- Joined
- Jan 21, 2024
- Messages
- 136
- Thread Author
- #1
This is a direct complaint on whatever this fucking 'rot' storyline is.
The ROT storyline in itself is a decent concept. A mind controlling infestation which is a pseudo-hivemind.
HOWEVER, the way its been conducted in the ways I've seen is significantly worse than the concept.
From my experience, the constant stalking of one person, the physgun kidnapping, and the people unrealistically disappearing when crossing corners just stretches the story to be another ghost tale, which from my time in the Event Team, has been the one forbidden storyline element.
I've seen people getting dragged off by physgunning monsters, fleshy kingpins making trades they realistically wouldn't know how to make, and blocking off 60% of the map that is already restricted enough with this redundant rubble.
Why this is bad?
When there is no solve to a problem, especially in the sense of 'ghosts' disappearing around corners, what progression is there to be had? There is no solution to the problem so in turn, what is the motivation for engaging with this?
Stalking individual players for the fun of it in unrealistic and in ways that are too interactive for what is supposed to be subtle fear, bundles up into the idea of 'oh this is just gonna happen, why should I engage?'
And that question is valid, right now there is no clear path to the story line.
It's an enjoyable storyline if it were realistic.
tl;dr:
Make the cultists... cultists. Not ghosts, not creatures, they're cultists.
The ROT storyline in itself is a decent concept. A mind controlling infestation which is a pseudo-hivemind.
HOWEVER, the way its been conducted in the ways I've seen is significantly worse than the concept.
From my experience, the constant stalking of one person, the physgun kidnapping, and the people unrealistically disappearing when crossing corners just stretches the story to be another ghost tale, which from my time in the Event Team, has been the one forbidden storyline element.
I've seen people getting dragged off by physgunning monsters, fleshy kingpins making trades they realistically wouldn't know how to make, and blocking off 60% of the map that is already restricted enough with this redundant rubble.
Why this is bad?
When there is no solve to a problem, especially in the sense of 'ghosts' disappearing around corners, what progression is there to be had? There is no solution to the problem so in turn, what is the motivation for engaging with this?
Stalking individual players for the fun of it in unrealistic and in ways that are too interactive for what is supposed to be subtle fear, bundles up into the idea of 'oh this is just gonna happen, why should I engage?'
And that question is valid, right now there is no clear path to the story line.
It's an enjoyable storyline if it were realistic.
tl;dr:
Make the cultists... cultists. Not ghosts, not creatures, they're cultists.