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Buckwalter

Retired Staff
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Everything posted by Buckwalter

  1. Wait a minute, so all that business about being an innocent banana farmer was bullshit? Not cool man...not cool...
  2. I believe it's in settings > layout > colors, but it's been a while so I might have that wrong.
  3. 2:24 2 lockpicks? 2? Do you even petty theft bro?
  4. I always do. I'm bored and hungover....it passes the time haha
  5. Well this thread has confirmed a long-held suspicion about how many people actually read posts carefully. It's been most illuminating everyone. Thank you hahahaha. As for the OP's original suggestion, before the whole forum debacle in December, there was a gaming rig mega thread. Don't think there has ever been a competition. Regarding the hijacked topic, organized gang wars never seem to go well. As some of you may know, I was highly involved with the most recent series and I found that the same issues showed up every time. They showed up during the first organized gang competition and every one since. A) Salt. People get upset about losing and start making the whole thing really unpleasant, people rage and demand rematches, allege cheating/metagaming, start making excuses about timezones, absent participants etc. While a little bit of this is inevitable, when it becomes widespread it can really sour the environment. B ) Logistical difficulties. Due to the size of the community, it's really difficult to get everyone who wants to participate in the same place, at the same time. Getting people geared up is a nightmare. Everyone has their own specific preferences and even with scripting tools, it is still a big hassle. This doesn't even begin to address the difficulties in broadcasting the event for the community. Arma's spectator tools are pretty garbage and it has made every major community event difficult to stream in a way that's interesting for people to watch. C) Dishonesty and poor sportsmanship. Last round of gang wars, the overwhelming majority of participants were honest and showed good sportsmanship, but there also a number of people who tried to exploit the way the contest was set up to abuse compensation, claim prizes that they hadn't earned, or otherwise obtain an unfair advantage. Then there were also people who just plain acted like assholes. These aren't intrinsic issues with organized wars themselves, so much as they are a detriment to people's desire to conduct, sponsor, and participate in them. D) Difficulty in standardizing the events. You do classic cartels and everyone complains that it's boring. You do completely random locations and people complain that they don't know the locations. No one has come up with a good middle ground yet. Something that tests player skill rather than luck, but still remains fresh and exciting and doesn't allow people to rely on existing strats. In closing, organized gang wars are tricky business. I think it would be awesome if the rebel community could come together, plan something out, agree to everything in advance, agree to a standard of sportsmanship, and then get an admin or two to sponsor the event. Really do it in a way that's by the community, for the community. All that being said, I don't think that organized wars are the salvation of rebel gameplay. I think that gang life is going to require a radical shift (likely away from cartels as the currently exist) in gameplay and some better incentives to fight if it's to return to its halcyon days. But hey, those are just my two cents. TL;DR: Thread hijacked.
  6. Well done....you got me. The most confusing part of the whole experience was that it sounded like someone was knocking on my window and it was making a wooden knocking sound. So I was doubly confused hahaha.
  7. DJ we need you to use your ninja hacking skills to find the culprit then.
  8. If anyone is messing with website things, it's DJ. @DJScias
  9. Then collect the ashes, put them in a lead box and launch it into the sun.
  10. Don't believe the lies, I know what goes on in those channels. If personal experience has taught me anything, there is a significant chance that @Volunteer281 is in there right now, convincing some poor bastard to watch "Fear the Walking Dead." RIP Two hours of my life I'm never getting back. Seriously though, that's what goes on in there. Volunteer makes dubious entertainment recommendations. #exposed
  11. Well if nothing else, I have to admire your industriousness. That's a decent sum of money for playing video games.
  12. Considering you only got two weeks for mass vdm and exploiting, your reaction should have been more like this: Be glad that Beenie was feeling benevolent.
  13. First, the staff absolutely does enforce the existing RP rules. And the overwhelming majority of the community abides by those rules. And to answer your question about the nature of light RP, here are some examples: Not getting removed from cop for playing rebel with your friends for 20 minutes. Absence of NLR and "Fail RP" policies. Low RP threshold for initiation Not engaging in the tyranny of the "realistic" e.g. 8 hour jail times, enforcing real world traffic laws etc Light RP also allows players the freedom to decide their own level of effort. If they choose to put in a lot of effort and really get creative, great. If they aren't that interested or particularly good at that sort of thing, that's fine too. Everyone does what their level of interest, motivation, and improv ability will allow.
  14. Put simply, one of the core elements of Asylum's success has always been accessibility. That's why they were so reluctant to use mods, that's why the rules are kept simple (relatively simple anyway), that's why content is kept straightforward, and that's why it isn't a whitelisted community. However this pursuit of accessibility comes with some downsides: lower expectations. You can't expect someone who just bought arma because it was on sale 20 minutes ago to have a nuanced understanding of life server rules and RP conventions. So Asylum has chosen to keep things simple, eschew the massive rule books and stringent role play guidelines of other, more RP centric communities and instead focus on providing a simple, straightforward experience. With the more permissive rules, you get players who wouldn't normally play life servers. People who enjoy the high quality, small arms infantry combat and the asymmetrical game play but aren't all that interested in RP; With many people who dislike it altogether, as it is usually more of an impediment to their playstyle than an enjoyable gameplay facet. As time has gone on, this way of playing has become more popular and at this point I'd say it has become the most prevalent way to play Asylum. As a result, content, rules, and the overall zeitgeist of the community have shifted more in that direction. As someone who rather enjoys RP, that fact used to bother me. But as time has gone on, I can see why people feel that way. The vast majority of RP, even (and perhaps especially) on servers that focus on it highly, is boring and regularly irritating. It runs the gamut from the obnoxiously legalistic (nuh-uh, nuh-uh, you don't know my name, I never told you my name. REPORTED) to the poorly constructed, obligatory make-believe stories told to cops. So to distill it down, in so many cases RP isn't functioning as intended. It isn't informing the combat or creating unique and memorable player interactions, instead it's the box that must be checked before violence can occur or the compulsory rehashing of tired excuses for crimes. It's become extraneous to the gameplay. You aren't acting as a consistent character enacting your own story, you're playing an open world game with occasional bursts of incoherent fiction. So when you combine the sorry state of RP in general with a playerbase that wasn't particularly inclined towards roleplay to begin with, you understand why Asylum is generally lighter on the RP. And that isn't necessarily a bad thing. Sure it would be great if people were more interested in creating their own characters and making memorable experiences for themselves and others, but even if they don't, it doesn't fundamentally detract from the quality of the Asylum experience. Those are my two cents anyway. TL;DR: People don't necessarily hate RP, they just aren't really that interested. Most prefer combat and since Asylum does that really well, they tolerate the RP requirements. With the poor quality of RP in Arma 3 in general, people's indifference towards RP becomes aversion.
  15. This thread needs to be pinned. And @Kelly excellent work, if you have a deviant art/portfolio you should link it.
  16. I can't help but feel like this is a carefully orchestrated trolling conspiracy. Hear me out. Exhibit A) People often accuse Walt of hacking. Exhibit B ) People like trolling. Exhibit C) People often accuse Asylum of banning on less than concrete evidence and have even tried to provoke false bans. Exhibit D) No confirmation that the distant player was in fact Walt. Exhibit E) Nearby gunfire that coincides with the kill. Xzibit F) Conclusion: Walt Jr was the guy next to him on the tower. Troll-spiracy confirmed.
  17. So were the people in white supposed to be Japanese?
  18. Are you second from the left? The who just looks like he's pressing keys.....
  19. Asylum is definitely in a period of transition. But it's still a strong community with a good staff. There are a lot of areas that things could be improved on to reduce burnout for players and admins alike, some quality of life stuff, and some policy changes that I won't bore you with. But all in all, things are in pretty okay shape. As for the toxicity, it's always been there, probably always will be there. I think that for people who have been around for a long time, it starts getting more visible since you've been exposed to so much of it for so long. But at the end of the day, it's the internet. Asylum has some of the most amazing, helpful, friendly and all around awesome people. It also has some serious douche bags. That's just the inevitable consequence of being a large community. Though I will concede that at times, certain individuals/behaviors that are legitimately harmful to the community haven't been handled harshly enough or in a timely/decisive manner (which drives me crazy). I hope going forward, CMs will be more proactive in those situations. As for the staff, everyone has their strengths and their weaknesses. But the overwhelming majority are good, hardworking people who just want to help Asylum thrive. There have been a few abusive, power-hungry assholes over the years, but those are outliers. Sadly, that small group has left quite an impression on the community as a whole. I wish steps could be taken to build better relationships and trust between the admins and the community. If the community is going to continue to grow and thrive, people need to know that the admins have the community's best interest in mind and that they can be trusted. So hopefully we see more outreach, and more active community building. Start working on rebuilding that sense of camaraderie that Asylum used to have two years ago. But hey, that's just my opinion.
  20. Hey Jerry, I can understand your frustration but everything that took place here is within the rules and the admin who handled it upheld the policy as it currently exists. First, the 5 minute requirement in RDM reports is there the ensure that the admin team has all necessary context. Since active combat/RP initiation lasts for five minutes, they require that entire span of time to be shown prior to the incident in question. Forcing videos to be that long is a burden for both the reporting player and the admin who has to do the reports, however it is necessary to handle things as accurately and thoroughly as possible. As for the actual situation, while it certainly is frustrating getting messed with as a fresh spawn or killed while already in zipties, there are no rules which explicitly prohibit this behavior. Once hostile RP is initiated, you know that it's very likely you'll be killed. It's a shame that so few of these RP situations end peacefully, but truly that's just the nature of the game. Anyway, I hope going forward your experiences on Asylum are more positive.
  21. Well they said Apex would be DX12 when they announced it. But sadly, after looking around a little bit I think you might be right. Which is a really a shame if they don't include it. But this Dev update from a few weeks ago makes it sound like DX12 will not be part of the Apex update. Which pretty much sucks. https://dev.arma3.com/post/sitrep-00151
  22. Looks great. I believe they're going to use DX12 so they're expecting a big performance boost. But I'm not sure how all of that works.
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