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World of Willardcraft (Gameplay discussion)

Kappatalist

Workshift Shooter
Joined
Sep 21, 2020
Messages
715
There has been a large focus by Willard, since launch, on gameplay mechanics and various systems baked into the schema that automate processes which in previous HL2RP communities were achieved through other ways. Things like crafting, skills, even workshifts now. The 'RPG' aspect of Willard was clearly advertised at launch and despite stripping back parts of it, still remains even if not in name.

This was always a core part of Willards design, but as I've said has been slowly picked at in the past few years. The reason why is fairly simple, we're a serious RP server built by people from servers like Terranova, Nebulous, and various others - to staff and management that is the bar we're trying to reach in terms of roleplay quality and mindset from players. But it's hypocritical that Willard expects rebel players, for example, to focus on the roleplay when the entire rebel progression system has been based around scripts and looting since day 1.

So long as Willard sits the fence this way, it will never have the gameplay automation that servers like Synapse might have. But will struggle as it has for creativity. As it is there will always be half the community who are only interested in interacting with those gameplay mechanics, and half (which tend to become staff/management) who are looking for serious, creative RP.

I'm not exactly making suggestions so much as I'm pointing out that Willard tends to favour gameplay systems and mechanics to fix problems which inherently come down to roleplay. Gameplay doesn't really make roleplay happen, and very often I find it restricts it. Yes a lot is possible still, but new players don't ever look for that possibility because they're never introduced to it.




Crafting & Items
Limitation breeds creativity. When a player is given a huge list of items they can craft, those are the only items they will consider. Take the Combine door breacher for example, it's supposed to automate a way for rebels to breach Combine doors. So the problem has a clear solution, but now there is only one solution.

A player doesn't then think of interesting, creative ways to get past a biolock - the game gives them the tool and it takes X amount of resources to craft. So off they go, collecting items and looting trash until they have it. Not to mention grinding for the appropriate amount of time to reach level 50 crafting. This is a good gameplay solution, but bad for roleplay as any creative options aren't considered, they might not even be allowed.

I don't think we should get rid of crafting, but we should strip back what you can do with it. It's a good time sink, sure, but when players are levelling up their crafting or collecting items they're not roleplaying and interacting with the server at large. In-fact it rewards the players who dont RP, and punishes players who do.

Char auths have been very underused, but they're the perfect place to have players be creative instead - as well as staff/ET giving on the spot auths through tickets for smaller things.


Gears of Industry
Gears of industry (GOI) was a technically great update but IMO it has had a bad impact on RP. To help create RP we lumped another gameplay system onto Willard and this means there's a great deal more work for CWU to do - but it adds very little in terms of actual RP. I imagine 90% of the server doesn't ever interact with much of GOI in a meaningful way.

Fabricators have the same effect as crafting, and i don't mean mechanically. Since the CWU now needs to produce items through workshifts the majority of workshifts become mindlessly slapping items into entities. Less consideration is put into unique and interesting workshifts, because the server has already effectively told the CWU that it should be doing fabricator workshifts.

What the server gains from this is that people get some SC from doing a workshift, and that city stock is replenished. Neither of which are really doing anything to further any sort of RP. It's more grind, for citizens to get into loyalist positions with an arbitrary point system. V3 will change how SC works, but not fundamentally.

Taxes are another just, bad feature. I'm not sure what the idea behind taxing already struggling stores was, but now for every item sold the city charges a percentage - which means prices go up, less people buy things, stores sell less and are less busy. Worse it means that every item in a stores catalogue needs to be calculated and if the tax should ever change, they need to do it all again. And yeah, I've been told this is sticking for v3. Woohoo.

All of this, which mechanically 'needs' to happen, and how has RP actually changed for it? It's a topic of conversation for about 4 people on the server in faction leadership and CCA positions. It keeps people busy, but it doesn't keep people roleplaying. Rather, it gets in the way of that.



As a brief final example, the energy/fatigue bar. Yuck.

tl;dr

1786477897443.png
Willard want roleplay, willard add gameplay instead

funded by AIPAC. discuss
 
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I agree with the fundamentals here, too many gameplay mechanics = less roleplay.

HOWEVER

Not enough gameplay mechanics = stale gameplay, which in turn results in the server becoming boring over time, roleplay only covers so much entertainment.

There is a balance to be struck, which I think most critically thinking players on Willard already do, there's a time to grind gameplay mechanics, and there's a time to roleplay, sometimes both, if you're alone, waiting for the boys or gals or whatever to hop on, go ahead and inhale some trash, then when everyone gets on, you can RP to your heart's content, I'd like to think most people don't negate RP just to grind trash bags, I know it happens, but those people are generally sniffed out pretty quickly.

While yes I agree GP (just going to abbreviate gameplay for my own sanity) systems do take up a lot of developer time, that's sort of their whole purpose, what else is a dev to do if its not to create?

Mechanics such as the crafting system, at least as I see it exist for the purpose of delaying rebellion, if it isn't a lengthy process, people will just craft weapons faster, leading to issues with throwaways and attacks being too common, which as we all know, has its own host of problems.

You cannot control how people roleplay, you can only enforce it, you can however control gameplay mechanics, which everyone is forced to use, if crafting for example were very simple, you cannot rely on the good faith of players to not do silly things too often, you can enforce it sure, but it'll happen, where as with a lengthy crafting system, you're forcing players to have to invest time and effort into it, which provides a healthy delay before John Bluesuit can create himself a scrap AK or whatever.

Everything has a purpose, or at least the main things do, though yeah, fuck the fatigue system.
 
You cannot control how people roleplay, you can only enforce it, you can however control gameplay mechanics, which everyone is forced to use, if crafting for example were very simple, you cannot rely on the good faith of players to not do silly things too often, you can enforce it sure, but it'll happen, where as with a lengthy crafting system, you're forcing players to have to invest time and effort into it, which provides a healthy delay before John Bluesuit can create himself a scrap AK or whatever.

Everything has a purpose, or at least the main things do, though yeah, fuck the fatigue system.

Altho I wanted to shy away from guns as I don't know how v3 will handle it, in my mind john bluesuit should never be able to craft a scrap AK, guns should be gotten through other means. Willard is kinda an outlier when it comes to crafting them, other servers use things like blueprints, or a crafting item which can only be given by GMs through auths, events, etc.

Even on those servers though, yeah you can still loot things from the sewers. And I don't think it's a bad thing, but then people can't go out and craft themselves all that they need. It's supplemental, not the main route forward

I'm not saying Willard does gameplay badly moreso that I think it takes away from roleplay. Willard would have been awfully stale without those gameplay elements at times, but likewise how much could you maybe blame those gameplay systems for that in the first place? How many players perhaps looked at owning a store and decided they didn't want to sit around all day grinding SC, or how many rebels decided they don't have the time to harvest up trash in the sewers?
 
I personally think fabricator workshifts should never be enforced, dude. They genuinely just kill creativity, back then we had the craziest and coolest shifts that literally were mini events and it was so good.

On the matter of crafting, I really think roleplay should be rewarded more, and that's why I seriously believe gms should have some sort of power to grant char auths on the spot. Like, if someone wants to create something, they ICly have the knowledge and skills needed to create the item, and their roleplay is great, I see no reason to negate it.

Back in my day, when I played Pegul, I just kinda did my own thing; I made spears out of sticks, knives out of headcrab fangs, and many more pieces of equipment out of scripts I'd find around... And you know what I needed? Just /mes to make the items and static scene texts and /its to showcase them to other players.

REWARD. CREATIVITY.
 
I've been playing this shit for over 12 years. I remember when servers literally had nothing besides a basic ruleset and nothing beyond that. Creativity went absolutely wild, used to use scanner parts to repair my cut off limbs from torture by my local MCP. Graffiti-ing areas of the map only using prop descriptions, workshifts used to just be rations and nothing else. Hell, the only way to get good gear as a 'rebel' back then was smashing a bottle you'd find in the trash and as a group of you, mug some civpro down an alleyway in i17 or C45. That shit was peak, team work, community building and starting from the absolute bottom every single time. Full inventory wipes, full character wipes- maybe that's just my style and it probably doesn't suit everyone else but that's what used to bring me a lot of joy.

All of those servers are dead now sadly, for better or for worse (though funding killed most off if not the communities themselves). Then I ended up on Willard a good 4 years ago. I fell in love with the systems the server had, the opportunity to have something to work toward, a stat system that I'd never experienced on Garry's Mod since maybe the oldschool PERPhead days. My initial experience was insane, it felt like a genuine community, gas all over the place that did some serious damage (or well I remember it being borderline impossible to get through w/o a mask). It felt great. Though, after some serious time of me larping a mental illness that made me steal from the Pint I made a new character to experience rebel roleplay. I did so for about a month or two on C24 V2 when we had to hold down the slums against combine shelling (it was a main server event that lasted forever), ran by the event team that dropped supplies on rebel event characters. We had maybe one or two Vortigaunts back then in this infamous antlion guard plated armour that felt like genuine superheroes to the cause. Eventually we all got absolutely rolled by OTA near the end of the event and a forum battle ensued.

I quit not long after that, returning a year or two ago. I felt the urge to play again and so I did. It felt great for a long time. Totally new faces, I could barely remember anything- the mechanics, absolutely nothing. It still felt absolutely amazing. Though, what I can say is the longer I played through V2, eventually reaching the ending and watching people go crazy at eachother over factions really drained me. Honestly, I already know I was a cause of some of the issues, though to this day I know I was defending the right side of the argument.

But now it's time for me to stop nostalgia baiting and actually address the problem I think the server had and perhaps still may pass over into V3. Mindset. The mindset of the playerbase for the rebel side since the end of 2024 was literally unmanagable by staff. Some of it emphasised by staff themselves. It blew so far out of proportion that there was nothing stopping it. Even with a gear wipe which was the City 8 to that terminal map change. The mindset of players in big groups wanting to start up a rebellion in every single tiny city resulted in literally a few weeks of regular play before high powered guns were back in circulation again and it was all out war - obviously we all know it only got worse from there. Groups that are forming outside of roleplay with friends OOCly with the intention to enter slums as soon as main opens to start script farming, I urge you to rethink this now and focus on playing the game at a good pace rather than starting up where you left off (you know who you are >:(((( )

My next point with mindset comes from the staff team, directorship and development team. Look, I've only done a bit of playtesting for the event and just went through a bunch of the crafting menus to see that we can now openly craft about a 1000* more weapons than before as well as tiered armours. I'm unsure if this is going to make it to final release or if this is just code left over from EO that our new glorious devs haven't removed yet. OR if this is the mindset that Rad, Aspect and Robert want to go forward with. I've not personally spoken to any of them about it so I'm not one to be their spokesperson but I trust them with what good looks like and perhaps this at first glance isn't it. Also with the staff team, are we prepared to maintain a playable basis that is fun for all and upholds what HL2RP is? Do we really want to see supersoldiers a month or two down the line, and I ain't talking about OTA or OPA or whatever, but the total opposite. What do you want out of the server that you're administrating on?

The positive thing with everyone mentioned above is that we all genuinely want to have fun. Though what is classified as fun to each person? Some people love scripts, others love to roleplay. Some people believe they require scritps to roleplay. My longest memory of the old HL2RP whitelist questionnaires was 'Do you require scripts and items to roleplay?" The answer was obviously no. Maybe a new player on the forum can tell me if Willard still even has a test to take before joining or not because I genuinely don't know.

I think the topic started by OP and the concerns listed by myself and the post itself lead down to a few things. Has Willard valued quantity over quality? Has HL2RP changed as a dynamic (one to actually ask me on, I only play Willard)? What is the perfect balance? Is it the mindset of the players with these tools at their fingertips or is it the tools themselves?

If it were down to me, I'd be making the server a whitelist only server with applications required from anyone that hasn't been to Atle's house for dinner (thankfully I'm exempt me and Atle go way back to the vietnam war). I want quality, players who want to play the game for what it is, a community with open options. Maybe we all know eachother to well, or mayb we're settling for what we've known these past few years.

I might be trauma dumping, I might be nostalgia baiting. I don't know, please flame me.
 
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Also, get rid of that goofy ass warning other units get when you take off your suit somewhere. Always thought that was some bullshit ngl
 
I think the topic started by OP and the concerns listed by myself and the post itself lead down to a few things. Has Willard valued quantity over quality? Has HL2RP changed as a dynamic (one to actually ask me on, I only play Willard)? What is the perfect balance? Is it the mindset of the players with these tools at their fingertips or is it the tools themselves?

I might be trauma dumping, I might be nostalgia baiting. I don't know, please flame me.

It's probably important to discuss older servers even if it might seem like just nostalgia, Willard has existed as almost the sole HL2RP server for so long we've forgotten what others were like almost, and newer players won't have even experienced them at all. It'd be silly to ignore a decades worth of fucking around and finding out when it comes to WIllard
 
My plan for v3 is to try to add RP myself by organizing a rebel government that has all the bells & whistles. I think as stated above a lot of the hardship with RP is the mentality, which I don't get. Why would you grind for loot, do shotcops, and build all this gear up just to do the same thing over, and over, and over, and over, and god damn over again. I think there was also the issue in v2 of people placing all the responsibility of creating RP to GMs & staff, yet it is up to the players to do that, staff should only be there to guide the overall plot of the environment and to provide where players can't, id est certain items and actions.

I believe that if I am able to get my ideas going that it will provide for a greater opportunity for others to have something to engage with other than with whitelists, which was also a problem in v2 which I tried to help with in the research faction but it seems now the research faction is even more restricted behind another whitelist and has flat out disallowed certain things to RP with because those that decided did not care to learn how these things work or care to regulate them.

My hope is that people realize that they themselves need to start things with others, and that there is not only way to do things, and that the server, or at least the district one event, starts soon because we are loosing time availability.


Post scriptum:
I also have been learning Latin as well as doing self study on my country's government--the United States--so I hope that I can do some stuff with Latin as well as provide a detailed and well structured system that gives plenty to do and that others can actually participate in or change if need be.
 
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Today, I had a lengthy discussion with my good pal @RedHotGinger about GOI, and the positives and negatives it might give to Roleplay, and most importantly the CWU/Citizen factions.

I'll list some of them here before giving more information about them. Keep in mind, this is my opinion and no doubt RedHotGinger has other ones.

Positives

+Gives an easy fix for the CWU to do quick shifts, and this way the faction can stay active through low energy-consuming level tasks which also sustain the citizenry with credits/SC.

+Makes the CWU actually
important, and they matter..

+Instead of having mind-numbingly boring shifts like /me puts water and flour together for dough, you can reserve RP shifts for more intriguing things.
(Do keep in minds, I'm not downplaying RP, but there's a huge population that just half-arses their /me's during these shifts/won't show up to them.)

+It gives credits a dump to go to, whereas otherwise credits would stack infinitely and you'd have the infinite money issues like we had before.
Negative

-GOI is a headache for a lot of people, and only a small portion of the city actually interacts with it in a meaningful way.

-Although it gives the CWU importance, this also means that they knowingly/unknowingly sign up to be OOCly responsible for keeping the citizens up float, because without city stock there is no store RP, and stores tend to be RP hubs.

-It gives an easy 'out' for people that don't want to think of anything interesting, whereas perhaps we should be more punishing to people unwilling to be creative and prosper RP.

-It's WAY to easy to make money for workers/citizens with these shifts, because on average a shift like this takes 5 minutes, and you get 30/40 credits for it.

Now that I've laid down my own positives and negatives for GOI, let's start with the yap.
The importance I've mentioned earlier is that the CWU is actually responsible for something. For example, in V2 we had the CMU. Sure, we roleplayed, and we healed some people... But realistically for half of CivPro cops had their own medical division, rebels all just bandaged their wounds and called it a day, and nobody *ever* had the risk of actually dying, and most injuries were just... Whatever.

The CWU after i24, and after the GOI got updated, actually had a use. They needed to refill the city stock, they handled taxes, they handled a lot of things that were necessary, this made them actually important.

On the other hand, you're asking a lot from players who, most of them, start out in the CWU as their first ever faction. You're giving them a lot of OOC responsibility and you're forcing them to do things that they might not actually want to do. I don't think little Johnny who recently found out about HL2RP bc of a friend who joined the CWU because it seems cool to repair stuff, wants to sit behind a fabricator 24/7 because the city stock is low, and if he doesn't he basically halts progress for the server.

It's something that has to be looked at IMO.
Another thing, what I personally think doesn't balance itself out, is the fact that fabricator shifts last so short, but if a single person spams like 3 of them a day give them a week they are a credit millionaire AND they might even get a promotion for it for activity. I don't think anyone will disagree with it when my own solution to this is to either give a lowered reward for fabrication shifts, or just no credits at all. We need to reward creativity rather than spamming easy shifts.
On the topic of easy shifts, I said that it's both a positive and negative. Why? Because on one side you have the fact that it's low energy, but it's also too rewarding. It's easy for the faction to stay active for the citizenry, but it also doesn't fix the no-creativity issue.

A lot of the times when a CWU worker hosts a RP heavy shift, it's lowkey kind of tolling on them. For me, in the past, I used to do 'DnD'-type shifts. Where every action was possible, but there was also an action against them possible. I did a shift where people had to create cement bricks because of a repair, and sometimes I rolled a dice and if I rolled low, the people had to respond to a bad action happening. I think somehow my character got injured by a flying brick, not too sure - but that's not the point I'm trying to make.

It's damning on the mental of someone to continuously do this, because you're expected to be a Gamemaster, while having neither the authority, the powers or the wish to be one. Most of the times, for ANYTHING, you need to call admins, especially cool shifts. Want to storm an antlion hive in the adminbox for a suitcase full of goods that was lost? Yeah, GG, call admins/GMs. Want to do something in the sewers and wish for CivPro to come along to protect citizens? Yeah, call an admin/GM to spawn things for you.

I don't *really* have a fix for this, but perhaps you can think of one yourself.

I'm not the biggest fan of the system, but I can sort of understand why it exists. I think gameplay loops and things like these are necessary to make factions feel important, and to give them actually something to do (For example, the medical update for the CMU/Doctors in general). However, on the other hand it's about how much of the game you want to gamify.

I don't have a true solution, I just wanted to yap about my own thoughts and perhaps somebody can think of something in regards to what I said.

TLDR: Go read what I said lazy bum.
 
A lot of the times when a CWU worker hosts a RP heavy shift, it's lowkey kind of tolling on them. For me, in the past, I used to do 'DnD'-type shifts. Where every action was possible, but there was also an action against them possible. I did a shift where people had to create cement bricks because of a repair, and sometimes I rolled a dice and if I rolled low, the people had to respond to a bad action happening. I think somehow my character got injured by a flying brick, not too sure - but that's not the point I'm trying to make.

It's damning on the mental of someone to continuously do this, because you're expected to be a Gamemaster, while having neither the authority, the powers or the wish to be one. Most of the times, for ANYTHING, you need to call admins, especially cool shifts. Want to storm an antlion hive in the adminbox for a suitcase full of goods that was lost? Yeah, GG, call admins/GMs. Want to do something in the sewers and wish for CivPro to come along to protect citizens? Yeah, call an admin/GM to spawn things for you.

I don't *really* have a fix for this, but perhaps you can think of one yourself.

I think too much emphasis was or perhaps is put onto workshifts to fix citizen RP when just like events (and they kinda are events) they're there to shift RP forward a bit but they don't make citizenRP. CitizenRP should be able to sustain itself through stores and groups working together or against one another to whatever ends, that's the main part of citizen RP, whereas events and workshifts exist to propel it forward and supplement it. (Like what @ford-michigan is saying)

I don't think anything can really be done specifically since GMs are always gonna be needed for that stuff, but it's fine if those workshifts are rare, so long as they can happen every so often. Making it so that workshifts were the only way for citizens to really 'progress' puts a lot of stress on the faction IMO.
 
Clocking off my 12 hour shift to clock into my 8 hour shift on willard to hit E on the fabricator
 
I don’t have any long posts to include (I lied) I just want to comment that if you explicitly need gameplay to find entertainment in roleplay perhaps you are not cut out for the actual Roleplay part. Gameplay is nice or whatever if it can tie into one's immersion or facilitates a function which text alone can’t really carry (writing notes/books, terminal/datapad UI, apartment mechanics, shop stuff, I’m gay). But anything beyond that is superfluous and a luxury that oftentimes subtracts from the actual roleplay, paving avenues for players that don’t actually ever care about roleplay and are quite content to loaf around engaging solely in mechanical grinding and shitting out one-liners whenever interacted with. I’m not here to play factorio or Minecraft and I think less of you as a person and a player if you need elements from things of that sort to make roleplay less “stale”.

Indecent exposure is a victimless crime and the charges against me are bullshit.

Another quiet day in the Middle East.
 
So this will be my small version of my larger opinion and revealing myself as a truly terrible roleplayer.

I think that some people an opinion that I find incorrect, that /mes = roleplay, and anything that does not involve that is not roleplay. to me /me and other forms thereof is used to overcome the limitations of our medium, not the core of it, else we would have all moved to some text based rp system for that true RP feel.

that being said I agree that too high tiered of items are made through crafting, though I don't think the solution is blueprints or auths, since that often leads to people just needing to find the right person to do it, it's a bit better since at least people need to interact with other players but the interaction is more likely be worse.

on the point of GOI I feel that some people have the belief that fabricator shifts replaced creative and interesting workshifts, during the time I was working besides them, this was not the case, fun and interesting workshifts were still created, but generally the fabricator workshifts were used to just fill quotas and usually would have replaced boring /me workshifts or having 0 workshifts, I will also note that often time the spam of fabricator workshifts was because people were burned out in CWU. Also the tax was usually like 1-2 credits a item if that ruined your store, I don't know what to tell ya. I will say about city stock and all that, I'm sadly fucked in the head and love number stuff so I can't complain but I know that is just me.

I also know that EO implemented even more stuff in terms of ordering for stores and fulfilling orders, that I as a store owner have enjoyed interacting with, but again I'm truly fucked in the head, so any stock system works.

Here is one of my fav workshift ideas, cleaning infestation tanks
20250823191155_1.jpg

I want to end of by saying, that I think we shouldn't overvalue "roleplay", with lots of /mes but instead ensure that everything feeds into a system helping people portray characters with limitations, and often gameplay systems play into this, like the medical system I have seen on EO
 
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A lot of times when you see some basic workshift it's also because attendence may be so poor that it doesn't make sense to waste half an hour propping a cool workshift so you can maybe get 3 people and maybe no one at all
 
Just got on today and the excessive amount of crafting materials, items, tools and also skills (How do skills now even work, exactly? We have tree and the skills in the menu) - It is a lot.

I do not think we will see any rebels or rebel progress on this map, especially as we still dont know how long it will last, not to mention, it is temporary.
 
Just got on today and the excessive amount of crafting materials, items, tools and also skills (How do skills now even work, exactly? We have tree and the skills in the menu) - It is a lot.

I do not think we will see any rebels or rebel progress on this map, especially as we still dont know how long it will last, not to mention, it is temporary.
The event is not about rebels.
 
Day 1 of the beta event and we already got players trying to speed run Mutually Assured Destruction because they can't go .2 seconds without shooting someone as their dopamine receptors are fried from all the action they're used to in Deep Gaming
 
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