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Ciaran

Altis Life UK Server Development - Feedback

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INS Ryker
24 minutes ago, DjHolyChirst said:

That's the intended aim, if its not right it will be adjusted.

Good Stuff

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Qrow
1 hour ago, DjHolyChirst said:

Pretty much all the jobs across the board got taken down apart from a couple.

I actually like this balance update and look forward to seeing what pass 2 and so forth look like! 

My criticism is that I think Meth actually needs some love.
It was a poor run before, full hemmt made you about (UNMC pass)660k-710k(no boarder pass) after costs, which at the time that it was done often was half or less compared to the other drug runs for a similiar length to cocaine including its specific perk. All for only 1 profession point too. A huge blue smoke cloud is given off by you processing it, ontop of the fact you need to be naked while doing it adding significantly to the risk. 

Being worth approximately 5.5k less per box now,  leaves you with approximately a paltry 460k for a lengthy llegal run.

Although I grant you can make up to 1mill from the hemmt+huron slingload, the risk is somewhat incredulous factoring in the landing site and its proximity to npas. 

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HHarry

I like the balance however I feel clams could do with some love, would also make MPO more active, I would say clams has one of the highest risks as you sell it in a RZ and since the exploit got patched it's become a rare run to find someone doing as it takes about 50 minutes to make 880k~ in a RHIB and no other vehicles possible.

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Eddylane

i think the other prices are all good but marijuana should go back to the price it was as, i think its one of the hardest Drug runs to do as there is a big risk of police being there alot, the other prices should be tweaked but not by alot, overall this update is good.

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Antollyme

Was just wondering and a believe a post was made about this before but due the forums restructure it was archived. 

Why is it that the rebel outpost is a red zone yet the black market and advanced weapons aren't?  Would think that if you maybe switched it so that the advanced was red zone or etc maybe making it a lil harder to get advance weapons. Just a little confusing.

 

 

 

 

 

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Bob Wilkinson
Quote

With the new capture system each capture area has a redzone around it

#RPEverything ?

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Mr Coco
1 minute ago, Bob Wilkinson said:

With the new capture system each capture area has a redzone around it

I enjoyed rp'ing at AW and i'm confused as to why now more things have to be KOS zones.

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Bob Wilkinson
Just now, Mr Rice Krispy said:

I enjoyed rp'ing at AW and i'm confused as to why now more things have to be KOS zones.

exactly, i dont get how things brings any benefit at all. just contradicts the "serious roleplay" part of the server. if anything this is limiting the roleplay and encouraging frag gangs to camp these spots and spring out whenever someone tries to capture the zone

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DjHolyChirst
19 minutes ago, Mr Rice Krispy said:

I enjoyed rp'ing at AW and i'm confused as to why now more things have to be KOS zones.

The capture zones are no longer tied to advanced weapon etc.

18 minutes ago, Bob Wilkinson said:

exactly, i dont get how things brings any benefit at all. just contradicts the "serious roleplay" part of the server. if anything this is limiting the roleplay and encouraging frag gangs to camp these spots and spring out whenever someone tries to capture the zone

There has been no increase in redzones they have just changed where they are.

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Mr Coco
2 minutes ago, DjHolyChirst said:

The capture zones are no longer tied to advanced weapon etc. 

Oh, that's great then. Sorry for presuming.

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Bob Wilkinson
3 minutes ago, DjHolyChirst said:

The capture zones are no longer tied to advanced weapon etc.

There has been no increase in redzones they have just changed where they are.

riiiight, but this is still limiting rp right? only robberies are gonna happen at advanced & black market now, and there wont be nearly as many rp encounters as there were with the capture zones. at least in my opinion

 

not moaning btw, im just curious of the reasoning for this change

Edited by Bob Wilkinson

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DjHolyChirst
Just now, Bob Wilkinson said:

riiiight, but this is still limiting rp right? only robberies are gonna happen at advanced & black market now, and there wont be nearly as many rp encounters as there were with the capture zones. at least in my opinion

Read the above comment

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Butch

Big props to the dev team for making ARAC towing a thing, really enhances the CIV experience for me and probably alot of other players. Only issue i really have with it is the unload feature feels like the requirements for unloading a vehicle is a bit to high, otherwise a solid update 👍

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sciencefreak74
20 hours ago, Butch said:

the unload feature feels like the requirements for unloading a vehicle is a bit to high,

I will be making some tweaks on that but ultimately preventing potential abuse will have to take priority so the restrictions may still seem a little strict but should be a bit better at least

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Caboose

battleye restriction #18 as of the 03/08/2018 update to the server

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Danish
Just now, Caboose said:

battleye restriction #18 as of the 03/08/2018 update to the server

Others have reported this aswell

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MrKraken
Just now, Caboose said:

battleye restriction #18 as of the 03/08/2018 update to the server

Already being looked into by management and will be sorted as soon as humanly possible 🙂

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Caboose
2 minutes ago, Danish said:

Others have reported this aswell

Aye I Know just making it known on feedback.

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Danish
6 minutes ago, Caboose said:

Aye I Know just making it known on feedback.

Just backing up your feedback 🙂

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PapaSmurphy

Changed knocking out now prevented while a weapon is still being drawn 

In my opinion this has been changed but has flagged up another issue from what I can see. If you are know no longer able to knock people out while they are running or it takes longer for you to knock them out, you will always be pushed into the "hands up or be shot" "stop running or you will be shot" ect routine, as it would be difficult to gain control.

 

People will begin to run off more or just begin to run in general,  in order to stop been knocked out and/or to take a gunfight.

 

I am aware the old system allowed for a "pistol whip knock out"  style but in my opinion if you have given the relevant warning I don't see why this could not be a thing.

I feel that been able to knock someone out and take them away relatively quick allows for a better interaction between players and allows for hostage situations to take place, thus increasing roleplay.

 

An additional point is that Police have a tazer which allows for a rebel to become incapacitated without damaging the player, rebels now will find it harder to knock out or even counter this  , which again once tazer has been deployed it gives a rebel an opportunity to shoot them, so what I am trying to say is tazing someone would be a lot easier than knocking someone out.

 

These are my opinions, please feel free to discuss and explain any relevant points.

 

Cheers,

PapaSmurphy (Have a grrrrreeeeeeeeeaaaattttttttteeeeeeeee Day!)

#HostagetheQueen

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Jaffa
3 hours ago, PapaSmurphy said:

Changed knocking out now prevented while a weapon is still being drawn 

In my opinion this has been changed but has flagged up another issue from what I can see. If you are know no longer able to knock people out while they are running or it takes longer for you to knock them out, you will always be pushed into the "hands up or be shot" "stop running or you will be shot" ect routine, as it would be difficult to gain control.

The change simply stops you from immediately hitting someone while drawing a weapon, this does not change the ability or conditions to be able to knock someone out once a weapon has been fully drawn. 

3 hours ago, PapaSmurphy said:

I am aware the old system allowed for a "pistol whip knock out"  style but in my opinion if you have given the relevant warning I don't see why this could not be a thing.

If this is what the majority of players did, we wouldn't have the need to change anything or see the large amount of feedback to change knocking out.

The main change (which in my opinion enhances RP) is there is now time for the knocking out animation to take effect. in other words, if a player already has a gun drawn and you try to knock them out they now have the ability to respond; If they do not have a weapon drawn, there isn't enough time to draw one. Knocking out is a risky move and should be treated as such, which these changes reflect. In combination with the changes that make it easier to tell if someone is a threat to you (Decamp changes, auto-holster of weapons in vehicles etc), these should all work together to improve roleplay.

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Ant Arni
3 hours ago, Jaffa said:

The change simply stops you from immediately hitting someone while drawing a weapon, this does not change the ability or conditions to be able to knock someone out once a weapon has been fully drawn.

I think his point is that if you are chasing someone and need to knock them out, you can’t; if you have to pull your weapon out to knock them out how are you going to catch up to them to do so if they have no weapon out.

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RaptorAM

@Ant Arni This is how it has worked for everyone but police till this change.. why is this now suddenly an issue?

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Ant Arni
1 hour ago, RaptorAM said:

@Ant Arni This is how it has worked for everyone but police till this change.. why is this now suddenly an issue?

Im not the one raising the point my dude

I would think his issue was though that before if you were right behind someone in a foot chase you could instantly shift g shift r and ‘RUGBY TACKLE’ them down. Now if you want to do the same you’ll be a distance behind him after you have you pull your weapon so you won’t get the chance to knock him out. Might be wrong but just assumin’

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