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Buckwalter

Retired Staff
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  1. 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.
  2. Buckwalter liked a post in a topic by Ronald in Aleec Spazeed, the man Asylum needs but doesnt deserve.   
    Pity liked.
    Pity like please
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Reformed Katheeri liked a post in a topic by Buckwalter in GROTTY GANGS [X18]   
    This one might be your Magnum Opus.
    RIP Vaemar. 
  19. 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"


  20. Volunteer281 liked a post in a topic by Buckwalter in GROTTY GANGS [X18]   
    This one might be your Magnum Opus.
    RIP Vaemar. 
  21. Buckwalter liked a post in a topic by Alec-I in GROTTY GANGS [X18]   
    I mean who uses full auto these days? 
  22. 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. 
  23. Buckwalter liked a post in a topic by TheRealLethal in FIX YOUR SERVER   
    wheres your brother when we need him?
  24. Buckwalter liked a post in a topic by Google™ in Google's Steam Game Giveaway (DLCs are fine to)   
    > Google's Steam Game Giveaway <
    [Rules]
    Not buying anything from G2A, only through Steam (DLCs are fine to)
    You can only enter once
    The game must be $30 or less

    [How-To-Enter]
    Comment below and include your
    -Steam Profile Link
    -Steam Game you want
    - Why you want it
    [How the winner will be decided]
    I will be tossing everyone's name, who entered, into a random name picker, http://www.miniwebtool.com/random-name-picker/.
    [Giveaway Start & End Dates]
    Start Date: 7/23/2017
    End Date: 7/31/2017
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