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My (Hot?) Take on Willards Rebel Problems

I see the term script used alot and I am pretty unsure what that means? is that like the bin bags in the sewer and shit and items?

Scripts are items. So a can of Breen's Water is a script. Your CID is a script. Your hatchet and m4a1 are all scripts.

Any item in the game that can be picked up and placed in your inventory is a script.

I think the reason people call them scripts over items just goes back to developers. They need to write the "script" in order to make an item function on any given server and thus items just got coined scripts.
 
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Scripts are items. So a can of Breen's Water is a script. Your CID is a script. Your hatchet and m4a1 are all scripts.

Any item in the game that can be picked up and placed in your inventory is a script.

I think the reason people call them scripts over items just goes back to developers. They need to write the "script" in order to make an item function on any given server and thus items just got coined scripts.
Ah aight that makes more sense I thought it was like systems and shit. Now with that confusion out of the way, I understand what you mean when you say that both loyalism and rebellion should be a character thing as in you were wronged by the system or pampered by it BUT I do feel there are some people who can pull off writing a backstory for their char and go into loyalism or rebellion off the bat with a good enough story to boot. Speaking of people who can pull off writing a backstory for their char I have to agree with you a little as throughout my time as a rebel I have literally only been saved by having my in game rp and actions speak for me as myself and more than likely some other memebers of the community I am shit at writing backstories so in all fairness yes it is better to have something happen to you to before you decide what faction you want to join however I do prefer being a rebel so no matter what I will do that, however however the power trip of being a CP is also rather fun
 
I really think (as much as it was a major relief on players and staff alike regarding OOC drama) the "No Hidden Bases" rule was a severe hit.
Ever since then I noticed that people just claimed bases but started using them a lot less to avoid unavoidable confrontations with the combine, causing them to walk around outside gear, it on or not, as little as it did to the issue, causing more sweeps, which are not very popular among them.
Housing getting clogged up causes the outside to get clogged up with containers to unrealistic extremes that sort of ruins the environment, and housing is a major contributor to groups and the like forming, it gives a sense of unity, and without that feeling its hard to create anything decent, making players rather just hop around alone scavenging until a barnacle grabs them or CPs find them with a kitchen knife and arrest them.
TL;DR = Very little amount of groups succeed in becoming major things because IMO bases of operations have lost meaning.
 
One of the biggest causes of this is honestly just the nature of an open server setting.

Even the best players are loathe to risk a PK causing them to miss the next big cool exciting thing, especially event wise. People on all sides have sunk 50-100+ hours into some of these characters. Nobody wants to lose that while knowing their friends are continuing to roleplay without them or doing that cool thing you wanted to do.

As much as it is a problem mentality endemic to one particular portion of the server above all - rebels - its also one that impacts everyone.

That's why when you had stuff like people being scolded for not roleplaying in sweeps more, or cops being told to provide more roleplay to the slums while being under a risk of a PK, I was a little confused because the more risky a situation is, the less likely the average player is to roleplay in the middle of that risk.

That being said, when you have no risk at all the server gradually slides into the same state as it ends up in when everything is hyper-lethal.
 
One of the biggest causes of this is honestly just the nature of an open server setting.

Even the best players are loathe to risk a PK causing them to miss the next big cool exciting thing, especially event wise. People on all sides have sunk 50-100+ hours into some of these characters. Nobody wants to lose that while knowing their friends are continuing to roleplay without them or doing that cool thing you wanted to do.

As much as it is a problem mentality endemic to one particular portion of the server above all - rebels - its also one that impacts everyone.

That's why when you had stuff like people being scolded for not roleplaying in sweeps more, or cops being told to provide more roleplay to the slums while being under a risk of a PK, I was a little confused because the more risky a situation is, the less likely the average player is to roleplay in the middle of that risk.

That being said, when you have no risk at all the server gradually slides into the same state as it ends up in when everything is hyper-lethal.

The issue of PK risk is mitigated when you have an actual storyline that characters participate in. Once you do that, the characters revolve around the story, and not vice-versa. So people will miss out if they don't play, as opposed to just not getting PKed if they don't play.
 
Going to present a small and sweet document soon with all the ideas gathered so far for everyone to comment on. From what I am getting so far, it seems we want to head into a more original style of the CW days where item gathering is not as easy as just using some skill system, but rather via rewards the use of other characters, where being a part of the resistance was something granted to you, not dubbed onto one's self simply because they hold a gun. The days when connections with people were important to enter the scene of the Resistance rather than being solo'd via some trash and an NPC seller.

That is what I gather so far. Another thing I have gathered from Discord and here is PK's feel imbalanced and for some, too soft. They prefer something in the middle where all sides are equal but at the same time, events can be partaken in with a fair amount of risk which is equal to its reward.

Finally, I see people are asking me to make the grind slightly longer again and a bit harder to add on to the above points given in the Bottlestreet era, players RP'd more due to the fact Items weren't as easy as solo walk the entire sewers, sell off your breakdown earnings and have enough to become rebel in just a few days but to instead take far longer and require the use of people to earn your first gun, where it feels more of an honour and reward rather than something given to you simply because you buried your head in the 40 or so trash bags on the map.

Have I missed anything, please do let me know. (And yes, I am aware some find the DOB to be a problem when it comes to stores since the life of Stores since their appearance has been... less than appealing and for some, finished stores off for good. That is a separate issue being worked on by another individual other than myself who is working towards Citizens and fixing the Stores thus trying to revive the appearance of stores like Sunrise and Dutchman which were good RP hubs and nice resistance zones for trade at the same time.)
 
Give a read to my very, very unpopular opinion stated on this page, please.
Yes, I assume that is basically in regards to Hidden Bases. This was funnily enough a convo among staff just a few hours ago and it was something we agreed will need to come back, but one of the issues being... V4 of C24 doesn't support them so we either need to return to V3 or wait on V5. Or maybe have a change of pace and switch maps entirely transferring the containers across (Props will be saved by default on the C24 map so if we go back to it, they will still be around without losing any propping progress)

Overall, Hidden Bases were removed out of staff unhappiness with maintaining them all the time. Now that seems like a terrible idea in hindsight.
 
How so? It has that vibe to it but I never outright saw it as a no-no for them.
Hmm, I guess its the overall map design atm. I guess some can work but a lot of spots which were really good spots for bases are pretty much poof. Like the place under Triumph-2 was really good, now gone. Sunrise where they used to be is gone. The Hidden entry/exit to slums is gone making it harder for rebels to sneak round the bunker which was a neat spot is technically gone. Sure its there as a little extra bit, but not nice and secure like before, etc.
 
Hmm, I guess its the overall map design atm. I guess some can work but a lot of spots which were really good spots for bases are pretty much poof. Like the place under Triumph-2 was really good, now gone. Sunrise where they used to be is gone. The Hidden entry/exit to slums is gone making it harder for rebels to sneak round the bunker which was a neat spot is technically gone. Sure its there as a little extra bit, but not nice and secure like before, etc.
Ah, didnt realize. Do what you gotta do fellers.
 
Overall, Hidden Bases were removed out of staff unhappiness with maintaining them all the time. Now that seems like a terrible idea in hindsight.
Hidden bases are fine as long as you have an exhaustive list of who's base they are, and require screenshot evidence of your access to the base to enter. If anyone is challenged on their knowledge of the base, and they can't present a screenshot of being given access by the owner of that base (or sneakily seeing someone get in) then they don't have knowledge of the base. And finally, bases have to be temporary places to visit to store gear and hide from sweeps, not permenant safezones to circlejerk in all day. I'm not going to lie, I never saw hidden bases being used for the "hide away from citizens all day" thing during v3, so I don't think that was a serious issue back then.
 
We'll be going to Industrial 17 V1 map soon so we can test out the hidden bases experience for at least 3 weeks and see the feedback from it. (Believe there is two built in hidden bases and 2-3 potential bases that can be made to be hidden with the use of props)
 
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1) Remove the DoB. They fucking suck. Go back to the CWU system. They "suck" due to poor ooc/ic management, gatekeeping of which type of stores you can have, never being active and making the lack of stores worse by claiming some to be unusable. It honestly feels like that whatever store owner gets the DoB Director role just uses their poisition to create an monopoly and keep their store "the best" and making the most money. You can see this from O'Hairs & The Pint. (Gotfried Hansen & O'Hair both from The O'Hairs Store have been Directors. In that time O'Hair's was the best store statistically. Now with Zoey Grodno, The Pint is center stage.) Back in the CWU era of store management, pretty much anyone was able to get a store and was able to set up in Indigent, build stalls, and have their business sell whatever they want without Zoey Grdono saying "Well we already have the pint so no threats to me...i mean, no bars. Wait what?". Additionly, the Department of Business store in Victory 3 is the least active store and just a waste of space for potentislly another great store. It's an empty shell of what it once was when it held places like The Sanctum of Breen. Which, if you know the story there...was actually a source for a lot of rebel rp ;)

Rant aside, stores compliment rebel rp as fronts, as well as sources for certain materials like raw alcohol. I have even seen them as ways to launder chips into credits. All of which being great RP. But with the DoB in place, we will never see those avenues of RP again. (It's worth noting I think the DoB is an issue within itself and killing city rp as well)

DoB is a great thing - it simplified the management and upkeep of stores by considering stores as faction occupations. CWU Management relinquished this task to have buffer against burnouts and creative freedom in the more roleplay intensive branches of their faction. This opened DoB being the branch of assigning, transferring and recruiting citizens with simpler application processes with the help of the granted overpowered Combine UU PDA device Bluetooth pad (which is a huge meta deal breaker for private non-aligned owners to have) because it literally logs into your citizen facebook page.

They are gatekeepers. Being entirely an easy Human Resources faction that is focused on being a F4 menu for Store Jobs is what they do. And limiting the types of businesses branches was a quality measure for businesses, which is how the Kaji library managed thrive through social politics and their resources. They used strong logos, themes and formed a creative team that evoked room for roleplay creativity to many factions.

The system is essentially a socialist queue system for the right to be businesses man (how fitting for a dystopia game) and if you have a down to earth idea that will provoke interaction for the city, you'll thrive - but you'll have to sacrifice.

My advice, if you seek the fast way to change the system, is to gain experience within the faction and finding the gaps which you can fill with your ideas. You gotta play with the system as a level 1 wage cuck and progress with activity and quality of character & ideas (remember that this authority is your oppressor).

Being a wage cuck is an experience that grants rewards after 3 weeks (the average activity expectancy of a Willard Player for intensive roleplaying sessions) due to the heavy documentation. This is due the faction having the decency and bears in mind that being essentially a slave isn't something that everyone would only restrict their time on Willard for. It is around this time you are a senior worker and probably have managed to gain a reputation due your loyalty to the authority.

Otherwise you're better off selling headcrabs on a stick if this doesn't sound like your treat. Otherwise just become a gray market businessman with whatever is inside the suitcase of yours.

Remember,
You own nothing, are you happy? ;)
 
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You will spend 3 months getting a single uzi and you will like it
this!!! i love grinding for 6500000 hours for a singular item on half life two roleplay willy networks!!!!
I know these are snide memes but this is exactly the Catch-22 of CityRP. Nobody likes to grind, but the more accessible something is the more likely people are to flock to it, even if its damaging for the rest of the server's health.

Its no surprise that the more access to gear rebels got the more people migrated away from the city and it was around this time the server started hitting issues (even when the city is ultimately what keeps the server ticking long term).
 
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