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A story line so peak nobody likes it.

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atlassu

Radio Bob Approved
A True Citizen
Joined
Jan 21, 2024
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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.
 
How is this unrealistic?
The way it was done.

Appearing right in front of you inside of a room, then when peering inside the room where there was no external exit, the stalker disappeared behind the corner as would a ghost.
 
people getting dragged off by physgunning monsters
This is at least fine if there's a chance for it to be prevented, but the one time I've seen it on my cop at least three people magdumped one and had no effect.

At least let bullets do something- rather than a massive turn straight in to the slums where it's then impossible for anybody to stop.
 
Okay since someone else made a post Im just going to magdump my own issues with general infestation stuff


1. I find infestations being immune to every possible solution except one VERY SPECIFIC one, kinda irksome. Today, there was an infestation that had a firebomb thrown atop of it. It didn't kill it. We later came in to diagnose the issue.

The solution was to pour some water on it.

2. Kind of an offshoot of one, but I wish solutions were more flexible to player ideas. It feels, due to how immune these strains tend to be, players are just left guessing, desperately, for that ONE solution the GM had in mind.

3. They're kinda happening too often imo. I like having stuff to do, but it legit feels like there's been one infestation event per-day for a long time now. I'd rather have more significant 'bumps' of activity where the situation can worsen or get better, than constant 'busy-work' where nothing ultimately changes, save an infestation that suddenly popped up...is now gone.

4. (Very minor) seems a shame that in an infestation arc, we barely seem to make use of the actual infestation system.



Dont hate it, will play along. Keep that in mind. These are just some little things I'm not a huge fan of.
 
I do agree with this criticism and will be pushing for less of these stalker NPC events in the future, as I didn't really approve of them in the first place. I think people have been going a bit crazy with the snatching creatures instead of leaning into the doctrine and conversations with the new arrivals, which was my main goal with creating the cult in the first place.
 
It feels like the same infestation story we have had 20 times before, but now its spooky and there are ghosts.

Same goes for the cult, I've seen this exact same Xen cult 10 times before.
 
Going to put out a memo to ET tomorrow related to presentation on this as I believe some consistency issues have unfortunately risen up. (mb)

I spent a good amount of time with the fleshrot on C24v3 trying to establish to the playerbase interacting that fire works against the fleshrot. That's something that will remain the case.

Ultimately we'll be making some changes to try and heighten RP quality and consistency when it comes to interacting with the cult. (Reduce pointless monster snatchings and increase interactions with the human cultists, maintain consistency on what works on the fleshrot etc etc.)

EDIT: Also there is a way for the fleshrot to be entirely defeated. It isn't something we want to keep doing until tired of it, there are things the players are able to find and do that can lead them to overcoming this.
 
my main criticism is that its fucking terrifying for me specifically, i think i have a fear of flesh.
 
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