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My Positive, Suggestion-Filled Sequel to My Previous Crazy Critique Post: A Blatant Parody of Martin Luther's 95 Theses... 6/14/2024.

If changes were made based on these suggestions and implemented, would you support them?


  • Total voters
    39

Botulism

Really Corrupt
Joined
Jun 19, 2023
Messages
435

BOTULISM'S GUIDELINES FOR:
HOW TO MAKE AN ALREADY SUCCESSFUL AND FUNCTIONING HL2RP SERVER EVEN BETTER, STAND OUT WAY MORE, AND POTENTIALLY NOT LOSE ITS' WAY AFTER PLAYER EXHAUSTION, BOREDOM, ETC.
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LONG INTRODUCTION
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Willards right now is already doing pretty well, but what keeps people coming back? The stellar roleplay opportunities? The amazing events? The pure engagement with the players? Right now, I'd believe all these things are at all-time lows.
HOWEVER...T
hat's not just a Willards problem, but it's a problem with 98% of HL2RP servers.
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It's a problem no-one is willing to tackle because FEW want to risk tackling it. They think if they suddenly change the game and make things more engaging, they'll lose their whole player base because a few beloved characters got killed off or things just didn't feel the way they 'used to.' I'm here to write a relatively easy to read list of suggestions and bullet-points that anyone can get into and understand, and hopefully all of these suggestions are implemented or seen as viable for a future rendition of Willards.
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Willards has the players that are willing to be creative, it has the NUMBERS. We have seventy people on every day, yet I see that there's a real lack of boundary-pushing and engagement with such a large cast. It's as if you had a movie where 90% of the bodies were just extras talking and chatting in the background. That's not how a HL2RP server should ideally be. The dystopia should be real, it should be in your face, and players should be active, involved, and constantly engaged and interested by an expansive world.
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People tell me that my main problem is with the players, not the game. It's not their fault that players like myself and others have been lacking behind in roleplay opportunities, it's the simple lack of the environment pushing many people to engage their characters properly. Thus, I'm not blaming the players here, but the lack of incentive to totally and completely engage with the game environment itself. It's as simple as not making cops just stand around 90% of the time, or giving loyalists rallies to do and speeches to give. Shit like that.
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A HL2RP server should constantly engage from the moment you enter it. It should be regimented (ICly) with a constant desire to escape and to feel freedom. Making a HL2RP server more hardcore isn't just about making the cops act more like tyrants, it's about instilling a system of regimen, hierarchy, and brutality that is BELIEVABLE as a dystopia. I want to have my citizen constantly brood about running away from the cops, I wanna hide in the slums to evade constant apartment sweeps, I wanna re-enact the first few chapters of Half Life Two...
I wanna write a human being that lives DECADES in a few OOC weeks. I CAN do that right now, but with the current environment, I want to see TONS of others be able to do the same. To feel the same creative sparks, and to be INSPIRED by the environment their character sets foot in. I want to be ENGAGED, I want to be constantly pushed, I want to feel constant human interaction every time I join in the server. I want EVERYONE to band together and help me make this happen!
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And here are a few suggestions, organized in bullet-points, that I hope will better help me and many others achieve that. Enjoy, thank you!

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For an introduction (And I've told several players about this) as to why I'm so interested in this subject, my grandfather was born in Greece in 1943, leaving the country for the United States in 1961. He was a child during the Greek Civil War and survived almost being massacred with his whole family by Communist Guerilla forces in the village of Polykarpi. He isn't some huge anti-communist either, because immediately after the end of the Civil War, a wave of government-led anti-Communist terror spread through Greece.
If your neighbor told the police that you were a Communist, they'd come to your house, put you down on your knees in your backyard, shoot you, and leave you there for your family to clean up. This is why my grandpa left the country when he became an adult.
A single Communist Captain on horseback is the reason for why I'm alive today. He stopped the massacre, and I think about that atleast once a month. It's funny how your actions could result in life in a completely different part of Earth decades later.
His father got jailed for 8 months just because he was drunk and joked at a bar that he wiped his ass with the Greek flag. His father was a MILITARY VETERAN who served in both World War Two and the Greek Civil War, yet they still threw him in the fucking trash. He would've just stayed in his cell were the warden not a family friend, pulling some strings to get him out. His cousins were not so lucky, one cousin got imprisoned for being a Communist and was held from the age of eighteen until he was thirty-six, when the Junta collapsed in 1974 and all the prisoners were set free.
This was NOT a stereotypical dystopia. This was not Nazi Germany or Stalinist Russia. This was just a nation of people very paranoid of having to fight a gruesome civil war again. You may think that kind of environment wouldn't provide roleplay opportunities, but from the amount of amazing stories my grandpa has about such a time, I think it did. Even in a horrid time, he still managed to find happiness, humanity, and meaning.
I genuinely think a lot of Willard players don't know what true terror and oppression looks like. I encourage you all to watch Schindler's List or Come And See, it'll help you pop your cherry a bit.








CITY ROLEPLAY MUST AND SHOULD CHANGE
THE PRIORITIZATION OF REGIMEN
APARTMENTS, CURFEWS, FORCED LABOR, AND THE CONSTANT NEED TO ESCAPE AND FEEL FREEDOM FROM AN OPPRESSIVE REGIME

BULLET-POINTS WILL BE COLOR CODED BASED ON THEIR RELEVANCE TO EACH FACTION. I WILL CONTINUE WITH FURTHER SECTIONS DEVOTED TO EACH FACTION SPECIFICALLY.
THIS IS NOT A LIST OF WHAT WE'RE ALL DOING WRONG, OR RIGHT, ETC. Just what I as a role-player wish to see improved upon as a whole.

I'm not an idiot who has a bias toward any faction, I'm a relative newcomer and outsider who has been playing for a few months. My experience stems from playing as both a slummer/rebel and a Civil Protection Officer, along with a few days of Biotic RP.
I know that even with this disclaimer some players will get defensive, but I welcome it and expect it. OPEN THE GATES!
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  1. THE COMBINE is a MACHINE. Right now, it does not feel like a machine. The appearance is there but not the mechanical parts. This must change in several ways.
  2. LITTLE EFFORT is maintained in keeping citizens orderly and unified as a group. The OOC desire for roleplay freedom has seeped into an IC desire to not encroach on characters, to not bother them, to not start and begin roleplay situations. People are more focused on doing their own thing as opposed to bringing things to other people. This is a bad mindset, and we must encourage the opposite.
  3. Where are the apartment managers? Where are the curfews? Where are the constant calls for mandatory work shifts to rebuild sections of the city road, construct new things, burn dead bodies, etc. And with harsh punishments for refusing such acts? Why is it all optional?
  4. Why does the universe ASK me to participate instead of constantly forcing me? That's not what a dystopian universe should feel like. A dystopian world forces my character to participate whether they want to or not. Some would argue that this gives no time for rebellion, but I disagree. Rebel in the fucking factory, stab your local cop to death and flee. That's how your grand-pappy used to make friends and enemies.
  5. Why is roleplay not prioritized around these things? The Combine would realistically allow a lot of citizens to be vagrants, this is true, but vagrancy does NOT encourage roleplay. Forcing people into houses together and locking them up for a mandatory curfew DOES. People start to talk, people start to CARE. People start to form relationships and people plan uprisings and riots that'll shake the whole city.
  6. IT ALSO MAKES SWEEPS MAKE SENSE. If I'm stuck in my apartment and the cops start clearing everyone out, I feel a LOT more trapped than normal.
  7. AS A WHOLE, City Roleplay should have a defined loop that prioritizes getting to know characters, being put in stressful, hostile situations, and either surviving and falling into a few categories. Resistance, Loyalist, Citizen, Civil Worker, Civil Protection Officer, Slummer, etc.
  8. Right now? You're not forced to do much of anything. From the moment you join the game as both a CITIZEN and a COP, it's almost basically free roam with little consequences for both factions. As a cop, I can theoretically just go and walk to the slums and start doing shit on my lonesome if I wanted to. I have no quota looming over my head or any obligation besides my OOC desire to play the faction how its' played.
  9. As a citizen, I can do much of the same. The moment Johnny Bluesuit spawns in, he can run straight into the sewers on the map, clean through piles of trash, and start to become acquainted with high-tier rebels within his first hour of play. What kind of dystopia is that? That isn't Half Life 2, that's just Dark RP without voice chat.
  10. I want obligation, coercion, and I want to see characters under pressure rather than OOC people under pressure.
  11. The SLUMS and SEWERS should NOT be readily accessible from the moment I join the game. The slums should be a bit easy to sneak into but not completely inaccessible, with not enough people in the city being deemed a 'Miscount' type scenario, warranting a sweep.
  12. The SEWERS should only be inhabited by the most hardcore of rebels. Deadly gas should be pumped down there to deter anyone fleeing from the City without proper protection.
  13. As a whole, roleplay MUST focus and REMAIN focused within the city and slums. When you have seventy players, the game feels a LOT more populated when all seventy people are in the above-ground sections. When you have thirds in the city, slums, and sewers each, it can feel unpopulated, and roleplay becomes harder to find.
  14. Trying to do everything at once instead of perfecting one thing can make everything feel bland and uninspired instead of making one thing feel amazing and effort-filled. Willard has AMAZING developers who make great GUI, scripts, and mechanical details, but it lags behind with engaging players to interact and control the world they have created. Instead of trying to be half Outlands RP and City RP, just focus on the City. There's so much to do there that hasn't been done before, or hasn't been perfected.
  15. YES, I'm saying 95% of all Resistance characters should be above-ground. Resisting against the Combine isn't about farming scripts and living in the sewers save for expeditions and occasional attacks, it's about trying to actively take out the city from within. Subterfuge, no brute force until the knife is to the Combines' throat.
  16. Resistance is not just done by killing cops and shooting cumbean. It's done by graffitiing walls and spreading the word, it's done by secretly passing out supplies to citizens in need, it's done by just having a radio and keeping watch on Civil Protection Officers' movements so your buddies who are planning an ambush know where they are and how many of them are out there. Resistance is done by assassinating key targets and keys to power in the City so when the Uprising happens, the machine is WEAKENED...I could go on and on.
  17. THERE ARE SO MANY OPPORTUNITIES and GOOD methods of roleplay for resistance characters, but the current resistance meta consists of grinding trash for an OOC month, sucking up to a Black Market Dealer, joining a rebel group, befriending the leader on discord, and working your way up to getting a long-time rebel character through sheer playtime alone. THIS does NOT encourage good roleplay. This does NOT encourage someone to improve. This encourages someone's writing abilities and immersion to STAGNATE. This is why I've yet to seriously try a run-of-the-mill rebel character. I see no real roleplay in that. It's boring to me.
  18. Civil Protection should ideally be IC AND OOC APPLICATIONS. Infiltration within Civil Protection shouldn't be just a pipedream organized by a Civil Protection Character writing a char-auth, it should be a natural IC process that should be prioritized for resistance characters. Look at Barney in HL2, resistance plants would be fucking HUGE and a GREAT HELP for any upcoming resistance cell.
  19. When you do solely OOC applications, you miss out on so many good and interesting roleplay opportunities. Imagine meeting a citizen and realizing he's a cop later as he's beating your ass? Imagine how much of a mind-fuck that'd be. Along with bullet-point #18, roleplay skill SHOULD be prioritized over how many pictures and spicy font changes/colors you can put in (Or how buddy-buddy you are with the faction leads.)
  20. NPC-Centric events (Antlion shooting sprees, for instance) should be HEAVILY decreased in scale or forgotten about almost entirely. The only NPC-centric event I could see working and having an interesting effect on roleplay could be a headcrab/zombie outbreak in the City itself or something like that.
  21. Weapons as a whole should largely be downgraded in terms of what you FIND. Cops shouldn't have to deal with rebels who have stockpiles of AR2s and AKs. Rebels shouldn't have to deal with Overwatch every time they so much as cut the cheese in a semi-public place. A pulse-rifle should be as rare as a Mormon gay bar, and rifles and similar weapons should be sparingly seen, only being used by Conscripts, high-end rebels and Overwatch personnel.
  22. Pistols, sub-machine guns, and melee weapons should be the weapons of the working-class heroes of the City. Riots shouldn't be easily put down by a few Intention One cops armed with automatic weapons. Pistols should be costly and only delivered to cops who perform well, and sub-machine guns and shotguns (or their ammo) should only be given out on special missions (Think of the HL2 Canals chapter, for instance.)
  23. AT THE SAME TIME, weapons should do much higher and more lethal amounts of damage than regular HL2 weapons. I shouldn't have to unload 8+ bullets on someone just to kill them. Firearms are a deadly and lethal tool, and even if someone's downed by gunshots, they shouldn't be able to get back up again after someone applies two makeshift bandages to them and does a shitty MedRP paragraph.
  24. With this and the aforementioned points, one can cultivate an environment where resistance in the city is actually feasible and rewarding if done right. Citizens and cops should constantly be forced to interact with people, new and old, by the ENVIRONMENT ITSELF. One should always be a few steps away from death, and death as a whole should be common and expected for GOOD characters. One shouldn't always be impressed by a character that's lasted a long time, because in some cases that just means they haven't taken any real chances. Death is a reward, death is a punishment, and death is the only certain thing in HL2RP. Embrace the PK.
  25. To CONCLUDE my City Roleplay bullet-points, HL2RP in this format should be focused ON the City. If we're going to improve and if this server really wants to create some good memories, some drastic changes ought to be made in the name of creativity, making a new slate, and creating a good, old-school experience that can inspire and create as MUCH roleplay as it possibly can. The slate should be wiped clean, tons of old concepts, characters, and other things SHOULD be done away with, and I'm not afraid to say it as a relative newcomer to Willards. Every good server does a wipe once in a while to keep things fresh, I'd know, I've been lurking on this schema for a long time. I'm going to continue with the Combine end of the spectrum, talking about CiviPro and Loyalists.



COMBINE ROLEPLAY CAN BE IMPROVED, BIG-TIME.


THE PRIORITIZATION OF TYRANNY, CORRUPTION, AND AN ALIEN FORM OF HUMANITY THAT IS UNLIKE ANYTHING SEEN IN DEVELOPED COUNTRIES.
IM THE HARSHEST ON THE FACTION I LIKE MAINING. BE WARNED.

I totally didn't purposefully choose art from a Russian artist just for this point.

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  1. BEATING QUOTAS. If cops aren't going to actively roleplay being the antagonists on their own, you're going to have to force them by design. Every cop needs a personal beating quota, and he needs a way to tally it and mark it with some level of proof. This can also serve as a way to see which Civil Protection Member is active or not. Failure to re-educate enough citizens will result firstly in sterilized credit decreases, to blackmarks and eventually de-servicement if the Unit is just shown to have zero backbone whatsoever.
  2. Tyranny should be portrayed realistically, not in a silly or immature way that can make them a laughing stock to citizen players. Civil Protection Officers are not high school bullies making citizens recite riddles and beating them for failing, they're a race of cruel sadists, cynics, and opportunists whose only job is to beat people, enforce codes, and keep production high while rooting out any malignancies in the system with extreme prejudice.
  3. Civil Protection Officers are expected to have a degree of roleplay freedom, but the freedom to roleplay whatever character you want should be monitored. Characters that fit the theme of Civil Protection should be encouraged while characters that do not should be washed out. If you're playing a stupid kid who just joined for the rations or a character that actively works to decrease immersion, you shouldn't expect to last long.
  4. CIVIL PROTECTION Are not even Nazis, they're WORSE than NAZIS. The nazis in this universe are the Combine itself, the CIVIL PROTECTION are COLLABORATORS. They are scum of the Earth and should be played as such. If you play CiviPro and you want to positively humanize them and show that they can be good people (they should always be humanized, humanizing someone doesn't mean they're good or bad, they're HUMAN OPPRESSORS), you should do it in a dignified and classy way while knowing your character is a life extinguisher who most likely shares more in common with Kommandant Amon Goeth or Pol Pot than a normal human being.
  5. Civil Protection Officers are Not Police Officers. They are not supposed to be good people and they are not supposed to protect and serve citizens. They protect the Combine system of society, and only engage with citizens on a conversational level when it's either advantageous to them or advantageous to the system.
  6. They don't assign people houses out of wanting to find someone a home, they assign them a house because that makes citizens easier to locate, profile, and organize.
  7. Weapons should be limited. Intention Fives and Recruits should have stun-batons (which should come for free) but pistols and anything higher should be rewards and should be distributed based on activity, ferocity, and duty. Sub-machine guns and shotguns should only be held by units during an emergency or a canal sweep, with Command Units being given a heavier pistol substitute when inside the city.
  8. Corruption, unless it hurts the system, should be outright ignored and encouraged. Fines, protection fees and rackets, taking bribes in some cases, fraternizing with criminals, and other such things should all be A-Okay as long as they're to better the standing of Civil Protection members and they help them survive while performing their tasks. It should only be disciplined by the Rank Leaders if it begins to aid the resistance directly.
  9. In general, Civil Protection Players should be encouraged to dedicating as much of their time to keeping order as possible. Cops shouldn't be obnoxiously obstructive, but they should constantly be doing sweeps, searches, inspections, loyalty checks, beatings, roundings up, workshifts, forced labor scenarios, and anything else they can think of in order to engage citizens in interesting roleplay. A roleplay loop of assigning apartments, sweeping them, and curfew in-between workshifts would do wonders, alongside just rounding up random citizens when they're on the streets during curfew and throwing them indoors.
  10. Torture and interrogation shouldn't just be for rebels. It is for the innocent too, and possibly even at 'random' times. If you're acting suspicious and you seem odd, you're bound to get tortured and interrogated for resistance connections. This shouldn't feel like these cops have an OOC chain around their necks, this should feel like Stalinist Russia during the Great Purge. I want a real reason to rebel, and I want a real reason to kill every cop that I see once the Uprising begins. I want to play the antagonist and I also want a worthy antagonist to go up against.
  11. OVERWATCH SHOULD BE A POWERFUL YET EXPENDABLE LAST RESORT. The Overwatch of Willards are weak and expendable, I've heard whole stories where 60+ Overwatch characters can get killed by just a small group of rebels. That's silly. A high-tier rebel should be 1:1 Equal with an Overwatch soldier, with the things going for Overwatch being their weapons superiority and the things going for the rebel being his ability to ambush and sneak-attack the transhuman (lack of a distinctive running sound, etc.) Overwatch should have a tiny bit of character while also being a powerful tool that is only broken out very sparingly, either in the Nexus or during a Judgment Waiver+.
  12. TO CONCLUDE MY BULLET-POINTS FOR ACTUAL COMBINE MILITARY FORCES, Civil Protection should be a relatively weak yet expendable force. You shouldn't expect to keep a unit long, similarly as you shouldn't expect to keep a rebel or citizen too long. Civil Protection are cruel overseers who beat and murder anyone out of line mixed with the paranoia-ridden mindset of the NKVD during Stalin's Great Purge. Overwatch are expendable yet tactically effective soldiers only sent out when shit hits the fan.
  13. THE CIVIL MEDICAL RESEARCH UNION Should NOT be a cure-all organization. If you get shot twenty times and go into bleed-out, as long as you make it to the CMRU you're good to go. What kind of roleplay is that? A play to win arcade style mindset has infected the CMRU just as its' effected every other faction, prioritizing victory over actual roleplay.
  14. The CMRU should NOT have much at all in terms of medical supplies. The Combine don't give a FUCK about you, whether or not you're a Rank Leader or a random bluesuit. Medical supplies are better spent wasted on transhumans or being dissolved into resin and bio-paste to make cheap drugs and alcohol to keep the bluesuits happy than actually healing people. Just a few days ago I found SIX surgical kits just lying around in the CMRU lobby, SIX! Just laying around! Can you imagine that? Realistically that would hurt the CMRU in a major way, but no-one notices since they most likely have plenty of medical equipment to go around. Where's the fun in that?
  15. Under every dystopian regime, a sizeable brain drain occurs. I've only seen a few CMRU personnel who were former doctors or nurses, why are all the new ones magically restoring cops and citizens to full health even though they got shot through the chest with a rifle-round? Bio-gel is NOT a cure-all, the roleplay is lacking and we all know it, but we'd rather keep a character alive because that's 'good faith' then letting the character die under surgery and having to deal with IC consequences.
  16. This is not a strictly CMRU thing, but they shouldn't really give out much in terms of medicines or help with mental illnesses. Prosthetics, etc. Anything determining physical or mental fitness is left up to citizens and cops, and most people of these varieties should be expelled by the Combine from their society. The Combine are rough, evil motherfuckers, can we stop toning them down? We're gonna have people who actually /like/ the Combine and think they're a good thing for humanity soon enough.
  17. The CWU IS ALRIGHT, but I desire MORE. Not from the Civil Workers THEMSELVES, but from the work they give out and the level of dystopia their faction emits. It's not even their fault, it's just that cops aren't willing to actually engage and push Civil Workers to work citizens harder out of an OOC stigma. God forbid someone gets beat up and punished at a workshift even though they tried their hardest, am I right?
  18. LOYALISTS? Collaborators in Willards WORK, They're ALRIGHT. I'm not bothered by them, but if I were able to change them personally, I'd probably push them to do more, especially with regular citizens. We need crazy party rallies where everyone gets a sign saying 'DEATH TO REBELS', shit like that, that'd be great! Simple events like that organized by loyalists for regular citizens and loyalists would really help the game feel more immersive.
  19. Conscripts! Throw these guys into the slums and have them augment the cops during sweeps that go outside city-bounds. Conscripts should one-hundred percent serve to augment cops in the city, the whole idea of having them guard the Outlands is cool on paper, but it's incredibly fucking boring and a really shitty use for a good faction idea, throwing them on the back-burner like that. 2015-era Lemonpunch had soldiers in the city and that worked fine, give the Connies some R&R time! Give them SKSes, a semi-auto rifle or some shit. If we're gonna balance weapons like I suggested and wipe the slate clean, they don't deserve automatic weapons, but hard-hitting battle-style rifles or carbines that can hold their own against an SMG but don't truly beat it in CQC.
  20. TO CONCLUDE MY POINTS ABOUT THE COMBINE IN GENERAL...Like the Resistance, the Combine simultaneously go too soft and too hard. They act tough with lots of guns and go really hard in theory, but really they don't cause any strife except for the occasional PK and a few harassing scary words given toward the citizens they beat up. They don't regularly sweep peoples' apartments daily, throw people off of buildings, torture innocents for merely living in the same room as a rebel, or anything that make them deserve to all be lynched and murdered in a righteous manner. The only cops who do this are outliers, and this kind of roleplay is ICly not encouraged.
  21. This should change, big-time. If you worry your character will come off as edgy by acting evil, do you really think your character isn't edgy now? We're playing Civil Protection Officers. Our character's job is literally to make an alien race exterminating humanity have an easier time doing it. There's nothing EDGIER than that. Either embrace the 'edge' and the fact that your character and our faction are meant to be evil antagonists meant for provoking rebellion and nothing else or don't bother roleplaying as one. Simple as that, it's rude as fuck, but someone's got to say it. I want to play an evil human, not a Robocop or a neighborhood good buddy cop who occasionally knocks someone out with a stun-baton for carrying too much plastic trash. We should all replay the first few chapters of Half Life 2 and re-evaluate the direction that Civil Protection Roleplay should go, because I think that it really needs to go another way.

    TO THE VOID WITH YOU(R SCRIPTS)!

    THE WIPE, AND WHY ALL BIG SERVERS NEED WIPES.
  22. THE PK IS LOVE, THE PK IS LIFE.
  23. In short, EVERY server, big and small, needs a wipe once the roleplay loop has gone on for far too long. Willards, in an attempt to keep its' playerbase, seems to have been infected by a play to win, arcade-style mindset. The rebel leads would complain if they weren't allowed to keep their scripts, the Cop leads would complain if they weren't allowed to keep their ranks, and if someone complained? God forbid, someone might leave...!
  24. Willards thus kept the characters and scripts around, at the cost of IC integrity. The I24 rebels were allowed to have a ridiculous expo as to how they seamlessly migrated from Switzerland to Japan (and admittedly I know NOTHING about it, but seriously? Even if you used vortigaunt teleportation or something, that's just the most contrived, protagonist-y way to transfer a whole group of characters over ever. I AM NOT EVEN MAD at the resistance players for this, because I swear it feels like every faction is guilty of stupid shit like this at this point in an attempt to keep their beloved characters, scripts, etc. The cops did it too.)
  25. In general, since we're going to a new map, the inventories should be wiped, and everyone should have a clean slate going forward. The rebels have way too much shit, the cops have too much shit, the loyalists have too much shit, there's TOO MUCH SHIT to go around. Wipe nearly all of it off the map. Clean slate. New rebel groups, new cop leads, more new collaborators, encourage new citizens, new everything. The day this server stops pandering to the OOC faction group that complains the most and the day we stop caring about whose more biased...Instead choosing to be biased toward the WELL-BEING OF THE SERVER (Which I am VERY biased toward) is the day that Willards becomes a TRULY mature, professional, and cool community to be apart of.
  26. Quit fighting over which faction you want to win. With the way the server is, we're all slowly becoming lackluster in creativity and roleplay and we should all work together to help fix it. I messaged a rough draft of this thread to some friends and they all asked me "Which faction are you going to shit on most?" As if I was just doing this to hate on people for their misdeeds. FUCK that mindset. I think every part of Willards needs a BIG improvement and a BIG change. SOME more than others, but if people are going to leave because they can't keep their scripts over prioritizing a new and challenging roleplay scenario, let them go. They weren't here to roleplay and create interesting characters and scenarios in the first place. Willards is huge, it can take a loss, because a week later they'll all come crawling back and hopefully they'll be here to play ball with the big boys.

    CONCLUSION

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  27. THIS IS NOT me attempting to stir up a flame war toward any faction in particular.
    THIS IS NOT me hoping to 'shit-stir' and continuate some stupid OOC player-divide that's apparently plagued this server for a while now.
    THIS IS My response in SUPPORT of the vote to make Willards HL2RP more HARDCORE and truer to how the schema should (and once used to) play out. I only hope that we go 'Hardcore' in the right direction though, with REASONABLE BALANCES for all: Civil Protection, Resistance Members, and more. I wanted to give every single faction and asset of gameplay a few short pointers, some critiques, and personal opinions as to how I think everything should continue.

    I've seen SEVERAL players that main factions in a sports-fan like way attempt to hijack this idea in favor of their own strange OOC bias, hoping that with the new change, they'll finally get the power-trip they've desired. I DO NOT want to see something like this. The idea that every player is a X main and supports each faction unconditionally OOCly is the stupidest thing I've ever heard, and anyone who actually does this should rethink why they're playing in a roleplaying server.

    I highly doubt many will read this in full, hoping to more just cherry-pick one paragraph to base their whole critique off of. If you think I'm wrong, please, tell me why. I'm going to actively respond to this, as I strategically decided to post this before a big map-change, as that's the best time for a major server restart in terms of ideas, systems, and mindsets.
    I think the resistance as it is now should be completely re-worked toward a vanguard system of heavy-duty sewer rebels, slummer informants and roamers, and a black mesa east-style leadership of citizen-style characters all working together in tandem to actively destroy the Combine as a whole. If you wish me to elaborate more on this, I will gladly do so. I have a lot of ideas for it.








    anyway that's it.

 
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I know a lot of these are potentially being worked in, but I wanted to post this anyway.


Mwah.
 
IC applications for civil protection faction? Bitch they already do ooc applications every 7 months lmao
 
I love the direction this critique is coming from - It seems to be from a place of 'I want to see this server succeed more' instead of a 'Willard bad, here are XYZ reasons' and reads a lot more positively. I quite like the actionable advice, too.

Questionable formatting choices, but that's okay.

I have a few thoughts I want to add as someone who mainly plays CWU, with a rebel character that is used to drive narrative.

Resistance points 14,15, and 16.
I completely agree with. I no-clip around every now and then when I'm on CT to see which group I should target events for, and I do see quite a few people in the sewers or outlands. This is not their fault, but that is the current 'Meta'.

Let's say I'm a rebel main, my target is destabilising and harming the combine, right?

As it stands, I can do this from the slums, sewers, and outlands. I have 0 need to step foot in the city ever (except if I want to shotcop). This isn't 'my' fault as a rebel player - I am not incentivised to spend time in the city.

In my mind, X% of the materials I need to make guns or the materials I need to rebel should be obtainable in the 'Underground', with Y% being obtainable by knowing people within the City.

Honestly - We have people in the CWU who are willing to sneak out materials for the right person. But why would they? Why would I risk my character to sneak out, let's say strong adhesive, when a rebel can just grind it in the underground in an hour or two? All risk, minimal reward.

I agree with some of the CivPro comments - But I do not play CivPro, and my main position is powerful enough that I don't really get into much trouble as it were.

'Torture' is controversial, because some people do it incorrectly. And if done incorrectly can be seen as someone OOCly power tripping. In fact, it could be the case regardless.

I agree with IC recruitment. The one time I played CivPro was a char I played for 1 year as CMU, then retired into CivPro via an auxillary program. I enjoyed my time there - And the fact that I had friends AND enemies from before! Even took off my mask every now and then to chat with people I knew.

Combine 17) Please no. Every time CivPro forces CWU to 'do shifts or die' people just burn out from the faction. CWU is a powerful faction due to IC and OOC reasoning, and so they are granted some leeway.

Indifferent about the CMU thoughts.

Overall very cool post, thank you for your time Nick 🙏
 
This formatting makes me want to kill myself.

However, I agree with like 90% of these points, great thread
 
This formatting makes me want to kill myself.

However, I agree with like 90% of these points, great thread
Wanted to try something different tbh. I enjoy simple bullet points that get straight to the point (pun intended) because some would just go "ain't readin' allat" otherwise.

Great to hear though 😎
 
the only parts i could read was it doesnt feel enough like a dystopia, and i agree. though even with new changes i prob wouldnt really feel like its a dystopia cuz of my timezone
 
The comments increase, the votes swell...THE PEOPLE WILL SPEAK, THE ROLEPLAY WILL BE CREATIVE AGAIN,

DOWN WITH THE KINGS, POLITICIANS, LIARS, AND CHEATERS!

 
I’m gonna write up some responses and additions because there are a few critiques and comments I want to make but since it’ll have to wait until I’m off work I’ll just pop in to say

+support on 90% of this
 
Your formatting makes me want to rip my eyes out.
Never again use so many colors on a post.

It was hard to take it seriously

I have to take some disagreements on how you've stated the Civil Protection because there is quite a lot of what you've 'requested' being worked on/already in progress. There is encouragement for being corrupt, I know that I push it along but equally so. There are a lot of things not seen regarding most factions. Not even I know of all the goings and I pride myself on getting the full picture.

A ton of these points made about Civil Protection are flat out I believe your relatively new stance on the matter. A lot of what has been said here has been attempted, and either worked well enough to where it was encouraged or poor enough that we stopped bothering with it. Beating Quotas/Mission Quotas has been something we've tried. I hated it, no one liked it, it was a chore and really affected the standard day-to-day RP in a lackluster way.

That being said, I would like to gently remind you that this is, once more, a roleplay community based on a very much so fake universe. The comparison to an IRL counterpart is not the ideal way to go about it, trust me when I say that this is something I had to learn to stop doing to further my enjoyment of the game.

Equally so Interrogations aren't just for Rebels, but due to the risk of possible Meta. This is where I stop talking about it, all I can say is to pay a bit more attention when it comes to certain objectives handed out.

I'll stop rambling about my little baby faction that is Civil Protection, we can agree to disagree on a few points here and there, if you'd like a more in-depth explanation I can speak to you over discord about it, as I feel like cluttering the forums with the same topic which is, I'd argue, 3-4 threads now is a bit too much. I am equally to blame that I wanted to say something, but man that horse is getting beaten pretty hard.

On the topic of wipes. There are pros and cons to it both, I think it's fine that people are allowed to keep their long-standing characters, but I do think there needs to be a system in place that nullifies the issue of the Rebels/Civil Protection/etc from having too many items, too overpowered items, so on and so forth

We all agree that there has to be a change, but I don't think removing everyone's character on these possible wipes is the way to go, seems a bit silly to end a story when moving locations is often out of the hands of the player itself. I know I'd be rather annoyed if just because of a certain arc I wasn't allowed to play the character I've been putting effort into.

New Leadership is not always viable, while I think some factions could use it, I equally think that many of the factions we do have - have the right people in the heads of the faction. Leadership is taxing, it is tiring, and it's a burden on many people IC and OOCly not everyone is often ready for that, and when there are poor leads of a faction. An entire faction can fall apart.

We agree on most things but equally disagree. This is perfectly fine, the only thing I can say about your Civil Protection complaints is to be the change you want. I know for a fact there's a pool of us who actively push units to do corrupt things.

The biggest factor is; PLAYER ENJOYMENT. So that means liberties have to be taken, sometimes this is good and sometimes this is bad. We have to always always always make sure that the majority of the community is having fun even if it means we have to forgo possible routes of roleplay.

No one would enjoy a 1:1 Half-Life 2 RP server, Willard is not that, but I think having higher standards yes, is the way to go.

TLDR;
-There's not as many issues as you've made it out to be
-There are ongoing changes to the RP climate
-Go be corrupt 8/10 times it's not gonna be stopped
-Weapon Wipe is all in agreement
-I miss being an Admin​
 
The current issue is that the vocal minority don't wish for a more hardcore dystopia, they want a social RP where they can collect scripts and then engage in S2K with the 'bad guy'. As soon as they feel any sort of actual oppression, OOC complaints are made that it isn't fair or fun. I'll point to an event that occurred this week to demonstrate which I found rather abhorrent considering it wasn't just new players partaking, it was also ones that had clearly been around a while:

A work shift had just come to its conclusion where the citizenry were given contraband to keep themselves protected, however once the equipment was counted one piece was missing. A search concluded zero of the workers had it, ergo someone had dumped it somewhere off-sight. The civil-protection opted to punish them all collectively if no one admitted to the crime (which they didn't) and thus a large group-beating occurred. Bare in mind these happen way less often than they should for a so-called 'oppressive' regime like the combine, but once it did occur do you know what the players of the 'bad guys' received? Constant messages in LOOC calling the situation 'bullshit' and how it 'wasn't fair' that they sat through an entire work shift only to be punished afterwards, as if the civil-protection players hadn't also sat through the same shift.

If we want an oppressive atmosphere, we need to start cracking-down on OOC complaining about such otherwise players on the civil-protection side (yes, we're merely just players at the end of the day) won't feel inclined or encouraged to perform such acts because, let's be honest, no one wants to sit through a bunch of complaining in OOC while they're trying to play their role in a roleplay game.
 
Going to do a rapid fire thing cause this post is pretty long and only some things I feel the need to mention.

Where are the apartment managers? Where are the curfews?

First up - not so simple. Speaking as a citizen, curfews tend to suck. No real beating around the bush here, you will be doing something and then suddenly interrupted by a admittingly atmospheric *start* only to be led into a room, made to stand around for 10-30 minutes until you are released. Yes, we RP with eachother, yes we talk and whatnot. The issue turns into the fact that we were probably engaged in better RP, only to be forced to trade in for worse RP.

For things like Curfews, or apartment raids to mean shit In Willard, the system needs a revamp. Apartments need to become some sort of lifeline. Working utilities, lots of idle activities for people to engage in, and other incentives to have one while wanting to use it. which we currently dont really have.

Citizens and cops should constantly be forced to interact with people, new and old, by the ENVIRONMENT ITSELF. One should always be a few steps away from death, and death as a whole should be common and expected for GOOD characters.

No. PK's are needed. PK's are inevitable. However, this idea about characters needing to die regularly is insane. Death is apart of Half Life, and realism, keeping it fresh - look I get it to an extent. However, while replaying Half Life 2 you may notice there is no scene where Alyx is decapitated by a breaching charge halfway through the hospital. Nor does exiting Kleiners lab lead you to see him having been crushed by a stray headcrab canister. Death is apart of stories, almost any story, but stories are not secondary to it.

If characters spend more time dying than they do developing, there will be no story. Just random snippets of intrigue cut short by foolishly implemented quotas for no sake other than its own. Hardcore should not equal characters dying left and right, over trivial ultimately meaningless things.

BEATING QUOTAS. If cops aren't going to actively roleplay being the antagonists on their own, you're going to have to force them by design.

One of the worst ideas one can implement into Civil Protection. Firstly, lorewise - there is a very good chance Barney was being sarcastic when he remarked about these alleged quotas. You can take it either way, but they're not even necessarily canon. Secondly, Roleplay, these are horrible. If CP's get a quota to beat my character I will rapidly implement a quota of my own - four words per /me response. Beatings are fine, provided they have substance, buildup, reasoning and do not happen all of the time for no purpose.
If you're playing a stupid kid who just joined for the rations or a character that actively works to decrease immersion, you shouldn't expect to last long.

Another bad thing. Robocops are fine, but not as a standard expectation. Cops having variety is good. It provides legit more RP not knowing which CP you can partially trust vs those you know are out to get you. It just makes for a better story too, given it provides conflict for both sides. CP's whose only growth from the latest beating is an erection are only interesting when positioned their more humanized counterparts. Both are nice when working together.

THE CIVIL MEDICAL RESEARCH UNION Should NOT be a cure-all organization. If you get shot twenty times and go into bleed-out, as long as you make it to the CMRU you're good to go. What kind of roleplay is that? A play to win arcade style mindset has infected the CMRU just as its' effected every other faction, prioritizing victory over actual roleplay.

Firstly, if going to the CMRU meant your character would die - nobody would go to the CMRU. Secondly, half of the wounds we see to are extreme in nature. You want the Combine to be hyper-extreme, yet want the only faction who can ICly prevent this from leading to endless casualties be unable to treat people.

why are all the new ones magically restoring cops and citizens to full health even though they got shot through the chest with a rifle-round?

Because we are not trying to be the worst faction ever. Again, even if we wanted to PK characters constantly, we still wouldn't do it because if getting help - leaning into actual Medical RP - results in you getting PK'ed, nobody is going to do it. Put simply, this just isn't even feasible in any world. Either it remains how it is now, with most wounds being treatable despite all probability of death - or you design the server in such a way that serious wounds rarely if ever happen.


Ultimately, I find alot of this post to be an example of someone taking 'Hardcore' way too far. This is why I didn't even vote on that discord poll, because hardcore can be taken way out of proportion and lead to the server falling so hard on its face, it itself gets PK'ed in a final poetic twist. I love Half Life 2. I literally spent so much time correcting every little fuckup people made regarding its lore and themes that people still in the CT and staff have PTSD. HOWEVER, Half Life 2, does not work for Roleplay unless converted. Willard could use a mild push towards a more 'hardcore' experience. But Beating quotas? Mass PK's? Constant interruptions to RP? Endless waves of events and circumstances that make the average player utterly powerless in their own story?
That is not what the server needs, and thats the reality of it. Some is correct, CvR for example is the worst its ever been, a genuine blight on the server. The Combine are portrayed as too weak and impotent. There is a certain 'vibe' missing at times in regards to Half Life. Such intense overcorrection will lead to far worse outcomes than missing those things.
 
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