Rabid
Radio Bob Approved
- Joined
- Jan 14, 2021
- Messages
- 390
- Thread Author
- #1
So I've poked into Willard a few times, I've played and given things a fair shake. The one thing that repeatedly stands out to me is how absolutely overbearingly harsh the sewer PK rules are; something multiple people brought up long before launch. I've spoken to a good number of far more active rebel and cop players to make sure I wasn't walking into anything blind or missing the obvious.
There is a point where 'dangerous' becomes 'lethal and unfun' and the sewers are absolutely the latter.
For Cops, they're literally forced down there as part of the faction duties in responding to rebels and keeping things ticking - if they don't they're either threatened with a PK or OOC punishment (depending on how they do it). That's far different from deciding to go down there themselves. Victor-6 was PK'd just today for going down there as part of a ROLEPLAY scenario with a workshift and being wiped out by a Vort.
That was their first time in the sewer - something I was told just yesterday "couldn't happen".
Also see @Sagsworth's latest suggestion to where they can also be pushed to go down there because Scanners are going down and doing stuff to trigger sweeps. Its all incredibly silly.
Its even worse for rebels and vorts who can be killed by NPC's (I remember seeing two denied appeals that resulted from a server crash respawning a barnacle that killed them when they were running back to where they'd been. I don't even need to say it do I? lmao) and exist in a constantly PKable state even if they didn't cause the sweep or were doing nothing but trying to roleplay.
Vorts can get PK'd for existing down there even when they can't go anywhere else safely.
Tl;dr: The sewers are hyper-lethal to the point of parody and it is incredibly gruelling and unfair for both cops (who are forced to respond and go down there and die) and rebels/vorts (who can die even if they have no involvement or die to literal NPC's).
There is a point where 'dangerous' becomes 'lethal and unfun' and the sewers are absolutely the latter.
For Cops, they're literally forced down there as part of the faction duties in responding to rebels and keeping things ticking - if they don't they're either threatened with a PK or OOC punishment (depending on how they do it). That's far different from deciding to go down there themselves. Victor-6 was PK'd just today for going down there as part of a ROLEPLAY scenario with a workshift and being wiped out by a Vort.
That was their first time in the sewer - something I was told just yesterday "couldn't happen".
Also see @Sagsworth's latest suggestion to where they can also be pushed to go down there because Scanners are going down and doing stuff to trigger sweeps. Its all incredibly silly.
Its even worse for rebels and vorts who can be killed by NPC's (I remember seeing two denied appeals that resulted from a server crash respawning a barnacle that killed them when they were running back to where they'd been. I don't even need to say it do I? lmao) and exist in a constantly PKable state even if they didn't cause the sweep or were doing nothing but trying to roleplay.
Vorts can get PK'd for existing down there even when they can't go anywhere else safely.
Tl;dr: The sewers are hyper-lethal to the point of parody and it is incredibly gruelling and unfair for both cops (who are forced to respond and go down there and die) and rebels/vorts (who can die even if they have no involvement or die to literal NPC's).