Jump to content

Buckwalter

Retired Staff
  • Posts

    421
  • Joined

  • Last visited

Reputation Activity

  1. General Baked Potatoes liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    While I certainly understand your point, I think it's possible you're failing to recognize the connection between our arguments. You have to wonder why the entirety of Asylum, gameplay and community, experienced a precipitous decline after 6.0. Now to be clear, I don't begrudge Paratus or Motown for taking things in the direction they felt was necessary and healthy at the time. Some of those changes were absolutely necessary, but after so much time has elapsed it's time to candidly acknowledge some of these changes have had negative consequences and fundamentally changed Asylum for the worse. 
    Doubtless, some degree of Golden Age Thinking has polluted my objectivity in this matter, as many of my friends quit playing after 6.0 and even more quit after the forum/cop reset. That being said, I think you'd be hard-pressed to make cogent argument that your "fun per minute ratio" has gone up over time.
    If you recall, at the time I was quite in favor of the changes made in 6.0. I thought it was a real problem that people were able to ignore the core gameplay so easily, as it created roaming gangs of 30-40 players whose sole source of entertainment was tormenting the cops. That was a real problem, but forcing people into artificial poverty to dissuade them from constantly engaging with the funnest parts of the game was a mistake. A group cap was the answer, not forcing people into an endless loop of menial fetch quests.
    This artificial imposition of poverty also ties into the attitudinal issues you mention in your post. When money gets tight, losing becomes a bigger issue and people start taking things more seriously to spare themselves the drudgery of grinding for gear. Of course that isn't the only factor, there has been an undeniable shift in the community's culture. RP is all but dead, and I don't have a simple fix for that one other than to say that people are more apt to roleplay when they have a reason to. It's a tricky problem. 
    I won't suggest that going back to the way things were would restore Asylum to its former glory, but it might just make the moment to moment gameplay enjoyable enough to bring some good people back. 
    PS In the immortal words of Hannibal Barca "Git Gud Low-tier scrub fam, I'm a fucking legend fam kappa fam"
     
  2. Aether liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  3. Buckwalter liked a post in a topic by Ronald in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Pity liked.
    Pity like please
  4. General Baked Potatoes liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  5. Heidelberg liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  6. Walt liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  7. Cheech'nChong liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  8. Clockwerk liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  9. Noble liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  10. Seán That Irish Guy liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  11. Buckwalter liked a post in a topic by Ronald in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    tow ropes still not fixed smfh
  12. they took the name eazy liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  13. Space liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  14. Budbringer liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  15. MACK2411 liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  16. Roice liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  17. Azeh liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  18. MrSmoke liked a post in a topic by Buckwalter in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Here's the sad truth guys, the game you want to play is not the game those in charge want to make.
     
    In the early days there was enough overlap to keep everyone happy but with each major patch came another inflection point away from the original cops and robbers format. 6.0 is probably the most salient example of the diverging interests of devs and the players. The players were content with asylum as it was for the most part—except the complaints about a lack of end game content— but the devs wanted to reinforce the core gameplay loop that most players gladly opted out of as soon as they made enough money. It was a critical misunderstanding of what people played for. People liked that once you made enough money, you could go on fighting and messing around indefinitely. With 6.0 the era of all fun and no grind died. Only to be replaced with the era of perennial grind and very limited combat.  
     
    Due to limitations of the Arma engine, Asylum isn't deep enough to make a grind rewarding. It would be far better to stick to what makes Asylum great, fun interactions and meaningful small unit infantry combat. 
     
    There's a lot more I could say on this issue, from the bad bounty hunter update to the paltry payouts for time consuming activities, but it's all been discussed ad nauseam at this point.
     
    TL;DR: The devs want to make an RPG, the players want to play cops and robbers.
  19. Reformed Katheeri liked a post in a topic by Buckwalter in GROTTY GANGS [X18]   
    This one might be your Magnum Opus.
    RIP Vaemar. 
  20. Buckwalter liked a post in a topic by Volunteer281 in GROTTY GANGS [X18]   
    "If that admin does ban us for no reason...we can get that admin blacklisted"


  21. Volunteer281 liked a post in a topic by Buckwalter in GROTTY GANGS [X18]   
    This one might be your Magnum Opus.
    RIP Vaemar. 
  22. Buckwalter liked a post in a topic by Alec-I in GROTTY GANGS [X18]   
    I mean who uses full auto these days? 
  23. Alec-I liked a post in a topic by Buckwalter in GROTTY GANGS [NEMESIS] [EASY ASSULT]   
    I'm never going to get tired of these videos. 
  24. Buckwalter liked a post in a topic by TheRealLethal in FIX YOUR SERVER   
    wheres your brother when we need him?
×
×
  • Create New...