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Formal Complaint Regarding Civil Protection Conduct and Rule Imbalance

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Taliazure

Radio Bob Approved
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Oct 17, 2021
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Complaint Regarding Civil Protection​


It’s nearly every day that we face issues with CPs. We’ve now reached the point where it’s safe to say they have stooped so low as to reach what they often claim as “Rebel quality.” In fact, it might even be fair to say that rebels have better quality at this point.


We are now dealing with problems of powergaming, disregard for rules, unfairness, and bad faith, issues that even show up among themselves. The struggle is no longer just outwards; it has turned inwards, targeting their own members as well.


Just today, as I write this complaint, I was faced with having to write a report on a unit regarding powergaming, only to learn that it was not the first time someone from CP was reported for the same thing today as well.


[2025-08-24 20:41:35] [ME] C24:i4.PATROL-320: walks over to the woman, she grips her pistol with one hand digging it into the other woman's back before using her other hand to quickly search the woman for anything illegal or out of place. Unless she tries to hide anything or resist?
[2025-08-24 20:41:58] C24:i4.PATROL-320 used command '/CharSearch'.
[2025-08-24 20:42:06] C24:i4.PATROL-320 has gained a 'Loyalist Ration' #1035261 from a container with the name 'Julia Jazmin' #168666.


There are many issues I wish to complain about, but let’s start by numbering them:


  • Being over-geared with no valid reason.
  • Forgetting their roles in the server.
  • Constant sweeps under reasoning that is not the rebels’ fault.
  • Constant cradling and protection from rules and staff.



Being over-geared with no valid reason​


Being over-geared with no valid reason​


We’ve seen units walking across the streets carrying AKs, M4s, SPAS-12s, and even Mini-14s. When anyone sees this, the natural conclusion is that something serious has happened, something bad, of course. Yet with dismay, we realize that the city is under Blue Code, or Marginal at best, during these times.


Units are being allowed to walk around with rifles and high-tier weaponry freely, and even conduct sweeps with such weapons. This raises the question: are CPs supposed to be the Overwatch Transhuman Arm, or are they supposed to be oppressing the citizens?


It is often that we also find the culprits of this to be rank leaders themselves. The ones who are supposed to enforce the rules upon their units are instead the ones parading around their fine weapons as a general with their medals... some of which we know very well were not earned by themselves. But that’s beside the point. What matters is that the current rank leaders have forgotten why they are rank leaders, and that their position has a purpose.


The weapons are at a point in which the disparity is far too big, and we’ve come to realize this because no one can keep up anymore. I’ve made several suggestions and several complaints in the past regarding this, given ideas and fixes to ensure this stops happening, and all of them have been just… forgotten or outright thrown out the window with “We’re working on it.” Well—your working is not WORKING at all.


Here you can find my suggestion which is quite similar to Marco’s:
https://willard.network/forums/thre...ing-the-true-problem.14749/page-3#post-117222


Marco’s words:


“I think the massive differences between each weapon tier is the driving cause of balance issues on Willard. I had mentioned this during C8 when the abundance of pulse weaponry in the hands of rebels was a topic of debate.

Combine leadership restrict their units from using anything beyond mid tier, which is SMGs and shotguns if you want. Rifles are something that only rebels ever end up using, with the next tier being pulse weaponry only ever being used by OTA.

The overall balancing mentality of separating weapons into tiers, with each tier yielding weaponry that is far more effective than the previous one, is seemingly what is responsible for all balancing related headaches.

The server currently is clearly intended to be balanced around mid tier weaponry, which are SMGs and shotguns. This leaves us with two tiers that exist above that in strength but are considered problematic/controversial if used because the server isn’t balanced to allow them to be used except in certain circumstances. When rebels use rifles, cops are fucked because their weapons cannot keep up. When OTA use pulse weaponry, rebels are fucked (in theory the parking garage meta still wins) because rifles cannot keep up.

Closing the damage and overall TTK disparity between each tier would make it so that we don’t have to have some big debate about balancing and tiers at all. We shouldn’t have entire tiers of weaponry that the server balance doesn’t account for being in circulation. Rifles wouldn’t need to be treated like some endgame pot of gold that needs to be carefully monitored and controlled if they weren’t so much better than SMGs.

Genuinely just make all guns actually hurt while keeping scrap guns worse than everything else. The tiers are too separated currently which I think brings more issues than we realize.”

Taken from: https://willard.network/forums/threads/ota-level-cops.14523/post-114794


Even our beloved @Robert has had to step up to defend how GT have lost all control over how CPs operate and how balance has spiraled into a mess. It’s become complete insanity at this point.


Let alone touching how GMs are hijacking other GM events and expos, causing mistakes and gear to end up in the wrong hands. This is something I and Stanford have spoken about and have our own heavy complaints regarding, but that’s for another day.


When CPs complain about rebels using high-tier guns, don’t forget that said weapons were given by CPs themselves. By over-escalating and carrying these weapons, they’ve ended up handing them over through failure.


We also forget that CPs and CSF gain their gear with no effort. It is given by a vendor, handed out through measly credits they earn by fining random people or by attending workshifts and afking. Their efforts are nothing compared to what a rebel has to do to gain their bread. And even then, CPs are cradled further with the premise of:


“If all CPs die then there’s no CPs to protect the city. CPs have to be active, so that is why rebels have it worse.”

But the same can be said about rebels: if rebels are not present, then there’s no reason for CPs to exist. This same thing was seen when event rebels were the only thing keeping CPs entertained and giving them a purpose.




Forgetting their roles​


It has come to the point where units seem to forget their true role: to oppress the citizens. Instead, they are out to seek rebels and chase them down at any cost.

We see shadow sweeps and sweeps with rifles all in the name of finding rebels, or people trying to open their stashes, as was the case with Crash (North). We have even seen OTA being sent for infestations, only to end up chasing rebels through the sewers and PK’ing two of them, a situation I sadly had to report and request punishment which I still doubt was enough for what it was.


Rebels no longer need to act to be oppressed. Even when the resistance is silent and dormant, outside issues are used as excuses for rebels to be searched for and swept up...




Misuse of Scanners & Seeking trouble instead of being passive​


It is often the case that scanners enter the Slums with little to no reason. They are meant for scanning the city, not venturing into cesspools of xen and criminals, only to end up destroyed and salvaged by rebels for another AKM, doesn't make much sense from the eyes of the combine to be sending them more materials.

It makes no sense ICly and is only seen as a nuisance. It forces players to disconnect (alt+f4) or switch characters until the scanner leaves, so they can return to their looting or other activities in the Slums, it proves no purpose...
What we always hear is that the Combine is slow to awaken. That is because they do not actively seek to find every piece of scum in the city, they simply oppress and maintain what they can control, reacting when genuinely threatened.


Despite this, we are now faced with CPs acting like OTA, while OTA themselves are not even “above” CPs at this point. As stated by Divine in their complaint: https://willard.network/forums/threads/ota-level-cops.14523/


If there’s something worth remembering, it is that CPs are compared to beat cops. Civil Protection is not really trusted in the eyes of the Combine itself, they are human, unpredictable, and unreliable. That’s the very reason CPs are only given pistols and stunsticks, and even then are heavily scrutinized.


We can even recall Half-Life: Alyx, where OTA have a voice line requesting Overwatch to enhance their weapons to fit the threat in combat. Even their weapons are regulated by an outside force.
So why are CPs being given so much power over the city, to the point where even OTA no longer feel like the only true check on them? OTA are the only ones the Combine trusts enough not to turn against them...yet even OTA are carefully controlled, but how are they to stop Cps if they turn on them...?




Unfair escalation and rule imbalance​


The escalation has become one-sided, and the imbalance is reinforced by unfair rules.


We can see the cradling in the attached ruling (image):
1756079647159.png
taken from : https://willard.network/forums/threads/civpro-pk-update.15196/

  • If CPs die, they don’t lose their character.
  • They don’t lose their rank (depending on the outcome).

Meanwhile, if rebels die, it is an automatic PK. They lose their character entirely: their story, their standing within the resistance, their rank, their gear—everything, it can all happen even without them doing anything, just a random sweep and you can be rounded up and killed, yet when rebels are the ones to step onto CP turf, demotions and NLRs are handed out to them... it's clear who is the favorite child... and it leaves a bad taste in our mouth.


While rules have been adjusted slightly, CPs still maintain their rank through death, while rebels lose everything.


And yet, CPs constantly complain: that rebels have too much gear, that rebels are too bold, that rebels are the problem. They fail to see how spoiled they are within the CP faction. They don’t have to fear loss, because loss doesn’t exist for them. That is why they so often chase down rebels without hesitation. They forget what they truly are meant to be.
We can see the distrust we have in Combine leads when Robert’s own statement was:


“The Rebel Bunker being blown up was a Rebel Lead decision. Well mostly—they were conflicted with it internally but eventually it was pushed through and was not a Combine decision to raid it, but a Rebel one to get themselves raided. Why? Because to the Rebel Leads, the bunker is responsible for killing Rebel and Slums RP, it was too protected, granted immunity and generally was a giant fuck you shield to RP and the Combine. Leads did not like that so they elected to blow it up… and then reinstated it after losing all trust in OWF leads.”

When rebel leads step up to make things fair, only to have more unfairness come from the other side.


Robert’s further words:


“The main issue is that no one really consults GT when it comes to bringing in rifles, factions, balancing-fuckery changes, etc. Like CPs with AKMs and shit was not a GT decision nor was GT involved—if anything GT got a little pissed off because it was a balance-killing move and one done out of desperation and a stressful environment.

… GT has not been responsible for most of the things going on. If anything, GT feels like it has no reins to hold anymore since V2 has gone batshit insane.”

Taken from: https://willard.network/forums/thre...nti-rebel-bias-as-of-recent.15250/post-119939



Conclusion​


Civil Protection, as it currently stands, is over-geared, misaligned with its true role, constantly shielded by staff rulings, and empowered beyond what canon or balance would justify, it forces rebels to act out in frustration... which is what creates situations like the judgement waiver of yesterday, frustration and hatred for said faction and said injustice. Rebels, meanwhile, face constant one-sided risk and punishment...


Until these issues are addressed, CP roleplay will continue to spiral into powergaming, rule disregard, and unfair escalation, at the expense of the server’s balance and roleplay quality.
 
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Yes and no, imo.

Players, OOC, will pick up on any percieved weakness in the other side. If they think think the CP's won't respond out of fairness, there will always be people who will use that as an excuse to keep shotcopping until they provoke a reaction. The problem? You will then probably catch a lot of players in that delayed reaction who had nothing to do with the initial action and no idea why they suddenly got hit, leading to anger.

I know people's gut reaction is likely to be "we don't really have that sort of foul play here, people wouldn't take advantage of that fairness" but I think they sort of already are, even out of frustration.

And likewise, asking CP players to sit around and not retaliate while they're getting shot down and killed makes people frustrated and resentful - doubly so when they're being asked to do this at the expense of their own experience and entirely for the "other side".
If thats your way of seeing things. Enjoy going down the pipeline killbox after you get rewarded with a threat of death if you don't listen.


This isn't about kindness this is about how many people do you want to risk having killed to get an entire group killed. Clearly you dont understand. If one cop gets killed by a guy with an AK why do you respond with an entire squad possibly knowing its a trap, doesn't make any fucking sense. Yall be over complicating this shit quite a lot its a simple game of risk and returns and couple days ago you definitely lost the entire gamble. I got told there is a hostage situation inside the slums that might be happening so why did the entire city move into the slums and sewers to find this one guy shit makes no sense. This shit aint about foul play , this about playing smart lmao
 
If thats your way of seeing things. Enjoy going down the pipeline killbox after you get rewarded with a threat of death if you don't listen.


This isn't about kindness this is about how many people do you want to risk having killed to get an entire group killed. Clearly you dont understand. If one cop gets killed by a guy with an AK why do you respond with an entire squad possibly knowing its a trap, doesn't make any fucking sense. Yall be over complicating this shit quite a lot its a simple game of risk and returns and couple days ago you definitely lost the entire gamble. I got told there is a hostage situation inside the slums that might be happening so why did the entire city move into the slums and sewers to find this one guy shit makes no sense. This shit aint about foul play , this about playing smart lmao

I'm not saying I don't agree, I'm just saying its a little more complicated from a server management perspective than most people realise, and leads into the fair play aspect I was mentioning.

If I know I can get away with shooting a cop because they won't want to take the risk to hunt me down, what's stopping me from doing it every day for as long as I can? Its fun and there's basically no reprocussions, I OOCly know that in this hypothetical. And if they do sweep? Those cops risk pissing off a lot of rebel player by killing them when they may not even be aware of what I've been doing.

I've seen rebel players take advantage of this exact thing before on Willard and it ended exactly the way I described above. Cops kept getting shot because shotcoppers got bolder at the lack of the response (to the point they were running out into the main street to pick off cops doing passive) and when cops finally responded it killed a lot of unrelated people and ended up in a huge CCC on the forums.

How do you balance that? You can only tell people "its not worth responding to" for so long.
 
City eight was peak imo, good balance of cops power rebels felt positioned but not invinceable, OtA felt fun but harsh and there was always a threat but it was survivable if you played right. Now a days OtA kill squads and gestapo own the slums
 
City eight was peak imo, good balance of cops power rebels felt positioned but not invinceable, OtA felt fun but harsh and there was always a threat but it was survivable if you played right. Now a days OtA kill squads and gestapo own the slums
Tf u mean, City eight was so bad for Combine that they even lost a crab synth and entire squads of elites.
 
As a person who's been here since Willard first launched, an OTA lead, and recently returned after a long hiatus, balance has ALWAYS been an issue.

Its an impossibly fickle thing to get right, and I especially saw this during my time as OTA lead.

You implement one thing, thinking it'll first everything, only to realize the next day that it just generated you 3 more unintended long-term side effects that will negatively affect the economy.

You decide to authorize a faction to do X action, only to have the opposing faction authorize their own counter-measure in a what they see as a controlled/equal response based on their forces and situation.

So I'm going to say this, as a person who returning to Willard after several months of hiatus, had a 3 year old CivPro char PKed within a week of me returning to French Rebels in S2K defending ISD painters (best way to die), and then subsequently witness the following weeks that saw over 30% of the faction PKed. Only for my new CivPro character to not even last 1 day before he was attacked, shot to shit, and kidnapped in PCS-3. And then promptly executed in the sewers. Granted the char at the time was only NLR'd, but fucking hell.

Its safe to assume why CivPro militarized the way they did. Civil Protection get ordered to do something they think is a standard sweep, only for the entire team to get killed and PKed. The subsequent sweep happens as a result, highly

Its no secret that the rebel players always had the better S2Kers, but god I despise how the server is set up now. Nothing is without an argument and a counter-argument. One of which is that a lot of people are too focused on S2K and would prefer to throw the actual RP out the window, but its the way the server is built. Ultimately you can call skill issue all you want, but some people came for the RP more than they did the S2K.

There are valid assumptions that the Conscripts were walking lootbox, as the Conscript Lead during City 8 for a while, this was a prime concern for me. Eight rebels with crappy armour and an M16 go out into the Outlands. They get sniped by John Rebel and his AWP, and promptly blasted by Generic Adv Beam Vort #153515 and rushed by a midget in a gas mask, wielding a Spas-12, and wearing OTA body armor.

The recent "Sim Training" in the Nexus showed that CivPro players were basically completely unable to push chokepoints without massive equipment usage, which you can also point back to the strat where rebels always camp the same chokepoint and win. Then you get the part where you have to get stuck in a 10 second loading bar on a TP door, only to TP into a kill corridor and get incendiaried and be unable to retreat because, well, its a 10 second TP door. Your Rank Leaders promptly call you a skill issue when they can't even see the Sim Build in question.

OTA increase their presence? Rebels complain about being too oppressed to do roleplay. CPs lay off the constant aggressive responses? Congratulations, 4x CPs flatlined in a PCS. Welcome back to Code Red. The CSF is offered as an alternative to a more RP liberty free Overwatch faction? Nope, CPs and Gameplay Team didn't like that, you're undeployed (fuck your presence on i24 as well btw).

Gameplay Team loses control because the Faction Leads pull their own measures in damage control, often meaning that the GT in question is left out of the equation either because the Leads feel that its right and urgently needed, or they disagree with the GT. Maybe the decisions are right, maybe not, but we're stuck in a never-ending loop called "Balancing the Fight".

Personal takes, bad takes maybe, but its my take.
But keep it civil boys, don't fling shit, opinions on balance are valuable and each one helps the Gameplay Team make a coordinated response.

Dej out.
 
As a person who's been here since Willard first launched, an OTA lead, and recently returned after a long hiatus, balance has ALWAYS been an issue.

Its an impossibly fickle thing to get right, and I especially saw this during my time as OTA lead.

You implement one thing, thinking it'll first everything, only to realize the next day that it just generated you 3 more unintended long-term side effects that will negatively affect the economy.

You decide to authorize a faction to do X action, only to have the opposing faction authorize their own counter-measure in a what they see as a controlled/equal response based on their forces and situation.

So I'm going to say this, as a person who returning to Willard after several months of hiatus, had a 3 year old CivPro char PKed within a week of me returning to French Rebels in S2K defending ISD painters (best way to die), and then subsequently witness the following weeks that saw over 30% of the faction PKed. Only for my new CivPro character to not even last 1 day before he was attacked, shot to shit, and kidnapped in PCS-3. And then promptly executed in the sewers. Granted the char at the time was only NLR'd, but fucking hell.

Its safe to assume why CivPro militarized the way they did. Civil Protection get ordered to do something they think is a standard sweep, only for the entire team to get killed and PKed. The subsequent sweep happens as a result, highly

Its no secret that the rebel players always had the better S2Kers, but god I despise how the server is set up now. Nothing is without an argument and a counter-argument. One of which is that a lot of people are too focused on S2K and would prefer to throw the actual RP out the window, but its the way the server is built. Ultimately you can call skill issue all you want, but some people came for the RP more than they did the S2K.

There are valid assumptions that the Conscripts were walking lootbox, as the Conscript Lead during City 8 for a while, this was a prime concern for me. Eight rebels with crappy armour and an M16 go out into the Outlands. They get sniped by John Rebel and his AWP, and promptly blasted by Generic Adv Beam Vort #153515 and rushed by a midget in a gas mask, wielding a Spas-12, and wearing OTA body armor.

The recent "Sim Training" in the Nexus showed that CivPro players were basically completely unable to push chokepoints without massive equipment usage, which you can also point back to the strat where rebels always camp the same chokepoint and win. Then you get the part where you have to get stuck in a 10 second loading bar on a TP door, only to TP into a kill corridor and get incendiaried and be unable to retreat because, well, its a 10 second TP door. Your Rank Leaders promptly call you a skill issue when they can't even see the Sim Build in question.

OTA increase their presence? Rebels complain about being too oppressed to do roleplay. CPs lay off the constant aggressive responses? Congratulations, 4x CPs flatlined in a PCS. Welcome back to Code Red. The CSF is offered as an alternative to a more RP liberty free Overwatch faction? Nope, CPs and Gameplay Team didn't like that, you're undeployed (fuck your presence on i24 as well btw).

Gameplay Team loses control because the Faction Leads pull their own measures in damage control, often meaning that the GT in question is left out of the equation either because the Leads feel that its right and urgently needed, or they disagree with the GT. Maybe the decisions are right, maybe not, but we're stuck in a never-ending loop called "Balancing the Fight".

Personal takes, bad takes maybe, but its my take.
But keep it civil boys, don't fling shit, opinions on balance are valuable and each one helps the Gameplay Team make a coordinated response.

Dej out.
Well uhh... Heh .. If anybody wants to give up their Civil Protection slot ... I'm right here 😅
 
I'm just saying, that if we universally lower the tier of weaponry avaliable, a lot of problems can be fixed; whether it be through OOC enforcement or whatever.

@bravo Just because rebels in hl2 had le shotguns and le pulse rifles does not mean that it should be a blanket application. Unfortunately, this isn't HL2, and we have to consider le gameplay balance -- and, we either force people to use extremely similar tier weaponry to minimalise the skill difference (Which, I think is completely unfair and unrealistic).

S2K is the most anti-roleplay thing I've ever seen. No where else do people fight so instinctually, not as their character, but as a player. I'm not fighting Don Lorenzo when I'm in S2K with him, I'm fighting itsliam. Which is an inherent problem with S2K, but there isn't much you can do in that regard.

So, to conclude my say? Obliterate rifles from the economy. Obliterate high-tier modern weaponry. We're going back to poppers with this one.

My point reminds me of @Botulism 's old post.
 
Tf u mean, City eight was so bad for Combine that they even lost a crab synth and entire squads of elites.
yeah because who could counter Mister Lucas silenced OSIPR with 5 other OSIPRs , AR2s and so on but the problem was they'd send people in waves e.g CCR -> CP -> OTA -> Snyths + OTA. Now you can full send CCR + CP + OTA if really needed all at the same time so the consequences are much larger
 
Gear wipes are a very short-term fix for the problem tbh, and especially because for rebel players they are a sign of direct success/advancement as a rebel as they're unable to really have anything else. Bigger guns are a sign of the time you put in. It makes you feel cool, as a rebel.

If you take that away? You've pissed off a non-too significant portion of the rebel playerbase.

I say this without any hint of mockery; keeping a CityRP server up and running is always about pleasing the rebel side. Always. They're more often than not the largest portion and the reason most people join, and can make or break the server if they quit en-masse. They're seen as the "good guy" faction who make roleplay (and this usually frames anyone on the Combine side as anti-RP if they run into difficulty).

So people leaving over the bunker being ruined? The complaints over sweeps? I've genuinely seen this sort of thing play out in every big server out there, from Neb to TnB. As much as it sucks, you can always bring new people into a CP faction but if you can't make things fun for rebels, it can cause huge issues.

Also, weirdly, the CP's are usually always the worse faction at S2K. I don't know why this is the same everywhere, but it is.
 
I read Half of it and realized why I stopped you don't even play a Cp or a rebel. I'm not even gonna bother
Save us the time of reading your stuff cause coming from someone who spends 100% on loyalist rp and has never had a rebel char you're clearly spouting stuff you assume to be true.

1756329707862.png
 
Gear wipes are a very short-term fix for the problem tbh, and especially because for rebel players they are a sign of direct success/advancement as a rebel as they're unable to really have anything else. Bigger guns are a sign of the time you put in. It makes you feel cool, as a rebel.

If you take that away? You've pissed off a non-too significant portion of the rebel playerbase.

I say this without any hint of mockery; keeping a CityRP server up and running is always about pleasing the rebel side. Always. They're more often than not the largest portion and the reason most people join, and can make or break the server if they quit en-masse. They're seen as the "good guy" faction who make roleplay (and this usually frames anyone on the Combine side as anti-RP if they run into difficulty).

So people leaving over the bunker being ruined? The complaints over sweeps? I've genuinely seen this sort of thing play out in every big server out there, from Neb to TnB. As much as it sucks, you can always bring new people into a CP faction but if you can't make things fun for rebels, it can cause huge issues.

Also, weirdly, the CP's are usually always the worse faction at S2K. I don't know why this is the same everywhere, but it is.
blah blah blah. T7 did a wipe and the only reason it was the worst point of the server was because it was so hard to get a bastard SMG it took 1 month around to get one for an entire group. Im all for seasonal wipes for every map change or something akin to weapon downgrades as well... who wants 50 AR2s on the scene like City eight. Its a slippery slope, you either agree to nothing and have fully armed rebels walking around beyond shitting on a bunch of shitty CPs that result in a mass OTA spam causing arguements or you cause a wipe that momentarily has some bitching. Idk what to say other than its willardd
 
blah blah blah. T7 did a wipe and the only reason it was the worst point of the server was because it was so hard to get a bastard SMG it took 1 month around to get one for an entire group. Im all for seasonal wipes for every map change or something akin to weapon downgrades as well... who wants 50 AR2s on the scene like City eight. Its a slippery slope, you either agree to nothing and have fully armed rebels walking around beyond shitting on a bunch of shitty CPs that result in a mass OTA spam causing arguements or you cause a wipe that momentarily has some bitching. Idk what to say other than its willardd
T7 Wipe was like drinking bleach ingame
 
Hello everyone. It is clear that this thread has gained a lot of attraction from all players within our community, and therefore I would like to address these issues stated.

I have personally kept observing this thread and reading all the posts people have sent, and it is clear that this post is slowly being derailed.

Being overgeared for no reason: Multiple members of the Server Council and Gameplay Team has observed this and there were many talks with Faction Leads and players for this matter, I can happily say that this problem should be non-existent as stuff are slowly being balanced for all factions. Yes, there are some situations that needs cops to be buffed and overgeared, and there are reasons for that, which everyone can agree. But for other situations such as intact times, this was indeed wrong. Nonetheless, this is a problem solved, and I am hoping to see the fruits of it later on.

Forgetting their roles: This is sadly something some of the players are doing, but there are many IC reasons that has led up to these outcomes, but it is all an IC issue and something the characters have been adapting to. This is the result of Rebel inactivity for a few months which led up to the instability we have in this case. Characters have to adapt to these situations but at the end. This point has been taken into my notes of stuff to look deeper.

Misuse of Scanners & Seeking trouble instead of being passive: I am kind of conflicted on this, there were many issues in-regards to the OTA-level cops situation, but I do not think we have that problem at the current setting of the server. But I do agree that scanners have been acting overzealously for no reason but to seek trouble, I will be looking into it but I will not accuse anyone of bad faith in-regards to that. Will be looked into.

Unfair escalation and imbalance: This case specifically has caught the attention of the Server Council and many players in our community, and we will be looking to fix the imbalance to offer a fair environment, as far as I know this is already being worked on and we will be seeing this getting balanced soon enough.

This thread has been carefully observed and we have taken notes in-regards to the issues people have brought, and many of these are already in our line for stuff to be fixed, do not worry guys. Peak will come.
 
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