M U Z U N G U
Member
- Joined
- Jul 13, 2021
- Messages
- 58
The cyber cafeBefore the DOB / MOC:
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The CPs would go there for coffee and you would see the citizens watching Star wars: A new Hope
good times
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SignUp Now!The cyber cafeBefore the DOB / MOC:
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I was the one person doing the /its the entire movie up until the destruction of Alderaan... ;(you would see the citizens watching Star wars: A new Hope
Before the DOB / MOC:
View attachment 12034
After the DOB / MOC:
View attachment 12035
RIP the Sunrise Cybercafe.
As someone who is heavily invested in fixing RP (Rebel side in particular), I would actually like to know the full-top down solution most people would like to see implemented to try and kick the majority of rebels who choose to be script hunters all day even if it may cause some of them to leave in an act of bitterness towards whatever we were to implement.
Since I do want Rebels to do more and there are a few event chains which give access to sides to take part but when you look at it internally, only the Combine/Citizen side chooses to do anything while Rebels refrain from partaking in the dark events. It is quite saddening that RP is pretty much dead on the Rebel side and I say this not as staff or developer... but as a player given my prior experience and playtime in the Bottlestreet Era where we had Sunrise, Dutchman and BottleStreet all as highly active and RP-friendly groups, sure there were a few hiccups with the metagame, but that is honestly a general RP issue on every server ever.
One could say the best Rebel RP was the Bottlestreet Era with all those groups. We had rebels in infiltration positions. We had Rebels running stores with secret underground trade networks and negotiations between groups to form alliances, plans moving forward which would of eventually come out as something great... but those plans had never come to be since the introduction of MOC with its transaction logs destroyed the possibility of Rebels. You then have things like the DOB causing quite a lot of issues with stores and well, let's be real Stores are DEAD, never to be revived again due to certain people's actions.
So once again, I would like someone or quite a few of you to present what ideas you have in mind, even if harsh, for kicking the RP Quality back into gear for all sides, including that heavily of the Rebels which most do nothing on (Except a few who are trying to be the Rebels people want but barely play to avoid the "bad" rebels)
The combined MoC, CWU and CP made running a business such a pain in the ass. The original Cybercafe got closed down for a raid that was very obviously against the rules, especially considering the rules were changed two hours later to allow raids like that - and when I complained I got literally nothing. The reality is that the rules changed every five minutes based on what admin/faction member is talking to you, and when that's the case it's literally impossible to make anything work. This applies to way more than businesses by the way.Before the DOB / MOC:
View attachment 12034
After the DOB / MOC:
View attachment 12035
RIP the Sunrise Cybercafe.
This is actually a really good point. To be a rebel, at-least in the eyes of the people that inhabit the sewers, you'll need armor, chips and guns. All of which require hours on hours of grinding.As for the Dark Events @Robert, the same reason above applies, if you have invested a lot of time and effort into a character, why would you take them somewhere, where death is a pretty decent outcome.
Rebels have transformed immensely when compared to those of the so-titled "Bottlestreet Era." Now, while this may seem a good thing at a cursory glance - given that very few remember this period fondly, myself included
Yeah Civil Protection doesn't seem like to care about anything. <:: Rebel there? Okay we gonna fight them and we lose? how cares lmfao ::> but they should be really afraid of the consequences that might happen, If they fail. After all CPs in HL2 got punished for failure that is why most of the CPs, who got ordered a suicidal attack done it rather being punished to a stalker for example. The CPs are treated too good while the City is in absolute starvation what shouldn't be. The CPs are normal Citizen only with some protection above them and training. They should starve too and well go rogue, but most of them (afaik) just fear what happens to their character because if you go rogue, at least 3 or 4 OTAs will be send after you.Civil Protection?
Civil Protection are nearly impossible to convince to engage in shady activity as very few incentives exist within the faction to encourage such behavior (afaik). CP's are treated as Tier 8 citizens by default and have almost unlimited power granted to them. They do not feel the boot of the Combine as they should, so despite leads talking about how much they love the idea of rouge CP's, barely any IC incentive exists for such things.
The loyalist party
The single largest aspect of City RP. It is also completely and utterly useless. Even a Tier 6 citizen has practically zero power within, and certainly not without, the law. On top of being cut off from large portions of the map and more strictly watched by Civil Protection, most rebels would intentionally avoid achieving high tiers I imagine. Not even the assembly would appear to be worth the effort due to the highly impotent legislation that they mainly delve in. CCA also falls into this, I think, cause only two positions really matter afaik.
Holy fuck, you insane?I was the one person doing the /its the entire movie up until the destruction of Alderaan... ;(
Peak RP immersionHoly fuck, you insane?
The Old PK policy, sorta, the older PK policy, yes. The Newest PK Policy not at all with CPs being more penalised than your average Rebel and a lot of deaths now protected via NLR with little to no danger. I don't think the PK policy is the main issue...One of the biggest issues with Rebel RP is how easy PK's are to dish out. every other faction on the server has a much safer position than that of a rebel, not because of gear or equipment although that does factor in. It is VERY easy to get killed as a rebel, and pretty hard to get killed as say a CP. What i mean by this is that there are physically more RULES pertaining to PK's that apply to rebels.
As for the Dark Events @Robert, the same reason above applies, if you have invested a lot of time and effort into a character, why would you take them somewhere, where death is a pretty decent outcome. The recent event that you put up to assault an outpost and you get free gear, credits etc etc......its a suicide mission, i will be very surprised if you see the few seasoned rebels there are partake and wont get a bunch of Johnny Rebel Blue-shirts, purely because all the chips in the world and all the guns simply don't equate to months of character development.
Honestly, if you wanted Rebels to be more pro-active and RP, PK people who snitch, and if they have created a character that is under a week old who walks around to only snitch, just ban them (not really, but the sentiment is there), i'd love to go out and ask people for help with a job, or talk with them and such, but we can't do that, just the other day 3-4 people were having a chat, a new guy wandered in, wandered back out and 3 CP's showed up. Snitching murders any form of passive RP to be had.
At this point, Willard is so gentle and even-tempered that it could never commit to something like this at its current state.you want to fix Rebel RP?
have Cp's execute snitches.
They are a cancerous growth with regards to CP and Rebel roleplay.
They have essentially become terrorist sympathizers that call themselves the 'resistance' for their actions, even though they do not live up to what the definition of resistance actually entails. And people seem to have been misled by what terrorism means on the community. It doesn't mean going through violence nor does it entail hurting anyone. Quite simply, resistance refers only to defiance; an insistence on doing things one's own way or of refusing anything imposed upon oneself without protest.Willards ''rebels'' aren't even rebels anymore, they're just terrorists that aren't any better than the CPs. Bombing places like the RDC or the streets where a lot of innocent citizens live isn't really a rebellion, more like a mass genocide. They need to put down the guns and start doing other things that help the community.
The 'Bottle Street Era' worked because of the grind, not in spite of it, which is something I don't think people have realised.Of course, you can blame that early RPG grind for that which is still around to this day, but is continuously being lowered little by little with recent players getting their first gun very early on vs the month+ it took before. For correct referencing, we did a test with a few players & staff who started with nothing and saw how quickly they could rise up to the top. That reportedly succeded with tons of chips made very easily and material production tending to increase around the 1-2 week marker alongside the creation of weapons & ammo... which by my standards is still too slow. So am working towards reducing that yet again.
HL2 Purists don’t realize that the game is super bare bones. A “pure” HL2RP server like A:W only works because it’s not a 24/7 model.I mean, if you're a half-life lore purist, political parties and loyalty tiers are fucking awful. The citizens canon to HL2 get re-located every 3-4 months, split up from any friend or family member they have. Killed for nothing, on the basis of splitting up family cohesion or suspicion of the slightest act against the union. But nah, let's have tier-6 loyalists that serve no purpose other than to walk around in suits and spit on normal citizens.
I agree with some of this, however:The Old PK policy, sorta, the older PK policy, yes. The Newest PK Policy not at all with CPs being more penalised than your average Rebel and a lot of deaths now protected via NLR with little to no danger. I don't think the PK policy is the main issue...
The issue I think more or less comes down to the snitching problem which a while ago was heavily penalised... but for some reason as of the last few months has become less and less risky to something which is super safe to do. I am not sure why so many Snitches get away with what they do, why CPs listen to them, why they aren't punished and so on. If it was up to me, Snitches would be allowed but only if they have some proper reason other than "I love combine" or "I hate this guy/group" along with needing to be older than 2 weeks to snitch since 2 weeks old characters normally have a lot more to lose than a new character.
I would also make it that the moment you snitch, you are 100% open to a PK since you have basically elected yourself to be on the Combines side by snitching a player. So if someone puts a bullet in your head anytime after you snitched, your dead. Game over, start life again as all you have is lost over that one mistake.
Also, as for your comment on the mission I sent recently... actually, people have accepted it not afraid to lose their character and this is where I say: Stop being afraid to lose your progress. Something people will need to accept is that no one cares if you put 1000000000 years into your character, it is worth the same as others, so the moment it fucks up and dies, kiss your development goodbye, characters are not meant to return from the dead and lots of people playing Serious RP accept this as fact with the unified belief of "Never attach yourself to your character since it can disappear at a moments notice" a statement that has rung true since the birth of SeriousRP and those truly into it accept as part of what RP is.
Lots of people accept their deaths without issue and during Willard V1 and TLH event series, people accepted their months of dev down the drain while still putting tons of effort into everything they made since in the end, they knew what RP is about. Over time, however, our player base has switched from the death accepting players we once had to ones who get scared if even a hint of a PK is mentioned. It's part of that script mentality more than it is protecting Development.
Of course, you can blame that early RPG grind for that which is still around to this day, but is continuously being lowered little by little with recent players getting their first gun very early on vs the month+ it took before. For correct referencing, we did a test with a few players & staff who started with nothing and saw how quickly they could rise up to the top. That reportedly succeded with tons of chips made very easily and material production tending to increase around the 1-2 week marker alongside the creation of weapons & ammo... which by my standards is still too slow. So am working towards reducing that yet again.
TD:LR
- Current PK policy is alright and actually gives a fuckton more NLR's than PK's
- Death and losing development is no longer accepted by newer players unlike the old-timers who all learnt to accept death regardless of dev time spent.
- Snitches are one of the key issues causing Rebels to run and hide, thus should be heavily penalised and pkable 100% of the time.
- CPs should also cease all activity and interaction with Snitches and shrug it off.
- Never attach yourself to any form of character you own
- Tests showed grind was reduced and while true, it is still a bit on the long side which may input to the Rebels fearing death part.
In my opinion, also as a non staff but as a rebel player during the Bottlestreet/Sunrise era...I can definitley say the "magic" is gone. While occasionly I do still see some great RP, it is mostly influenced or pushed by me as a BMD. Back in the bottlestreet era the rebels seemed like a mystery. If you wanted to join them, it was really-really hard to pinpoint who rebels were or where they were hiding. It's safe to say it took a lot of effort to track down a rebel group and then join one.As someone who is heavily invested in fixing RP (Rebel side in particular), I would actually like to know the full-top down solution most people would like to see implemented to try and kick the majority of rebels who choose to be script hunters all day even if it may cause some of them to leave in an act of bitterness towards whatever we were to implement.
Since I do want Rebels to do more and there are a few event chains which give access to sides to take part but when you look at it internally, only the Combine/Citizen side chooses to do anything while Rebels refrain from partaking in the dark events. It is quite saddening that RP is pretty much dead on the Rebel side and I say this not as staff or developer... but as a player given my prior experience and playtime in the Bottlestreet Era where we had Sunrise, Dutchman and BottleStreet all as highly active and RP-friendly groups, sure there were a few hiccups with the metagame, but that is honestly a general RP issue on every server ever.
One could say the best Rebel RP was the Bottlestreet Era with all those groups. We had rebels in infiltration positions. We had Rebels running stores with secret underground trade networks and negotiations between groups to form alliances, plans moving forward which would of eventually come out as something great... but those plans had never come to be since the introduction of MOC with its transaction logs destroyed the possibility of Rebels. You then have things like the DOB causing quite a lot of issues with stores and well, let's be real Stores are DEAD, never to be revived again due to certain people's actions.
So once again, I would like someone or quite a few of you to present what ideas you have in mind, even if harsh, for kicking the RP Quality back into gear for all sides, including that heavily of the Rebels which most do nothing on (Except a few who are trying to be the Rebels people want but barely play to avoid the "bad" rebels)