Hellooo! Sorry it took a while to respond we've been gathering feedback & info in the background. We have some solutions we've accepted and although this wont fix core rebel problems we'll be looking into it over time
Scripts/loot/grind [Adjustments]
Overall we do not want to step back to the previous grind progression numbers, players hated it and do not feel it’s the right way to go by increasing grind. We’ll do price and availability adjustments for now but feel a larger rebel overhaul is required to properly fix the core issue. We also do not want to increase grind since we'll be experimenting with the PK policy.
- Reduce trash spawners loot chance – From 90% to 55%
- Slightly reduce trash spawn count.
- Reduced max found items from trash from 3 > 2
- Implement WN7 lootable containers to mix in with trash bags. Lootable containers have 3 tiers of potential loot offering junk to low chance medium/high grade items.
- Identify and adjust crafting recipes that are too easy and abundant but the overall theme & numbers of the previous crafting balance stays in place.
- Evaluate which items from smugglers are causing inflation and adjust prices
- We do not feel it right that mini events on main provide loot as a main factor and prefer it for expeditions, while main events provide narrative/story/RP.
BMD
- Reduce availability of high grade guns and items from BMD and bump up prices for high grade items to try to get more chips out of the economy.
- Fedora will work together with BMD lead and evaluate closer what can be done to reduce chip inflation levels
Operations
Accepted and if we can use the admin box for rebel mini events we do not mind, but this lies in the hands of CT to get the ball rolling, including making expeditions more consistent.
Stores [Adjustments/WIP]
- Remove transaction logs access from CP faction
- Fedora will work together with DOB lead and look into making it less restrictive and more easy for players to get involved
- Long-term solution is to come up with a new shop system, preferably something more dynamic/automated with less micro.
Rogue rules [Accepted]
- We’ll examine across the board what rogue rules are present in all factions and see if we can reduce it overall to allow for more corrupt RP and infiltration.
- CPs undergoing reform to allow more rogue activity
- Look into removing certain items from crafting/smuggler and make them only available from CWU / CMU to encourage infiltration
Containers [Accepted]
- Player command to check when the container was last accessed
- Admin command to check who it was last accessed by
Snitches [Accepted]
Handled by CPs / CCA, currently in-progress, check with leads on progress
Map [WIP]
- Can’t do much with c24 but we’ll see how i17 does with rebel and city activity.
- Possibly stay a bit longer in i17 if things turn out well or more frequently switch maps.
- “Core identity” remains in c24 for now
PK policy [Accepted]
We’ll be testing a new PK policy in i17 as presented here
https://willard.network/forums/threads/anniversary-event-25-06-2022.6448/#post-47180 with its current setup granting PKs in combat scenarios.
If the i17 PK policy turns out positive and people enjoy it, we'll be working on expanding PKs universally for all factions across the server to make it a fair playing ground.
Secret bases [Accepted]
We’ll be testing secret bases in i17 as an experiment, we'll see how it turns out. More info can be found here
https://willard.network/forums/threads/wip-hidden-bases-info-industrial-17.6619/
I view the rebels core issues to stem not from our RPG mechanics (the exact same issues have occurred throughout many servers not using our systems), the current rebel system itself dating back from 2014 has downsides to it contributing to current playstyle. There's a lack of organization, goals and leadership for rebels as a whole that causes a loop of hoarding and infighting. We cannot address this at present as it requires a larger rebel overhaul and needs a lot more input.