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City 24 V3 - Updates

Nah. Park’s removed and replaced with a bit of a slum extension + a redesign of triumph street
Bruh the park is like one of if not thee best part of the city :/ kinda loyalist city dont have a park smh.

I really like the smashed up concrete rubble with the combine wall there, Very neat.

Hopefully our powerstation stays it's been a neat little hub the last few days
 
completely agree.
Start putting assault rifles and grenades into circulation. (Obviously use disgression)
Then when OTA Deploys it's more balanced and OTA Actually have a challenge. it's a win win. Rebels have a chance OTA Have a tougher opponent to fight.
 
imo the condemned zone needs to be more claustrophobic, maze-like, and have lots of twists and turns instead of being a giant open street since rebels can't sit in the sewers 24/7 and need to set up operations in indigent
 
imo the condemned zone needs to be more claustrophobic, maze-like, and have lots of twists and turns instead of being a giant open street since rebels can't sit in the sewers 24/7 and need to set up operations in indigent
I say we just 86 the CZ And throw in a fucking xen forrest with some destroyed bunker or some shit so its a happy medium between an outlands and a CZ And have like a massive fuck off combine blast shield closing it off from the city and rebels need to like go through an unsecured vent or something to get in there alot like how in the game its not a small field seperating it but a massive fuck off blast shield and theres a lil buffer zone.
 
IDEA: Cut out willard street/loyalist block and move loyalist housing to victory street.
Add an outlands area/canals instead.
 
IDEA: Cut out willard street/loyalist block and move loyalist housing to victory street.
Add an outlands area/canals instead.
I know they shortened the loyalist block tbh to just be in front of the nexus.
 
I know they shortened the loyalist block tbh to just be in front of the nexus.
Just cut it, Cut CP-1 put Loyalist block on victory. And we can use the remaining space to carve out an outlands or something cool. Maybe have another Area for cops
 
What the map needs is sewers completely cut out, slums and triumph expanded (being worked on already), and more ways into/out of slums that also lead to plaza; so that EVERY sector is /interconnected/, meaning its easy to go in and out of every part of the map.

This encourages both citizens, loyalists, AND rebels to be in every part of the map and also gives CP's an injection point from anywhere in the map, but also lets rebels escape in other directions as well.

The map is way too big in some areas, and way too disconnected in others, plus sewers is mostly just... "exists" for grinding and no real RP is there so its just wasting a huge amount of resources outside of the few events we have there.

By doing all of the above, roleplay is encouraged in more "hub spots" and its easy to access each hub spot so that it only takes 10 mins tops to find a grouping of people to roleplay with.

If a player needs to take more than 10 minutes to find people to roleplay with, the map is bad because that player will most likely leave. Its the issue we have right now; Plaza is empty a lot of the time except for CP's and maybe 1 or 2 loyalists, shops are too tucked away so most of them do not get visited, and slums has secret bases that people hide in so the average player has a hard time finding people to interact with. So they either find a ingroup / metagame with a friend to find people to RP with, or they just disconnect and do not come back.



Hence what the map DOES NOT need is more areas that segregate the population; an Outlands / Canals portion would be the death of the server as half the server would be in one area and the other would be in the other zone, and they'd rarely if ever interact with each other, creating huge circle jerks and eventually killing the server cause those circle jerks wouldn't interact with new players.
 
By doing all of the above, roleplay is encouraged in more "hub spots" and its easy to access each hub spot so that it only takes 10 mins tops to find a grouping of people to roleplay with.
This is the exact right approach, encourage large hubs for roleplay but make multiple of them spread out. Maybe in the spirit of this, the civil administration could have more buildings spread out a bit more across the map? The CWU moving to a large warehouse complex on Triumph, connected to the train station maybe? And shops being encouraged to make better use of space by being more compact and more accessible for "backroom" RP
 
What the map needs is sewers completely cut out, slums and triumph expanded (being worked on already), and more ways into/out of slums that also lead to plaza; so that EVERY sector is /interconnected/, meaning its easy to go in and out of every part of the map.

This encourages both citizens, loyalists, AND rebels to be in every part of the map and also gives CP's an injection point from anywhere in the map, but also lets rebels escape in other directions as well.

The map is way too big in some areas, and way too disconnected in others, plus sewers is mostly just... "exists" for grinding and no real RP is there so its just wasting a huge amount of resources outside of the few events we have there.

By doing all of the above, roleplay is encouraged in more "hub spots" and its easy to access each hub spot so that it only takes 10 mins tops to find a grouping of people to roleplay with.

If a player needs to take more than 10 minutes to find people to roleplay with, the map is bad because that player will most likely leave. Its the issue we have right now; Plaza is empty a lot of the time except for CP's and maybe 1 or 2 loyalists, shops are too tucked away so most of them do not get visited, and slums has secret bases that people hide in so the average player has a hard time finding people to interact with. So they either find a ingroup / metagame with a friend to find people to RP with, or they just disconnect and do not come back.



Hence what the map DOES NOT need is more areas that segregate the population; an Outlands / Canals portion would be the death of the server as half the server would be in one area and the other would be in the other zone, and they'd rarely if ever interact with each other, creating huge circle jerks and eventually killing the server cause those circle jerks wouldn't interact with new players.
Would be nice if we had a bit of a wooded area in the slums, Alot like the old forrest. Also would be nice if the hidden bases were more spread out.

I don't totally agree with sewers being removed. But it would be nice if it was re-worked and maybe a little smaller so it's not just an exercise of grinding and hiding/slowly dying of spores. Not to mention alot of the time it's a death trap for new players which makes the grind ever worse is the seeming decrease in loot spawns and quality. I don't know when/how it happened but there is a noticeable lack of garbage spawns and the loot that comes from them.


Additionally, By people hiding in bases. Majority of them are BOL's, Who going into the city would be a literal death sentence for, Noones going to delete their character because they have /nowhere/ safe to be because either they go into the city get spotted and ratted. Or Go into the city/slums and get caught by Civil Protection and killed. (Along with this the rebels with gear end up having to waste it on xenians cus staff seem to enjoy spamming headcrabs and antlions and zombies into the sewers at times. They have No means of re-supply like Civil Protection which makes it even more difficult, Hence why people choose to stay in the relative safety of hidden bases then choose to risk their characters lives outside the bunker to excessive xenians or Overwatch Forces.) The economy is in shambles and the BMD's almost never hand out or supply groups with decent gear out of a small handful of examples.
 
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Actually I would like to bring up an idea that could lead into a desert,Outlandish area..down the elevator from the food storage area in the Indigent zone leads to an underground garage.

There is one closed garage door that says "If hit with a large item it could be destroyed" I would like for this area to open up into perhaps an Outlandish area by leading up to the surface.

The only problem that is obvious at first point is...it makes the map larger and then widens the area between players resulting in less player contact which means less rp...
 
Would be nice if we had a bit of a wooded area in the slums, Alot like the old forrest. Also would be nice if the hidden bases were more spread out.

I don't totally agree with sewers being removed. But it would be nice if it was re-worked and maybe a little smaller so it's not just an exercise of grinding and hiding/slowly dying of spores. Not to mention alot of the time it's a death trap for new players which makes the grind ever worse is the seeming decrease in loot spawns and quality. I don't know when/how it happened but there is a noticeable lack of garbage spawns and the loot that comes from them.


Additionally, By people hiding in bases. Majority of them are BOL's, Who going into the city would be a literal death sentence for, Noones going to delete their character because they have /nowhere/ safe to be because either they go into the city get spotted and ratted. Or Go into the city/slums and get caught by Civil Protection and killed. (Along with this the rebels with gear end up having to waste it on xenians cus staff seem to enjoy spamming headcrabs and antlions and zombies into the sewers at times. They have No means of re-supply like Civil Protection which makes it even more difficult, Hence why people choose to stay in the relative safety of hidden bases then choose to risk their characters lives outside the bunker to excessive xenians or Overwatch Forces.) The economy is in shambles and the BMD's almost never hand out or supply groups with decent gear out of a small handful of examples.

Hard to take your BOL concerns seriously when Andre is BOL'd due to joining then defecting AA almost in the same day, if not week. Your fault you got BOL'd and we shouldn't build the map around a small handful of people who are too dumb to keep their cover as a rebel under wraps; and quite a lot of BOL's are just to catch you for questioning, not because you did a serious crime; and if you did do a serious crime, they are merely trying to question you and cross examine evidence. If you plan your moves accordingly you can get out of such charges easily and lose BOL.

As for BMD concerns, even if thats not a map concern, ill answer it anyway; rebel events have been quite generous, maybe even too generous, and some of the events we've done we haven't given them their rewards simply because they failed to do the mission correctly. We aren't loot pinatas; we do not give gear out for free, you have to work for it, but if you roleplay and have a decent plan in the missions we've given, you succeed and get rewarded very well depending on the risk involved (such as the T5 assassination mission).

TL;DR skill issue, cope, map shouldn't be built around your lack of skill.
 
Hard to take your BOL concerns seriously when Andre is BOL'd due to joining then defecting AA almost in the same day, if not week. Your fault you got BOL'd and we shouldn't build the map around a small handful of people who are too dumb to keep their cover as a rebel under wraps; and quite a lot of BOL's are just to catch you for questioning, not because you did a serious crime; and if you did do a serious crime, they are merely trying to question you and cross examine evidence. If you plan your moves accordingly you can get out of such charges easily and lose BOL.

As for BMD concerns, even if thats not a map concern, ill answer it anyway; rebel events have been quite generous, maybe even too generous, and some of the events we've done we haven't given them their rewards simply because they failed to do the mission correctly. We aren't loot pinatas; we do not give gear out for free, you have to work for it, but if you roleplay and have a decent plan in the missions we've given, you succeed and get rewarded very well depending on the risk involved (such as the T5 assassination mission).

TL;DR skill issue, cope, map shouldn't be built around your lack of skill.
I just cant even the level of ignorance in this one post is astonishing.
 
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