Author Topic: Under what circumstances should a mod mute a player?  (Read 15672 times)

Offline hazmatt

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Re: Under what circumstances should a mod mute a player?
« Reply #45 on: January 06, 2026, 04:19:50 PM »
I almost have to put this guy on ignore to save myself some brain cells... probably save me being muted too.

Ignore is your friend! I know my experience has been much better since I did. I see from other players quotes from time to time that he's still completely off the rails.

Offline Dadtallica

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Re: Under what circumstances should a mod mute a player?
« Reply #46 on: January 06, 2026, 06:37:59 PM »
I just can't fathom this is true.

It’s not we just explained it to him. We showed him with actual math and he still ignored it.
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Offline CptTrips

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Re: Under what circumstances should a mod mute a player?
« Reply #47 on: January 07, 2026, 08:54:21 AM »

Back in 2018-2019 MA was regularly 185 during the average weekday.  More on FSO or Scenario overlap.

At this point the decline is mostly demographic mortality rate of this age cohort.

The declining trend started to show noticeably around 2009. 

Maybe started with the GFC.
Probably dropping of the Tour of Duty dream accelerated it.  I definitely remember feeling a lot of disappointment.
The rise of IL2 GB and WT and DCS came not long after. 

In the current state you are not going to attract new (i.e. not former players) customers.  Not anything meaningful.
Re-activating past customers would by far be your better approach but that would take a direct and purposeful effort from the company specifically do that.

Or just keep doing what you have been doing and wish for different results to magically appear.

It's a real pity Tour of Duty was abandoned.  I really think that could have been a truly unique MP flight sim experience and differentiator against the competition.  Unique enough to maybe compensate for subscription model and less than current AAA graphics.

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Offline Shuffler

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Re: Under what circumstances should a mod mute a player?
« Reply #48 on: January 07, 2026, 09:12:51 AM »
And you think responses like this helps any aspects of the game...

Best to ignore a comment if you don't agree with it than calling someone names like you are 10 years old..

Relax Animl-AW,  you get way too excited about nothing on this board and it's not a good look for you or the game..kinda makes you look cray cray...

Eagler

Better yet, when one continually makes comments attacking folks, simply add them to your ignore list and you will not have to see any of the adolescent posts. This works very well. Also do not click on any subjects where they are the OP. With just 5 or 6, the boards are much more enjoyable and you miss nothing of consequence.
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Offline Animl-AW

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Re: Under what circumstances should a mod mute a player?
« Reply #49 on: January 07, 2026, 09:22:54 AM »
Back in 2018-2019 MA was regularly 185 during the average weekday.  More on FSO or Scenario overlap.

At this point the decline is mostly demographic mortality rate of this age cohort.

The declining trend started to show noticeably around 2009. 

Maybe started with the GFC.
Probably dropping of the Tour of Duty dream accelerated it.  I definitely remember feeling a lot of disappointment.
The rise of IL2 GB and WT and DCS came not long after. 

In the current state you are not going to attract new (i.e. not former players) customers.  Not anything meaningful.
Re-activating past customers would by far be your better approach but that would take a direct and purposeful effort from the company specifically do that.

Or just keep doing what you have been doing and wish for different results to magically appear.

It's a real pity Tour of Duty was abandoned.  I really think that could have been a truly unique MP flight sim experience and differentiator against the competition.  Unique enough to maybe compensate for subscription model and less than current AAA graphics.

I’m nit reading your repeat trash
You sat in here firing DCS down everyine’s throat fir 2 yrs, even in event announcements.
I told everyone be careful about pre-paying for products, it means they have money problems. You called me stupid.

Then we fund out your pre-paid products were full of bad bugs.
Then we find out Eagle didn’t pay their devs for them. You called me stupid again.

Not only was I right they had money problems, now devs left and they can’t be fixed. Again you called me stupid

Now, without admitting I was exactly right, you post hiw you refuse to pre-pay for DCS products ever again, BECAUSE YOU GOT BURNED AFTER ALL THE WARNINGS

Still, you call me stupid to save face.

You should stick to configuring AI missions. You need ME to tell you what was coming down the pipe.

Shut it clown
Oh ket me drag the video thread where YOU started you habitual attacks on my every post, and since.  Now you cry like a child because you can’t take what you did to me fir 3 yrs. KNOWNG I HAD LOST MY ENTIRE FAMILY, WHY I RETURNED
Cry me a river flake.
« Last Edit: January 07, 2026, 09:38:14 AM by Animl-AW »
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Offline Animl-AW

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Re: Under what circumstances should a mod mute a player?
« Reply #50 on: January 07, 2026, 09:28:04 AM »
Better yet, when one continually makes comments attacking folks, simply add them to your ignore list and you will not have to see any of the adolescent posts. This works very well. Also do not click on any subjects where they are the OP. With just 5 or 6, the boards are much more enjoyable and you miss nothing of consequence.

You sir are full if it. I liked you until the 70 page DOLBY MELTDOWN ABOUT SKYYR when to defend his nut-job drama YOU attacked ME. Would you like me to drag that up and put in your face? Thats where you git the wrong side if me. You broke it, you bought it.
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Offline Max

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Re: Under what circumstances should a mod mute a player?
« Reply #51 on: January 07, 2026, 09:44:37 AM »
The FUSS is strong in this post  :banana:

Offline Animl-AW

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Re: Under what circumstances should a mod mute a player?
« Reply #52 on: January 07, 2026, 09:45:13 AM »
It’s not we just explained it to him. We showed him with actual math and he still ignored it.

You absolutely missed my point, as usual, you just want to hear yourself talk.

You post them, which tells everyone to not bother i stead of just saying

We get 90-130, mire than most games, and 1,200 to 2,400 sq mile maps to fly almost every AC you want when you want how you want. And BTW we have the best historic scenarios in the genre

Instead you whine and peee on yourselves in public view about all the negatives you can find.

Yas made my hundreds if hours on videos a complete waste of time. You drag them in and then tell them how bad it is when its nit as bad as you say.

Yus couldn’t sell free gold
« Last Edit: January 07, 2026, 09:50:21 AM by Animl-AW »
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Offline Animl-AW

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Re: Under what circumstances should a mod mute a player?
« Reply #53 on: January 07, 2026, 09:58:33 AM »
The FUSS is strong in this post  :banana:

Fuss? How much fuss gas your habitual political posting caused, and explain to everyone here how that helped us?

Fuss?

You betcha
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Offline hazmatt

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Re: Under what circumstances should a mod mute a player?
« Reply #54 on: January 07, 2026, 10:02:08 AM »
In the current state you are not going to attract new (i.e. not former players) customers.  Not anything meaningful.
Re-activating past customers would by far be your better approach but that would take a direct and purposeful effort from the company specifically do that.

Or just keep doing what you have been doing and wish for different results to magically appear.

I agree with what you said here, especially the parts I quoted. I know WW2 online does that welcome  back soldier where all accounts get full access for a limited amount of time and the numbers bounce for a while. It gives people a chance to check out the new content and stuff for free.

I used to think that our input might be considered and that something might be done to change the results. At this point I've pretty much given up on anything changing. I think it's too late at this point.

Even if they could somehow contact half of the former players and half of those came back for a limited time, I don't get the feeling that a great many are going to suddenly want to pay a subscription for a game they might play a couple times a month and stay long term.

Even if there was a free to play plane/vehicle set introduced, I don't get the feeling that there would be as much of a bounce in numbers as there would have been if it was done 5 years ago when there was a bigger pool of people that may have been interested. There are other games that are very similar to AH3 (with icons and similar flight models) that you can get dropped into a match and have 32 or 64 players on a map where you can actually be into a furball in minutes. I think this is very hard to compete with considering the current state of AH3.

People talk about how AH3 is the only game that supports hundreds of players in one arena. Yes, it does, but when is the last time you've seen "hundreds of players in one arena"? To me the biggest problem is that the game was designed for hundreds of players in one arena and when the numbers aren't there things need to be modified (smaller maps or something similar) or the game play suffers.

I think there a a few people left that really would love to see the game they love/loved flourish again but that have lost/or are loosing faith that anything is going to change. Nothing has even been tried experimentally to see if it would make a difference. I for one am not holding my breath anymore.

I think things like the OP commented on become a bigger issue when the numbers are low and the only response seems to be a number of the remaining players attacking that person.

Offline hazmatt

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Re: Under what circumstances should a mod mute a player?
« Reply #55 on: January 07, 2026, 10:03:10 AM »
The FUSS is strong in this post  :banana:

Sir! I have not yet begun to FUSS!

Offline Meatwad

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Re: Under what circumstances should a mod mute a player?
« Reply #56 on: January 07, 2026, 10:27:59 AM »
Things have to change to keep the game alive. 15 year old payment models are no longer popular in todays market. When someone is afraid and unwilling to change, the game will die.
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Offline Eagler

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Re: Under what circumstances should a mod mute a player?
« Reply #57 on: January 07, 2026, 10:44:53 AM »
Things have to change to keep the game alive. 15 year old payment models are no longer popular in todays market. When someone is afraid and unwilling to change, the game will die.

It's probably the only business model that provides enough $$$ to keep the server up...

Not expecting anything to change but still usually enjoy the hour each evening I play the game..

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Offline AKIron

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Re: Under what circumstances should a mod mute a player?
« Reply #58 on: January 07, 2026, 10:49:41 AM »
More a matter of maximizing income I think. Reducing the cost $5/user probably won't increase the number of users to compensate for the price reduction.

Internet speeds are far greater and cost much less than 25 years ago so it ain't that.
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Offline CptTrips

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Re: Under what circumstances should a mod mute a player?
« Reply #59 on: January 07, 2026, 10:53:52 AM »
Things have to change to keep the game alive. 15 year old payment models are no longer popular in todays market. When someone is afraid and unwilling to change, the game will die.


I only think a subscription could work if you were constantly and visibly churning out new content and vehicles and features at a regular pace.

Netlix is constantly rotating content.

Role-Playing games are constantly developing new quests and weapons and character.

People can be convinces to pay subscription for constant new content and development. 
Getting them to pay perpetual rent just to play a game is a lot harder.  Apparently.




Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.