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TaylorSwift

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  1. 王 Ari Petrou 王 liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  2. BlackShot liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  3. WolfLeader liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  4. Fried Rice liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  5. Tyronee liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  6. Sheriff Rick liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  7. Kawaii liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  8. Rag liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  9. pan fried liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  10. Bag Of Funyuns liked a post in a topic by TaylorSwift in New job ideas   
    Below are some of my ideas for new jobs, ways to implement and balance them, and a few buffs to existing jobs. These of course are subject to change. 
    - Metal Detecting
    Uses existing coins, jewels, treasure, existing gathering mechanics, shovels, and maybe mine detectors or other items as the metal detector. Uses within city limits for low yield, beaches for medium yield, and castles/ruins for high yield. There is also the approach of using tones like from a metal detector to locate better spots. I think 5k per 10 mins for low yield, 7.5k per 10 mins for medium yield, 15k per 10 mins for high yield, and 1.5k for the metal detector would be balanced and not strictly better than anything. Also a few other ideas related to this. 
    Buff fishing to sometimes yield turtles and treasure  Buff turtles to roughly 2k per this would put it on par with cocaine where it should be for an illegal activity as currently it earns about 30k per 30 minutes which is as much as selling phosphorus while being illegal - Stock Market
    Uses an app in your phone that is linked to a real website like the old weather app that has stocks listed with the names of the stocks changed in game. Or create your own system. I do think it would be interesting if people had to learn about the real stock market to profit from the app however. This might need limiting mechanics.   
    - Indoor Marijuana Growing
    Uses existing scotch aging mechanics. Reaches maturity in one restart. Add seeds to drug dealer. A full container of whatever it is grown in is worth 10k.
     
    Please leave your thoughts in the comments. - Taylor Goldberg
  11. Bag Of Funyuns liked a post in a topic by TaylorSwift in Consolidate Server 1 and 2   
    I'd like to start by addressing that I am aware of dedicated housing, that people would be upset at their server being shut down, and with V2 and a DLC coming up the population may support more than 1 server. 
    Obviously people would be upset that their server was shut down, but lets look at the current state of things. We have 2 servers that both are dead the majority of the time. Many new players and old players alike are leaving, wanting to leave, or not even joining due to the servers being dead. If we combined the population of server 1 and 2 into one we would have an active server that new and old players would want to play instead of 2 dead servers they don't want to play. I think this would not only make the server more enjoyable to play but also increase growth. I know when I'm looking for a server to play I go to see which servers are the most populated. Then when a server is full and active is when people are going to feel secure that fun will be there for them to commit to long term, gaining you players.
    But what if we just lose all the players from the shut down server instead of consolidating them? I don't think this would be the case. In fact I think Asylum is losing far more players to having dead servers than they would lose by shutting down server 2. Of course some players would have this reaction but I think many would actually be happy at this decision with others agreeing perhaps reluctantly this is for the best. I have spoken to a handful of people myself in pitching this idea initially to people , many of which were long time members that are invested in their server, that agreed they would be happy to see this change. Another argument is that the upcoming update V2 or the new DLC might restore the population and there will be no need for this. To that I say, what if it doesn't? The problem is shutting down a server shortly after the release of a major update would be very demoralizing to new and old players who in their excitement became very invested in their server only to have it taken away. The better time to do it is now. If left as two servers in a few months time we may be right back where we started with the servers being dead and less and less people wanting to play, or mid pop and lack luster not reaching their potential leading to a slow and steady decline with the solution of shutting down a server now off the table for some time until population is low enough. By that time the opportunity to capitalize on the potential snowball growth of V2 and the new DLC will be gone. 
    But what if with the release of V2 and the new DLC the population can support two servers? I think the superior approach to this is having one server with more slots. There are currently many successful Arma 3 servers that can support 130, or even 200 players. If this is not possible for Asylum servers I suggest opening non dedicated housing servers like strife, or non dedicated housing Tanoa Life servers as needed that can be closed depending on the player base with little or no consequence.
    Here are a few other thoughts and potential benefits 
    Having one server would greatly improve the economy of the house market by increasing demand Asylum could have VIP slots to help with donation goals I think it would only be appropriate assuming the server cap remains 85, to only open an auxiliary server if there is thought to be at least 70 surplus players trying to connect in the event everyone on the main server decided to leave to the auxiliary server there would still be 70 players that could then occupy the main server  I think it would encourage more donations                                                                                                                                                                                                                                                                                                               - Taylor Goldberg
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