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bad events

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numbers23541

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Aug 28, 2019
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what is up with these horrid ass "choke rebel roleplay until it dies before v4 comes out" events

these consistent recurring "events" of combine retaliation not only seem like the biggest cope since rebels stormed triumph, but there has been recurring several incidents of "fuck yous" from administration though I'm gonna stick to this one event in question

first of all, if spawning a shitload of zombies was the plan from the start, why would you actively LIMIT rebel hiding spots outside of the sewers, let alone block them from accessing their containers full of weapons to actually shoot the zombies? who exactly decided that was gonna be fun epic gameplay before the map change for rebels? can't even hide in nooks/crannies from the swarm, most buildings are propblocked off

second of all, why would you turn the slums into propblock heaven ravenholm when it is literally a 30 second walk from the plaza? where is the ic logic in this event? why would the combine zombify a district this close without catastrophically fucking its own city and having the infestation spread to different districts. remember when you executed carrie phelps in front of everyone then played half life gloomy music while the cops left? that was badass, felt oppressive. this just feels retarded

third of all, if you have nothing fun for rebels planned conceptually as an event, just don't do anything at all. maybe focus on a CP/OTA only event centered around ripping apart the black market. probably good timing too since BMD reforms are coming up?? instead of this icly illogical event. maybe the combine begin ramping up the sewer infestation to blockade black market dealers from showing into the city while they hunt them down? (to sate your npc spawning itch) give the cops a big briefing about the plan or make it seem fucking coherent at least

fourth most fucked part about this asphyxiating event is its evident lack of coordination. new players were going to spawn in literal rubble and be surrounded by zombies (im hoping to god thats fixed now) if they picked the outcast role (edit: not even accounting for BOLs, and people who spawned with gear on them and have nowhere to put it thanks to all the propblock, it's literally just "die" or flag off lmao)

please for the love of god, don't let the Q menu and your toolgun do your event thinking for you. you are all staff members so you're capable of creativity and complex thought. there is no sugarcoating the abhorrence of this event atm, it's just bad gameplay done in bad faith four days before the server shuts down for a week


im making a complaint thread as staff because I know if I don't, it'll be sidelined and easily ignored/lost to a billion other posts
 
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Hi. Yesterday I propped up the slums for this, and was responsible for the pipe system focused on easy movement and verticality, the smoke, and the lighting. My goal was to enhance the destroyed atmosphere of the slums, and I think it worked wonders.

I agree with your points, and I am heavily against the spawnbombing with NPC's, especially powerful ones.

Today I made some changes of my own to improve the flow of RP in the area, based on your complaint, and others as well.


1. The spawning of Antlion Guards yesterday was ridiculous. Multiple people were to blame for this, but have since been told not to do this. It makes no sense after all, and shouldn't happen.

2. Adjustments have been made to the pipe system now around the slums, allowing for easy traversal without fear of being mauled by zombies.

3. The rooftops now have decorations, radio's, and a campfire. It's much more lively now, and offers a safe space with cover.

4. Civil Protection has discarded the area entirely, allowing rebels to roam with all their gear without being afraid of CP's for the most part.

5. I have edited the rubble placement a bit, and allowed for a small pocket of empty space within the block, and moved the Outcast spawn locations to there. This offers them some safety when they spawn, and they won't be stuck or instantly attacked by NPC's when they spawn.

6. Playing around with the StormFox weather system to force people inside against the cold creates an interesting teamwork dynamic, as coupling this with slow waves of NPC's ensure they don't get overwhelmed and fight them off together. Now couple this with some dramatic music and you get a true apocalyptic feel, which is what the goal was initially.

7. As a compromise for the slums being so dangerous, the dynamic has now shifted to the sewers being safe. This allows the rebels to farm their scripts in peace, and allows them to craft the gear they need to survive on the surface.



As for there being a ton of zombies in the slums for no apparent reason? Only explanation I can give you is it just being us trying something new and engaging. It worked out today, it didn't go so well yesterday. People were better prepared today, at least.

I will personally continue to make adjustments of my own based on feedback I've been given by others, and I hope other staff does as well.

I don't agree with keeping the slums filled 100% of the time, which was flerk's original idea. Though he has moved away from that as well, so that's rectified as well.

Today, reception was positive. Players had a good time with a unique experience, and I hope we can expand on it in the final days leading up to the break.


<3
 
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