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Did you enjoy the most recent slum event?

I can relate to a lot of the complaints drawn here, so I'm trying to shed some information on the whole process of why the slums is now considered a hostile zone filled to the brim with zombies.

First and foremost, the intention here was not to subject players to an environment that is unsurvivable despite the high numbers of zombies and OP monsters like Gonomes roaming about, it was the idea of turning the slum into an absolute "lost zone" as we're inching closer and closer towards the map change to v4 of City 24.

I totally understand the upset some may feel that they're stranded on rooftops and pipes, not knowing where to go or what to do or spawning in on a mass of zombies that instantly kill them, though keep in mind that staff exists for the very purpose of rectifying this, and we're already working on a temporary solution to remedy the bad circumstance many might feel while dealing with this.

I know many will now say, "Okay, but what purpose does this serve? Why is this necessary?" - case in point, like I've mentioned earlier, it's done to justify the fact that our new slums will be much larger in size and spacious enough to house two full Victory Squares in terms of population. Think of it like that our current slums are lost to the horde, and everyone kind of just flees over to a new distrct that is once again under your average slum dwellers control.

We're going to improve on the idea that players are trying to fight their way through the horde, and actively encourage to do so by supplying materials and perhaps even weapons to those opting to stay and try to survive in this Ravenholm-esque environment so that those who don't have access to weapons stand a chance as well.

The original cause of this was when CPs (surprise surprise, once again) burned down the slum apartments in retaliation to a firebomb attack on CP1 and it's neighbouring gas station. Since Indigent is no longer under the watchful eyes of the CWU to take care of large scale fires and help with restorations and reparation, it spread and ultimately destroyed everything in it, making it inaccessible and allowing for the apocalyptic scenario we have.

There's no true lore justification for the amount of zombies present, they're simply there to cater to the environment and make it a habitable, yet very hazardous environment that'll only last until the map change event is concluded. I apologize to anyone who felt violated and "thrown into the cold water" by this, but please understand this is no effort to fuck over rebels. All your containers are safe and will also be moved over during downtime. Just try to enjoy the action while we cater to you and make sure everyone is on equal footing without getting steamrolled too much.

That's all for my ted talk. Thanks for understanding.
 
day 2 felt more tame and there was a sense of community tight knit atop the roofs

the pipe propping is a godsend and adds a lot more to the slums, reminds me of i17

people having their gear out is a breath of fresh air, and im glad ppl figured out how to access their stashes
 
Got clocked in the back of the head by a friendly and died and lost all my shit 10/10 fackin' mint
 
i must say i dont really understand much of this from a story perspective. the cps are having trouble with indigent so instead of making any coordinated effort they just burn down a residential block/the whole district (a significant part of their own city) in order to own the rebs? this is literally just them shooting themselves in the foot. i think the closest we get to this are the combine walls that slowly erode parts of the city but even this is done in a very controlled and surgical manner that is more typical of the combine, as opposed to an uncontrolled fire

all the apartment blocks are shut down and it seems loitering in triumph is discouraged by cps so there's not really much to do there. when i asked where my character should sleep now i got told to go to the RDT, but everywhere in there is biolocked barring one completely empty apartment. is everyone from the other housing blocks now squatting in this one single room? everywhere else is decorated but this aspect seems to have been overlooked

from the sounds of it, the slums still has better atmosphere despite being even more of a hellhole than usual. i think i'd rather still rather risk it in ravenholm simulator than idle around in victory, which seems almost entirely unaffected by the massive crisis and ongoing construction works.
 
I can relate to a lot of the complaints drawn here, so I'm trying to shed some information on the whole process of why the slums is now considered a hostile zone filled to the brim with zombies.

First and foremost, the intention here was not to subject players to an environment that is unsurvivable despite the high numbers of zombies and OP monsters like Gonomes roaming about, it was the idea of turning the slum into an absolute "lost zone" as we're inching closer and closer towards the map change to v4 of City 24.

I totally understand the upset some may feel that they're stranded on rooftops and pipes, not knowing where to go or what to do or spawning in on a mass of zombies that instantly kill them, though keep in mind that staff exists for the very purpose of rectifying this, and we're already working on a temporary solution to remedy the bad circumstance many might feel while dealing with this.

I know many will now say, "Okay, but what purpose does this serve? Why is this necessary?" - case in point, like I've mentioned earlier, it's done to justify the fact that our new slums will be much larger in size and spacious enough to house two full Victory Squares in terms of population. Think of it like that our current slums are lost to the horde, and everyone kind of just flees over to a new distrct that is once again under your average slum dwellers control.

We're going to improve on the idea that players are trying to fight their way through the horde, and actively encourage to do so by supplying materials and perhaps even weapons to those opting to stay and try to survive in this Ravenholm-esque environment so that those who don't have access to weapons stand a chance as well.

The original cause of this was when CPs (surprise surprise, once again) burned down the slum apartments in retaliation to a firebomb attack on CP1 and it's neighbouring gas station. Since Indigent is no longer under the watchful eyes of the CWU to take care of large scale fires and help with restorations and reparation, it spread and ultimately destroyed everything in it, making it inaccessible and allowing for the apocalyptic scenario we have.

There's no true lore justification for the amount of zombies present, they're simply there to cater to the environment and make it a habitable, yet very hazardous environment that'll only last until the map change event is concluded. I apologize to anyone who felt violated and "thrown into the cold water" by this, but please understand this is no effort to fuck over rebels. All your containers are safe and will also be moved over during downtime. Just try to enjoy the action while we cater to you and make sure everyone is on equal footing without getting steamrolled too much.

That's all for my ted talk. Thanks for understanding.
To be honest, all that could have been accomplished, by having most of the area blocked off, to imply the collapse of the buildings around the Indigent. 10x better solution rather than spawning an ungodly amount of zombies for no reason. If you want to add even more salt to the wound, the area could have been covered in a cloud of spores. Making the area even more unhabitable. Which would mean 1, it would not lock out everyone from roleplaying around there, but it would move most of the population out of there.

I think the community as a whole, would find this solution not only more logical, but more reasonable to apply and tip-toe around. You don't want to prevent roleplay on a roleplay server, but you can do steps to discourage it in areas, that you desginate as too dangerous to be in. By the steps previously mentioned.
Spamming an insane amount of zombies doesn't accomplish that, especially when people can't even react to what is going on, since they get attacked as they spawn. So there's no reasonable justification for what occured here. It could have been handled better, and it should have. Still it's already too late to fix that. So we'll have to move on with what is currently at hand.
 
the pipe propping is a godsend and adds a lot more to the slums, reminds me of i17

I'm glad you like those. It was a heat of the moment idea, since I love the idea of verticality and was aiming for a "floor is lava" idea when propping the pipe system.

For day 2, I had made a few noticeably improvements, notable ones being moving the Outcast spawn points and giving a bit of breathing room in the small cubby in the apartment block. The sewers had next to no NPC's, in order to encourage you to get as much resources as you can to craft weapons to survive up on the surface.

For the NPC's that were spawned on my part today, I made sure to do it in waves, and give ample room for people to do their /me's and any other interactions, so they felt more focused on their RP rather than surviving the NPC onslaught. I hope that was appreciated.

Let me be clear. The goal is NOT to kill all your characters. (atleast for me)

I'm personally aiming for a more dangerous slums. A slum that is not your friend, but still relatively safe from the Combine. People now have the potential to forge alliances together, or betray eachother and leave them to die in there.

We don't want to drive you out of the slums entirely either.

The idea generally comes from having the slums be a dangerous place you wouldn't want to spend all day in. You could, of course, but you wouldn't like it.

Let me give you an example from a game that inspired me a lot lately, and one that I enjoyed playing a few years ago.

Tom Clancy's The Division had an area of the map dubbed the 'Dark Zone'. It's an area disconnected from the rest of the network, it's filled with the strongest enemies, and it's PvP enabled. If you survive, you get out with the best loot you can get. In a cliché way, this is similar to that. It's dangerous, sort-of disconnected from the network (almost no CP presence) and it has the best loot (if you can find it)

While what we're doing right now in C24 v3 is very small scale and nowhere near that level, I do wonder how a similar implementation to that game could theoretically work in V4. It's something I hold dear to my heart, and really is something I want to work on further. I agree the current implementation on Willard could be way better, and I'm open to any suggestions. I'm committed to expanding the possible gameplay loop in the slums, and move away from generic CityRP.
 
To be honest, all that could have been accomplished, by having most of the area blocked off, to imply the collapse of the buildings around the Indigent. 10x better solution rather than spawning an ungodly amount of zombies for no reason. If you want to add even more salt to the wound, the area could have been covered in a cloud of spores. Making the area even more unhabitable. Which would mean 1, it would not lock out everyone from roleplaying around there, but it would move most of the population out of there.
The idea of the apartment block being unuseable was made on the fly as CPs burned down the whole building with an incendiary grenade. I'm sure you'll find much less of this happening as the slum area is vast and spacious in the upcoming update. Turning the area into a gassy mess is no solution as we already have the sewers being a hot spot for requiring gas masks and filters to endure for a prolonged time, and we don't want the slums to be the same.

I think the community as a whole, would find this solution not only more logical, but more reasonable to apply and tip-toe around. You don't want to prevent roleplay on a roleplay server, but you can do steps to discourage it in areas, that you desginate as too dangerous to be in. By the steps previously mentioned.
Spamming an insane amount of zombies doesn't accomplish that, especially when people can't even react to what is going on, since they get attacked as they spawn. So there's no reasonable justification for what occured here. It could have been handled better, and it should have. Still it's already too late to fix that. So we'll have to move on with what is currently at hand.
What you're mentioning here has been heard and adressed as of today already. We've cut down on the mass of zombies being spawned consistently, and rather take the approach for them coming in hordes that can be fought off. Some staff even utilize event characters to engage in S2RP and give people a fun option of engaging face-to-face with them, proving their combat ability through text.

Player headcrabs are encouraged to hit the surface and try their luck in killing people (as it's their purpose) since we lifted the requirement to ask staff if they can leave the sewers.

We're actively throwing down supply crates with meele weapons, medical items and food supplies that players can fight towards or just find lying around in other to not starve and have to rely less on crafting items. Melee weapons are prefered over firearms, as you run out of bullets quicker than you do using a hand weapon.

We have adjusted the spawn area and moved some rubble away from the entrance towards the RB so players can safely spawn without getting demolished by a horde of zombies.

The reception on day 2 has been overall better and I hope we've made the environment a lot more accessible to traverse and interact with. CPs are also held back from sweeping the area, as it's condemned and considered lost to the madness of the undead.
 
Day 2 has been A LOT more player friendly than day 1. A lot of the containers are still blocked off, but people are making due with what they have right now (melee weapons and stuff, which is a cool vibe). Overall, I think it's a hell of an improvement and I've been having fun. Less frequent sweeps are also very appreciated.
 
the pipe propping is a godsend and adds a lot more to the slums, reminds me of i17

people having their gear out is a breath of fresh air, and im glad ppl figured out how to access their stashes
Most of the stashes in the blocks are still a no-go it seems but day 2 has been really fun so far, the piping is really good and the fucked up elevator shaft with the wooden plank/scaffold is really nice too
 
Opinions have changed.

Day 2 has been really good, I think. More people have been able to actually get into Indigent and access their gear, making for some pretty sick RP for everyone involved. NPC spawns have been intense but generally not ridiculous, with the exclusion of that antlion and guards earlier in the day...

The fact it's semi-accessible to people has really helped, instead of two rebels just sprinting around slums there's now plenty of interesting characters and the RP I've had has been great. Really enjoyed it. Also the fact it's NLR to NPCs, as it's quite dangerous with a heavy penalty, but not so much so that people just aren't bothering to do anything.
 
I would have liked to enjoy this event as my character is slum centered but I can't go into the slums as they are locked off and I disconnected in the city, tbh i think you should give people the chance to go back (or have given, kinda late now i guess) since the only thing TRIUMPH has going for it rn are scaffoldings and locked appartments and VICTORY is as usual. Idk if there will be more map changing events (nothing officially announced) before the map changes but I think it would have been sensible to keep the HB 3 slums entrance accesible with the grates that the zombies/headcrabs can't pass through (or hell let some pass through as well)
 
My experience with the event was basically I log on, get headcrabbed on a balcony, and log off for the rest of the day. When I logged on the next day and saw it still, I was mad. I was not mad anymore once I realized the event had potential to give fun, just you need a weapon

The first day I experienced it how a usual refugee experiences it. I had nothing but my feet and a small bag, and I had to smuggle food and medical to help myself and others. I found a gun that day, with gasmask, filter, and armor. After asking an admin cuz that was SUS ASF, the admin said it was legit, and I get to collect said gear.

The event, as a refugee, is scary, dismal (rpwise), and team-building. You absolutely had to rely on others, including vortigaunts, to survive. This exposed me to my first vortigaunt heal, along with a nasty acid scarring on my face from a bullsquid hit without armor. My main objective was to help others with food and medical.

The event, as a rebel, is still scary, dismal, and team building. You rely on others, but you are included in that "others". Even with 21 shots in a sten, I was able to help some people with zombies that were closing in on em', for example. The armor and a gun actually gives you a chance to run on the streets without being in as much of a pickle.

MY FAVORITE MOMENT: I attempted a jump off the balcony area, to the pipe, and landed on deadass 9 zombies, packed like vienna sausages. The zombies were luckily able to be walked on, so I yeeted out of that bitch, and had to juke zombies in the narrow alley, run up on the pipe, and took one swipe.
 
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