- Joined
- Nov 27, 2021
- Messages
- 165
- Thread Author
- #1
Damaging Mentalities
I'm going to be covering quite a lot in this post as I intend to highlight all the issues that I believe are plaguing Willard and Rebel RP right now. The server has seemingly seen a massive shift in priorities since we have arrived to Terminal 7, and I believe all factions except for Combine affiliated ones, excluding Civil Protection, have been damaged due to this. As always, the input of the community is appreciated.
The Rebel Roleplay Problem
Old players are bored of it, new players are confused as to how to participate in it. Rebel roleplay has stagnated into nothing status and it doesn't seem that there is any urgency in solving this issue.
Imagine that you are a new player who wants to roleplay as a member of the resistance. You join with no connections, no OOC friends, and a limited understanding of the gamemode.
You will probably catch on quickly enough that gathering materials from trash bags is important so that you can begin making things. But wait, all of these crafting recipes require glue, how do I get enough of that? The answer is, you don't.
You won't be getting enough to reliably do anything on your own. Instead, the solution is to make a CWU contact that can use your plastic to make adhesive for you with a fabricator. This priviledge is reserved for well established characters that know people within the CWU, and isn't something that comes easily.
This issue used to be non existent, as you were able to buy glue from smugglers and from stores, though this is painfully no longer the case. The current smuggler is nestled deep within the sewers, can only buy sixty items worth of scrap, and doesn't sell many useful things at all.
You're going to be hard pressed even visting her frequently with the rate that gas is gained in the sewers, and death by gas is for some reason a PK, as if there's any roleplay attached to dying to gas.
So, how do we solve this? My suggestion here is to move the smuggler closer to one of the sewer entrances, increase the amount of scrap she can purchase to pre rebel RP death initative, and give her some useful things to sell, namely glue. The old smuggler system needs to come back and fast, and gas needs to be lowered in the sewers by a very wide margin.
It was said once upon a time that the radio tower arc would be the introduction of smugglers back onto the server. Not only did the radio tower take a ridiculous amount of time to be repaired, but the smugglers took forever to be added after it was repaired as well, and the smuggler we got? Well, she really is doing nothing for anyone. She may as well have not even been added in her current state.
PATH TO PROGRESSION
I touched upon this but wish to expand here. The current rebel path to progression does not include much engaging roleplay and doesn't include any narrative impact toward the rest of the server. Your character will get involved with a group, grind trash bags to gain materials, and eventually be able to arm themselves with scrap weaponry.
What sort of impact do you get with scrap weaponry? Not much, you can kill zombies and antlions, but you certainly are not ready to take any sort of fight to the Combine. If you're lucky, you'll be able to involve yourself in an expedition to retrieve weapon blueprints to advance the black market and unlock some things for purchase.
The issue with these black market quests however, is that they have no narrative impact on the main server. They don't actually do anything except allow you to buy things later down the line, and since I've already covered how ineffective the only smuggler in the sewers is, good luck actually getting that done. You're still stuck to the mindless trash bag grind to acquire these items so that you can sell and get chips for these weapons anyway. If you're lucky, you might get some chips from quests that GMs like to run.
I'm proposing for this that the mentality where rebels have to earn all their equipment through quests for BMDs be changed. A real rebellion is going to see people going through great lengths to arm themselves and their allies with the weaponry they need to take the fight to their oppressors. They aren't going to bother with capitalistic exchanges, it makes little sense.
Expeditions where rebels walk away with equipment should be allowed to take place, provided that the risk they took is worth the reward they receive. These BMD quests can and should still happen, but it shouldn't be our only avenue to advance things.
It was said some time ago that the path to getting better equipment should be done through RP, but I haven't seen that happen. We are still regulated to an unenjoyable trash bag grind where we have to sell scrap for chips.
Rebel RP Areas
The outlands? Too cold, nobody can RP with you here unless they have max cold insulation. I'd rather not get PKed to a temperature death, as much RP as that would provide for the server (it would provide zero RP for anyone.)
The sewers? Too much gas, you will die and be PKed with no RP in less than an hour, and good luck getting to that smuggler.
The ideal solution to this is to lower the lethality of the gas in the sewers, and turn it off entirely for rooms that could be used as bases. Vortigaunts have the luxury of being able to base within the sewers because they do not generate gas points, and surprisingly enough they still roleplay outside of their sewers bases quite often.
The fear that players will do nothing except sit in their bases RPing with themselves (rp, mind you) isn't doing anything except damaging rebel roleplay. If a rebel group IS doing this, it is because they have literally no option. They've been marked with Anti-Citizen, which has always been a massive negative on your ability to roleplay with the server, but now? It's a complete death sentence, you may as well just delete your character entirely. (sorry to anyone that was a sentinel but you have effectively been removed from the server lol)
It has been said that rebel players will be able to RP solutions to removing the gas from potential sewer bases, but I don't think we should wait for this. Rebels will have to ICly figure out how to ventilate a single room of poisonous gas that is stuck in a sewer system, surrounded by more poisonous gas.
Note: I have been approved to set up quests related to repairing these sewer rooms for bases, which I will begin setting up today or tomorrow. I'm leaving this part of the post in however as I think it's very important to convey that yes, rebels do in fact need decent RP areas just like any other faction does. Allowing rebels to have bases doesn't harm the server.
Newer Note: Nevermind, I didn't get approved.
Civil Protection and Conflict
I do not have a Civil Protection whitelist, so I don't have a first hand account of what the experience is like, but I wanted to talk on these guys anyway. From what I've observed, Civil Protection doesn't have much going on considering the lack of conflict and the state of Rebel RP.
For maybe the first time in Willard, there's no person or group that can stand against the Tyranny that the Civil Protection imposes onto the citizens.
The server seems far better off when Civil Protection is engaged in squashing out the rebels. It keeps them on their toes, creates a better environment and adds more to roleplay. Half-Life 2 is a game about shooting people, and conflict is a key component in nearly every roleplay setting.
Right now, Civil Protection don't seem to be getting much beyond being the guns to facilitate some CWU stuff like outlands mining, and protecting the city from panthereye attacks and other aliens.
The faction will benefit from conflict with rebels. We just need to make sure we're all on board with rebels not getting equipment that outclasses Civil Protection, which I think we all are. Rebels shouldn't be running around with anything more than SMGs, otherwise we'll go back to the same problems we had before.
Closing Notes
As I said I said at the start of this, community input is appreciated as I have made this post in hopes of improving the experience for all of us on Willard.
I would ask that if there's anyone who is doubting my take on the rebel experience to go ahead and try to play one as if you were a new player. No OOC connections and work with friends, just you versus the current state of Willard.
