- Joined
- Apr 13, 2020
- Messages
- 479
- Thread Author
- #1
For months I have seen some threads (and discord conversations) cover this in bits and pieces. Most of them are something along the lines of: "I think rebel RP sucks, here's why". Despite all the heated discussion on this topic, I think very few solutions have been offered. So, that is what I will attempt to do in this thread- provide a solution.
However, before I can present a solution, I must illuminate the problem.
Problem Statement
The issue with Rebels can be summed up as a simple cause and effect.
Cause: Gameplay
Rebels currently have a tough life on Willard. Most characters outside the city are busy; hooked into a never ending item grinding loop as pictured below:

I believe this is what causes most of the issues for Rebel players, even if it isn't the direct cause for their frustration. The roots of these issues grow deep, and this gameplay loop is the bedrock of rebel RP currently.
This is because items are important. I cannot just lean back in my chair and say "You do not need items to RP." THAT FIXES NOTHING.
Stop pointing fingers at each other and blaming this as an issue with the playerbase. IT IS NOT THEIR FAULT.
If you don't read anything in this thread, AT LEAST READ THIS:
If you want to get the playerbase to do something, specifically Rebels, you must reward them somehow (scripts and/or development).
Items act as an incentive; a reward for doing something. Players will always gravitate towards the path of least resistance in these cases, which is the core reason why so many players spend countless hours following this soul crushing gameplay loop.
As Madcombat once said, "We are not rewarding players for RPing"
Effect: Lack of Development/Staleness
Rebel characters typically have very little progression. Their progression opportunities are pictured below:

Grinding their characters this way causes them to become stale, because they have everything to lose and nothing to gain.
Solution:
There are long term solutions, and short term solutions. Some things will take months to do, some things we could do in a few weeks if we put the reins in the hands of someone who is capable.
Keep in mind that I am just a dev, so consider this more of a call to action than anything else.
Short term solution:
NOTE: All of this can be done now, and with little code support. It just requires passionate people which are directed effectively. We have plenty of passionate people, but little direction. I think this will be resolved in time.
Long term solution:
However, before I can present a solution, I must illuminate the problem.
Problem Statement
The issue with Rebels can be summed up as a simple cause and effect.
Cause: Gameplay
Rebels currently have a tough life on Willard. Most characters outside the city are busy; hooked into a never ending item grinding loop as pictured below:

I believe this is what causes most of the issues for Rebel players, even if it isn't the direct cause for their frustration. The roots of these issues grow deep, and this gameplay loop is the bedrock of rebel RP currently.
This is because items are important. I cannot just lean back in my chair and say "You do not need items to RP." THAT FIXES NOTHING.
Stop pointing fingers at each other and blaming this as an issue with the playerbase. IT IS NOT THEIR FAULT.
If you don't read anything in this thread, AT LEAST READ THIS:
If you want to get the playerbase to do something, specifically Rebels, you must reward them somehow (scripts and/or development).
Items act as an incentive; a reward for doing something. Players will always gravitate towards the path of least resistance in these cases, which is the core reason why so many players spend countless hours following this soul crushing gameplay loop.
As Madcombat once said, "We are not rewarding players for RPing"
Effect: Lack of Development/Staleness
Rebel characters typically have very little progression. Their progression opportunities are pictured below:

Grinding their characters this way causes them to become stale, because they have everything to lose and nothing to gain.
Solution:
There are long term solutions, and short term solutions. Some things will take months to do, some things we could do in a few weeks if we put the reins in the hands of someone who is capable.
Keep in mind that I am just a dev, so consider this more of a call to action than anything else.
Short term solution:
NOTE: All of this can be done now, and with little code support. It just requires passionate people which are directed effectively. We have plenty of passionate people, but little direction. I think this will be resolved in time.
- Reduce trash spawners on the map. There would be outrage if you got rid of them entirely. However, with them present, the points below will have little impact.
- (LFC WAS SUPPOSED TO DO THIS) build a community of refugees out in the slums. Use the items coming from their supply lines to act as supplies for the community. ICly find capable characters and delegate the following tasks to them.
- Build a clinic
- Clean up the decrepit and abandoned buildings
- Set up a kitchen to feed the needy, and the kitchen via supply lines. (more impactful if death from hunger/thirst is turned back on)
- Enact a list of rules for the community, and pick characters to see to it that those rules are followed.
- (LFC WAS SUPPOSED TO DO THIS) offer characters a story line to follow. Rebel groups can team up to go out on small events which accomplish some sort of goal for the community. These events might be risky, so the rewards should be plentiful for these. Especially because they can be incredibly impactful for the entire server if done correctly.
- For characters who do not participate in the community for whatever reason, give them similar opportunities. Events should be frequent and plentiful. We want players to do their own events. So, reward them for this. Also, we should make the system for this be as frictionless and rapid as possible. If the CT team is able to accomplish this, it could completely stop characters from having to grind if they don't want to.
Long term solution:
- Abolish repetative grinding loops which do not serve RP. However, this requires there to be some new sort of gameplay mechanism to come into replace it. I have something in mind, but that'll have to wait for a different thread.