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Eastern 24 current feedback.

ford-michigan

Active member
Joined
Jul 17, 2023
Messages
404

So it has been about a week of the event.
what are your thoughts on the event? Good, bad, in the middle.
This is just to see how the rest of y'all feel about the event.​

 
Good for my character, thats it.

Really the main thing I've noticed during this entire thing is the drastic drop in population during even high pop hours. Mainly I have no problem with the setting and the event because of my passion for writing and fluidity of roleplay, even through struggle and boredom.

My characters backstory aligns perfect with the setting, but everyone else seems to be in complete hate for the setting. So I'm in the middle
 
Started off pretty interested. But as soon as OTAs were introduced and the Citizens were stripped of their weapons, I think that's when I and others checked out. What's the point of setting up in an outlands outpost with bandits and antlions looming if you've got super-soldiers at your disposal? Plus there's nothing to do at the civvie camp.

Rebel camp is a highlight, and if we're being honest, we probably should've just kept this as a Rebel exclusive event. It's kinda just nice to chill around base without fear of CivPro coming down to fuck your shit-up.
 
Should last longer, due to the change of scenery, and situation, compared to regular Shitties, I mean cities.

ISSUE IS, population kinda dropped, and compared to Rebel Camp, Civvie camp has like nothing to do especially after they lost all their weapons and became essentially just Dwarves.

I enjoy the outland nature though, with the environments, antlions, zombies and more.
 
Spawns I think should have been setup like they were back in the Outlands event between I24 and T7; where Rebel or Citizen players were invited to walk through their respective doorways at the start. As it stands new players just pop into a low traffic portion of the map and are basically stuck there without assistance or investigation.

For the most part I've enjoyed this little excursion. Highlights are:

Getting from one valley to the other
Camp logistics
VET stuff


Cons:

Feels like it's spinning its wheels a bit
Low pop
 
I was looking forward to the event initally and DID enjoy it for the first few days.

But it got stale pretty quickly for me. As others already mentioned, there cant be that much done in the camp-- Outside of Personal Character RP and the like. Even though I'm a huge fan of Passive RP, it can't be done endlesssly. And seemingly (?), we completed our objective pretty early on already with the mine and such. There was just generally a lack of direction after that. Exploration was lacking too, which I hoped would be just more of.

Overall, the last week has been meh.

( This is all from the citizen side of things, obviously)
 
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Gonna keep this short cause its over pretty much over anyway

So the number one problem seems to be a lack of actual vision. The impression, and that's all it can be, is that nobody had any actual driving vision for how they wanted to this go. At best, there was some general concept and not much more. Narratively, its honestly difficult to tell why any of this even happened. We've done a little bit of mining, like two times total I believe. We've build up the town, ever slightly. (Why there is an inn I will never know) Sure, there was the idea of re-building C24, but that honestly wasn't even remotely sold for the duration of this event.

I have no idea how this will be spun into a 'successful' operation, but frankly, it barely feels like we've done anything.

There was absolutely no driving force for the Combine side, no real occurrences that pushed a grander narrative. Im not sure if this is because its another case of all story content going to the rebel side, or what, but I know for a fact the Combine got VERY little grand narrative to follow.

Secondly, it feels like coordination was probably non-existent. Events likely haven't been marked down, or documented, which has resulted in an overflow of outdated/conflicting scene-texts, repeat events (We've had three canisters misfire into the camp, and three separate car-crash events) And limited follow-up to what is there.

Lastly, there probably wasn't much for anyone without a gun to do.
Cause, me, I actually enjoyed this alot. But, I was CCR, and a free-running member of it as well. I had guns, and it simply gave me alot more activity to engage in. If you were VET, or god help you, just a normal civilian, I really dont know what you could have done to pass the time. Which, to be frank, Willard S2K is horrible and I have no idea why people make it the main thing they do on this server. But, it is easily more fun than sitting in a camp doing nothing.

Positives though:
Personally, I think the map was pretty decent.
I think the IDEA was honestly nice
Strong-ish start
Decent events were ran
I think CCR side of things was good fun.
 
I myself liked the start as others have said and I did like the logistics aspect but it seems like that kind of died off. It felt like there was buildup to nothing, and it also seems like citizen-side we were really restricted. Like my character is on parole but in the VET, yet when he gets onto the event he is instantly collared and is basically a prisoner again, it would have been nice if I had clear objectives but most of it was either mass events that were happening for all or just standing next to CCR peeps. The main things I would have like to have seen more would be more logistics work, less restrictions for citizens, and more of an arc. I saw in staff chats somewhat and through accountments that this would be around going into another part of the city, and I thought it would have been like a more 'outer city' repair expo, but instead it is this weird outlands thing where we are just here to mine? And the start was bumpy with the event to leave not happening because the event peeps did not check their times with other stuff. It just seemed like it was more stitched together rather than planned and looking at some of the staff communications (won't say what since I don't know if I can do that) it seemed like people just did not care about some aspects. I did like the idea but the execution feel short. I think this is yet another example (maybe not intentional) of events and things being geared more towards factions rather than the wider player base and citizens.
 
Snyths running around shooting at anything that moves ( shoot to miss) and OTA coming out for all small offences in the first week and second week. I understand this is the outlands but why are OTA responding to bandits trying to fuck with the camps.

I have enjoyed the roleplay so far with everyone being more *lenient* for the most case especially the CPs (Wish this could happen more in the city) but I feel like the rebels and loyalists are quite dry when it comes to roleplay. Rebels get the 50th bandit killing job while being locked away on the other side of the map making infiltration painful as you have to cross a cave that has antlions sometimes spawning in whenever the GM feels like it on the occasion spawning a GUARD (thank you divine) or the synths running around as said before however its not hard to do so as its fairly easy to infiltrate either camp and fuck with each other but this is more so the players problem.


I've heard a few crappy rules for the CPs about them needing to have 5 units to be in the camp? Sounds ass but i won't comment much other than the fact they have a major issue of doing nothing so that sorta comment goes to CP faction leads and ET.

Other small things would be since we are in the middle of nowhere unlike metro arc there is no reason for a loyalist to go to the rebel camp and the other way round. Before hand in metro arc you had the filtration system and energy system which was occupied by each faction. I won't even speak about the fact that after one job a few stupid attacks by the vort the underpass tunnels that lead to the rebel / loyalist camp were blown up for some reason making it harder to do anything on either side to some extent.

I can understand why the civs cant go around holding guns as it was only the high officials lets say managers, camp guards , camp leader shit like that but after several rebel and bandit attacks yall just take that shit away? If OTA werent called every two seconds we'd see a more communist camp happening but some people didn't want the smoke or the fun so the loyalist camp is forced to a play a very terrible game of minecraft rust afk situation. This did not happen in the last outlands map when we left for v4 so i dont know what went wrong as you'd have civs either acting as spies or CWU making runs around the map either working with the rebels for a chance at resources / assistance.

I will add on. Why doesnt the loyalist camp not have some quota to finish for like to rebuild some shit elsewhere and act like a logistical source while having civilian laborists onboard? Basically adding onto gingers comment about having fuck all to do. I will say that rebels doing the 50th bandit hunt is stale but at that point start adding mystical crazy shit like metro arc even if it sounds stupid for fuck sake let the players enjoy something. At that point add SCP 106 or some stalking creature I cant lie 😭 it will atleast let the players roleplay / talk about something thats not NOTHING

NEXT TIME DONT FUCKING BRING MCP / OTA / SYNTHS UNLESS REBELS ARE BEING RETARDED AFTER OOC AND IC WARNINGS. IF THEY ATTACK ONE , TWICE, TRICE OKAY. AFTER THAT SEND HELL BUT NOW NOBODY CAN DO SHIT.

We've already ass pulled shit so why not do it now and say Ocin doesn't work in the middle of nowhere. Thank you
 
NEXT TIME DONT FUCKING BRING MCP / OTA / SYNTHS UNLESS REBELS ARE BEING RETARDED AFTER OOC AND IC WARNINGS. IF THEY ATTACK ONE , TWICE, TRICE OKAY. AFTER THAT SEND HELL BUT NOW NOBODY CAN DO SHIT.

To be completely fair to the event peeps, rebels (though I believe mostly vortigaunts) were being silly afaik.
They've attacked at least two groups out on scavenging runs, but more damningly, free Vortigaunts invaded the town twice once with open hostilities. Those are just the things I know about, frankly, could be more.

If anything, I think the biggest problems with how synths were handled was they *kinda* inflicted the worst of both worlds in a sense.

For the Combine, they'd only arrive after rebels had already massarcred whoever they felt like. (We had nowhere near the gear or manpower to combat vortigaunts) Meaning, this is just my view as I never was in an IC position to call shots, we rarely took risks, despite synths being out there, cause we were still in just as much danger. Only, a synth would arrive after we were all dead to chase them away.

For the rebels, it just deterred them from doing pretty much anything, as said I imagine.

Its also worth noting, our manpower was crazy low for most of the event.
We'd usually average about four armed people, all with nothing more than a basic CP loadout (sometimes less, sometimes with a rifle sprinkled in) This was another factor that made synths an almost required crutch.

but after several rebel and bandit attacks yall just take that shit away?

Two IC issues led to this imo

1. A citizen used a gun to murder a fairly prominent loyalist. Possibly randomly, not really sure tbh.
2. The bandit attacks were event characters...and as such were never really beyond our capacity to deal with ICly by design. Hence, the need wasn't truly there.
 
Personally speaking, I wasn't too enamored with the event; I wasn't going into it with any high hopes for myself.

I only participated for a few days; however, in those few days, it just made me have a big turnoff for the remainder event and made me not want to come on whatsoever.

I arrived on day one late since I had more pressing matters in the real world to deal with. When I arrived, I met the custodian and some cops at the bridge with no real introduction to what to do exactly. Given that I identified myself as the CWU Director in Twenty Four, you'd think that they would say, "Oh hey, we need you for xyz or something else." That wasn't the case; I was pointed in the direction of the camp, and I made my way there.

Eventually, when I arrived at the camp, I thought there would be a note or someone who was up to scratch on the situation to tell me what was going on so I could contribute in my own way. That wasn't the case. I did some things with some of the CWU that were at the camp, and about an hour in, I decided to disconnect as there was nothing else going on or anything that was piquing my interest.

Another day goes by and I join the server I see the body of Stoner, and there was a nice 20-minute quick-time event of the killer's execution and the grieving afterwards. After that, nothing else went on, and the camp went dead.

On the final day, I decided to play in this event. I came onto the server and had some meaningful conversation and roleplay with some individuals. I helped my own faction members out with some things, and the final action that was a nail in the coffin was when a loyalist came up to me asking if they could cook a lobster that they found in the middle of the Genevan forest. I waved them off in roleplay and stared at my screen for a good minute afterwards. I hit disconnect and decided to not play for the remainder of this event.


There was nothing of substance to this event from my viewpoint aside from the fact that we need to "reclaim the East," when in reality it was just a glorified mining event. It felt as if we were sent to a summer camp to just socialize and build things around the camp, which isn't exactly a bad thing; however, I wouldn't be interested in socializing on a map for 2 weeks without an objective or anything to push the actual narrative forward.

The only source of intrigue I found was the death of Stoner; aside from that, there was nothing interesting or a cohesive objective to follow.

I don't think this was the best-planned event, nor was it the best thought out. This felt more on par with the Outlands event we did when we were waiting to change to v4. I understand a break was needed from the city life. But sometimes if we need a break, it would just be best to temporarily close the server down as everyone gets a reset.

Regardless, I still want to give my thanks to the GM's who spent time contributing to this event; even with how it went, they still did a stellar job.
 
2 weeks of filling up my inventory with filing cabinet and food crate loot, yum.

For the most part this event was a map switch with flavor events as opposed to having a coherent story with goals. I saw the basis of a good event, but there was no execution on part of the staff team to do so. Combine players largely tapped out of the event, rebel players were force-fed bandit slop as the only activity to do, and then ICly penalized for working with those same event bandits. Considering the fact that the event team will never actually have a lore faction assist players against other players, it's a really stupid choice to push.

Civilian side, the first few days were packed with crazy ass shit happening. It was fun, but disjointed. I think it would've went better if the event was more Frostpunk "The Camp Must Survive", where hordes of bluesuits armed with tikhars were fighting off antlion attacks, trying to build their own makeshift thumper as opposed to the slum-lite experience it ended up being. The Nexus had a large crate filled to the brim with rations that were literally only thought of to be handed out after I roleplayed vomiting from eating headcrab meat baking in the sun for a week.
1747768956414.png


Seriously? Nobody thought to hand these out until the last 2 days?

More generally speaking, none of the staff bothered to show up for their own event. Nath attended the first week, Rad-X showed up once, Atle didn't show up at all even though it was his idea to do the event in the first place, Count Orlok showed up twice. Shoutout to @Theis @VaherNitsen @Divine @Sync @ZeroPants for doing things in the event. I remember seeing all of your faces taking my tickets at the very least. Let me know if you ever want to become lead, I'll make your campaign posters.

Oh, by the way: End event for the civilian side had these three people present for the send-off. Shoutout to these guys for giving the civilian side an end, albeit a very short and uneventful one. Thumbs down for the people that didn't show. Boo.
1747769144721.png

TLDR, this 2 week event had very little support and absolutely no direction in terms of what it wanted to be, despite having all the potential to be a fire event. You have an abandoned, overgrown Eastern 24, once laden with Combine technologies and rebel engineering feats, and the best everyone came up with for a plot was bandits and a mineshaft? No secret Combine technology that both sides had to race for? No ulterior motives, nothing? This was a fumble, and it's honestly kind of insulting that we're going on a 2 week break like that event was hard to pull off, or that anyone was putting in crazy hours to make it happen.



It's telling that it took a player to make the feedback thread as opposed to staff.
 
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2 weeks of filling up my inventory with filing cabinet and food crate loot, yum.

For the most part this event was a map switch with flavor events as opposed to having a coherent story with goals. I saw the basis of a good event, but there was no execution on part of the staff team to do so. Combine players largely tapped out of the event, rebel players were force-fed bandit slop as the only activity to do, and then ICly penalized for working with those same event bandits. Considering the fact that the event team will never actually have a lore faction assist players against other players, it's a really stupid choice to push.

Civilian side, the first few days were packed with crazy ass shit happening. It was fun, but disjointed. I think it would've went better if the event was more Frostpunk "The Camp Must Survive", where hordes of bluesuits armed with tikhars were fighting off antlion attacks, trying to build their own makeshift thumper as opposed to the slum-lite experience it ended up being. The Nexus had a large crate filled to the brim with rations that were literally only thought of to be handed out after I roleplayed vomiting from eating headcrab meat baking in the sun for a week.
View attachment 43851


Seriously? Nobody thought to hand these out until the last 2 days?

More generally speaking, none of the staff bothered to show up for their own event. Nath attended the first week, Rad-X showed up once, Atle didn't show up at all even though it was his idea to do the event in the first place, Count Orlok showed up twice. Shoutout to @Theis @VaherNitsen @Divine @Sync @ZeroPants for doing things in the event. I remember seeing all of your faces taking my tickets at the very least. Let me know if you ever want to become lead, I'll make your campaign posters.

Oh, by the way: End event for the civilian side had these three people present for the send-off. Shoutout to these guys for giving the civilian side an end, albeit a very short and uneventful one. Thumbs down for the people that didn't show. Boo.
View attachment 43852

TLDR, this 2 week event had very little support and absolutely no direction in terms of what it wanted to be, despite having all the potential to be a fire event. You have an abandoned, overgrown Eastern 24, once laden with Combine technologies and rebel engineering feats, and the best everyone came up with for a plot was bandits and a mineshaft? No secret Combine technology that both sides had to race for? No ulterior motives, nothing? This was a fumble, and it's honestly kind of insulting that we're going on a 2 week break like that event was hard to pull off, or that anyone was putting in crazy hours to make it happen.



It's telling that it took a player to make the feedback thread as opposed to staff.
Honestly, I wasn't able to play as much as I would have liked to, the map was super unstable for me and made joining a pain (Orlok had the same issue as me, that's why he wasn't able to play as much.)

The Bandit narrative:

I wanted to run a little bandit narrative for the citizens and (primarily) cops, but seeing as OTA and synths had a constant presence around the map and in the camp, doing that would have been utterly impossible. Any sort of threat or conflict we could throw at the camp would be instantly nullified by the OTA/synths.

To introduce the bandits as a threat, I came alone to the camp on an under-equipped bandit character to demand tribute from the camp. I held an explosive barrel to the gate and threatened to blow it if I wasn't given supplies.

It started off pretty fun, the citizens and cops tried talking me down and negotiating, one person even gave me some medical supplies to get me to leave. Then, after a little bit of standing around, a squad of OTA sniped me in the back of the head and killed me instantly. I'm fine with that, but I think it would have been better if actual characters had to do that instead of a team of super soldiers doing all the interesting stuff.

It was just incredibly demotivating to run any sort of bandit narrative if the only characters that got to do anything fun were OTA characters or synths. My goal was to give the citizens, cops, and conscripts a threat they could struggle against and eventually overcome, but because of the OTA having a near-constant presence in the camp, there was no struggle.

My thoughts on the event:

I don't think this event was that great; previous outlands mega-events have been far more fun (namely the Alaskan mega-event or New Frontiers).

The reason outlands events are fun is because players get a *ton* of freedom to do anything they want without having to worry about getting amputated by cops or OTA. Outlands events are naturally chaotic, and thats what makes them so much fun.

However, for this event, the rebel side of the map was prop-blocked off from the combine side of the map, greatly reducing the places players could explore (and the only way to get to the other side of the map required a GM).

It also didn't help that the entire citizen section of the map had OTA and synths constantly patrolling and making any sort of anti-civil activity a death sentence.

What we could do better in future outlands events:

-Don't allow main server transfers (or if you do, keep them highly restricted)

-Don't block off sections of the map, keep everything open for players to explore.

-Don't include the Combine factions as a major faction, keep them as a smaller but still strong faction (like the conscripts in New Frontiers. They had some great equipment, but nothing that would result in an instant win; they still had to struggle to survive.)

-Keep things chaotic; if it starts to look like the players have a peaceful civilization going on, throw a wrench into it.
 
It might just be me, but I like seeing Outlands events that play out like good episodes of The Walking Dead, The drama between player characters is awesome when the Combine isn't there to step in to prevent people from killing each other.

For instance, in the Alaskan event from a few years ago, there were three different camps with different loyalists serving as leaders.

Players overthrew and murdered two of the camp leaders because they weren't good at their job, and the one remaining leader was so beloved by his people that players actually went and recovered antlion extract to save his life when someone shot him, it was awesome.
 
Closing thoughts; Eastern 24 was the calm before the storm.

Also what if on maps like this in the future the OTA had a limited respawn count? Like 500 tickets or something.
 
The first few days were genuinely enjoyable, I enjoyed my role as camp director after Stoner’s death and felt we were making real progress. But then the combine stepped in, inserting themselves heavily into the camp’s politics and rules. Right after they vanished again, undoing much of what we built and reversing the momentum we had gained.


I am not giving the fault to the civil protection members for their limited involvement in the event. They were basicly event characters, and their actions held almost no weight. On top of that I had heard mid event that they were restrictions for the civil protection, like not being allowed to leave the camp unless at least five were present. (Unsure if this is completely true)
 
Guess I should add my two cents

I played as a VET member later medic, and in general I enjoyed the event, mainly week 1 of it

Week 1 was great, usually we had something to do, only thing I thought was bad, was that the mine repairs happened so early, we were given a week and my thought was that it would be this grand project but ended up just being hand in these boxes and it was repaired.

Mining trips, all two of them (at least I attended), I enjoyed the first one, the chaos of going down and then pulling back out was awesome. Sadly the second one was kind of anti climatic, maybe I had just over prepared for something that was never a issue, but I had expected the same thing as the first and therefore prepared for the worst

Week 2 however things started falling apart, the mysterious person that had been harassing the VET and camp GONE, bandits GONE. work for the VET GONE,, Custodian GONE. it felt as if someone forgot to change the map and never bothered to fix it, there really was nothing going on for most of the week.

Some extra things

OTA:
I think the problem was that everyone was playing it as people, while OTA were just humans, I mean it IC makes sense, but made it just kind of annoying then they were around, since everyone just went back to city mindset and played by all the rules until they left

Rebels:
I was kind of sad to see so little rebel activity on combine side, I think I met them 3 times in total on our side, I was kind of sad because I wanted to work more with them, but can't really blame them, then combine deploys OTA and hunters just for fun.

Exports to the city:
I would have loved to see us actually send some the things we made, mined and collected, back to the city as we just ended up stockpiling food and resources, and the ore we had mined just sat inside the warehouse until the final day. I mean weren't we meant to build up the area to help the city recover (would also give Seb more reason to work his farm)

Shelling of camp:
this was just a annoyance would be interesting if there was a reason or at least a way to fix it, but it just became a thing we had to deal with.
 
i'm gonna shill something i made for it because i just decided i wanted to

1747863968557.png

however, all in all, i didn't get to experience the event, I only attended for the last day which was pretty underwhelming.

No one was on, no one was communicating, there was no 'planned' exit so I put on my undersized game master pants which promptly broke when I was organising the escort with the conscripts and such to provide some sort of conclusion instead of just retconning a 'you go back to the city' thing.
 
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