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District One - General Feedback

I believe the politics would've been more interesting if it was held in a more nuanced and careful manner.
Why I'm comparing it to C24 is because I have nothing else to compare it to, since it felt like something cobbled together rather than something planned out and written well in the long run. It might be a bit of a mischaracterization of what kind of politics we received, but I believe it doesn't take away the fact it wasn't enjoyable for the rest of the server.
Most people expected mob politics, but we got small town politics instead.
Still, let's leave it in a different thread to discuss over this, since having these discussions in a feedback thread isn't exactly right.
Don't disagree react me if you're just going to admit I'm RIGHT. That shit harms my reaction score. I should probably warn you, but I'm the better man.
 
I'm referring to things that relate to the district administration. For example, after the two weeks, there were talks about elections. Realistically speaking, after the two weeks mark, it left very little room for the political scene to develop itself in a more meaningful way. I think the potential was there if we had elections during the first week of the server.
I absolutely agree with this, I think milada's abrupt leave created an unnecessary power vacuum and it was far too late for a governor to prosper. It was cobbled together ICly.

I do not really feel like anything interesting came after Milada's resignation that made any sort of impact. I'm not trying to dismiss any efforts here, but I genuinely cannot name one meaningful thing that was done by the person that played Vera, or the ministers themselves.
Because you were not informed by us. The reason D1 is ending the way it is was partially due to the ministries trying to find a way to save the district (or themselves) from damnation. And Vera was a unifying factor, she was a simple politician but she had a hand to play in the ending for certain, details which I cannot share.

When there was a chance for the rest of the server to participate in politics via the elections, it felt like the ministries were trying to rugpull the candidates, which left a sour taste in my mouth, personally.
Don't worry, I asked multiple people if they wanted to be in any position or as a vice minister, or even as someone who can be a stand-in for me and literally no one gave a fuck. A lot of people just did not participate. The agriculture was practically carried on my back because only two people showed interest in supporting it.

And regarding the 'untouchable' status of ministers, the only reason the precinct protected us is due to what we were offering. You don't know the tension between the government and the precinct and how many times the ministers thought they'd die in that meeting room.


Out of respect, since you deleted the post I'm not going to refute your points, though I think you are painfully ill-informed, Ket. I've literally fed your gang till they stopped asking for food, lol. I'm not your nanny to come manually check on you to feed you.

I do agree that we should make a separate thread for this however.
 
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I absolutely agree with this, I think milada's abrupt leave created an unnecessary power vacuum and it was far too late for a governor to prosper. It was cobbled together ICly.


Because you were not informed by us. The reason D1 is ending the way it is was partially due to the ministries trying to find a way to save the district (or themselves) from damnation. And Vera was a unifying factor, she was a simple politician but she had a hand to play in the ending for certain, details which I cannot share.


Don't worry, I asked multiple people if they wanted to be in any position or as a vice minister, or even as someone who can be a stand-in for me and literally no one gave a fuck. A lot of people just did not participate. The agriculture was practically carried on my back because only two people showed interest in supporting it.

And regarding the 'untouchable' status of ministers, the only reason the precinct protected us is due to what we were offering. You don't know the tension between the government and the precinct and how many times the ministers thought they'd die in that meeting room.


Out of respect, since you deleted the post I'm not going to refute your points, though I think you are painfully ill-informed, Ket. I've literally fed your gang till they stopped asking for food, lol. I'm not your nanny to come manually check on you to feed you.

I do agree that we should make a separate thread for this however.
Appreciate the clarification, it answers that one question that I had, and, to no surprise, it makes more sense.
 
I absolutely agree with this, I think milada's abrupt leave created an unnecessary power vacuum and it was far too late for a governor to prosper. It was cobbled together ICly.


Because you were not informed by us. The reason D1 is ending the way it is was partially due to the ministries trying to find a way to save the district (or themselves) from damnation. And Vera was a unifying factor, she was a simple politician but she had a hand to play in the ending for certain, details which I cannot share.


Don't worry, I asked multiple people if they wanted to be in any position or as a vice minister, or even as someone who can be a stand-in for me and literally no one gave a fuck. A lot of people just did not participate. The agriculture was practically carried on my back because only two people showed interest in supporting it.

And regarding the 'untouchable' status of ministers, the only reason the precinct protected us is due to what we were offering. You don't know the tension between the government and the precinct and how many times the ministers thought they'd die in that meeting room.


Out of respect, since you deleted the post I'm not going to refute your points, though I think you are painfully ill-informed, Ket. I've literally fed your gang till they stopped asking for food, lol. I'm not your nanny to come manually check on you to feed you.

I do agree that we should make a separate thread for this however.
Common Freja Lund W
 
Gonna intentionally avoid a drawn-out post the best I can.

Things that I liked:

1. The early occupation stuff is overall good. it's generally agreed its overall been done pretty well so far. It's fresh and opens up tons of unique manners to explore the setting besides the nonsense we got up to during V2's runtime. If the 'flow' of it can be done right, the early occupation aspect of the server will probably serve to be its main draw.

2. The prop-work was really well done. Not something I've seen mentioned often, but it merits mentioning. Some locations, such as the infested factory, were done with exceptional quality and attention towards detail. I never really felt like I tired of the map, and on the few occasions I found cause to go rummaging around its less travelled areas, I never felt like it appeared barren or beyond thought.

3. The event seemed pretty open to player agency (though arguably a bit too reliant on it, and with an additional caveat I will mention later) which despite flaws that were coupled with this, was nice to see.

4. The few events I was able to be a part of, even those with barely any plot relevance, were generally good (Excluding the final railway gunfight). Having fought the whale, I was entirely engaged during that period, before, during and after the affair. Was really well done and leads me to believe whenever someone could catch an event - it probably was of quality.

Theres honestly more I think the event did well overall that I can't really comment on simply because I was exposed to so little of it, meaning I have limited reference points to what I perceived to have gone right...as opposed to wrong. I know quite a few people enjoyed the precinct storylines, and the politics and all of these other storylines - but I simply had zero activity within any of them. As such...

Things I did not like:

1. The biggest problem I had with this event was undoubtably the fact, that more than any other event or setting we've been in since V2, I struggled a lot with engagement. I've had people remark this is entirely my fault, or because of my character - which being blunt - is simply incorrect.

I often went out of my way to engage with any plots or stories I could find, with very little success in the matter. I even once agreed to hunt down a massive xenian beast, just to put into perspective how little I factored in the expected 'fragility' of my elderly character. I wasn't perfect, and there were definitely periods in the latter weeks where I was so exhausted of the effort - I simply didn't put much forth. But it remains all the same.

I believe the core of this issue was the fact almost all storylines were relegated to CCA (which is what I will collectively refer to as any political activity) players and roles, which relied on these things trickling down to the streets in order to engage them. Something which rarely happened. Even when it did, parcels of an otherwise engaging whole were all that could be found.

The best example of this was the final train-station assault. For us on the streets, we spent about thirty minutes or more being fed hype and broadcasts over how we were approaching some immense, epic finale. Death and blood - all for the chance to escape. People were panicked, expending energy to prepare for a difficult fight. Some even said premature goodbyes, thinking the end rapidly approached.

It was one dude we were against.

A couple of people in the upper pipeline of the political sector knew this but kept it to themselves for IC reasons. that's fine. What isn't ultimately fine is that the conflict was set-up in such a way that the vast majority of the players, hyped for something major, basically just found themselves deflating as they awkwardly shuffled onto the train - unscathed and unengaged. That is how I felt at least.

That's the pinnacle of what went wrong with the event in my experience, and from my perspective. Eighty percent of the players relied on trickling, and runoff storylines handed to the upper twenty percent of players, sometimes less. CCA RP is rarely something that provides fresh RP to the citizenry. What citizens get is almost always an echo of whatever occurred behind closed doors. Loud enough, this may not matter. It very much did in D1 however, given how quiet it was inside.

This was the big one, and the number one lesson I feel needs to be taken away from the event.

Beyond that, some other minor/moderate points

2. The early occupation stuff did flounder a bit with aesthetic and technological inconsistencies. Things like the fabricators showing up or cops being all over the place with what equipment they have. (Some were with nothing, others had full HL2 tech equipped.) Not a big deal, just something to keep in mind.

3. The post-D1 segment was really rough. wasn't anything to really do, and it seemed like it would have been better off just ending with the train, following a more proper finale. Basically, just went on longer than it perhaps should have.

4. It should be noted, I feel setting up basic QOL baselines is probably a good idea going forward. The lack of any economy, and total OOC blindness to the value of everything present made running a shop feel genuinely impossible for the first few weeks.
 
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I believe the core of this issue was the fact almost all storylines were relegated to CCA (which is what I will collectively refer to as any political activity) players and roles, which relied on these things trickling down to the streets in order to engage them. Something which rarely happened. Even when it did, parcels of an otherwise engaging whole were all that could be found.
Again, I keep hearing about storylines and storylines, which 'political' member is telling you that we had epic plots made for us by GMs? The Railway defense being one person was not a CCA thing, we were told last minute and we were fed false-info that there will be synths (there was, just not how we expected.) and the people spearheading it were D1 citizens and not event characters.

We ICly mustered up five plans to escape, all which fell flat, 1 due to IC issue, the rest were GMs playing characters that are fucking us off and telling us to go kill ourselves, which is valid. And as we have seen, most people in this thread and their characters were interested in gang violence and amassing power within D1, the ministries knew that power in District One meant nothing, so they were desperately trying to call up anyone that would listen, which actively goes against what people were interested in in the first place.

Of course the defacto government are going to get 'events' (just radio-talk at most), because we made it our entire focus to speak to the outside world. Most of what the government did anyways was deal with IC turmoil that happened *in server*, we had a total of two meetings regarding the outside districts, everything else was intrigue and plotting about things happening amongst the average D1 citizen.

We didn't get special treatment, I hate that it seems like everyone thinks we were the ones hogging everything when it was the precinct + the Apaches + the Ministries which covers what, fifty percent of the playerbase? We can't accommdate and nurse every player. Those that wanted to involve themselves had the chance to involve themselves.

Again, I reiterate that if I were to gather all the Ministrial events, they would accumulate to an hour and a half, perhaps two. And they were all just talks that lead to no change on the average citizen's life aside from 'here's what's going on, deal with it.' The ministers didn't even know a citadel would fall on their heads.
 
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I didn't play after the map change, or on the day of it, and neither for the first few days or so as I was busy.

But District 1 is probably the strongest Willard pre-event of the 3, both of the others (T6, D47) are remembered fondly and I enjoyed them a lot but they both had far more serious problems than D1 has had, and D1 has not had that many all things considered - although the crafting system was especially bad.

City RP is at it's best when people aren't tied down into rigid groups and systems and player agency can really take over, fundamentally it's connections between characters and the intrigue surrounding that which keeps HL2RP enjoyable. Where v2 began to struggle was when these player groups disappeared and were funnelled into really two paths of 'progression' either into the loyalist system of grinding workshifts, or into the rebel system of looting or crafting.

Every character I ran into on D1 had something going on, whether group projects or solo such as the leech farm, the laundromat, the book store, the Appachi and gang intrigue or whatever else. Players were given the breathing room to create their own stories. Characters weren't powerful or important because they held a given title or rank, but because they made friends and created those connections with people to be able to do something.

D1 mostly gave the story telling to the players themselves which is brilliant and what needs to be encouraged in v3, but I think we should have seen more in the way of events/characters even if minor ambient ones to really sell the setting. It could get very quiet on the server at points and it would've been nice to see more, unfortunately a lot of things seem to take place near or after midnight for me so it can be easy to miss things.

D1 is effectively a cityRP test bed for V3 like any pre-iteration event has been and I think it's done this very well and if v3 continues to push in the same broad areas that D1 has we'll be in for a good run this time around.

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I did try to start up a popular government thing but my first attempt flopped and everyone left the convention, and then the other misc. attempts were met with people not interacting with it or taking initiative once I proposed something.

I wish people realized how unique this event was in terms of player agency rather than treating it like another drawn out expo and settling into defaults. We could have had citizen votes, maybe laws, maybe courts, etc...
 
Also, I honestly had no idea what was happening 90% of the time because either it was locked to a certain group or faction, or no one would talk about it a lot. And now seeing the responses on this thread, it seems we have run into the major issue of V2, events, RP, and lore are locked behind groups/factions.
 
I even was a shop owner, that had a job to do only a few times during the first two weeks, then it just felt like I was another normal citizen character.

The main fault of this event I think is not staff, but the fact that players just kept to themselves and did not try to do anything. It also seems like people are complaining about IC stuff that caused issues IC and thus was all RP and really should be a good thing because conflict and complexity, if you had a real issue with it, why did you not try to do something IC?
 
I even was a shop owner, that had a job to do only a few times during the first two weeks, then it just felt like I was another normal citizen character.

The main fault of this event I think is not staff, but the fact that players just kept to themselves and did not try to do anything. It also seems like people are complaining about IC stuff that caused issues IC and thus was all RP and really should be a good thing because conflict and complexity, if you had a real issue with it, why did you not try to do something IC?
Also, I honestly had no idea what was happening 90% of the time because either it was locked to a certain group or faction, or no one would talk about it a lot. And now seeing the responses on this thread, it seems we have run into the major issue of V2, events, RP, and lore are locked behind groups/factions.
Also, I honestly had no idea what was happening 90% of the time because either it was locked to a certain group or faction, or no one would talk about it a lot. And now seeing the responses on this thread, it seems we have run into the major issue of V2, events, RP, and lore are locked behind groups/factions.

Can you fucking post everything in ONE MESSAGE

Edit: IS IT SO HARD TO EDIT IN ADDITIONAL TEXT? LIKE THIS?!
 
Guys can I get some feedback on the pit fights please and overall the atmosphere of the club? 😁
 
Don't worry, I asked multiple people if they wanted to be in any position or as a vice minister, or even as someone who can be a stand-in for me and literally no one gave a fuck.
This must be ragebait.
>only storeowner in town
>not involved
>in fucking debt
>never got asked to be vice-minister

mfw
 
I appreciate Nora and Nezoose for directing my character on a focus for striving gang warfare by going for the Black Flags.

@nath1234567

Halostrophe's feedback states that GMs directed him to focus gang warfare on the Black Flags, and that this produced the only real battle of the event. That directed targeting, plus the acknowledged uneven handling of several FailRP incidents in varying severity and punishment, is the pattern I'm raising. It is not simply "D1 is a conflict zone". It is staff steering conflict onto one group while applying different standards to the players once the conflicts happen.

We were told repeatedly and emphatically, that the constant focus on the Black Flags had nothing to do with OOC influence. That claim is obviously false. Being gaslit for weeks into accepting that the targeting was purely IC, while GMs were privately directing the cartel leader to make us the designated enemy, is not a misunderstanding. It is an active abuse of trust, and frankly abhorrent.
 
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