressing your hideout for that oh so sweet BTC miner impossible. And a lot of people have tried to grind it, but once they start they quickly stop and never try again. So for this to work, intel folder drop rate needs to be lowered. not to an easy number, but way better than 1/1000. also having a BTC miner can help with cops having something else to do like lex said, and using btc as a way to trade and sell is another thing civs can do. but it all starts with the one and only item stopping anything from happening

    • Like 3
  6. +1

    I dont even really do labs much anymore because of drop rates for rare stuff, but i would defintely still be on board for this change. its a QOL change that can lead to others stuff in raids getting a better drop rate/boost. so yeah, big plus for this.

  7. so cocaine (which is crack) is already in the game, but if you are wanting a different version of being able to make it then idk. cocaine is a lucrative drug to get and fought over hard when it drops. but heroin was already in the game, it was taken out though. why idk, But that's easily added back in if they decide.

  8. 23 hours ago, John Mapple said:

    So I went ahead and tested this since It sounded nice. I put on the fishing clothing, grabbed some fish sandwich, and returned to fishing.

    Result: No change at all. I was actually getting "You did not catch anything" more often with all the buffs active than without.... Average fish size did not change, average time to catch on the rod did not change either. Not sure if it's just bugged or what ? I tried with 4 sandwich so ~400secs of buff with no changes to notice.

    Thats actually really good you tested it. It could be a bug with the new fishing update that did come out making it what it is now. aIts always worked for me in the past, so if could be bugged. Or maybe the worms that you have to dig up are the answer. i know they help with catch rate much like irl. I know smt will see this post and it could help fix it. Good on ya for testing. I still like the boat idea too lol. really want to be on a boat in the middle of the lake just fishing.

  9. So, afaik, there are clothes in the clothing shop that boost fishing (find out in rp), you should have better rates for certain fish during the day and same during the night. we know about lake okechobee boost. worms that you dig up for bait, increase catch odds. and food itself (funny enough fish sandwiches) can help with collection speed/luck. There are a lot of boosts already to fishing, you just have to use them. However, i do like the fishing rod idea. much like pickaxes, we should have tiered rods. and also boat boosts would be nice too. Can take the boat out on the lake and just fish with some music on.

  10. 56 minutes ago, Phillip Panzer said:

    I hope your realise he is a Cop and Complained about 50 Round G3s he complains about Civs having better and Stronger weapons then cops not the other way around... So I think your post doesnt make any sense sorry (This doesnt mean I support this suggestion in any kinda way)

    i know, but cops being overpowered always keep being brought up. so what i said still applies, and i do mean it. just a little tired of always hearing "cops OP" when they really arent considering what civs can aquire

  11. 4 hours ago, Cory said:

    bro im sorry these threads are always so funny to me. its not the guns u need to worry about. its whos pulling the trigger of the gun.

    anybody can kill someone who has an awm with a 556. all that matters is how you play the situation 

    ill be honest getting 1 tapped by an awm as a civ main is retarded but as someone who has been both SWAT/CTRG/CIV imo it really doesnt matter. cops will have there advantages over civs and civs will have theres. 

    please for the love of god just use ur brain (someone arm peaks you with an awm and ur a civ with a 556 dont peak!)

    for cops complaining about civ guns im sorry but crafting is what made all this possible. at this point with the amount of complaints remove crafting simple. 762s sups  all these things need to go. take me back to 3.0 were i could fight a swat who had a 762 with an ams BUT NO SUP so i knew where i was getting shot from. 

    please stop crying about guns and just use ur brain.. arm peak swat man with an awm (usually means the civ shouldnt peak) 

    civs holding a angle waiting for cops to swarm (cops should split the push to avoid losing 90% of ur cops thru the first doorway or even better yet set ppl who can shoot up on peaks to kill the ppl peaking in the back of the knox with the g3s!)


    YOU cannot have a balance between civ and cop guns. its not possible 

    this legit is the best and only answer that needs to be looked at on this thread. Limiting the guns is just dumb tbh. this is a situation where "get good" is the answer. If you aren't prepared to fight people better than you, then don't whine about it. cops have these weapons for a reason. Civs have advantage when they are holding a literal defense, where as cops have to attack not knowing where everyone may be, so they need a little help to make the field even. now somethings are powerful, but they aren't unbeatable. just be smarter. quite literally the only thing needed to be said.

    • Like 1
    • TF 1
  12. If anyone wants to comment on the vending machines part for lee, then by all means please do. it helps with getting more info. Doesnt have to be good either, can easily be bad, just gotta hear the opinion

  13. 2 hours ago, Bobby River said:

    If someone is ramming you on purpose they will have their seatbelt.

    I have never had a roleplay interaction that has been greatened by a seatbelt however I can think of 10+ times a combat situation has been ruined (from in the car and not in the car) which has been worsened by not having it.

    seems like personal problem with not remembering to put seat belt on. its a risk you take. and again, if you want it to be automatic then just ask for the script to be removed as a whole since it wont make sense to do it if its automatic in first place.

     

  14. -1 HELL NO, the purpose of having the seat belt is to remind you to do so, so it punishes you for driving bad. If it auto clicks then might as well take the entire seat belt script out since its useless at that point. Def should not reward lazy or bad drivers. plus it makes for interesting occasions when driving. Yeah its annoying for it to happen sometimes, but thats your own fault. biggest -1 i can give for this lol. This isn't a simple "change it and all is good", this rewards bad driving and ruins the RP aspect of the server imo.

    Some of you think there is no downside, well lets see what you think when someone doesn't have to put a seat belt on and starts ramming everything they can with a car that has high armour. They know they wont go flying out of it so they can just keep ramming and being annoying. Yeah they can put their seat belt on currently and do the same, but if they forget (which i know a lot of yall mu fuqas do), then it punishes them and then they get mob justice enacted on them for trying to fuck around.

    Please do not remove seat belt. Everyone will be driving even worse then before.

    • Like 2
  15. i mean there is a suicide vest already, but its legit impossible to make. no one has ever made one since i've been playing. Only time someone got one was when it was auctioned off and they never used it because it would a terrorism charge, which you don't want.....ever.

     

    However, i do feel these type of explosives should be available. lower crafting lvl to do it (so its not impossible), but up the amount of materials needed to make it. Now what i mean is, don't make it ungodly hard amount of materials to get. make it reasonable. But some of the materials HAVE to be obtained in raids. now this is where raids should be fixed, because the drop rate of items in there is abysmal. I actually like doing raids believe it or not. I'm not a combat andy, but raids is fun AF. however, i don't like doing them anymore because the items are useless unless you are trying to upgrade your hideout, which also falls under the category of impossible to do because spawn rates of certain items (Documents specifically). raids need to be made easier in terms of obtaining items. As well as making raids able to have an npc to sell items you don't want to. like if i don't need light bulbs anymore, then i can at least pick them up and sell them to an npc to get something back. makes the raid worthwhile then.

    i know i went on a big tangent there, but i like this idea. it just needs other fixes to be made in order to be implemented and able to work well enough.

  16. 3 hours ago, John Wiliamss said:

    Or just make it so it's easier to level, for example you are getting xp for getting materials, it would be way better and easier to level up if you get xp from amount of stuff you get for example you get 7 steel (7xp) instead of now, you get 7 steel (1xp) getting levels up don't actually get you more xp, for example with crafting, the higher level you are more xp you need to level up but you can also craft stuff that give you more xp.

    ive said this before too. make it like runescape does. xp per item, not per gather. This would make the picks more valuable too and could boost economy (at least on that side). having xp per item allows better and faster lvl'ing but it wont make it blinding fast to where everyone will be maxed. it will still take time.

    +1 to this idea, not the idea of lowering craft lvl. craft lvl still needs to be high because its fucking starmetal lol. best pick in the game and will boost any mining venture you have.

    • Like 1
  17. just let gangs fight for majors then. If GFK shows up to casino and are camping it, then CTRG or any other gang should be allowed to contest it. Winner gets the major, and if the loser is sore about it and tries to pop the major anyways, punishment will be given and the winnings (if they win it) will be forfeited and taken away then thrown into the abyss. Other than that, you just gotta be faster on pressing the button. 4 gangs being able to compete and switch on who gets it is really good. it used to be ONLY CTRG and Castros. so im happy to see others are able to secure it now.

    Thoughts?

    • Like 5
  18. RE-POSTING THIS SUGGESTION - i know you said (Doug) that it would be looked at after 6.5 for 6.6 update, but just re-posting so its here and seen. Anything in Orange is new suggestion added because of 6.5 updates.

     

    Type of Suggestion?: (e.g. server suggestion, server rule suggestion.) Business Suggestion

    Please explain what the suggestion is about and why you're posting it?: (try use an example of what has happened in-game) Currently BK/RB are doing good, but they can be helped in a great way i feel. I know you may feel both aren't open that much, but tbh a lot of cooking goes on in the shadows because a lot of people ask for food to be made on the spot and we can only make it when people bring us meat since we cant really take the time to hunt our selves. So we wait. While we wait, we grow crops. but this takes a while and it just becomes a mess when we are growing and getting calls from people to buy their food and make burgers at the same time. So i have some ideas that could help, and some ideas that are there as just plain ole suggestions in general.

    Solution on how to make this work?:

    Bear with me as this is going to be somewhat of a lot of info to go through

    - Warehouse for both restaurants need a bit of a upgrade.

    • Have a cooking station so creating food for restocking is easier.
      • allows for food to be made right next to farm spots and transferable straight to BK/RB or into the storage
    • Have the warehouses near a location where you can pull out a harvester/seeder to harvest the crops. Preferably somewhere in middle of map central to both locations that way its easy to get to both and any future locations.

    - Have an app on the phone that allows for the choosing of where to show we are open  (WE HAVE NEW LOCATION, BUT STILL NEED APP TO ALLOW US TO OPEN WHICHEVER ONE WE WANT)

    • Let BK/RB be more flexible to customers.
      • aka casino, auctions, events, closer to legal/illegal mines/gathering areas.
        • With this, both RB/BK would need other physical locations around the map. If this proves to be too much of a hassle. Have the mobile food trucks with the ability to open/close and be shown on the map (like a gps would)

    - Food trucks actually deposit funds into the company bank as well as the ability to cook at the food truck for mobile cooking/ordering.

    • If a food truck is allowed to be used as a mobile vendor and can officially open/close with location added, it needs to have its storage upgraded to 450-600.
      • 150 is not enough to cook with or keep adequate supply ESPECIALLY if using to cook

    - Online Price Checker similar to how food hub is, but it give the price of the food and how many items of the food is in stock

    • New players can see that fries are 100 dollars ect., or if there is an update to the price we can do it in the app

    - Food hub needs fixing (NEW BUG WITH IT THAT WONT ALLOW FOOD HUB TO FINALIZE THE DELIVERY, bug report was made)

    • Broken, and not worth selling 1 fry since on the hub it costs the NPC less than what the fries actually cost and it takes supply away from BK/RB with no real money return.
    • Allow for use to deliver food to gas stations or vending machines we can purchase and sell from
      • essentially gives food hub drivers the opportunity to restock mobile vending machines and still get money/task rewards from it. Will have to make the food hub app give a random location as it can be abused if just "deliver to any vending machine"

    - The fridges need a log

    • We have had, in the past, theft and it is extremely hard to find out who took what, as people can easily say "i didn't take anything" and we have no way to find out unless someone saw them do it, or we somehow trace it.


    - Vending machines!

    • A good way to give food to players when BK/RB are inactive at times or not enough hands to fill orders across the island.
      • Also can be used to give non company people a way to deliver food (Food Hub).
    • Can allow for people to set up a place for other people to buy meat for those who don't have connections to other hunters, but are currently limited to selling only when BK/RB wants to buy. We currently control what we buy and how much.
      • Vending machines would be preferably cheaper then we normally pay but higher than NPC/Moe (Moe can still pay higher eventually, but only if they have him leveled. that way he doesn't become obsolete).
      • Our current price for buying meat is $250 each, so the machine would be like $220 or $210, slightly above what Moe or the hunting shop sells so it entices those to sell to BK/RB more.

    - Company vehicle garages only at company warehouses

    • Can be pulled out by company employees that are whitelisted to the company. Only charges a pullout fee (small fee) but if destroyed puts a strike on that user to pause usage and have to pay a somewhat bigger fee to allow further usage. Also charges them insurance fee/damages.
    • All vehicles are GPS tracked for the company, making sure they cant be used for illegal activity and on the off chance they are stolen.

    - When signed on as BK/RB, the worker should get a farming speed boost for wheat, lettuce, and potato. Also a boost for fishing as well. (COULD BE TIED TO THE CLOTHING INSTEAD IF WANT)

    • We often find it hard to farm these items in quantity and have to keep meat in the fridge at the same time. The meats are very heavy and fill the fridges quickly. Having the ability to harvest these crops faster would help get a balance of what goes in and out of the fridge,
      • plus we wouldn't have to wait forever for the crops to grow (takes so damn long for the quantity people buy at) while people are constantly asking for food that we don't have.
    • Having a fishing boost with our clothing (different from the clothing boosts already in game) (if you don't know, there are clothes that give fishing boosts currently, find out in RP)

    - BK/RB Paints for the new 600 slots and possibly other trucks and Harvester/seeder and company vehicles like basic.

    - Seeder asset (Ive already checked can be imported to blender to be tweaked). Essentially the seeder would be loaded up with a shit ton of seeds, and then start driving. scroll wheel to start seeding and it does a seed in a 2 row formation every so often (whatever the distance is between seeds currently) (NEED THIS NOW THAT WE HAVE PERSONAL FARMS! IVE BEEN USING MY FARM AND ITS AWESOME, BUT NOW NEED FAST SEEDING OPTIONS)

    NEW FOOD SUGGESTIONS FOR CURRENT MEATS THAT HAVE NO PURPOSE

    - Gator Nuggets (RB)/Gator Tenders (BK)

    • Collect Speed  (wheat, water, and gator)

    - Energized Lucky Rabbit stew

    • slight run speed and big luck boost for gathering/mining (redgull, rabbit, and potato)

    - Turtle Soup (illegal)

    • Crafting speed 90% or 75%. If 75, then make boar 50%

    BK/RB Paints for new 600 slots and possibly other trucks and Harvester/seeder and company vehicles like basic.

    Pros & Cons?:

    Pros:

    • Would help make food business more even all around
    • Would help make the workers lives just a bit more easier
    • Would allow for civs to have a better access to foods and making money
    • Would give workers a better chance at making food and being able to do their own hunting/growing at same time

    Cons:

    • LOTS of work for devs
    • Could possibly just be a bust (highly doubt it though)
    • LOTS OF DEV WORK
    • Could possibly make hunting a bit too profitable? (maybe?)
    • Did i mention the amount of work devs would have to do? I dont think i did.

    PLEASE FOR THE LOVE OF GOD DO NOT JUST -1 JUST BECAUSE YOU CAN OR BECAUSE YOU JUST WANT TO. GIVE CONSTRUCTIVE CRITICISM. I WILL PERSONALLY COME FOR YOU IF YOU DON'T GIVE REAL FEEDBACK. SAME GOES FOR +1, GIVE FEEDBACK. I DON'T WANT TO SEE EMPTY +/- ANYMORE. THAT DOESN'T HELP THESE IDEAS GROW OR GET ANY BETTER.

    At the same time, feel free to take this apart and let me know what can be changed/added/or taken out completely

    • Like 4
  19. Not a bad idea, but only 10-15k payout for possibly up to 8 people participating? That's not really to worth it. I wouldn't make it major payouts, but i'de say an even 30k is a nice payout and would go straight to gang bank. Or you can make the payout a crate that has common items a gang would need or use such as low tier 3 guns, crafting ingredients (either parts or processed items/bars), illegal ingredients, maybe it takes rep/money away from the other gang (of course not a huge amount, but enough that would suck a bit), or something along those lines. But 10-15k is just not worth it imo, even if it went to gang bank only.

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