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It can't be fixed - schizo rambling

AgathaL

Radio Bob Approved
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Joined
Jul 17, 2023
Messages
337
This is a poor "parody" of the very popular post made by @Botulism, my words are entirely baseless and only rely on observations made during my brief run on Willard Networks (around 11 months).

Willard Networks was the only time I got into Half Life 2 RP, and it is probably my last commitment to anything on Garry's Mod. Most criticisms raised have remained valid and applicable to the current state of the server, ranging from the grind involved with Rebel RP, the Play to Win mentality, or thousand other problems that I am sure more seasoned players will be able to point out.

The purpose of this post therefore, is not to defend anything, but to suggest that there are just some things you will never be able to fix. Maybe players are able to view things with rose-tinted glasses due to their status inside the "in-group" of Serious RP rather than viewing the situation from the perspective of new players or the realities of operationalization.




1. The rebel grind has shittier alternatives
From social credits, credits, chips, to crafting materials, most things RP are related to the concept of "grinding" towards something. This is particularly the case with scavenging trash bags and chasing precious crafting materials.

I was never really a rebel player because its quite easy to notice how "exclusive" Rebel RP actually is. It is the most gamey, requiring extensive grinding, sometimes S2K skills, and most importantly, OOC connections.

To Willard Networks' credit, I think the current system of looting trash bags and the relatively straightforward and accessible crafting system is one of its biggest strengths. It keeps player retention high while providing tangible goals for aspiring rebels/slummers to play towards. It is an actual gameplay loop that is accessible to everyone (looting, crafting equipment, making chips).

A direct consquence of the insane grind necessary for anything meaningful however, was the heavy Play to Win mentality and "scriptwhoring" that seems to be the norm. Every lethal confrontation becomes an OOC drama, every PK becomes extremely personal, and the quality of characters (with their RP) are worse due to the time investments (with heavy emphasis on scripts but less on RP). This is, of course, a bad thing, as most players have come to agree, but are there even any possible solutions? I don't think so.

Cut down the grind?
Suppose Willard Networks cut down the grind by - increasing loot drops, changing crafting recipes to include or exclude more items, automating the BMDs, a dozen more mechanical tweaks or just making the feature more exclusive like the olde days of Gmod Serious RP.

However, no matter what you do, the RP and the grind will still be absolutely dogshit.

This sort of bullshit have always relied on the blessing of OOC connections more than any concrete gameplay elements. What is the alternative to grinding for junk that can eventually be turned into an AR2, just doing a detailed /me and hitting up a GM for scripts? Befriend someone in the community OOCly to get clued in on one of your rebel characters? What about being invested in a character, does the scripts enhance or cheapen the investment a player has in their characters?

Unrewarding by design
It was also pointed out that, suppose a character successfully managed to become part of the "in-group" of Rebel RP and joins a group, the RP is simply unrewarding since there are nothing meaningful that could be achieved.

Well, this is true, but what the fuck were you expecting exactly? The expectations of what a "rebellion" can achieve and the cold hard reality of balancing non-rebel players' experience.

Is it more scripts that you want? Something so groundbreaking that it would result in a whole arc dedicated to your handiwork? Both of these are extremely volatile for a "healthy server", where things usually happen by design, which is why everything feels unrewarding by design.

And that is pretty much impossible to overcome. Maintaining a narrative and the balancing act of controlling expectations from different factions' perspectives, it will always be unrewarding. So, these feelings are pacified with the occasional expos or some player-driven character drama that happens from time to time, the Yakuza on City 8 map is a prime example of this sort of design.

But to simply rule it all out as terrible garbage is also stupid. There is a sizable chunk of the playerbase that probably doesn't mind or even embraces grinding trash bags for junk (Keim fucking Rider....).

Of course, when a bunch of script-hungry goblins clash with the much more serious RPers, their RP quality will not be great, but it is also the design that made Willard a tad bit more playable than the exclusive stuff of the past. It is this self-filtering that gives different players different "playstyles", making the server accessible to many more players.

MiniConclusion
This problem is impossible to fix without taking a giant risk. Players can probably take greater risk to drive meaningful rewarding RP if they desire, but doing so risks an attached character. But without this attachment fostered by the equipment gained, Rebels would become glorified, arrogant event characters that throws every other factions' wishes just for the thrill of it.

At the end of the day, its all about OOC connections (with staff or some big-name much rebel player) and how much clout you get in the community.




2. Loyalist RP is fine, its just player commitment that fucks everything up
This is the part of Willard that I am most familiar with. And I can tell you that the problem is not "hurr durr wrong mentality" or whatever, it is people that already have an expectation on what a loyalist is that makes things fucking boring.

And let me tell you, this is also a problem that, no matter how hard people try, will remain a problem forever.

Court intrigue, powerplays, binders, legislation, all fancy items of Serious RP, are all ultimately pointless. No matter how much effort you put into these, they are not MANDATORY BULLSHIT that people must follow, instead, it is entirely up to player initiative to participate in these crap.

And the players, most of the time, probably won't give a shit about whatever you are trying to do unless you already have some clout in the community. Without others' participation, you lose interest, and then you eventually just stop.

This is not a Willard problem, this is a human problem. You can't possibly make impactful decisions that affect other factions/citizens too much, and it is a 50/50 that CPs would even give a shit about your meaningless authorities.

Alternatively, you can hit up a staff to get help in implementing your "cool ideas", but this once again, boils down to the fundamentals of Serious RP - fucking OOC connections.

What is the point of investing all this time and energy into creating RP if other players just won't play ball. It's not like you can force them. Loyalist RP will forever remain a periodical hit that occasionally has its peaks, and then return to a boring status quo.

It is extremely reliant on selected few GOOD PLAYERS, and that is hoping the Staff Team doesn't fuck anything up.

Even if staff doesn't intervene, Loyalist RP will still gradually die out on its own due to good players inevitably losing interest, only witnessing another spike when some other twat has some grand ideas.


Also, just saying, those allegories to Nazi collaborators, while servicable at first glance, neglects the fact that a lot of these bastards, from Quisling to Wang Jingwei, can believe that they are indeed, (the collaborators themselves as) the "good guys" (their own personal reasons or skewered vision of potentially using occuipers for some "nobler" goals, quite common). Please don't go preaching for creativity while arguing for a pre-determined mindset on how loyalists should be played.



3. Not all cops are interesting people, that's just how it is, and guess what...
...There's nothing you can really do about it!

What is there to be done, a nice little reminder on CP apps that encourages people to make "insane-y sadistic characters that identify with entropy zero 2 bad cop"? That aside, this is another issue of how PLAYERS play their characters rather than some grand design flaw.

I do not know what sort of punishment the Civil Protection faction has in place for members that are PK'd, but suppose whatever current system there is right now is replaced or removed, what do you think would happen?

Yes, a large influx of INTERESTING cop characters with WACKY personalities, but I can bet that it would bring in a lot more serious complaints from other players across different factions.

Besides, wouldn't that drastically decrease player-character attachment? The burden of creating interesting Civil Protectors, in my opinion, is 90% on the players themselves. If they chose to play a stupid boring ass vanilla cop, you won't be able to stop them either.

If you want to play something edgy, just go for it, the risk factors should only improve on your roleplay experiences, no?

Higher risk, higher reward.




4. What happens when you self-insert and call someone the n word?

This one is tricky. On one hand, mature topics like bigotry and violence that exists in real life should in theory be reflected in a RP. However, considering the size of Willard, stay the fuck clear away from that minefield.

For one, this "freeze peach" approach to a Gmod server will, I promise you, will boil over into OOC disputes.

Second, there are actual PR issues at stake here. Imagine some players describing Willard as "oh yea that HL2RP where if you make a black character you get called the n-word" or unironically going like "this is a cool rebel group, its called Atomwaffen and its symbol is the swastika with a skull".

Unfortunately, as dark and gritty as HL2 setting is, Willard is not an application-to-join server (the likes of GTA World or RDR2 RP), meaning that the expectations for Willard are aligned with societal norms. On the off chance that there are, guess what, ACTUAL CHILDREN (under 18) playing on the server.

The quickest ticket for unwanted media attention on the server would be hands-off speech moderation in the server, if that does happen (it wont) it will become a hotbed real quick and probably get at least 2 popular videos made on it describing it as a lunatic safespace that only weirdos can enjoy.

The current year is 2024, not 2014, the times have changed and it will not go back again.




5. Creativity is self-made and gatekept by everyone, collectively
Players can be as creative as they want, but it is not only server design that stops "creativity", its other players as well.

You and I can come up with the most gimmicky, creative characters right now and try to make them into something. And once you overcome the chips, the credits, the grind, the biggest hurdle at the end of the day.

Its clout.

Just because something made is creative it does not mean the RP environment would suddenly become better or be improved. I have tried to be creative in loyalist RP, creating binders and other sort of powerplay shit that was TRYING to be CReATIve.

But guess what, creativity can only get you so far. At the end of the day, any "innovative" creation a player has is only temporary and without a staff member or faction higher-up you can turn to, it will most likely amount to absolutely nothing.




6. All servers stagnate and the lasting ones have cycles, there is no exception
Dissatisfaction is inevitable and players will come and go. For example, I got bored of this shit in general and have basically quitted.

All our enjoyments will not last, and when it is a trivial matter like a Gmod server, leaving (and then maybe crawl back like a lot of people) will probably be the best option.

Much of the criticism towards Willard should be directed to the concept of HL2 Serious RP in general. From the gameplay loop of Rebels vs Combean, the grinds, the monotony of it all. It is a dying genre that will eventually come to an end.

The balancing act between being a mainstream server and a much more short-lived circlejerk prohibits fundamental changes, and I think when the RP becomes *extremely* creative, the playerbase by then would already be in the lower double digits.




7. Rose-tinted glasses
Incremental mechanical changes, the GMs, arcs will prolong the lifespan of this server, but it is impossible to capture the magical moments you lots had in the past. This is magical thinking with rose-tinted glasses.

It's been what, almost a decade? And you are still playing HL2 RP?

In competitive online games, the most vocal bunch are the veteran players and pro players. They often suggest things that makes life harder for newcomers. If we were to judge the state of a Gmod server based on experiences you might have had from a decade ago, chances are, your ideas are disguised elitism.

More interesting Civil Protection, raising the bar of entry to stop newer players from enjoying that faction.
More interesting Rebel RP, a return to exclusive big boys club style of rebel management.
More "lore-fitting" loyalist RP, replacing an "archetype" of loyalists with another, perhaps even more boring "archetype" of characters.

If you are expecting anything substantially better than what Willard has now, I think you are expecting too much. It is pointless to hold this much stock on a Gmod server.
 
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In all seriousness though, a lot of valid points have been made within this thread.
 
Post is kinda just a random pessimistic ramble. Just seems weird to dedicate this much effort to saying it will never get better, when that isn't really true.
Much of the criticism towards Willard should be directed to the concept of HL2 Serious RP in general. From the gameplay loop of Rebels vs Combean, the grinds, the monotony of it all. It is a dying genre that will eventually come to an end.

Like come on. I swear to god, Willard has been 'dying' for three years now. HL2RP has been 'dying' for about eight or more. When in reality, we average about 60 players per-day at peak. The last server and only other server I ever played averaged 30 at best.

Server has issues, but its not dying. Its problems aren't unfixable (Not all of them at least) and theres no need to panic.
 
Post is kinda just a random pessimistic ramble. Just seems weird to dedicate this much effort to saying it will never get better, when that isn't really true.


Like come on. I swear to god, Willard has been 'dying' for three years now. HL2RP has been 'dying' for about eight or more. When in reality, we average about 60 players per-day at peak. The last server and only other server I ever played averaged 30 at best.

Server has issues, but its not dying. Its problems aren't unfixable (Not all of them at least) and theres no need to panic.
It is not about "panic" or pessimistic outlook, it is that many of the problems people have pointed out are built into the RP. Willard hasn't die because of what it is doing right now, but the servers many are reminiscing about are the dead ones, this is what I was trying to point out
 
4. What happens when you self-insert and call someone the n word?
It's so hard, you wouldn't even know. I simply have to hold back until I get back home and go on 4chan to rant about the person at length and wait to get called a "chud" by the jannies. GOSH I HATE MY LIFE.

Yeah, this is pretty fucking good and funny at points too. Your general point I gather is that many of my complaints were/are kind-of useless to make, and that it'd be like complaining about endemic problems with American capitalism over praising the benefits it has on society or some shit like that.

Personally, I wasn't going to say anything until I had several friends tell me they didn't wanna play on the server anymore after all that'd happened, and honestly? I didn't care what I was gonna say, I know I was gonna come out looking a bit crazy, but I wanted to write out a long list of everything that'd dissatisfied me with Willards and games like this as a whole for a while now, I didn't care if it was realistic in changing it or not. Sometimes you go way too far so someone can meet you right down the middle. That's what I hoped to do.

In terms of being almost a decade and still playing HL2RP, I've stopped for many years. I played on and off until around 2018, then only got back into it recently. I know how unrealistic it'd be to achieve the 'old-school' feel, as there were just as many problems back then as there were now, but it can never hurt to say I'd love to try. What I find funny (and kindof sad) though is that anyone who is against something like that will be happy to think you're a racist or are completely cool with kids seeing the worst of the worst edgy roleplay, people /y'ing slurs, and nasty ERP. Not what I had in mind at ALL. I don't WANT to see that. There are bad outliers as is right now, and they ought to get weeded out so people can enjoy the experience more, but I guess I'd just prefer a little more grit. It's really not that easy to put into words and I don't know HOW I'd suggest it in a way that just doesn't sound like me schizo-ranting. I'm not a great critique-writer and I don't hold everything I wrote in that to heart.

8/10, deducted two points since you didn't use colored text in an attempt to make people upvote your post more.

Resurrect Agatha Doe Again.
 


11 years of this hellish game. These are my takes on what you've said.

1. The rebel grind has shittier alternatives
From social credits, credits, chips, to crafting materials, most things RP are related to the concept of "grinding" towards something. This is particularly the case with scavenging trash bags and chasing precious crafting materials.

I was never really a rebel player because its quite easy to notice how "exclusive" Rebel RP actually is. It is the most gamey, requiring extensive grinding, sometimes S2K skills, and most importantly, OOC connections.

To Willard Networks' credit, I think the current system of looting trash bags and the relatively straightforward and accessible crafting system is one of its biggest strengths. It keeps player retention high while providing tangible goals for aspiring rebels/slummers to play towards. It is an actual gameplay loop that is accessible to everyone (looting, crafting equipment, making chips).

A direct consquence of the insane grind necessary for anything meaningful however, was the heavy Play to Win mentality and "scriptwhoring" that seems to be the norm. Every lethal confrontation becomes an OOC drama, every PK becomes extremely personal, and the quality of characters (with their RP) are worse due to the time investments (with heavy emphasis on scripts but less on RP). This is, of course, a bad thing, as most players have come to agree, but are there even any possible solutions? I don't think so.

Cut down the grind?
Suppose Willard Networks cut down the grind by - increasing loot drops, changing crafting recipes to include or exclude more items, automating the BMDs, a dozen more mechanical tweaks or just making the feature more exclusive like the olde days of Gmod Serious RP.

However, no matter what you do, the RP and the grind will still be absolutely dogshit.

This sort of bullshit have always relied on the blessing of OOC connections more than any concrete gameplay elements. What is the alternative to grinding for junk that can eventually be turned into an AR2, just doing a detailed /me and hitting up a GM for scripts? Befriend someone in the community OOCly to get clued in on one of your rebel characters? What about being invested in a character, does the scripts enhance or cheapen the investment a player has in their characters?

Unrewarding by design
It was also pointed out that, suppose a character successfully managed to become part of the "in-group" of Rebel RP and joins a group, the RP is simply unrewarding since there are nothing meaningful that could be achieved.

Well, this is true, but what the fuck were you expecting exactly? The expectations of what a "rebellion" can achieve and the cold hard reality of balancing non-rebel players' experience.

Is it more scripts that you want? Something so groundbreaking that it would result in a whole arc dedicated to your handiwork? Both of these are extremely volatile for a "healthy server", where things usually happen by design, which is why everything feels unrewarding by design.

And that is pretty much impossible to overcome. Maintaining a narrative and the balancing act of controlling expectations from different factions' perspectives, it will always be unrewarding. So, these feelings are pacified with the occasional expos or some player-driven character drama that happens from time to time, the Yakuza on City 8 map is a prime example of this sort of design.

But to simply rule it all out as terrible garbage is also stupid. There is a sizable chunk of the playerbase that probably doesn't mind or even embraces grinding trash bags for junk (Keim fucking Rider....).

Of course, when a bunch of script-hungry goblins clash with the much more serious RPers, their RP quality will not be great, but it is also the design that made Willard a tad bit more playable than the exclusive stuff of the past. It is this self-filtering that gives different players different "playstyles", making the server accessible to many more players.

MiniConclusion
This problem is impossible to fix without taking a giant risk. Players can probably take greater risk to drive meaningful rewarding RP if they desire, but doing so risks an attached character. But without this attachment fostered by the equipment gained, Rebels would become glorified, arrogant event characters that throws every other factions' wishes just for the thrill of it.

At the end of the day, its all about OOC connections (with staff or some big-name much rebel player) and how much clout you get in the community.
THE GRIND
Completely correct. The grind is horrific, unrewarding, and dull. It's a staple of HL2RP from even the earliest days. Here's a chart.

45K0cLd.png


Personally, I think it's probably impossible for Willard to change this. Willard's core is built around it being an "RPG" which means grinding. I don't think any of your solutions for "cutting down on the grind" would work. It's been tried before (trashbag timer and shit). After pondering for literal years, my only solution (for rebels) is to have suppliers that groups apply for (if they are good at RP!) which gives story, goals, and rewards without grinding.

As for shit like S.C or credits, I've always said that loyalism should be a cut throat organization where you can literally ascend to T6 in like a week and then lose it the next day.

REBEL ROLEPLAY
Personally, I've always said that if rebels can pull something off, let them. I recall back in 2022(?) when I gathered all of the rebels and led a 60 person rebellion in C24. It was put down within 60 seconds by OTA players who had already flagged on. (if I had a nickle for every riot I've started on willard... I'd have like 50 cents.) Point being, I always wondered why rebels could never work towards these goals and I think it's due to a fear of change from the standard City RP formula (aka, the status quo of HL2RP for the past 10 years.)

I think if you had good RP and tangible goals, rebel RP would become alot more open and cool.

2. Loyalist RP is fine, its just player commitment that fucks everything up
This is the part of Willard that I am most familiar with. And I can tell you that the problem is not "hurr durr wrong mentality" or whatever, it is people that already have an expectation on what a loyalist is that makes things fucking boring.

And let me tell you, this is also a problem that, no matter how hard people try, will remain a problem forever.

Court intrigue, powerplays, binders, legislation, all fancy items of Serious RP, are all ultimately pointless. No matter how much effort you put into these, they are not MANDATORY BULLSHIT that people must follow, instead, it is entirely up to player initiative to participate in these crap.

And the players, most of the time, probably won't give a shit about whatever you are trying to do unless you already have some clout in the community. Without others' participation, you lose interest, and then you eventually just stop.

This is not a Willard problem, this is a human problem. You can't possibly make impactful decisions that affect other factions/citizens too much, and it is a 50/50 that CPs would even give a shit about your meaningless authorities.

Alternatively, you can hit up a staff to get help in implementing your "cool ideas", but this once again, boils down to the fundamentals of Serious RP - fucking OOC connections.

What is the point of investing all this time and energy into creating RP if other players just won't play ball. It's not like you can force them. Loyalist RP will forever remain a periodical hit that occasionally has its peaks, and then return to a boring status quo.

It is extremely reliant on selected few GOOD PLAYERS, and that is hoping the Staff Team doesn't fuck anything up.

Even if staff doesn't intervene, Loyalist RP will still gradually die out on its own due to good players inevitably losing interest, only witnessing another spike when some other twat has some grand ideas.


Also, just saying, those allegories to Nazi collaborators, while servicable at first glance, neglects the fact that a lot of these bastards, from Quisling to Wang Jingwei, can believe that they are indeed, (the collaborators themselves as) the "good guys" (their own personal reasons or skewered vision of potentially using occuipers for some "nobler" goals, quite common). Please don't go preaching for creativity while arguing for a pre-determined mindset on how loyalists should be played.
LOYALIST RP
Pretty accurate representation of loyalist RP in this section. For years, I've said loyalist RP has suffered from the "Ivory Tower Effect." Essentially, loyalist RPers are in a bubble and their wider actions don't affect the server. Loyalism RP is at its best when anyone can get involved, when the plotlines are cool, etc. (stuff like futurism to suck my own dick.) Loyalist RP has ALOT of potential but usually people are afraid to really delve into it, especially since Willard has a problem (as you've put it) with staff "fucking things up." I think the exclusivity of loyalist RPer to well-connected players is a willard-exclusive thing but it's sorta true.

Personally, you gotta get everyone involved, make a cool storyline, and pray that staff don't fuck it up. It's a tall order for Willard but it can sorta be done.

3. Not all cops are interesting people, that's just how it is, and guess what...
...There's nothing you can really do about it!

What is there to be done, a nice little reminder on CP apps that encourages people to make "insane-y sadistic characters that identify with entropy zero 2 bad cop"? That aside, this is another issue of how PLAYERS play their characters rather than some grand design flaw.

I do not know what sort of punishment the Civil Protection faction has in place for members that are PK'd, but suppose whatever current system there is right now is replaced or removed, what do you think would happen?

Yes, a large influx of INTERESTING cop characters with WACKY personalities, but I can bet that it would bring in a lot more serious complaints from other players across different factions.

Besides, wouldn't that drastically decrease player-character attachment? The burden of creating interesting Civil Protectors, in my opinion, is 90% on the players themselves. If they chose to play a stupid boring ass vanilla cop, you won't be able to stop them either.

If you want to play something edgy, just go for it, the risk factors should only improve on your roleplay experiences, no?

Higher risk, higher reward.
COP RP AND SETTING?
Cops are boring 99% of the time. True fact! However, cops aren't boring when there's a really good setting and people leading by example. For example, if Willard really delved deep into this Japanese Arc, they'd have no transfers and have people in CP leadership positions lead by example, it would be great! Problem is, I don't think this could be pulled off well on Willard (reoccurring theme, I'm a doomer.) However, there's so much to be explored with Cop RP and cool settings it's just that they aren't explored. I've written numerous threads that I may link at the end.

5. Creativity is self-made and gatekept by everyone, collectively
Players can be as creative as they want, but it is not only server design that stops "creativity", its other players as well.

You and I can come up with the most gimmicky, creative characters right now and try to make them into something. And once you overcome the chips, the credits, the grind, the biggest hurdle at the end of the day.

Its clout.

Just because something made is creative it does not mean the RP environment would suddenly become better or be improved. I have tried to be creative in loyalist RP, creating binders and other sort of powerplay shit that was TRYING to be CReATIve.

But guess what, creativity can only get you so far. At the end of the day, any "innovative" creation a player has is only temporary and without a staff member or faction higher-up you can turn to, it will most likely amount to absolutely nothing.
LOVE THE PK!!
Yes and no. I think server systems (setting, gameplay, etc.) all hinder creativity. I think if you develop a culture of "do cool shit! make cool characters!", creativity will thrive. Otherwise, people will be too attached to their characters to really do anything cool because they spent 6 years grinding for them (also players have a tendency to hate PKs and shit which needs to be broken. YOU WILL DIE AND YOU WILL LIKE IT!!)

6. All servers stagnate and the lasting ones have cycles, there is no exception
Dissatisfaction is inevitable and players will come and go. For example, I got bored of this shit in general and have basically quitted.

All our enjoyments will not last, and when it is a trivial matter like a Gmod server, leaving (and then maybe crawl back like a lot of people) will probably be the best option.

Much of the criticism towards Willard should be directed to the concept of HL2 Serious RP in general. From the gameplay loop of Rebels vs Combean, the grinds, the monotony of it all. It is a dying genre that will eventually come to an end.

The balancing act between being a mainstream server and a much more short-lived circlejerk prohibits fundamental changes, and I think when the RP becomes *extremely* creative, the playerbase by then would already be in the lower double digits.
I HATE CITY RP!!
City RP has been the go to formula for HL2RP since the fucking dawn of the gamemode. I'm sorry but, at this point, it's been done to death. It's boring now. Most stories have been told. Everything is the same. You grind, you die, etc. My prayer is that eventually someone will snap out of it and try something new and interesting but I think Willard is gonna run City RP until its dead with minimal changes. My proposals for V3 were a major shift in tone (which could be cool even if it's still city RP) but it's not gonna happen.

A big thing about this is the fear of major changes. When you are as big of a community as Willard or Nebulous back in the day, playercount is a constant thought. You MUST keep the lights on and change (especially big changes) are RISKY. So, what happens? Things don't fundamentally change. People are afraid to take the leap. No one has a unified vision on Willard too which is an issue. What can you do?

7. Rose-tinted glasses
Incremental mechanical changes, the GMs, arcs will prolong the lifespan of this server, but it is impossible to capture the magical moments you lots had in the past. This is magical thinking with rose-tinted glasses.

It's been what, almost a decade? And you are still playing HL2 RP?

In competitive online games, the most vocal bunch are the veteran players and pro players. They often suggest things that makes life harder for newcomers. If we were to judge the state of a Gmod server based on experiences you might have had from a decade ago, chances are, your ideas are disguised elitism.

More interesting Civil Protection, raising the bar of entry to stop newer players from enjoying that faction.
More interesting Rebel RP, a return to exclusive big boys club style of rebel management.
More "lore-fitting" loyalist RP, replacing an "archetype" of loyalists with another, perhaps even more boring "archetype" of characters.

If you are expecting anything substantially better than what Willard has now, I think you are expecting too much. It is pointless to hold this much stock on a Gmod server.
STORIES TO BE TOLD
I'm probably the biggest nostalgia poster to ever exist. This is well known. However, I don't think gmod is dead and I'd say HL2RP is in a fairly decent spot rn. It's not completely over and doomers can eat my balls. However, I do think that the stories told on City RP are basically dried up. Alot of the really creative minds of my day (boomer posting) realized this and moved onto different stories in HL2RP at the bare minimum. There's so so so so much more to HL2RP than the dull City RP and people need to start realizing that. There are still kino epic stories to be told.


CONCLUSION
It's probably never gonna fundamentally change but people should expand their horizons. Read up on some of my old fucking theory...



 
This is a W post right here. Willard has a lot of issues. Are most if not all are unsolvable? No. Not really. But a lot of it get shrugged off as 'non-important' or 'not that big of an issue' or maybe they are taken into consideration but nothing changes. Part of why I resigned is because I personally felt like no worthwhile change was coming. This isn't to say it'll never come. Who knows. I just grew too impatient and tired of it all so I left. I rather be stressed free rather than worry and argue about everything wrong with the server with other staff or council members. It feels futile to me at that point.

The server isn't dying to be sure. But it has slipped into a shit state. Sure, nothing will ever be perfect. But it can do better. "But then why does the server average 60 players consistently every week?" Same reason why we all play. Because it's so far the only biggest HL2RP server out there still. There's not many left. The few remaining are just not that popular. People just play because it simply has the most players and it's better than playing on an almost completely empty server. Wandering around with no one to talk or roleplay with. Or they play (like myself) because all what they have and friends are here. To go somewhere else and start somewhere new on a server that doesn't rack up as many players as Willard's is not everyone's cup of tea.

Having a large playerbase ≠ healthy server.
 
Unfortunately, as dark and gritty as HL2 setting is, Willard is not an application-to-join server (the likes of GTA World or RDR2 RP), meaning that the expectations for Willard are aligned with societal norms. On the off chance that there are, guess what, ACTUAL CHILDREN (under 18) playing on the server.
damn
 
For your first point on Rebel RP there are things I agree with but, I don't think OOC connections are required.

I had absolutely no OOC connections when I started on rook, and I ended up a center focus through actions alone, and I was never friends with any of my Sentinel group, or even knew them, before they joined the Sentinels. We've forged a bond outside of that since sure, but we still include any new people within that bond.

I became a Rebel Rep with, once again, no OOC connections but through my behavior and my actions. Wasnt even the leader of a cell at the time, just a well known individual ICly with OOC maturity.

As for other rebel groups, I can't say yes or no on that. But personally I've always tried giving people a chance at least. The grind for gear is shit, but, at the same time there are other ways around getting it that are not simply grinding... Matter of fact, grinding is the least likely and worst way to get your equipment.

As for things being unrewarding, well. That was definatly the case I'm not going to lie and I've said as much myself. Though i've been the factions official leader for just over a week now? I think... I'm working on fixing a lot of this but it will require assistance from CT-Co ordination (Who have offered their assistance) as well as other GM's which I will be linking out to this Friday about how we are going to proceed with a rebel arc.

I definatly agree with you that some of the things that are our greatest weaknesses are our greatest strengths as well, like Accessibility and hell, the very fact you even CAN grind for stuff rather then only relying on connections.

Your rose tinted glasses thing is very important, I've been playing HL2RP since March 2008 and I do know that trying to recapture those magical moments will never be a thing, and you shouldn't look for it as it will only lead to a road of disappointment.

Which is why unlike some of my 2008 colleagues I am a lot more open to new formulas. But I also do have the experience to know when something won't work as well as had to deal with the fallout when it has not. Hell, even i've made some of those mistakes myself.
 
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