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DankBud

AFD EMR
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  1. DankBud liked a post in a topic by Wang Liqin in A Large Issue Within Gang Life that is not caused by the Devs   
    I always said the problem with gang life wasn't the updates, the problem are the people in the gangs. Its was no coincidence that gang life started to die when all the pre 6.0 gangs started leaving. I mean sure we can blame development a tiny bit not bringing out any interesting updates causing people to leave but people mainly left because they just got bored of the game in general. 
    The problem with gang life right now is we have people called slik road that bought a house, gave themselves a name and now think they are a real gang.
  2. DankBud liked a post in a topic by Rodrigo in A Large Issue Within Gang Life that is not caused by the Devs   
    To many people crying over everything, that's what happened.
  3. DankBud liked a post in a topic by pr0digyt in How long should cartel captures be locked?   
    This, yes. The only reason I didn't just leave it at a sentence or two is for any developers who read the thread. (Enough people said 30 minutes to justify switching, but nobody took the initiative to lay it out sequentially to make it a valid opinion)
  4. DankBud liked a post in a topic by pr0digyt in How long should cartel captures be locked?   
    Here's my feedback: right now finding a fight at cartels is relatively hard. There are 2-3 gangs that will reliably fight. However, all the other low tier gangs have recognized the fact that it is more effective to wait until they know their enemies aren't at the cartel.
    Here's a perfect example of my STANDARD experience with the current system. Let's say I capture drug cartel. Let's further say I still want a fight (which is completely and utterly realistic). To achieve that fight I will go to Arms cartel. Low Tier gang "ExampleGang" notices I have captured drug cartel. I will spend 5 minutes travelling to Arms Cartel and I'll spend approximately 10 minutes capping Arms Cartel. This means I'll be halfway done Arms Cartel when ExampleGang avoids the fight and goes to Drug Cartel. (The cooldown period wears off at 15 minutes). I am now presented with two options. 
    Option 1) Leave Arms Cartel to defend drug. I will leave Arms Cartel open to a rat who can now cap the Cartel in the time it would take me to go to Drug Cartel and back. Undesirable for obvious reasons. Im already at a disadvantage because now I have to attack rather than defend, but let's say I still wipe the 2 guys at Drug but it takes me 5 minutes travel time and 5 minutes kill time. That means Drug Cartel requires me to stay there for 10 minutes to cap it. I now have two cartels needing 10 minutes. Guess where my lovely ExampleGang are heading? Arms Cartel. And even if I say "fuck it" and leave them to keep Arms I will never be able to do anything with Drug Cartel before they realize I'm not in the area and start capping it again. If I stay at the Cartels I'm playing whack-a-mole trying to cover all my locations and I will never have the opportunity to sell dirty money or use Cartel perks without sacrificing one of the cartels. ExampleGang is a bitch and will continue to go where I am not because they can basically cap the moment I start doing anything else after I cap.
    Option 2) Stay at Arms Cartel. I say, "Fuck it, let them have the thing I spent 20 minutes capping because I don't want to play Whack-a-mole." Now this scenario implies I do not wish to go back to Drug Cartel AFTER I cap Arms because then I would end up at the start of the whole story as seen ABOVE "Option 1" except with the Drug Cartel and Arms Cartel's names switched. Therefore, I intend on leaving the Cartel with dirty money and selling it, or simply doing something with my Cartel perks. We've established I can't effectively use the perks in 15 minutes given travel time for things and ExampleGang are such rats they won't go to Arms until they know I'm doing something else. 
     
    Therefore I conclude it is much more logical to give a 30 minute cooldown to discourage "wait until they're gone" actions since you'd have to gear up and wait for a much more significant amount of time which is considered boring and undesirable for such gangs. In general, this would also give people more time to do Drug runs, Scotch sells etc after capping a Cartel specifically for that reason.
    If you don't agree with my reasoning just point out the flaw and I'm happy to respond with the most logical conclusion I can.
  5. DankBud liked a post in a topic by norbs in How long should cartel captures be locked?   
    As someone that spends most of his day capping and defending cartels, 15min is too short no question. 30min might be a tad too long also. IMO it should be 20-25min preferably 22min - random I know. 
     
    The logic is that if you control all points, people tend to point hop and/or hit many cartels at once. Currently, if you defend say drug and head to the far east oil spawn to defend drug could already be under attack before you even get back. When oil, drug,  and wongs are all clustered together its not an issue but it's annoying when wongs is far Noth, oil is far east, and arms is far south. Even with a large gang and a worker ant / warrior ant strategy. 
    Conversely, if your a small gang and just want to cap drug to sell drugs without penalty and you fight hard for it..  Even if you suicide and spawn at your house to collect your drugs 99% chance you won't make it in time to sell before the point is under attack. The same goes for buying guns or selling at wongs. 
    Increasing the hold time is a balance for both small gangs that want profits, and large gangs that want total domination. 
    Just my 2 cents. 
  6. DankBud liked a post in a topic by goyney in How long should cartel captures be locked?   
    If it was up to me...
    APD Evidence/Contraband Locker - All seized contraband claimed by the APD from Civs goes into a locker. This locker could use up the compound where skiptracer was first formed. Civs can attack the evidence locker after 2/3 hours of each restart has passed; once per restart. If the attackers are successful, they get X% of the contraband for themselves. Get rid of the high defense points in the compound to balance attack and defend situations. Group cap - There shouldn't be one. Bank/Fed Payouts - Increase them. Vehicle prices - Decrease them by 10/15%. 110k for an orca is ridiculous. Especially when we can loose one to a player with no skill with a 9mm pistol. @GnashesIfrits are expensive too. New gangs and new players look at these prices and turn their noses. Hence gang vs. gang fights barely being a thing anymore. We need newer gangs to have the incentive to fight without having to potentially bear such a high loss. Chop shop claims - Give players the opportunity to claim a vehicle at the expense of [20-30%] of the vehicles current market price.  Feel free to add on...
     
  7. DankBud liked a post in a topic by scen7edcandle in The kindness of gamer friends   
    Hello all, not all of you may know me. But I frequent server 4 as an APD officer and civilian.   My wife and I lost our new born son (just a week before he was due)  just a few weeks ago. It was and still is the single hardest thing to do, to bury your own son. We are devastated, sad, angry and everything in between. 
       During this time, a good friend that I met on these Asylum servers did something for my family that not even people I speak with eveyday have done.  I will not say what he and his family did for us, but I am at a loss of words for this man and his kindness. @BigBunnehDee  thanks for everything you do man, you are literally in another continent and took the time and effort to help us. If there is anything I can ever do to help you I would do it in a heartbeat, Love ya man. 
       This community isn't just a gaming community, a lot of us have become close friends. I consider some I have met family.  Thanks for reading this. Sorry if it saddened you, I just want him to be noticed for the good person he is.
      
  8. googoo liked a post in a topic by DankBud in His name is John Cena   
    ya i think so,but some  how in the world of arma you got them on the other side of where it happen hahaha
  9. googoo liked a post in a topic by DankBud in His name is John Cena   
    lmaoo..that went wrong so fast hahaha @googoo @tacos771
  10. ItsLego liked a post in a topic by DankBud in His name is John Cena   
    lmaoo..that went wrong so fast hahaha @googoo @tacos771
  11. DankBud liked a post in a topic by ItsLego in His name is John Cena   
  12. Papa Austin liked a post in a topic by DankBud in Got the hatchback up to 1400 km/h   
    Oh nothing much,just arma physics lol
  13. DankBud liked a post in a topic by Mitch (IFRIT) in STRIFE is killing Life   
    What's killing life is the insane amount of people who report every little thing. Not only player reports, but the apd as well. Get killed? Must be rdm because you didn't get the drop. Land a orca on the msr infront of a approaching car? Must be vdm. Guy said kys in side chat, directed at someone else? Must of offended you and amounts to harassment. Guy logs out after 15 mins of being downed and restrained? Must be combat logging.. 
     
    Grow the fuck up.
  14. jeans liked a post in a topic by DankBud in Evasion of House limits   
    I get it,but as axe said,how would/could you enforce such a thing? That would make worth doing....
    Also,I've never bought a house for more then market value,just gotta look..
  15. DankBud liked a post in a topic by iBacon in Merrick thinks I shot him through the tower, <3.   
    To be fair he hit a car with the Ifrit and it slid into you.
  16. DankBud liked a post in a topic by Steve in Guns that jam   
    Would have to be done by bohemia or a mod. That kind of thing can't be done through a mission file. But I mean we already have guns that game, well not really I guess but the result ends up being the same, you die. Hasn't your gun ever lowered on your mid combat in a cqc fight? That shit tilts me @Bohemia Interactive what the fuck?
  17. DankBud liked a post in a topic by bamf in Tool kits   
    There is a talent already that gives you a chance to not have the toolkit consumed:  

    Grease Monkey - One in four chance that repair kit will not be consumed on use.
  18. DankBud liked a post in a topic by Gatorade in Tool kits   
    or drive drunk
  19. DankBud liked a post in a topic by Drunk Devin in Tool kits   
    Be a better driver.
  20. DankBud liked a post in a topic by Guest in +2 Player Owned Houses   
    Need to be careful with how many houses can be owned to make sure there is available houses. I could see an increase in housing BUT I think the inactivity purge of home ownership needs to be shorter, say like 30-45 days.
  21. DankBud liked a post in a topic by NotSoNutty in APD Fire Truck   
  22. DankBud liked a post in a topic by googoo in DS rolls hard   
  23. DankBud liked a post in a topic by Norwegianviking in Azeh finds out the truth   
    SOA, Love that series.
    RIP Juice
  24. Le Razoir liked a post in a topic by DankBud in "Drunk Squad" Server 4   
    It will take sometime please be patient as it gets denied...
  25. Crunchedd liked a post in a topic by DankBud in "Drunk Squad" Server 4   
    It will take sometime please be patient as it gets denied...
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