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minibagge

APD Officer
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  1. Lorax liked a post in a topic by minibagge in George Exposed   
    this is gold :')
     
  2. minibagge liked a post in a topic by Lorax in George Exposed   
    Leaked APD Footage of Sergeant @George abusing @Jwilly.
  3. George liked a post in a topic by minibagge in George Exposed   
    this is gold :')
     
  4. minibagge liked a post in a topic by The Monopoly Man in Squeaker Patrol with CM - CLOSED   
    Can we replace @Deazy Johnson with another admin?
  5. minibagge liked a post in a topic by James Anderson in Why do Bounty Hunters exist?   
    You think "Hands up" is initiation, it's not.
    I think you should go read the server rules.
  6. minibagge liked a post in a topic by Budbringer in Congrats!   
    Only 1 FSA? 
    Oh ye, its just suport role not admin
  7. minibagge liked a post in a topic by USCCHRIS in Altis Life Quote Book   
    *Cadet starts driving away*
    "Stop pulling out before I can finish!" - @Casey Anthony
  8. minibagge liked a post in a topic by BaDaBiNg_10-8 in Officer Shout Out   
    Officer Name: Justin May PID:  76561198025181730
    Officer Rank:CST
    Pct: None
    Description: Some of the BEST cop roleplay I've ever heard in my 2 1/2 years on these servers. I rarely recommend APD officers, but this guy is on a whole new level. If he sticks around, I see him going far.  

  9. minibagge liked a post in a topic by HotWings in Asylum Convention   
    That has the potential to be amazing or lead to murder. Im willing to watch from a distance haha
     
  10. Feenix liked a post in a topic by minibagge in Market   
    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 that they were so valuable 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.
    This idea is @Buckwalter, 
  11. M R. O R A N G E liked a post in a topic by minibagge in Market   
    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 that they were so valuable 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.
    This idea is @Buckwalter, 
  12. Don liked a post in a topic by minibagge in Market   
    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 that they were so valuable 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.
    This idea is @Buckwalter, 
  13. MR. COW liked a post in a topic by minibagge in Market   
    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 that they were so valuable 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.
    This idea is @Buckwalter, 
  14. DosWolf liked a post in a topic by minibagge in Doodle appreciation topic   
    fucking love it :D!
     
  15. minibagge liked a post in a topic by Olivia in Change log 7.5.5   
    Wouldn't raw organs sell for more since they could be used in transplant surgeries or experimental Frankenstein's monster projects?  Or am I the only one who would do that?  
  16. minibagge liked a post in a topic by Huang Peng in Cooking   
    Put food in
    Set time
    Take food out
    Eat
  17. AyoItsThalia liked a post in a topic by minibagge in Tournament   
    this would be fun :D!
     
  18. Mahdizzle liked a post in a topic by minibagge in Tournament   
    this would be fun :D!
     
  19. minibagge liked a post in a topic by Kelly in Doodle appreciation topic   
      @Mahdizzle
     
  20. minibagge liked a post in a topic by Kelly in Doodle appreciation topic   
    @minibagge @Mahdizzle @AyoItsThalia

  21. Tyler liked a post in a topic by minibagge in Current Bugs   
    @Tyler at times it can be the entire mag that is bugged just saying.
     
  22. Kelly liked a post in a topic by minibagge in 100% bullshit should be locked in as soon as possible   
    you are triggering me right now!
  23. minibagge liked a post in a topic by Mahdizzle in 100% bullshit should be locked in as soon as possible   
    Hi @Kelly @Sjuol @minibagge 
  24. minibagge liked a post in a topic by JacobHarr in Rip the Dream :)   
    Asylum wouldn't be asylum if durga wasn't captain though, who cares if he is a shit captain. I'm sure he does a lot of stuff for the police force we don't see kappa123
     
     
     
  25. minibagge liked a post in a topic by Durga in APD Review   
    I voted yes.
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