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Damaging Mentality Regarding Scarcity and Conflict

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nath1234567

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Damaging Mentalities


I'm going to be covering quite a lot in this post as I intend to highlight all the issues that I believe are plaguing Willard and Rebel RP right now. The server has seemingly seen a massive shift in priorities since we have arrived to Terminal 7, and I believe all factions except for Combine affiliated ones, excluding Civil Protection, have been damaged due to this. As always, the input of the community is appreciated.

The Rebel Roleplay Problem
Old players are bored of it, new players are confused as to how to participate in it. Rebel roleplay has stagnated into nothing status and it doesn't seem that there is any urgency in solving this issue.

Imagine that you are a new player who wants to roleplay as a member of the resistance. You join with no connections, no OOC friends, and a limited understanding of the gamemode.

You will probably catch on quickly enough that gathering materials from trash bags is important so that you can begin making things. But wait, all of these crafting recipes require glue, how do I get enough of that? The answer is, you don't.

You won't be getting enough to reliably do anything on your own. Instead, the solution is to make a CWU contact that can use your plastic to make adhesive for you with a fabricator. This priviledge is reserved for well established characters that know people within the CWU, and isn't something that comes easily.

This issue used to be non existent, as you were able to buy glue from smugglers and from stores, though this is painfully no longer the case. The current smuggler is nestled deep within the sewers, can only buy sixty items worth of scrap, and doesn't sell many useful things at all.

You're going to be hard pressed even visting her frequently with the rate that gas is gained in the sewers, and death by gas is for some reason a PK, as if there's any roleplay attached to dying to gas.

So, how do we solve this? My suggestion here is to move the smuggler closer to one of the sewer entrances, increase the amount of scrap she can purchase to pre rebel RP death initative, and give her some useful things to sell, namely glue. The old smuggler system needs to come back and fast, and gas needs to be lowered in the sewers by a very wide margin.

It was said once upon a time that the radio tower arc would be the introduction of smugglers back onto the server. Not only did the radio tower take a ridiculous amount of time to be repaired, but the smugglers took forever to be added after it was repaired as well, and the smuggler we got? Well, she really is doing nothing for anyone. She may as well have not even been added in her current state.



PATH TO PROGRESSION
I touched upon this but wish to expand here. The current rebel path to progression does not include much engaging roleplay and doesn't include any narrative impact toward the rest of the server. Your character will get involved with a group, grind trash bags to gain materials, and eventually be able to arm themselves with scrap weaponry.

What sort of impact do you get with scrap weaponry? Not much, you can kill zombies and antlions, but you certainly are not ready to take any sort of fight to the Combine. If you're lucky, you'll be able to involve yourself in an expedition to retrieve weapon blueprints to advance the black market and unlock some things for purchase.

The issue with these black market quests however, is that they have no narrative impact on the main server. They don't actually do anything except allow you to buy things later down the line, and since I've already covered how ineffective the only smuggler in the sewers is, good luck actually getting that done. You're still stuck to the mindless trash bag grind to acquire these items so that you can sell and get chips for these weapons anyway. If you're lucky, you might get some chips from quests that GMs like to run.

I'm proposing for this that the mentality where rebels have to earn all their equipment through quests for BMDs be changed. A real rebellion is going to see people going through great lengths to arm themselves and their allies with the weaponry they need to take the fight to their oppressors. They aren't going to bother with capitalistic exchanges, it makes little sense.

Expeditions where rebels walk away with equipment should be allowed to take place, provided that the risk they took is worth the reward they receive. These BMD quests can and should still happen, but it shouldn't be our only avenue to advance things.

It was said some time ago that the path to getting better equipment should be done through RP, but I haven't seen that happen. We are still regulated to an unenjoyable trash bag grind where we have to sell scrap for chips.


Rebel RP Areas
There's basically no good rebel RP areas, which provides further damage to the server.

The outlands? Too cold, nobody can RP with you here unless they have max cold insulation. I'd rather not get PKed to a temperature death, as much RP as that would provide for the server (it would provide zero RP for anyone.)

The sewers? Too much gas, you will die and be PKed with no RP in less than an hour, and good luck getting to that smuggler.

The ideal solution to this is to lower the lethality of the gas in the sewers, and turn it off entirely for rooms that could be used as bases. Vortigaunts have the luxury of being able to base within the sewers because they do not generate gas points, and surprisingly enough they still roleplay outside of their sewers bases quite often.

The fear that players will do nothing except sit in their bases RPing with themselves (rp, mind you) isn't doing anything except damaging rebel roleplay. If a rebel group IS doing this, it is because they have literally no option. They've been marked with Anti-Citizen, which has always been a massive negative on your ability to roleplay with the server, but now? It's a complete death sentence, you may as well just delete your character entirely. (sorry to anyone that was a sentinel but you have effectively been removed from the server lol)

It has been said that rebel players will be able to RP solutions to removing the gas from potential sewer bases, but I don't think we should wait for this. Rebels will have to ICly figure out how to ventilate a single room of poisonous gas that is stuck in a sewer system, surrounded by more poisonous gas.

Note: I have been approved to set up quests related to repairing these sewer rooms for bases, which I will begin setting up today or tomorrow. I'm leaving this part of the post in however as I think it's very important to convey that yes, rebels do in fact need decent RP areas just like any other faction does. Allowing rebels to have bases doesn't harm the server.

Newer Note: Nevermind, I didn't get approved.


Civil Protection and Conflict

I do not have a Civil Protection whitelist, so I don't have a first hand account of what the experience is like, but I wanted to talk on these guys anyway. From what I've observed, Civil Protection doesn't have much going on considering the lack of conflict and the state of Rebel RP.

For maybe the first time in Willard, there's no person or group that can stand against the Tyranny that the Civil Protection imposes onto the citizens.

The server seems far better off when Civil Protection is engaged in squashing out the rebels. It keeps them on their toes, creates a better environment and adds more to roleplay. Half-Life 2 is a game about shooting people, and conflict is a key component in nearly every roleplay setting.

Right now, Civil Protection don't seem to be getting much beyond being the guns to facilitate some CWU stuff like outlands mining, and protecting the city from panthereye attacks and other aliens.

The faction will benefit from conflict with rebels. We just need to make sure we're all on board with rebels not getting equipment that outclasses Civil Protection, which I think we all are. Rebels shouldn't be running around with anything more than SMGs, otherwise we'll go back to the same problems we had before.

Closing Notes

As I said I said at the start of this, community input is appreciated as I have made this post in hopes of improving the experience for all of us on Willard.

I would ask that if there's anyone who is doubting my take on the rebel experience to go ahead and try to play one as if you were a new player. No OOC connections and work with friends, just you versus the current state of Willard.
 
An input from a more than a year long Rebel player, this server as it's current state sucks for rebels entirely. Don't even begin on saying "oh do CityRP and do intelligence" No? Not everybody likes political RP mumbo jumbo, they are fully against the laws of the Combine that are trying to fight the Combine, why would they even be involved with spy shit if they don't like loyalists? Why force them to join political RP?

The current state of grinding is not rewarding, tiring, and fucking a hellhole basically. There are not many containers, there are not many trash bags and it seems that every spawn rate has been degraded, so take a guess why 80% of the Rebel playerbase stopped playing, because you guys made this server a loyalism RP server with no other focus on Rebels, only a handful of people are trying to help rebels and they cannot do much thanks to the balancing done upon us.

The old state? There was political RP, RebelRP and CombineRP, City 8 was literally peak for all sides, nowadays? Vortigaunts are nerfed to oblivion, unable to fight CPs even, at all. Rebels can't play the game they used to do, they are obliged to grind for MONTHS just to get even some low-level gun which is why they all stopped playing, there is no roleplay chance for rebels to acquire weaponry. And don't even start on saying "scripts does not equal roleplay" Scripts does equal roleplay for rebels, and if you oppose that you have never played Rebel or you are sincerely oblivious to the fact that everything rebels do require scripts.

You cannot roleplay to gain scripts, the GMs always give you the lowest of lowest level of resources even after a long RP of dismantling, you cannot proceed with these rates and these needs to be changed, unless the Balancing Team is focused on turning the server to a Loyalism RP server, you can have fun with that, the Rebel players won't.
 
With progression, I think the issue is, that scrap Guns, just, suck for both PvP and PvE. I am still baffled how Hellsing, the unrealistic, ugly, unable to work, and a goddamned hazard, is kept, but Makeshift AK (which nobody complained about) was removed. Combine it with the fact that only good Scrap Gun left is the Popper, and it means that only "Rebel" stuff, Rebels can do, is non-combat rebellion, like feeding people and spying. That's fine... But, most people don't enjoy, or don't WANNA do that.

Another thing I noticed, is, there's no place to Rebel. There are barely any places to ESCAPE after shootouts, there's also, basically nowhere to sit at with Rebel clothing and drip. Clothing for Rebs is also just, bad, since, if you wear it, you'll be arrested / killed INSTANTLY.

For Smugglers, I think alcohol + chem selling is fine for now, but, I will agree to increase cap of how much smugglers can BUY. But, for now, chems + alcohol and some basic materials works.

HOWEVER biggest issue imo, is the CRATE SYSTEM. Crates, are the only "loot" item, that you can get that gives you: Chems, Alcohol, Glue, Any refined component, OR has a chance to give you other decent stuff. PROBLEM is, there's a rather infamous problem, of people afk-ing near the crates, until the player-cap is reached, who do NOTHING but loot goblin, and usually, without even equipment for it, so they get shit, but, make OTHERS unable to get it. It's something that HAS to be changed. Current system, just means if you're a Rebel, and you're not loot-crate-grinding, you're LOSING.

Like, I don't WANNA loot-goblin 24/7, I wanna do cooking RP, I wanna have talks with people, do stuff, but I also wanna do REBEL stuff, and, due to the goblins, I am unable to get ANYTHING. Hell, Outlands loot seems to have been removed too. So you can't even go at your own risk there! Which is just, AAAAAAAAAAAA.
 
For a plot twist, a citizen perspective

I'm not going to bother with a break down or advanced catalogue of balance this or pathing that. All I will speak on is RP and the general thoughts I have in regards to rebels presence, and to that...

I much prefer rebels to not have the ability to makes attacks regularly
Yes, people wont like hearing this, but when I see quotes like this
but you certainly are not ready to take any sort of fight to the Combine.

It instantly makes me flashback to the long period of time we just left where this stuff happened constantly. Rebels and CP's basically turning the server into a CvR match with no real purpose or reason for any conflicts. Which absolutely did happen, on multiple occasions. Nothing makes the setting feel more hollow than the resistance being less 'resistance' and more organized guerilla military on par with the Combine. Let it be known too, these regular S2K matches never add RP for anyone outside of them, and even the ones that could are lessened by the fact that they become so common you eventually just stop caring.
I remember in C24 or C8, when a fight started, you just continued RP'ing without any consideration for it, cause it happened too often to care. The more something happens, the less interesting it becomes. Watering down effect.

I don't really see the 'lack' of engagements either. We've had multiple Vortigaunt engagements, one large fire and a couple of skirmishes aside from that. Those are just things I've heard of as well. So, to me, it seems like the capacity for this still persists, just in a lesser number.

Without trying to be rude, but naturally kind of coming off that way, rebel players will almost always want things to be easier. Look at how long Vortigaunts were completely broken, and how bad it got before after months, they were finally balanced. Or, again, the periods both long ago and not too long ago where rebels were just able to constantly hammer away at the city until the very idea became drab and uninteresting.


If the idea is nothing similar to the above, then fine. I don't know the rebel Eco and I'm far from a meta chaser who can remark on the exact details or recipes of all things created. I don't mind rebels being able to get to a point where they are somewhat comfortable or feel they're able to engage in Roleplay as a rebel.

I'm making this post mostly as a cautionary reminder that shooting at the Combine should not be the primary point of rebels. Frankly, getting them to the point they can do that shouldn't be the point either. There really, really needs to be other outlets and activities beyond shotcopping and mostly aimless attacks on the city.

Personally, I've very much enjoyed the conditions of the map so far. In regards to rebels specifically, I have to say it, I like that attacks are considerably more rare. Not only do they feel more impactful and fresh when they happen, but it enables the citizens time to RP and breathe without this weeks bomb going off. Or for more city centric events to occur and follow through without constant risk of heavy interruption or sabotage. I enjoy the threat rebels offer to the Combine. I do not enjoy the point where threat folds into expectation however.

If I'm wrong on this, and some heavy changes are needed that still don't result in a return to those times, then I'm wrong. This is exclusively a citizen perspective, which means I don't know the details, but I do know the servers history, and very much want to avoid the 'CvR' centric times repeating.
 
I would say as an epic rebel myself, one of the main issues is a lack of trust among players. It's impossible to go and find a rebel to be a contact since, well, nobody's broadcasting it. The map is small enough in 'rebel areas' that you're risking death from one doorway. It's impossible to find ways to form trust, since there's no fallback. It's either risk it all, or don't bother.

One of the things I do appreciate is the subterfuge focus- but what subterfuge? There's nothing to do with it. I had a bank of intelligence on the shady parts of the city, and now it's worthless (so far as I know).

Other than that- the grinding isn't fun. It's just, not. If you want higher tier loot, you either get filched by loot goblins, or have to become one. I pretty much stopped hitting garbage and the sewers because I just can't make myself bother.

Roleplay, and progressing through that, is good. I want to research how firearms work and slowly advance a gunsmith, I want to commit espionage, I want to do so much- but it is not feasible.

That's all. I'm on phone so I may have made mistakes or not placed my thoughts eloquently. I'll give a more nuanced take later.

Thanks for reading!
 
Vortigaunts were completely broken, and how bad it got before after months, they were finally balanced. Or, again, the periods both long ago and not too long ago where rebels were just able to constantly hammer away at the city until the very idea became drab and uninteresting.

Just no, Vortigaunt balance has been proven to be overdone, the vortigaunts, the so-called aliens that are able to burn down metal with ease, to utilize vorti-bolts to be a formidable enemy has been destroyed, while I understood how OP vortigaunts were before, nowadays it is legitimately unplayable. They turned into a PVE faction which are only able to kill NPCs with ease, you will 90% die to a CP.


I don't really see the 'lack' of engagements either. We've had multiple Vortigaunt engagements, one large fire and a couple of skirmishes aside from that.

Completely false, the recent Vortigaunt engagements were fully related to self-defense, we are physically and mentally are not capable of beginning an engagement, we are forced to be inconspicuous, and yes Redhot, you are a citizen player, you are a loyalist enjoyer. If you don't understand our points you are just defending the fact that this server has turned into a LoyalistRP/CityRP/PoliticalRP server, neither CPs or Rebels, 70/30 rebels are unable to play the game as it used to be intended.


I much prefer rebels to not have the ability to makes attacks regularly

Regularly yes, that gets boring but never gets even much more boring, take a guess why most if not all formidable rebel players stopped playing, the system is fucked up. There is no progression, there is no rewarding for grind, and the rewards for quests are nerfed to oblivion so that we do not progress at all, maybe just 1% :)
 
I want to research how firearms work and slowly advance a gunsmith, I want to commit espionage, I want to do so much- but it is not feasible.
Yes, some people may like espionage and I can't say no to that, but it is not most rebel players want to do.

And about researching firearms and being a gunsmith? Good luck making guns without resources aka scripts which you need to be a loot goblin for a month or more.
 
"For maybe the first time in Willard, there's no person or group that can stand against the Tyranny that the Civil Protection imposes onto the citizens."

This is actually so important, admins need to drop the grimdark Combine bias bullshit, no server has ever survived having this extreme Combine bias. It is this exact reason that all the Sentinels quit the server, the grind is tedious and barely ever rewarding. I've been on about 3 or 4 expeditions, and a couple of miscellaneous rebel events, with my rebel character and I have literally nothing to show for it. It has been damn near two months since we arrived in Terminal 7, and all I've been able to find in a handful of adhesives through buying alcohol from loyalist vendors, which is not an option available to most real rebels, if there are any left. ALL of the loot that I've been able to accumulate has been from trashbag lootrunning, nothing else. There has to be a point where you realize that rebels need to take priority over every other faction, they are the most available to new players, they are the backbone of player-led events, and the backbone of expoditions. The Combine SHOULD be reactionary, what they are now, is more akin to proactive. It was only yesterday a whole 6 or 7 man team, 2 QUICK squad members included, rushed into the outlands absolutely curbstomped a Vortigaunt shotcop. What the hell is that? There was no misplay from the Vortigaunts, they simply shotcopped and got recaptured immediately, there was absolutely nothing they could have done about it, as there is nowhere to hide on the map except for one metabase like 2 people have access to, and the other isn't used at all since it's in the fucking outlands where you'll freeze to death anyway. It is completely undeniable that the rebel scene is complete ass right now, there is ZERO redeeming qualities. I'm not even aware of any rebel cells other than the one I'm in, and my rebel character is always tapped in to what happens in the slums. There is nothing you could ever tell me that would justify it taking months on months to even get a pistol. Make shotcops great again.
 
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I much prefer rebels to not have the ability to makes attacks regularly
Yes, people wont like hearing this, but when I see quotes like this
It instantly makes me flashback to the long period of time we just left where this stuff happened constantly. Rebels and CP's basically turning the server into a CvR match with no real purpose or reason for any conflicts.
absolute lunacy js say u want the server more dead than it alr is
 
As I said I said at the start of this, community input is appreciated as I have made this post in hopes of improving the experience for all of us on Willard.

I wasn't the one to put this in the post, boys. My post was very transparent that my views came from my side of the aisle and admitted twice that I could be wrong. Maybe pocket the 'go to another server' bit for a more hardline stance you disagree with.
 
For a plot twist, a citizen perspective

I'm not going to bother with a break down or advanced catalogue of balance this or pathing that. All I will speak on is RP and the general thoughts I have in regards to rebels presence, and to that...

I much prefer rebels to not have the ability to makes attacks regularly
Yes, people wont like hearing this, but when I see quotes like this


It instantly makes me flashback to the long period of time we just left where this stuff happened constantly. Rebels and CP's basically turning the server into a CvR match with no real purpose or reason for any conflicts. Which absolutely did happen, on multiple occasions. Nothing makes the setting feel more hollow than the resistance being less 'resistance' and more organized guerilla military on par with the Combine. Let it be known too, these regular S2K matches never add RP for anyone outside of them, and even the ones that could are lessened by the fact that they become so common you eventually just stop caring.
I remember in C24 or C8, when a fight started, you just continued RP'ing without any consideration for it, cause it happened too often to care. The more something happens, the less interesting it becomes. Watering down effect.

I don't really see the 'lack' of engagements either. We've had multiple Vortigaunt engagements, one large fire and a couple of skirmishes aside from that. Those are just things I've heard of as well. So, to me, it seems like the capacity for this still persists, just in a lesser number.

Without trying to be rude, but naturally kind of coming off that way, rebel players will almost always want things to be easier. Look at how long Vortigaunts were completely broken, and how bad it got before after months, they were finally balanced. Or, again, the periods both long ago and not too long ago where rebels were just able to constantly hammer away at the city until the very idea became drab and uninteresting.


If the idea is nothing similar to the above, then fine. I don't know the rebel Eco and I'm far from a meta chaser who can remark on the exact details or recipes of all things created. I don't mind rebels being able to get to a point where they are somewhat comfortable or feel they're able to engage in Roleplay as a rebel.

I'm making this post mostly as a cautionary reminder that shooting at the Combine should not be the primary point of rebels. Frankly, getting them to the point they can do that shouldn't be the point either. There really, really needs to be other outlets and activities beyond shotcopping and mostly aimless attacks on the city.

Personally, I've very much enjoyed the conditions of the map so far. In regards to rebels specifically, I have to say it, I like that attacks are considerably more rare. Not only do they feel more impactful and fresh when they happen, but it enables the citizens time to RP and breathe without this weeks bomb going off. Or for more city centric events to occur and follow through without constant risk of heavy interruption or sabotage. I enjoy the threat rebels offer to the Combine. I do not enjoy the point where threat folds into expectation however.

If I'm wrong on this, and some heavy changes are needed that still don't result in a return to those times, then I'm wrong. This is exclusively a citizen perspective, which means I don't know the details, but I do know the servers history, and very much want to avoid the 'CvR' centric times repeating.
I always thought that the meat of the issue before is that rebels were incentivized to attack too much because they would win every time. With proper balancing, engagements against Civil Protection should still be more rare than they were before as you won't have an AR2 to keep you safe.

Civil Protection players also seem like they genuinely have little to do now. They exist only to further push the economic success of the Terminal. Speaking as CT, the majority of times that the server has gone into unrest is because of events that aren't player driven, which I don't think is a good indication on the state of the server. I am certain their roleplay would be more engaging if the citizens had the means to resist them in any capacity beyond like, anti-combine posters on the wall.

We have strayed so far from the essence of a traditional HL2RP server at this point. No new players are joining the server and expecting the enviroment that we've created. The resistance barely exists and do not resemble what they were in Half Life 2 at all. Conflict is the basis of most RP settings and right now I believe it to be completely one sided.

As for the attacks being so constant that you ended up ignoring them, I think this is more reflective of what you as a player chose is worth interacting with rather than something that is indicative or server health.

My character is not a rebel that enjoys fighting directly. I have never participated in a shotcop. Every fight that my character has witnessed or been a part of was in my opinion worth interacting with, certainly not ignoring as you said.

Every public fight I've seen results in the citizens around the incident scrambling for cover, and no doubt talking about the incident when it's over. If you're electing to ignore these violent encounters completely then I don't think you're putting in enough effort to immerse yourself in the violence of Half-Life 2. (i know youre a great rper and i love emiyo dont take this the wrong way btw)

I think the server is suffering and you being a loyalist RPer are one of the few to benefit from the current climate. Many people have said that Willard feels less like a HL2RP experience and more like a political RP server and I agree. It's not fun, and again I'm speaking as someone who doesn't shotcop and has a character who absolutely dreads whenever he does end up in a fight with the Combine.
 
Civil Protection players also seem like they genuinely have little to do now. They exist only to further push the economic success of the Terminal. Speaking as CT, the majority of times that the server has gone into unrest is because of events that aren't player driven, which I don't think is a good indication on the state of the server. I am certain their roleplay would be more engaging if the citizens had the means to resist them in any capacity beyond like, anti-combine posters on the wall.
deadass ive been playing cp ever since term 7 came along and ive only fought real players once everything else has been event characters and npcs (go figure that one time real players face cps the cps get clapped even tho they got better weaponry)
 
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Obligatory shitpost aside, it's time for me to give my overall opinion on the Rebel Scene and overall server state at this current moment in time:



'RebelRP is dead, we have nothing to do and it sucks being a rebel right now.'

I am going to have to agree with this statement 100%, since the server's reopening the other month in September I have found it hard to play or push myself to play as my Rebel for a plethora of reasons. I have found that the current steps taken to restart the rebel scene since the wipe have been an interesting concept, however I felt was moving extremely slow to have any real tangible progress made. Whilst GM's like Cocohop and Rabithunter stated that the repairs to fix the tower would be a momentous task that would involve all of the rebel scene. Whilst it was a giant undertaking for the rebel scene, I feel as if the payoff wasn't worth it. We have been given a single smuggler buried in between a flood of spores that will more than likely kill you if you get there if not the NPC's within the sewers. Even this smuggler has been extremely limited in what players can purchase which is- Yet again, detrimental.


Whilst I understand the SC not wanting to have rebels equipped with AKMs, AR2s and heavy Kevlar within the first week, we are nearly two months into the server cycle without any big rebel events that have hindered the day to day life within the city outside of the recent vortigaunt captures, both of which where self-defense scenarios. Obviously we don't want to be going back to the City-8 period of constant shotcops, giant S2K skirmishes with CP, CCR and OTA vs Rebels, the problem is rebel players are lacking RP scenarios outside of hiding in their base or walking around the plaza (As long as you're not AC or APB) and just talking which- Isn't RebelRP, that's CityRP.



'Civil Protection have nothing to do, we just shoot event rebels and NPC's all day.'

Again, another true statement. Since the server has reopened I have went from i4, to i3 straight up to i1 within two months. I hadn't done anything noteworthy in the time periods of my promotions, in that period I didn't capture 'Jane Rebelski' Leader of the Siberian United Front, I got this by merely existing and doing day to day jobs. I have talked to various Civil Protection players such as Wraygun who have agreed that currently Civil Protection is boring and is stale given the mundane day to day duties of walking around the map in a circle, running the table and shooting the occasional NPC spawned in for us by GMs.

This is a side-affect unintentionally caused by the lack of stuff for Rebels to do, back in City-8 there was thorough investigations lead by JURY units, nearly a raid on The Sentinel's metabase (See the cancelled 45 Rebel vs 30 Combine shoot off) which was built up over months of rising tensions IC given the rebel's constant attacks on the city such as blowing up crystals, the deaths of officers and just- General terrorism. End of the day, the Combine Versus Rebel scene is a quintessential part of any HL2RP server, without it you might as well just have a chatroom with a HL2RP theme slapped on it.


'The CT have been pandering too hard into this quote-en-quote Frostpunk LARP and focusing too hard on Politics'

This is another thing I've both noticed and felt within the two months being on the server. Whilst yes the community did vote on the more hardcore setting and the co-incidental release of Frostpunk 2 did influence the style the server was taken, I will be following Curbalas's point on that the server is shifting more towards a CityRP/LoyalistRP/PoliticsRP server. Whilst I neither disagree nor agree on this point, I can understand his point. The constant whiteouts, the constant yelling of "The Terminal Must Survive!" and other hints of Frostpunk being included within RP is a giveaway on my end. Yes I have been more involved in the Politics side which unfortunately ended in one of my characters being transferred off the map and ultimately retired due to the OOC side of things I do however think the vibe of the 'Frostpunk LARP' is slowly passing and we are not transferring back into an aura of what I first felt back within my first few months on the server within I-24.



'What can the Server Council and Creative Team do to benefit the server more?'

Is a question people will undoubtedly ask and put towards the CT and SC.


If you want my opinion, I think the following needs to be done:


- Give Rebels opportunities to have dedicated meeting areas outside of gathering in the slums or risking environmental PKs in the snow and spores (Think City-8 Sewers where people constantly met up)

- Artificially inflate the Rebel Economy and allow BMDs/ Rebel Leads to give jobs to the fledgling rebel cells to gather equipment and resources outside of being forced to rely on the grind of constant trash bags and loot crates which were removed several times before making a permanent return.

- Take a step back from PoliticsRP as a whole and focus more on Civil Protection and RebelRP to give the factions more chances to come into conflict more outside of just encountering in sweeps, giving the potential re-education and moving on.




This is a sick song btw
 
Hi,

I think the scene is mixed in a few issues and not sure you captured them all correctly as some of the points made seem to be more or less complaints about not being able to shoot up the City vs well playing the game. No offense, but some points do come across wrongly and may be misdirected at the wrong problems.

I want to just go into what is happening internally as no one has visibility to that outside a select few.

Map Changes
Touching on the Map first, I am aware @Astro is working on fixing up the map and doing a lot of testing to try and get things setup in a better position. Should also resolve some peoples issues with joining the server as yes, that has been an endless pain and the current map setup somehow made timeouts worse, so he is working on shrinking parts of the City down and pushing things closer together while granting resistance more paths as well, as all they got atm is an exit to 1 street and a singular sewer entrance, not good for escaping when you have to travel towards the City in order to run, very counter-intuitive so that is being worked on.

This should fix some of the problems rebels have and provide some more space for shops and bases alike.

Speaking of the map, you mention the cold and gas. Cold does have a working counter which some rebels smartly used in the second week and even third and fourth weeks to explore the outlands via using a cart with a fire barrel for warmth. For events, GMs can request the cold be reduced so we can disable cold in certain scenarios or at least lessen it.

Cold can also be later countered by a Boiler but that is being resolved ICly so no spoilers.

As for Gas, we are working on lessening the rate at which gas increases while also making it slightly faster to decrease the gas when outside of gas zones. I still remember someone I was speaking to hit 100% gas in the span of 10 minutes, which is not great. So will be lessened to try and give more time in the sewers without a mask which in turn increases time spent for those with masks too.

Gas can also be countered and zones turned into bases in the Underground via a Filtration system, something that was approved by BMDs and SC Gameplay team before Terminal 7 started. But it seems this wasn't known about given only a select few people seemed to be aware of such with no one else being aware. But you can filter gas out of a room, claim it as a base and maintain it in order to keep its gas free status.

This should all help resolve all map, cold and gas related issues.

Trash & Crates
In terms of trash, there is around 20 trash spawns with at least 10 around the slums, another 10 around the City/Industrial zones. I think that is a decent amount with a decent spawn rate of 10-30 minutes. Trash is also decent but is nerfed when player count drops below 15 with best chance active during at least 30 players.

As for the Crates you get all the good shit from, we are working on a new system for this and won't see this resolved anytime soon as these things... they take time to fix because it involves someone working their arse off to code a working and fully tested system. It is being worked on however and we do plan to make these crates Client-Sided with loot cooldowns and global cooldowns for as and when needed. This should basically mean loot goblins aren't ruining the loot for literally EVERYONE else and it may come with a system that punishes loot hoarding if detected being done too often.

I play Rebel myself and get annoyed that I got into the Sewers only to find everything looted because the one AFK dude has got all the timings spot on and is being a major pain in the backside. Its not fun and we are working on.

Loot and Rewards
You mention Rewards and loot in your post and I think this is where you get things sounding like a complaint about not being able to get good gear via generic activity in game without connections, quests, Bmds, Gms, etc etc. Which I believe this is perfectly fine. I have always been a believer that high level equipment and even some mid level gear should not be present so easily and instead locked behind various other resistance activities whether that be infiltration, events, quests, BMDs, etc.

All your basic stuff you need for crafting can all be found ingame without anyone elses help and Trash and Crates go a long way in that, of course, if you are surrounded by loot goblins, the crates may be impossible, but again trying to resolve this soon.

Higher level components can be gained via crafting and we have increased the rate at which one can get into adhesive, screws, Iron and so on- but naturally some may still not find it to be enough due to how tedious the process can be. Of course, Expeditions aren't constant and take time to prepare, but can get you things like guns, good Medium kevlars and above, good medical items, etc.

Though speaking of loot, we are reworking the rarity system as some of it doesn't make any sense, so this should be resolved one day.

As for weapons, I will reconsidered re-adding at least the VSK and Makeshift AK, but don't expect them to be strong because Junk isn't meant to allow you to take on a squad of Cps, but instead either do PvE or ambush lone or duo CPs who trespass into slums, that is the only time Junk weapons are really effective at what they are designed to do as their armor pen ability is well shit compared to literally any other weapon not in the junk category- but will make it so these 2 returning weapons are similar to the Popper.

Speaking of loot, the smuggler is something we can add a bit more to, but not much. Its not really RP friendly and just goes back to the old issue where the loot hoarders can become rich with 100k+ chips- unless we limit the amount of chips gained per day like we used to do with Credits when we had a Credit Cap back in the early Willard days to stop people becoming rich too quickly so all can play on a similar playing field. But overall, we will look into it.

BMDs
I wanted to touch on this due to this part here:
I'm proposing for this that the mentality where rebels have to earn all their equipment through quests for BMDs be changed. A real rebellion is going to see people going through great lengths to arm themselves and their allies with the weaponry they need to take the fight to their oppressors. They aren't going to bother with capitalistic exchanges, it makes little sense.

Expeditions where rebels walk away with equipment should be allowed to take place, provided that the risk they took is worth the reward they receive. These BMD quests can and should still happen, but it shouldn't be our only avenue to advance things.
This is one part I feel is very wrong in what it says.

You can get higher level equipment you can't craft as mention prior in my post via Events, Quests, BMDs, Expeditions, Infiltration, sabotage, etc etc. And on main, you can get a few decent weapons via Events. Based on what you put, you made it seem like BMDs are the only avenue when there is far more than that and BMDs are only required when you reach high level weaponry that forces like the Civil protection stand no chance against if paired with a decently kitted rebel.

Given CPs are the main force you are fighting with OTA removed from the picture of general combat (as atm if 5 OTA deploy against a 5 man rebel squad with heavy kevlar and decent weapons, they will lose nearly 100% of the time. OTA has been made slower and vorts can no longer 2 shot them with good reason- Its made to be scary and for you to run away, not fight them head on unless ready to do so)

Its part of why Vorts got nerfed so they will be able to 2 shot a CP but would still need help from either other vorts, or from Rebels with the gear ready to fight Civil Protection squads, but not to fight OTA who wont deploy for little reason anymore.

Generally the way loot works is that all items are marked from Common to "Legendary" rarity and others marked as unlock items. Majority of items are Rare or below and can be gain in main server with or without events. Very Rare and up is where you start needing Admin Box expeditions or actual usage of the Expedition server where by you ICly exit the Terminal to go loot the wilderness and fight its dangers, loot scaling to the dangers you as a player or group face. Its not reliant on BMDs and not reliant on GMs either has even Supply convoys carrying guns in Outlands can be raided which can also reward said weapons or other gear.




Overall there is probably a lot more to go over but I really can't fit everything into one statement. Probably missed some points, but they are not being ignored, just everything is slow to move as it requires manual work someone has to do while also being completely unpaid to do so. Its not like a game company where the whip can be cracked, it requires a lot of patience for what everyone sees and treats as a hobby.
 
The Combine SHOULD be reactionary, what they are now, is more akin to proactive
If they are doing this, it should be raised. But nothing has been said or heard about them doing this since the first 2 weeks where it was done by only a few CPs who got told to stop and have since gone back to being reactive. CPs don't proactively do anything against rebels as they are both ICly and OOCly not allowed to do so.

They can only react to vorts/rebels doing things which they have been doing and it has led to their boredom as a result due to a lack of rebels. So not really a valid point. Just wanted to point that out.
 
They can only react to vorts/rebels doing things which they have been doing and it has led to their boredom as a result due to a lack of rebels. So not really a valid point. Just wanted to point that out.
i dont know what you call yesterday then mfs were 6deep smgs into the outlands only a couple minutes after bsls started popping off, if they were truly only reactionary theyd stay in the city after losing sight of the vorts. but thats just one example among many
 
Its part of why Vorts got nerfed so they will be able to 2 shot a CP but would still need help from either other vorts, or from Rebels with the gear ready to fight Civil Protection squads, but not to fight OTA who wont deploy for little reason anymore.

I am sorry but, after testing out the Vortigaunt beam power recently against kevlar armor, or just normal armor. It takes three shots to take down a single one, which takes 35% of vortessence anyway, imagine a squad of CPs with some rebels, vortigaunts can't be of good help unless the nerf is somewhat reduced. And the moment we are in a fight with CPs kitted with Riot Gear, which does happen due to the GM events that cause the socio-stability to rise to unrest occasionally, as stated by others, is absolutely punishing and demotivating to all players, both Vortigaunts and rebels.

The vortigaunts are absolute dogshits regards to stats, nobody can take down a CP with a riot gear, either make them unusable until Rebels get actual mid-level gear, or it extremely feels like we are fighting OTA grunts. To be precise, it takes 4-5 shots to take down a CP with riot gear... Which is not optimal where they use it in squads of 5-6 which we absolutely get decimated no matter how strategic, how well our plan is.

That is a major problem regarding balancing CPs to Rebels/Vortigaunts too, and I urge it to be looked upon.
 
i dont know what you call yesterday then mfs were 6deep smgs into the outlands only a couple minutes after bsls started popping off, if they were truly only reactionary theyd stay in the city after losing sight of the vorts. but thats just one example among many
This is fully true, yes they reacted to us first-handedly, had a small skirmish and all.

But after a few minutes, we got sent the army of Vienna sieging the outlands in pursue of two outland biotics who were trying to hide.
 
As for the Crates you get all the good shit from, we are working on a new system for this and won't see this resolved anytime soon as these things... they take time to fix because it involves someone working their arse off to code a working and fully tested system. It is being worked on however and we do plan to make these crates Client-Sided with loot cooldowns and global cooldowns for as and when needed.

I would like to offer a replacement for this, either add more loot lockers, and add a limitation to players i.e You can only open X amount of crates throughout one wave of crate respawnings. Or/and go back to the old locker system where the good shit was actually good, where you got steel drops etc. They were rare, but they still dropped. Nowadays they only drop low-level loot, which are mostly obtainable by trashbags that still does not guarantee of giving you the low-level resources.
 
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