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Implemented Combine Pings

Vadim

Vadim
Joined
Aug 15, 2021
Messages
172
Hello,
I'd like to preface everything I am about to say here in the context that this is all in favor of supporting more interesting and nuanced Rebel RP, instead of the constant generic shotcops and sweeps, which end in PKs, people whining, and months of progress lost on both sides.

The Problem
In Willard, the Combine side has a problem. This problem has been talked about for months and nothing has been done, so in hopes that a post which organizes everything about such a topic can actually bring about change, I am writing this. The Combine have too many damn pings. This problem severely handicaps what rebels can do, and effectively locks them out of any kind of RP with Combine Tech or Combine at all under threat of a sweep that will cost them months or years of progress.

Everything you do with any Combine tech pings, here is a list (does not feature anything, only what I can recall pings):

- Attempting to crack a biosignature on an AR2
- Actually cracking a biosignature on an AR2
- Disabling a CP's suit
- Disabling a Scanner (via EMP, actually done before)
- Destroying a Scanner
- Downing CP/OTA
- Destroying a Biolock
- Overloading a Biolock
- Removing a Biolock
- Picking up a ration
- Turning off a ration dispenser
- If you manage to try to hack one it probably will ping too
- Accessing a pickup terminal
- Inactive CIDs doing anything (Pickup terminal, rations, etc)
- Activating a workshift
- Sending rewards from a workshift
- Finishing a workshift
- Anything involving Pickup terminals (too lazy to list)
- Actually killing OTA/CP (reasonable)
- If you do any kind of RP with Combine tech, you will receive 7 pings and a squad of OTA
- Using the wrong key on an apartment door
- Using an expired key on an apartment door
- Likely many other things not listed here

The majority of these things (including the apartment door) will ping your exact location, some of them include a unique text alongside it so Combine know exactly where you are, what you are doing and the moment it happens.

Why this is a problem
This is a problem due to the fact that all these unnecessary pings completely shut down an entire avenue of unique RP for rebels that is seen in Half-Life: 2 and its episodes, by common rebels. Hijacking, repurposing, stealing Combine tech is seen throughout the episodes and the main game, showing that it is possible and utilized by common rebels. In Willard, literally frying the circuits of a Scanner to silence a ping will send out a unique ping (as stated before, this has happened). Frying the entire internals of a Biolock through vortal energy gives out a unique ping, both of them have the exact location of you as well when done.

Trying to do anything unique with Combine in roleplay only ends in 5 pings, a CP/OTA sweep, your death and a "<:: haha ::>" from some i5 after watching months of progress get flushed down the toilet. This is severely detrimental and limits rebels. I'd like to add this has been an agreed upon problem for about 2 months, yet nothing gets done about it. Perhaps some level of Combine bias OOC from GMs/Staff preventing some change, or some other Willard fuckery. Point is, this is a problem and it must change.

This reflects such a huge play-to-win mentality that the server is actively trying to dissuade.


How we can fix this
This is not an argument against pinging in general. I believe pings for Biosignal losses from CP/OTA should stay the same, destroying scanners should ping as well. However, needless stuff such as cracking an AR2 should never ping (why does an individual rifle have a ping?), disabling Combine tech with vorts or an EMP should not ping. Tampering with Combine tech should not ping, and should rely on RP in order to decide whether it pings or not (Bad RP, or otherwise results in the tampering going awry and Combine systems become aware). Things such as Scanners, Turrets, Manhacks, Mines, Pulse weapons, should not ping at all if being tampered with. These are mass-produced tools deployed whenever convenient for the Combine and are expected to be lost.

Disabling CP suits should not ping, a unit being downed in combat should not ping. Combine suits should only detect losing a BioSignal, given that they are given to grunts that are expected to die in the Combine's eyes.

TL;DR: BSLs should still ping, tampering with a system that maintains a constant connection to Overwatch (i.e: Combine terminal for info) should rely on RP, things such as Turrets, Manhacks, Mines, Pulse Weapons, Biolocks, shouldn't ping when tampered with or destroyed. Being downed shouldn't give a unit critical ping, CP suits shouldn't be pinging when disabled. When something is disabled, it is fried or fucked up, it shouldn't be pinging at all.


Why should we fix this
Removing most of the annoying OOC prevention pings to stop rebels from even trying to do anything with Combine without an army to win a ground war would be beneficial to more low-profile Rebel RP (anything that isn't attempting to fight the Combine head on). Allowing Rebels to steal, hack, and employ Combine tech against the Combine themselves. Rebels are able to do RP involving these things, allowing characters to exist that are knowledgeable in their technology that won't die after they touch a disabled scanner, and it sends out several pings with its exact location.

Hacking and employing Combine tech is seen throughout Half-Life: 2, it is a staple of the rebels and how they sustain their efforts against the Combine with limited resources. It is seen often enough that we can assume Combine technology isn't completely alien, and isn't foolproof enough that it is rare, as it happens multiple times.


My suggestion
To put it simply.
Rebels can modify and hack Combine technology in RP, including but not limited to:
- Accessing terminals to retrieve information from local systems (hard af)
- Reprogramming Combine tech to fight back against Combine and be friendly (Turrets, mines, manhacks, scanners, Biolocks?,)
- Stealing lesser Combine tech in order to do smaller things (stealing a PDA and hacking it to gain access and snoop on datafiles, and send false pings through the local system)
- Anything else dealt with on a case-to-case basis, but Combine tech shouldn't ping every time its touched, and shouldn't be uncrackable


Conclusion
The issue with Willard Combine, the mega pinging over anything represents a deeper issue of staff/GMs playing to win for the Combine side, locking an entire avenue of interesting RP that is fun for rebels (rare), and makes it easier for rebels to lose months of progress and character development because they literally clicked a button in their inventory. (true story)

If you agree with what I have said, leave a positive reaction.
If you haven't, I'm willing to debate you.

Until next time,
 
The people of rp_wn_industrial24_v1 want to hear this news I give it a +support

 
Would like to see a majority of pings get outright removed, or turned into a Dispatch-only thing.
 
+Support (However, I feel like biosignal irregularities such as your body going into shock from being knocked out or downed in combat, should let off a ping.)
 
Moving this to dev suggestions as I think its more applicable here (since this is mainly a dev related issue) :cool:

This is moreso a @Robert thing, so just mentioning him here as well so he can provide any opinions.

As for my opinions on this:
The pinging system is half baked, and it does give combine the edge in some cases. We can both agree on that, and I know we need to work on changing it- hence the move to dev suggestions.

However, I think that list is a bit of a misrepresentation of how it really works in game. Not all pings give locations- instead, they just give a 'Hey, this happened' sort of thing without location. Aka: not all pings are equal.

I will say for the moment that, if folks really want to do this sort of stuff without pings, we do have a character auth section for making characters that can do things that most can't.
 
Moving this to dev suggestions as I think its more applicable here (since this is mainly a dev related issue) :cool:

This is moreso a @Robert thing, so just mentioning him here as well so he can provide any opinions.

As for my opinions on this:
The pinging system is half baked, and it does give combine the edge in some cases. We can both agree on that, and I know we need to work on changing it- hence the move to dev suggestions.

However, I think that list is a bit of a misrepresentation of how it really works in game. Not all pings give locations- instead, they just give a 'Hey, this happened' sort of thing without location. Aka: not all pings are equal.

I will say for the moment that, if folks really want to do this sort of stuff without pings, we do have a character auth section for making characters that can do things that most can't.
Omw making a rebel with a hacking background that can hack civil terminals like a Spiderman minigame.
 
Hello,

Now to start off with, some of what your asking for is already possible and seem to be misinformed over a few subjects throughout your post which is important to bring up. First of all there is a massive difference between a critical ping, standard ping and stabilization readout. At the moment, your post doesn't clarify anything in regards to pings and their type, just a list of all current pings, readouts and etc. Some with location, some without and some just a standard read notification.

Continuing on it seems you bring up RP hacks which is already possible, just one needs an Character Auth in order to do this since not every Rebel should know how to do this considering combine technology is quite advanced and even real technology cannot be hacked into by many- so there is auths required for those wanting to tamper/hack Combine tech. However, there is some exceptions like the time some Rebels disabled a forcefield with just a few tools and without an Char Auth as it was a engineering RP task where they didn't need too much knowledge, just to look around internal and see what they could damage/break to disable the field carefully.

Same with hacking scanners, turrets, etc all of that is all possible, just needs RP auths via the auth section. Someone once did this in City24v3 and hacked a total of 7 turrets into their command. Does it ping when they did this? For one or two turrets yes because they fucked up the process and triggered an alarm.

- Accessing terminals to retrieve information from local systems (hard af)
- Reprogramming Combine tech to fight back against Combine and be friendly (Turrets, mines, manhacks, scanners, Biolocks?,)
So these two answered and already possible.

- Stealing lesser Combine tech in order to do smaller things (stealing a PDA and hacking it to gain access and snoop on datafiles, and send false pings through the local system)
- Anything else dealt with on a case-to-case basis, but Combine tech shouldn't ping every time its touched, and shouldn't be uncrackable
As for these two.... I am going to have to break the news and say uncrackable tech will always exist like Combine Cards due to how OP they are and PDAs being too abusable, we can't give any read perms to anyone, its either access or no access where one can fuck up the whole database of info which is more an OOC issue than IC and there is no OOC fix for it apart from locking everyone else out who is not trusted to wield a PDA. Even CWU and CMRU are not trusted with PDAs and only have super limited functionality/access but still have abusable features at their disposal, hence its uncrackable nature.

So when someone RP hacks one, all data is wiped from it via OCIN within a split second and being honest, it doesn't ping simply because it doesn't care about PDAs given any cracked PDA has no access to the network itself as per lore, thus having no ability to even begin to download or access data on said network. So yes, there will always be the "Uncrackable" tech protected by OOC regulations. So that answers that one.

- Attempting to crack a biosignature on an AR2
- Actually cracking a biosignature on an AR2
- Disabling a CP's suit
- Disabling a Scanner (via EMP, actually done before)
- Destroying a Scanner
- Downing CP/OTA
- Destroying a Biolock
- Overloading a Biolock
- Removing a Biolock
- Picking up a ration
- Turning off a ration dispenser
- If you manage to try to hack one it probably will ping too
- Accessing a pickup terminal
- Inactive CIDs doing anything (Pickup terminal, rations, etc)
- Activating a workshift
- Sending rewards from a workshift
- Finishing a workshift
- Anything involving Pickup terminals (too lazy to list)
- Actually killing OTA/CP (reasonable)
- If you do any kind of RP with Combine tech, you will receive 7 pings and a squad of OTA
- Using the wrong key on an apartment door
- Using an expired key on an apartment door
- Likely many other things not listed here
Time to get into the actual suggestion and go through what can change here at least. Though, the first one on the list of attempted cracking biosignal does not exist. It did, but hasn't existed for a whole month.

What should give a critical ping (Location ping as you know them)
- Disabling a Scanner (Unavoidable due to how its done)
- Destroying a Scanner
- Destroying a biolock (bruteforce)
- Overloading a biolock (also bruteforce and too easy for vorts)
- Hacking via RP in the event you mess up your hack (With some exceptions to some less important techs)
- BOL/AC pings for use of tech or spotted by cameras (CID usage)
- Killing CP/OTA
- Tampering (Not hacking) with Combine tech (Like hacking, it depends on the case by case)

What should give a standard ping (No location but little sound to bring attention)
- Disabling a suit from the network (Simply says "Suit connection lost")
- Downing a CP/OTA into critical
- Accessing pickup terminal (BOL/AC)
- Using expired keys (Helps CP/CWU know there is indeed a expired key floating around to fetch.)
- Turning off rations (Helpful for CPs to see if any of their units have activated/deactivated the terminal)
- Hacking/Tampering also falls here case by case for RP.

What should only give a notification (No location, no sound)?
- Activating Workshift
- Finishing Workshift
- SC/Workshift reward
- PDA activity in terms of loyalism, permits, status updates, etc
- Accessing pickup terminal
- Collecting ration
- Removal of a biolock

What should give nothing at all?
- Weapon cracks/hacks
- Wrong key usage
- PDA Hacks (As I said in "Uncrackable"... OCIN doesn't care about this given you can't view the data afterward anyway except from GM'd info)

And that's all I can think of really, not much is really pinged in the end as even though the list looks big its not common for any pings/notifications to really come through often. About 10% of the gameplay loop, which does affect Rebels more often than anyone else. But still there and some things are overzealous yes, but the above list should make it easier and less painful.
 
My suggestion was removing the critical location pings + readout pings from critical CPs, EMP'd/Overloaded Biolocks, Disbaling a Scanner, Disabling a CP suit, etc.

Literally no rebel wants to do anything besides shotcop or do nothing just cause how prominent and unfair these pings are, everytime you touch a piece of Combine tech it will send several pings + drop your location so nobody wants anything to do with it.

Pay attention to how I use the word disabling, tech just won't work if its disabled. Gets fried by an EMP, overloaded by a vort, etc. The fact it remains functional enough to drop your location for doing anything just represents a huge P2W mentality from the Combine side.

When the Combine have every OOC advantage over the rebels and you still can't give any ground to allow interesting Rebel RP to happen without a million char auths, maybe there is a deeper issue.
 
just one needs an Character Auth in order to do this
Easy fix. Add a ‘hacking device’ item that is rare and given out to groups that do something good and cool… saves the red tape of character auths which not everyone wants to bother having to type and wait around for.
 
I am impressed this has 0 people disagreeing with it. It's true that combine stuff is overestimated, and why would a fucking PDA not be hackable for a rebel that can quite literally make a device that hacks combine biolocks?? (50 crafting)
And WHY WOULD THAT SAME DEVICE send a combine ping??? Like who the fuck is going to use biolocks if they can just blow the lock off?
There is an obsession with pings. this needs to STOP

Edit: (I Wrote this before reading any comments)
 
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Anyway, will move this into accepted.

Now to wait 2 years for any dev work :angrycop:
Joking, but yes. Will be some time before this comes given all devs are pre-occupied with other features and projects within Willard as a whole (Not just English, but all Willard projects)
 
OK well, I know a number of things were brought up in this thread, and some of them will take time to implement. However, I do have one thing for you guys as it was a pretty easy change to make.

Ping locations.

One of the things approved on this thread (afaik) is to make it so critical pings don't show the exact location anymore. Rather, just the general area. This works great with our existing area system. Marrying the two is pretty easy as well.

Anyways, the change is made. :cool: I've posted a demo below which showcases it. Basically in this example, I manually trigger a ping on my character and you can see the pings show up in the center of the area that character is in, rather than his exact location:

 
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