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Buckwalter

Retired Staff
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Everything posted by Buckwalter

  1. Help me understand here man, you seem to be aware of the fact that you only have to hang out for 10 minutes once restrained, you seem to know that after a point you're only there of your own volition? So why is this a problem? Why not just peace out after 10 minutes if you wanted to? Also, as for the supposition that admins shouldn't do this sort of thing, I would remind you that admins play the game like anybody else. They have to be 100% within the rules, but aside from that they're free to be as sadistic as anybody else. So unless I'm missing something or there was some as of yet unmentioned exploit, I'd recommend taking it in stride and leaving after ten minutes if you're not having a good time. But let's be real, ocean cruises are expensive, sounds like you got to go for free.
  2. As far as derailed threads go, this one might take the cake.
  3. Certainly a valid concern, but wouldn't you agree that back in the day (once you had amassed a decent nestegg) money basically ceased to matter in your gameplay? Obviously, it's a flawed comparison due to the added fiscal pressures introduced by money caps etc. But surely, there must be a reasonable middle ground. You mention the very real issue of money hungry cops, and I recognize the positive impact that collective pay has had on this problem. However, I would argue that there has been something of an over-correction and now many people aren't doing much in the way of useful policing. Sadly, none of this behavior is readily quantifiable so I can't speak directly to the effects of these changes, but I personally think that returning to a more meritocratic pay structure would be a good thing. This is an interesting idea. Perhaps even the ideal middle ground. Some split that allows for a collective income large enough to pay for the average expenses incurred while playing cop and fair portion of your arrests that either you or those in the immediate area get paid directly. With some fine tuning you could still reward individual effort while ensuring that everyone is able to cover their expenses and play how they want.
  4. Damn dude, I came here expecting some good old fashioned McCarthyism. Guess I'll get the ball rolling, Leady is a commie. In all seriousness, the collectivist pay structure doesn't make much sense. It engenders laziness and a certain diffusion of responsibility, go to a radius or return to the old way.
  5. Back in the day, when cop payed extremely well, there were a lot of people who were upset that people just played cop for money. People would complain that so and so just plays cop to fund his civ activities. Hearing all of this as a newer APD member, I figured it was a reasonable complaint. Then I played with some of these people. Most of them were good cops, and in the overwhelming majority of cases, they were a net positive to the APD. Moral of the story: Someone's motivations are unimportant so long as they're playing within the rules. If people want to keep the APD's numbers up in order to fund their civilian activities, more power to them. Everyone wins. That being said, the current system has an inherent potential for abuse that needs to be addressed. Abusing the universal payouts while refusing to actually play cop is something that needs to stop, I agree. However, payout reductions and broader mechanical changes that make cop less appealing seem somewhat too drastic and would likely hurt the APD more than a few money-hungry AFKers. Solution Number #1: Remove shit cops. If people are taking advantage of the system for monetary gain whilst refusing to adhere to APD policy, show them the door. Solution Number #2: Remove potential for abuse by returning to a system that pays more but only rewards the arresting officer. This system worked wonderfully for years and was strictly merit based. People were generally good about sharing bounties and the more criminals you caught, the more money you made. Under such a system, even the most money-hungry cops were forced to actively police the servers in order to profit. The advent of the universal payout system has not engendered a new, golden era of roleplay or any appreciable improvement. Individual officers still RP to the extent that they are willing and able, the money-hungry ones still expend the minimum effort, and the overall efficacy of the APD has remained relatively stable or slightly worse. The only marked change has been the ability to leech of the efforts of others while you drive around aimlessly or go AFK. In closing, reducing payouts only serves to remove incentives for the entire APD while failing to address the actual issue in a meaningful way. Returning to paying for individual performance would solve the problem and ensure that even money-hungry officers would be forced to exert some effort to profit. TL;DR: Don't reduce payouts. Remove bad cops who abuse the system, or return to individual, performance based payouts. Preferable do both.
  6. Oh no, people are using completely innocuous seasonal pleasantries! "You had better not assume my preferred winter holiday or we're going to have a problem. All holidays must be acknowledged at all times, or else." or "How dare you fail to acknowledge my preferred winter holiday by name. I demand your pleasant greetings be tailored to my feelings. " Why people get so riled up about this is something I will never understand.
  7. Real talk, you're not wrong. But some of this is sadly on Bohemia's end. If you check out some of the more recent Devblogs they discuss what's going on with some of these issues in greater detail. As for what you've said about DDoS and concerns that some people may have been banned unfairly, I can't speak with any degree of accuracy about what's happened lately. But when I was around, the DDoS was a real issue and generally the people who were banned for related incidents straight up admitted what they did and apologized. As for the communication woes, I wholeheartedly agree that Asylum needs to improve. There are some situations where a simple word of reassurance or clarification could make a huge difference and make people feel better, and yet for some incomprehensible reason it never comes. Just hearing "We're aware of the issue and trying to fix it" could address so many of people's legitimate concerns. Sadly, this information doesn't move very efficiently from Devs to admins to the broader community or vice versa. This is something where a little effort would buy a lot of goodwill. Please make it happen. BTW: If you ever want to talk specific issues, seriously, tag Gnashes. He quite good about letting people know what's going on.
  8. Welcome to the community man! Sorry to hear about your connection woes, try the standard fixes (i.e. verifying game cache, try joining a different server and coming back, etc). If the usual methods don't fix the issue, don't hesitate to ask for help, make a support ticket, or hop on teamspeak and talk to a staff member (ts3.gaming-asylum.com:9216) Anyway, welcome and I hope you enjoy your time here.
  9. Someone needs to make a GIF of the kangaroo's reaction to getting hit in slow motion. Side note, I never realized kangaroo's were so aggressive.
  10. Welcome to the community!!
  11. Very impressive shooting, but the music is really hard to listen to man. In the name of constructive criticism I'm going to offer a less obnoxious song for your next montage. https://youtu.be/1rmo3fKeveo?t=26s
  12. First I'd like to refer you to @Sneaky's post since he summed it up pretty well. I started writing a long, discursive post about all of this. But to use far fewer words and waste less of your time, most admins are good and not at all abusive. A few dicks in the bunch. Only reason abuse is able to continue is that people think the whole staff is complicit or willfully ignorant, people don't report, shit admins don't get removed in time. If you see a staff member acting like a dick and abusing their powers, take it to our CMs. Once legitimate cases of abuse come out, those people get the boot in short order. All the best.
  13. Bada, you've always been a stand-up guy and straight shooter. As an admin I could always count on you to cut through the bullshit and take a firm stand for what was right. No sitting on the fence, no equivocation. I always appreciated that. I've enjoyed our time in game, on teamspeak, and admin chat. You're a good dude and the community is going to miss you. All the best buddy, it's been fun. o7
  14. Hey, it works for @LaGrange right? haha
  15. As others have said, if somewhat acerbically, Asylum is a light RP community. But that doesn't mean there isn't good RP to be had. It just means that the more rigid strictures of "hardcore RP" aren't a part of the Asylum experience, and as a result you'll need to play according to the level of RP you're after. I'm an RP guy. Not the "how do you know my name if I never said it" type, but still an RP guy. I like making up stories and assuming those roles. And in the years I've spent in this community, I can tell you that people are quite willing to accommodate and play along so long as it's in the appropriate context. You can't go to rebel and expect people to want to hear your RP story about Petey the traveling xylophone salesman or whatever other bullshit you've cooked up on a given day. You're at rebel, set your RP expectation accordingly. If you're interested in the type of RP that is most commonly associated with Life servers, I suggest playing as a law abiding civ, or joining the APD. There's plenty of RP as a rebel too, but you have to be the one to make that happen. When it comes to hostile RP, our community is very pragmatic. If you're a threat, you're going to die in the most expedient possible manner that the rules will allow. No superfluous commands, no asking if you're friendly. At times that can definitely be frustrating, but that's just how it goes in situations where giving a stranger the benefit of the doubt can have very real consequences. All of this to say, yes there is RP on Asylum. I have roleplayed to great effect in this community for several years now. But when it comes to illegal areas, don't expect people to feel chatty. PS: If the behaviors you described didn't "get admins attention," it is highly likely that they weren't violations of the rules.
  16. He's missing his camouflage boonie hat. That's why he seems different. If you've seen the member thread from a few years ago, you know what I'm talking about haha
  17. I'm not sure what you're referring to specifically. But if your post is in reference to the two solutions proposed above, you only stand to make more money. Everything to gain, nothing to lose.
  18. 0:46 That guy has some Chuck Norris level zen right there. He's not even going to point his gun at you, he's going to kill you with his mind.
  19. Since he tagged me in his repost, I'm just going to assume you're fucking with me here haha.
  20. I don't think it would be an issue. If someone has the foresight to store goods for prolonged periods of time in order to take advantage of better prices, I say they've earned it. In my mind it's no different than the current scotch mechanics. Storage space and time are sacrificed for higher payouts. Only difference is here there is a greater degree of risk. Hahaha besides who wouldn't want the Asylum equivalent of a futures market? All of this would of course depend on specific scaling amounts and time periods.
  21. You want to fix drugs? You want to fix the larger economy? It seems to me that there are two viable options. 1) Remove the market system entirely. It was implemented in order to make people switch up their gameplay and break up the meta of doing one activity all day everyday while all other activities were completely ignored. In this respect the market has worked to some small extent, increasing the number of meta-viable vocations from 1-2 to 2-4. But this meager increase has only served to move people en masse from one activity to the next, rather than ushering different people into different activities simultaneously. Not only has the market failed to have its intended effect on gameplay diversification, it has actually caused problems. Most notably, inconsistency, bugs, frustration, hindrance to group play, and an all around devaluing of players' time and effort. All of this to say, it has tipped the fun/grind ratio in the wrong direction without really adding value to the gameplay experience. So scrap it. 2) Positive Scaling If you are intent on having a market, allow it to function like a real market. Instead of solely penalizing a lack of scarcity, reward scarcity. Allow activities to scale positively when no one is doing them, allow them to scale a lot. Perhaps a 3 tiered system based on risk and legality. So for example if the whole server was running drugs and no one was doing diamonds, eventually diamonds would become so scarce (and thus valuable) that people would be highly incentivized to make a run. This would go a long way in achieving what the market initially set out to do, it would allow players to speculate on the markets with carefully timed buying and selling, it would assure players are able to make good money at any given time, while allowing a variety of gameplay opportunities, and allows the market to reward trying new things, rather than simply penalizing you for having a routine. Specific amounts would have to be carefully tweaked to keep risk/reward metrics intact, but if it was done right it could go a long way in making the grind less painful. That's just my opinion of course. TL;DR: Fix issues by either removing market entirely or adding positive scaling. It's not adding much gameplay value at the moment, scrap it or improve it.
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