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[Feedback] Antlion Arc |

Robert

British Swan
ENG
Server Management
Developer
Staff Team
Joined
Jul 9, 2019
Messages
2,055
ANTLION ARC FEEDBACK

Narrative and Creative teams first test run of a Story Arc as they step into deeper waters of their roles.
An Arc made for the server and players based on previous events and many elements of player initiative to see how well the Team can handle the pressure of an Arc.


We want to know officially-

1. What are your first impressions or thoughts?

2. What did you like about it?

3. What did you hate about it?

4. What do you believe can be improved for the next Arc when one arrives again?

5. Any closing thoughts or words?



We thank you for any and all feedback you may provide below! We look forward to going through each given post.

Also, you do not need to follow the above format, but we would prefer if the above questions are answered in your provided responses/posts for an easier time keeping track of your feedback and knowing exactly what your thoughts are on each point we ask of you.​
 
1. What are your first impressions or thoughts? It was cool, I didn't play through it due to irl stuff + my eye getting bloodshotty.

2. What did you like about it? I love antlions, I think they are rather slept on at times and the act of getting pheropods is a neat idea.

3. What did you hate about it? Poorly done imo, however this was only for like the first 4 days of it until I had to go on a defacto loa due to irl stuff.
So thats just what I remember, for all I know it might've been insane.

4. What do you believe can be improved for the next Arc when one arrives again? I didn't take much contribution into it, since irl stuff. But over all, I think better execution maybe?

5. Any closing thoughts or words? It was cool.
 
1. What are your first impressions or thoughts?
Thought it was cool, Antlions are cool, Combine actually got something to do and so did Rebels. Some of the things both sides did was based.

2. What did you like about it?

Both sides got stuff to do, there was actually events happening, people dying, had a few situations which helps expand my character development a bit throughout the story arc.

3. What did you hate about it?

Antlion NPCs hit through walls, was basically forced to melee all the antlions as a Biotic until the very end where I got freed.

4. What do you believe can be improved for the next Arc when one arrives again?

Literally just find something for every faction to do, a few overarching goals that have multiple different ways to be accomplished. Be able to change these goals as other factions progress their own. Rebels and Combine aren't the only factions, I don't know if any of the loyalist factions had any fun or goals but I'm putting this here anyway since LOYALIST RP SUCKS...

5. Any closing thoughts or words?
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1. What are your first impressions or thoughts?

I thoroughly enjoyed the event, even with the seemingly (almost) constant issues of frame-rate. Although, this was somewhat corrected by utilizing the VJ base antlions. Personally, I believe that the VJ base antlions hit a little too hard, and the range was a bit long but other than that it was fun. I played the event as both a vortigaunt and OTA main. I got a taste of both sides, and enjoyed it while it lasted. Although, perhaps there was opportunity for more to be done? Potentially more xenians aside from just the antlions.

2. What did you like about it?

The combat was enjoyable, and the story seemed interesting even if I personally believe we shouldn't have held out for as long as we did. I enjoyed the player-freedom aspects to affect the narrative.

3. What did you hate about it?

VJ base antlions did too much damage and had too long range, as said before. Tad drawn out, perhaps. Combine may have been hammered a tad 'too' hard at times, when there's 9 shootings one day, but most of it was player initiative so I can't be too mad about that.

4. What do you believe can be improved for the next Arc when one arrives again?

Communication, especially towards the end, where the event came to a some-what stand still because RAD-X kept crashing and the others didn't know what to do. Maybe some more stuff for unaligned civilians.

5. Any closing thoughts or words?

Pretty solid event IMO, minor hiccups and overall no complaint I have towards the event has any base besides a grain of salt.
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1. What are your first impressions or thoughts?
The arc came as a bit of an unexpected one, I was half-expecting it to end like the food crisis dark event where nothing really happened but was pleasantly surprised to watch the city burn around my character as they try to live their day to day life.

2. What did you like about it?
I was a big fan of the whole atmosphere the arc had managed to set. While the day-to-day grind for my character hadn't changed much, the changes of the city often made themselves felt, such with all the work falling in the lap of the CWU and the frantic orders made from on high to repair, build and manufacture things for the oncoming onslaught.

3. What did you hate about it?
The NPCs themselves. In every fight with more then like four antlions my FPS would drop to 30-20, this coupled with the Antlions insane hit range and the melee weapons rather lackluster range made actually hitting my target nigh-impossible even when point blank. I bled out once as a result of this then get killed instantly by God knows what, still waiting on a hopeful refund of my items, a hassle that could've probably been avoided were things like hit ranges different.

4. What do you believe can be improved for the next Arc when one arrives again?
Honestly not sure, there were some days that felt very slow with not much going on, there was also times where cognitive dissonance kicks in because we're dealing with a horde that's supposed to destroy the city when many of the hordes were oftentimes just three to five antlions evenly spaced out, which frankly thank fuck for that because everything there was an amount I would expect of a horde my FPS would crash through the floor. I felt there was also at times not all that much for the regular citizen. Like you had the Bulwark charge in and do stuff which I commend but otherwise there would be a lot of downtime that didn't give the regular person much to do, whereas CPs and rebels were probably always occupied doing whatever or shooting at each other. I regret not having a character for either, they probably had a blast.

5. Any closing thoughts or words?
It was cool overall despite some of the shortcomings, I regret being late for the ending but I think this is a super cool direction for the whole story and can't wait to see where it goes. God bless, praying for fun times ahead.
 
My thoughts on this event will focus more on the back-of-house work, rather then presentation, as that is what I feel I have more of a relevant context to critique and praise.

1. What are your first impressions or thoughts?

When the antlion arc was first pitched, I raised concerns regarding the events too-simple premise and claimed it would "bore" the playerbase. Whilst I feel my original criticisms held weight, I also believe how this arc was executed does well to highlight some of the unexpected strength of the narrative team, whilst also shining light upon a few glaring flaws that need to be addressed.

2. What did you like about it?
The arc was very open-ended (though I do not know if that was by design, per se), which allowed for player involvement to have real, meaningful effect. During the arc, the CWU's player-led preparations acted as the lynchpin for most of the event. That lynchpin being the thumpers. Their placement, and the restriction self-imposed to only have a few, left a very glaring weakness in the combine's underside that both combine and anti-citizen players had to play off of. It was a very good piece of organic story development. Additionally, later on in the event, the rebel strikes against the Nexus, thumpers, and Overwatch forces allowed for a drastic shift in the balance of power, leading to where we are now. An unprecedented change in the status-quo.

3. What did you dislike about it?
I'm not gonna touch on the antlions themselves, but rather the short-fallings I feel are present within the narrative team and higher management that were largely revealed during this arc. The current stance of management/coordination seems to be very Rule Of Cool, with quite a few uncomfortable precedents being set during this arc. The largest being the Server Director's decision to override the /checkcrime limit rule for the sake of a story-relevant rebel strike. Is this a good decision? I personally cannot say for sure. It allowed a massive story-beat and a strong attack on the Nexus to occur, at the cost of forfeiting the sanctity of the ruleset. If players can be selectively elevated above the rules to tell a story, what does that say about the order of the server? Should the Director have that authority in the first place? These are questions that I feel, have yet to be properly addressed by the management team.

Secondarily, the ending of the arc exposed one of the weaknesses of both management and the narrative team, and it's an issue that has been practically ubiquitous throughout all of Willard's operations. Communication. The Creative Team, Narrative Team and Management (I reluct to call them a team as it seems to majorly be the efforts of one person (Then again, I am not omniscient)) seem to have trouble relaying expectations to one another. The initial document provided for this arc, which I read over, being part of the creative team, is majorly lacking in constraints for those not clued in to the original vision, and leaves much to be wanting regarding overall guidance. This resulted, in this arc, in many GMs simply not leading events due to lack of creative direction. If RedHot or RAD-X was not online, things would begin to lose coherency. We saw this in the final event, where RAD-X's doodoo dogwater PC resulted in him crashing, and the event losing the majority of it's direction. I'll write my thoughts on bettering this in the next section.

Thirdly, I feel that this arc over-relied on what I like to call GMB, or Game Master Bullying. This is entirely my own bullshitted term, but in essence, what it describes is GMs using heavy-handed methods to achieve larger directional goals, losing all subtlety and immersion to achieve them. Whilst this is technically a valid method to achieve narrative goals (this arc for example), I feel it's an overly crude method for what is supposed to be the Creative Team. Emphasis on Creative. A few notable examples of this GMB activity are things like the admin rebels pushing the Combine Triumph Checkpoint at the early stages of the arc. And later on, the deployment of the VX-Gas to the slums. Which I felt was handled horribly. These methods left the hand of the Game-Masters glaringly visible to players. It removed that feeling of organic growth which I feel, in a collaborative writing environment like a roleplaying server, is essential to it's quality and it's fun. When events happen out of the will of the writer more then of the coherency of the story, I have to ask the purpose of the story in the first place? Why not do away with it and simply present these challenges as what they are, road-blocks set to players by GMs.
The question is rhetorical, of course, and a bad question at that. We do not present narratives as facades for gameplay challenges, but instead, supply these challenges to add weight to a narrative. In that case, then, when you poorly handle delivering these challenges, when you strip the connection between gameplay and narrative, when you over-rely on GMB to get what you want, you defeat the ultimate purpose of providing those challenges. We shouldn't have spawned bugs this arc because it's dangerous for players. We should've done it for a narrative reason, leading me to my fourth critique.

Lastly, The Antlion Hive, during this arc, felt vastly underrepresented and directionless. We saw bugs, yes, but we did not see the Hive. I am unsure as to what it should've been represented as. I am torn between having it be characterized, this malignant entity made more then the sum of it's parts. A single entity, with individual antlions feeling like nothing more then a limb of this one combatant. And a simple force-of-nature, this overwhelming tide that, more then being directly combatted, can simply be withstood. Like trying to wait out a storm, rather then fight a foe. Either of these options would've been very impactful, I feel, and lent well to contributing to the overall atmosphere of the server (though I feel the atmosphere was done well, already). However, throughout the course of this arc, it felt more-so like the bugs were utilized as a tool for GMs to punish behaviour they deemed out-of-character for this arc, with little to no IC reasoning for these actions. We can see this in the isolated and targeted nature of the antlion incursions. They won triumph, then left so that players could transit between Victory and the Slums. Not because of any IC reason. Antlions were not present during the Vort freeing of the final stages, despite it being set inside their hive, so as to not affect the conflict between OTA and the Rebels. Again, not because of any IC reason. This is GMB in it's purest form, and to use it on what is meant to be the main antagonist of the arc, I feel, removed a lot of weight from the arc as a whole. It doesn't feel like there are stakes when you know that the GMs won't deploy bugs right now, because of some OOC reason or another.


4. What do you believe can be improved for the next Arc when one arrives again?
Firstly, the precedents set by this arc are numerous and varied. They need to be examined, and resolved definitively. Can events result in PKs? Should player-led action be restricted for the good of the arc? Can rules be voided, if it contributes to the story in a meaningful way? Should we give anyone in the community the authority to override the rules? Should creative authority be concentrated into a few directing members, with others acting as stagehands, or should we work to ensure every member of the creative team could, if they were required to, run the narrative solo?

There are probably many questions which I can't think of that need to be addressed, regardless. The coming days, after the map-change, and the scramble to sort everything out, should be taken to reflect. Seriously reflect, with everyone responsible for running this event to do so. Take time to answer these questions, properly. Don't avoid them because they make you uncomfortable, or you might get accused of bias. Accept your flaws, and work to improve. This goes for everyone.
Creative Team, Narrative Team, Staff Team, Management.

Flowery nonsense concluded, some of my opinionated tips to improve are as follows:
- Write a comprehensive guide to GMing the arc, with relevant restrictions and permissions listed. Ensure that, if equipped with this guide, literally anybody could properly direct the narrative. Reduce the reliance upon single individuals who won't always be available for narrative cohesion, whilst still allowing their creative authority to guide the arc they have designed.

- Change your mindset. Ensure that, when looking at player action, instead of thinking in OOC terms like balance, or fairness, or fun, we first think in terms of narrative consequence. This isn't a competitive shooter. This isn't a hardcore survival sim. This is a storytelling game. Things should be unfair, sometimes. Some scenarios shouldn't be winnable. To those that read this, and feel like this event slighted your faction, or that you were unfairly put on the back-foot, I would like you to reflect on your own actions, during this arc. Were you proactive in trying to combat its challenges? Were you thinking ICly, narratively, with the goal of writing a good story, or were you more concerned with "winning" a collaborative writing project? Scripts, guns, whatever. They're all tools used to service this one goal. Of telling a story.

- Ensure that, for serverwide arcs, serverwide involvement is possible. This arc was great for rebels, because they had concrete, narratively-relevant goals to strive towards. This arc was less-great for the combine, as their goals were vague and ineffectual. I don't think anything specific was written down in regards to them at all, but if I had to put it in words, the combine's goal was basically just "Stop The Bugs". With nothing more. In the future, it would be best to ensure that, outside of simply conceptualizing ways in which things could be shifted in favour of each faction, concrete goals are established to properly involve them. Goals that have set outcomes and consequences, goals that can, if achieved, have proper narrative consequence. Leave achieving the goals to the players. Do not intervene because you've planned for one outcome better then another. Do not spawn admin rebels to take Triumph, if the player rebels aren't doing it themselves.

- Avoid GMB as much as you can. I will repeat this, constantly, until the end of time. If players aren't acting in the way you want, do not try to get them to return to the railroad. Make a new one. Explore the consequence of their decision. Do not be afraid to have hours or days of downtime between events. So long as they're often enough, and the event has a solid atmosphere, the players will be fine with some downtime. Hell, they might even beg for it. Ensure events are logical, narratively-focused, consequential, and most importantly, they're natural progressions of player activity.

- One for Management. If you want your narrative arcs to have weight, do not OOCly veto the vulnerability of big targets. Or- at least, set that boundary at the start of planning. Properly communicate what the scope of the narrative can be. Work with the coordinators to ensure that the narrative can work best within this scope. And if, by player action, it falls outside of the scope. Don't retcon, try to work with it. Collaborate with your players, and your creative team, and every single enthusiastic, driven player in your community to make something great. Lore is nothing more then a reminder for something you can use in a story. To force it out, then, is completely backwards. Stop barring holds. Stop being afraid to go wild.


5. Any closing thoughts or words?
Despite what you might think, from this posts critiques being several times larger then it's praise, I do believe this event was a brilliant first step for the Narrative Team. I feel like they can build off of what they learned here to improve massively, and it's possible for everyone, players included, to take their experiences with this arc, and use it to improve their own writing.

I really, really am excited to see where the creative and narrative teams take the server in a few months. And I'm excited to see what will happen when that mythical V3 is released. See what we can do when we do away with the outdated restrictions of the past. New lore, new stories, new characters. A new perspective.

This arc was the symptom of change. Change for the better within the management and community as a whole. Change that leaves me with a hope that we can only get better from here on out. We have a real opportunity here, folks. An opportunity to do something absolutely amazing. Let's not squander it, now.
 
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1. What are your first impressions or thoughts?
I was excited for the Antlion arc to give a break from the constant warfare, I was a bit foolish to think of that. However it was really fun to have these hints dropped in natural roleplay about this oncoming hoard that only a select few people knew about. And another Command unit did all that we could to silently prep without having High Command find out that we knew about it.

For my love of Starship Troopers, I was excited to fight the bug hoard.


2. What did you like about it?
There were honestly some really good moments I had, I just wish it wasn't towards the end of the arc. During the Nexus bug attacks was some of the most enjoyable, nail-biting moments I had in this game altogether. Running out of money, having Units and OTA alike getting downed by the hoards. Ammo is all but gone.

That was so much fun. On top of having Hiros the insane bastard become an actual war criminal for the Gas Idea, we spoke about before the arc had even started (Note: It was meant to kill Antlions, ...Civilians were just a byproduct)


3. What did you hate about it?
I said it once before in another post, but this was a very frustrating time for Civil Protection. Yes, we may have not taken as many PK's as the Rebels but I think the Timing of the event was perhaps planned. Could have been handled a little better. Going from dealing with CP-3 Bombing into CP-1 Bombing, Into a really long Judgement Waiver. It was draining, very very draining. To launch that mindset into the Antlion arc was hopeful until I felt as if it was clawing at the GMs/CT/NT. I humbly request that next time we have a little downtime before going into back-to-back high-end aggression arcs.

By no means was this a bad story. Yet, this was supposed to be the ANTLION ARC. I feel as if that was swept to the side and it boiled down to Rebels + Vorts + Antlions vs Civil Protection + OTA, that was decently tiring but that's OKAY! We learn from stuff like this, it's why I made a complaint thread, and honestly? Things got a bit better from there, I do not regret speaking out about that issue. That's why I'm sad. I wanted to be fighting tooth and nail against the BUGS, having to hire or accept help from Rebels to push the bugs out of the city. Not only have them be an annoyance when the Rebels deemed them to be. Hell, I don't even think Civil Protection was able to do a single Dungeon. I was looking forward to those.

What I hate the most that has come out of this story arc is this mentality of US vs THEM. I've called people out on this issue before but even I am not that foolish to know that it has risen to far greater heights. To a concerning degree does it feel as if it has to be in this medium of. "Well if THEY get to do this. Why can't WE do that?" I truly hope with all my heart and soul that this next arc, this next story. We all calm down from this brooding over arcing tension that is going to snap if we don't stop.

I also want to have some self-reflection done via the GMs during this arc. As stated before me the GMB was ...harsh. While it's okay to have some kind of bias into the faction and players that you enjoy, punishing those in ways that make the game... not enjoyable? Has to be stopped, We're here to write a story, a narrative together. I want to WORK with people I want to MAKE stories. I want to GIVE Characters those pushes they need to have a brand new chapter open in their book! ...But I can't do that if I have to fight against the GMs, I can't do that if I have to struggle to even enjoy my own story.

Please, I know that you all mean well. Take a small step back, and reflect on what went well and what went poorly. You guys did good, this was a great time to reflect on some of the issues the server has! It's time to pick up the pieces and put it together into a far grander story.


4. What do you believe can be improved for the next Arc when one arrives again?
I went on a small rant above. Sorry about that.

Hard Point Planning: I think better fleshed-out planning. You guys allow players to do stuff! Awesome! I think though that's where it got out of hand, it was too much. You guys are planning a narrative, a story, be the PUPPET masters you're supposed to. Have small plans of where the story should go, and how it should get there. Even if the path isn't perfect. Always have a goal for what is gonna happen. Leaving things too open-ended can lead to some pretty poor stories. Yet it can also lead to grand ones, it's a give-and-take system.

Allow players to push a story but don't allow them to derail the main story that you have.

Faction Check-Ins: Check in on the factions during the arc and try to get feedback every week or so to see what's going right and what's going wrong. MAYBE every three days.

Ensure Citizens/Loyalists have things to do: Please. I cannot imagine how they feel right now. I feel like they were tossed to the side this arc, I think in the future they should be focused on FIRST then comes the Rebels, Civil Protection, CWU, CMRU, CCA Etc. You get the idea.

Communication: Talk to one another, make sure the GMs/CT/NT are all on the same page on the road map!

Anything else I wanted to say was sadly taken away from me by @Sachimii


5. Any closing thoughts or words?
I'm proud of you all. It wasn't perfect, but you did your best, and by god. No one can ask for anything more than that.
 
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1. What are your first impressions or thoughts?
My first impression about the event was that it was eventually going to lead to a total collapse and evacuation, lo and behold it did.

2. What did you like about it?
The tension, desperation and everything falling apart around us. I liked that eventual degradation of security and the combine being put in a vulnerable position, as well as civvies sheltering in the Nexus.

3. What did you hate about it?
That one EOW that emoted shooting me in the shins but then shot me into bleedout instead, not considering the circumstances. That was my only gripe, and it was done without letting me first react to it. So yeah, not cool. No other complaints, though.

4. What do you believe can be improved for the next Arc when one arrives again?
Perhaps slow down on the NPC spam. Multiple people crashed because of this, I think.

5. Any closing thoughts or words?
Good luck to everyone on the days to come.
 
1. What are your first impressions or thoughts?
Well as it kind of was my first "arc" upon return from Willard after my absence of two years due to unfortunate circumstances, I wasn't disappointed. What my rebel group, La Fazione Libera, have done in the last 1.5/2 weeks of the server is like 1000000x more engaging and fun than what it was like two years ago, when it was almost impossible to really get a group running and stuff. My group did things like blowing up the CWU warehouse, blowing up the gens and thumpers and help freeing 6 vorts ( @HOKI @NanCi_ @BurgerWithOnion, me and someone else escaping the city before all the chaos). I feel like us rebels really has the freedom and goal of doing whatever we may please to do to change the city and well, destroy the city.


2. What did you like about it?
I liked the freedom we had in doing our own stuff, I play both a CWU character, a citizen and a rebel character and I had a lot of fun on all three. I feel like we did a lot of new things that Willard hasn't seen thus far and thats partly due to the Rebel invasions. I also liked that we, as citizens, were just thrown into the fight against the Antlions (Although the lag did ruin it sadly, I liked the idea)


3. What did you hate about it?
Oh man, I don't know who the hell was the combine main admin who got his feelings hurt after the vort freeing, but holy shit next time take your meds before spawning 5000 Antlions. We were already in the tunnel and at the end of the tunnel where it said "Press E to teleport blablabla" and there were still a million Antlions getting spawned. Other than that probably the fact that the gassing was too much damage? After escaping the city on my rebel I log onto my other citizen char and almost get insta killed because the gas does 5 damage ever second or something. The gas was supposed to kill you in 15 minutes, not 3 seconds.


4. What do you believe can be improved for the next Arc when one arrives again?

NPC spam should really slow down, especially when OTA are chasing rebels or when we were escaping the city. Although yes, it's realistic, it just makes for an impossible situation for everyone and it's just plain annoyance.


5. Any closing thoughts or words?
Nope :)
 
1. What are your first impressions or thoughts?
My position is pretty skewed since for the most part I experienced the Arc from the Nexus as CCA. We started off feeling a bit worried, but things weren't too bad. Player actions changed that very quickly.

2. What did you like about it?
Being in a position to be genuinely threatened shifted the narrative and kept us on our toes, relatively speaking. As things in the district became more unstable, we became more desperate. I really liked that, because the Status Quo can be a little dull most of the time. Plus it impacted my character a lot, going from blasé relaxed, to manic over the course of two weeks of high stress buildup.

3. What did you hate about it?
I didn't really hate anything about it.

4. What do you believe can be improved for the next Arc when one arrives again?
Maybe I'm not very creative, but I thought everything was handled well on our end. The CCA being denied air evacuation? Perfection. Although maybe I would have liked the evacuation point to require a bit more of a risky walk. I feel we got out too easily.

5. Any closing thoughts or words?
I can only suggest maintaining the CCA's threatened position for the next Arc. We should be as disposable as anyone, not some gods sitting atop mount Olympus.
 
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1. What are your first impressions or thoughts?

A lot of this event felt very slap and dash. At times, it felt like things just happened without a real reasoning for it, beyond the rule of cool.

2. What did you like about it?


Seeing things actually happen outside of the norm was cool, and having something with a lasting effect happen was nice.

3. What did you hate about it?


To begin with, I feel like the Judgement Waiver was used very poorly. It was pressed, yet then a ton of OOC restrictions were placed on OTA- such as not being allowed to enter Triumph, and only sit in Victory. That's not a Judgement Waiver. Call code red if you want OTA sat in Victory. If you're going to press the JW button, you should be fully expecting OTA to go balls to the wall, raiding slums, etc. Not sitting on their asses in Victory because GMs didn't want them to kill the rebels.

It seems like a good portion of it just devolved into CvR with the addition of the NLR zones- not to mention, the complete and utter ease by which rebels could gear themselves up, even if they lost a character. It took next to no time at all for them to heavily outgear the average CP, not to mention the inclusion of a smuggler NPC called 'munitions guy' that was apparently selling ammo for less than 50 chips. This meant that the rebels were better equipped and supplied than the full CP force. Not an enjoyable thing for the CPs, as stated before by Pasta.

As for the antlions, I'm going to coin the 'game master bullying' term that people used here. A lot of it was nothing more than a game master putting antlions on their toolgun and just mashing LMB. There were times where we saw them being spawned so fast that they were just getting stuck inside of eachother- and at times it was none pretty nonsensically, like them suddenly appearing in the Nexus lobby despite antlions not being able to just dig through rock at a whim- that's something they need spitters for in lore. In addition, there was also the case of selectiveness in who the antlions actually targetted. For example, OTA went into the sewers due to a payback sweep. You would expect this to result in a lot of antlions, given the hive below. That's fine, that's expected. However, we caught a rebel down there and gave chase. And what happens? Antlions spawned between us and the rebel, preventing us from chasing him. Then the aforementioned complete toolgun spam of antlions on top of us. Sure, we're near the hive. That's okay. What's not okay is that a staff member confirmed that the rebels in question weren't receiving literally any of it. Everything was being spawned on OTA, letting the rebels just sprint off. That's not cool at all.

Towards the end, the breakdown in communications became VERY clear on the OTA side and CCA side, though this can be explained by Rad-X's problems. We were told to evacuate Minister+, and got all of them in the CCA wing ready to be evacuated. But then we stand there with no instructions, with it suddenly changing to them not being evacuated. Which confused us as well as the CCA, because that was a complete 180 on the OOC plan. Only to then be stuck standing around for ages, thinking CCA were going nowhere- only to be then told that we had to take them to the sewers to be evacuated. Very slap and dash, and wasn't the coolest.

4. What do you believe can be improved for the next Arc when one arrives again?


Communication really needs to be improved on for this, as well as some more discretion from GMs in how they handle the Antlions. It shouldn't be a threat just for the Combine.

5. Any closing thoughts or words?


Already said what I wanted.
 

1. What are your first impressions or thoughts?

Bugs

2. What did you like about it?

Players risking their characters for high value goals, rebels and civil protection alike.

3. What did you hate about it?

The lag. Not particularly anyones fault, source is a shitty engine. Pile that with a billion addons, Helix and god knows what else and It's gonna be laggy and crash.

No extract :(


4. What do you believe can be improved for the next Arc when one arrives again?

Don't rush things. The thumpers were created and installed very quickly giving no real time for planning to stop them being put in place.

Antlion damage pools. This worked fine for the most part, but god damn did you need to be careful. Some of the Antlions did upwards of sixty damage which sounds great on paper, but considering that these can literally two shot most people it's not great. I'd rather of had more enemies swarming than one enemy murdering.

OTA killing random civilians, the gas locking a good portion of the map. Both of these were cringe. The gas would have been fine if people had time to prepare OOCly however it just turned into more of an OOC issue where people would spawn and die, or die in an attempt to grab their items for the map change.


5. Any closing thoughts or words?


 
1. What are your first impressions or thoughts? I enjoyed how we used a concept in HL2 (antlions rushing and overwhelming the combine) and made it into our own unique thing, and how player agency affected the outcome of the plot

2. What did you like about it? My favorite part was probably the loss of control the combine had, it was a fun turn around from us being in control of most things; and the rebels pushing on us combined with the antlion onslaught, it really pushed us into a desperate state, which was very enjoyable to be in
3. What did you hate about it? Can’t think of anything I hated honestly

4. What do you believe can be improved for the next Arc when one arrives again?
No idea, I’m sure they’ll figure something fun out though
5. Any closing thoughts or words?

I want to fight aliens more
 
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I was in the UK for most of it but the parts I managed to join were very fun!
 
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