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Samus_Aran

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  1. Steve liked a post in a topic by Samus_Aran in Change log 8.1.4   
    The dog meat one does not seem like an exploit.  If the market buys cooked meat for a lot more than raw meat, then you're performing a for-profit service by cooking the meat.
  2. Joe (StealthProxy) liked a post in a topic by Samus_Aran in Change log 8.1.4   
    The dog meat one does not seem like an exploit.  If the market buys cooked meat for a lot more than raw meat, then you're performing a for-profit service by cooking the meat.
  3. jeans liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  4. Samus_Aran liked a post in a topic by Farmer Steve in Change log 8.1.2   
    oh yeah, cops too just to make it even more autistic.
  5. Mr. Fenwick liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  6. they took the name eazy liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  7. Space liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  8. Farmer Steve liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  9. K1NG liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  10. SpeedDeamon liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  11. Steve liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  12. Azeh liked a post in a topic by Samus_Aran in Change log 8.1.2   
    Asylum servers are unable to reliably handle more than 70 players.  After that performance is random.  Dozens of players complaining of minute-long desync is no way to build a community.  Now you have cut off server #2, forcing even higher average-player-counts onto the other servers.  Either get server hardware that can handle 100 players, or reduce max players to what your servers can actually reliably handle: 70.
    It is aggravating playing with 60+ seconds desync with a group.  You get into a vehicle and drive somewhere, but your friend is still getting into the vehicle 1-2KM back.  It is pointless to have servers up with this dismal level of performance.  And it's not just me with bad Internet or something, dozens of people complain in side-chat when player loads are high.  Once in a while the server can handle max players, but most of the time it can not.  Also, the server often crashes after 10 to 90 minutes of terrible desync.
    Why oh why did you remove S2 when the player loads are already causing server issues?
     
    Edit:
    That's a great screenshot of the hacker.  Follow the money trail...
  13. Steve liked a post in a topic by Samus_Aran in Change log 8.1.1   
    It currently asks you to confirm for almost all non-primary items, smoke grenades, FAKs, NVGs, etc.  Obviously this is not useful to the player.  Having a confirmation for overwriting primary weapons is quite useful, it's easy to make mistakes, and anyone new to it won't have a clue what's going on.
  14. Noliver. liked a post in a topic by Samus_Aran in Change log 8.1.0   
    S1 and S4 are currently "up" but dead, not accepting connections.  S1 booted everyone, and hasn't been taking connections for the past 20 mins or so.  Then S4 did the same thing.
  15. Samus_Aran liked a post in a topic by Weeaboo Jones in Change log 8.0.8   
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