Welcome!

By registering with us, you'll be able to discuss, share and private message with other members of our community.

SignUp Now!

My Positive, Suggestion-Filled Sequel to My Previous Crazy Critique Post: A Blatant Parody of Martin Luther's 95 Theses... 6/14/2024.

If changes were made based on these suggestions and implemented, would you support them?


  • Total voters
    39
I don't think the CCR should exist at all. It doesn't have a place in lore. Give more shit for CivPro to do.
Only way I see them "existing" is as a lore group in the Outlands. They don't have a place in CityRP and draws the attention of people away from the actual city itself.

Rn is there's 50 people on the server and 12 of them are flagged up on conscript then there's actually only 38 people on the server.
Glad everyone agrees with me.

Are you going to make an official complaint thread to remove CCR?

We can't let all this cooking go to waste.
 
The CCR should get whatever could be scrounched up, AKS, Kar98ks, PPSH-41s, in my opinion (the CCR is the guys who guard CCA right)
 
Don't particularly see the reason for dogpiling CCR. I'd say that the creation and flourishing of the faction with people who enjoy their time RPing in the reserve is more-so a testement to how many prefer to avoid the citizen/rebel grind.

Got more roleplay out of these few months than I have had in years- if you're acting sour about how successful it is I recommend you look elsewhere for the issue rather than the faction who many are passionate about.
 
Last edited:
I am quite literally witnessing the possible end of the server, it probably isn't but it might be the start of a long chain of events
 
Please someone make a recap or a summary over the recent events, im quite confused rn
 
With City Roleplay, I have few gripes/comments with few of your points. I will ignore Combine points, since never played (prolly never will).

For instance, the GENERAL ONE is, this is a fucking video-game, so people, will do what they want, and unless you FORCE THEM into special playstyles, they will do as they wish. If a guy wants to be a rebel from the get-go, and run into sewers instantly, unless you get staff to stop him, he will do it. It's not an easy thing to deal with. Same thing with Citizens just AFK-ing waiting for workshifts, or CPs borderline sleeping. This mainly refers to points 8 and 9. Also, fun fact, you say "This isn't HL2 it's DarkRP without mic!" - But, in Half Life universe, becoming a rebel is... Piss easy, from what we have seen. Wether it's official content (how quickly Gordon gets help from full railway, without them knowing who he is until Alyx radios it in), or countless Fan-made content (Swelter, Resistance, etc.). Unless you make being a Rebel risky, like friggin 1940s Poland, then Idk if it's possible to not make it easy to be one.

15, 16, 17 - I somewhat agree, with how most people just focus on scripts, and dick-measuring with armors/guns. But honestly, considering this isn't HL-Wars, where one side eventually loses if pushed back, there is no "LONG-TERM" rebel need. Like, in Willard, Combine will never lose/go away, neither will Rebellion. So for many people, there is no reason to "Rebel in other ways", simply because, it's not like it's taking years until Combine fucks off. My Rebel for instance, is a cook who constantly makes food for the public needs table in the slums, or goes into the sewers to the refugee camp (or where most people are), and gives lots of self-made food, such as fish-steaks, stews, soups and more. My main activity as a Rebel, is giving out food to people, which gets me known, and I like doing it.
Issue is, most people don't consider that fun. Or enjoyable, in THEIR OWN way. You also can't really "RP" making a graffitti, unless you ask a GM to put one up, since a simple text "There is a graffitti here" won't work, let me tell you that. Truth is, Rebel players like to chill in the sewers, since it's generally safer (no CPs just waltzing in 24/7), and also, you can freely chill, and wait for Smugglers as well. I don't do 24/7 grind myself, but I don't blame those who do.

20 - I heavily disagree. Considering how average person's ping is 100+, and considering how shit the hitreg is, how common freezing/lagging is, NPC events, are a great way for people to either tell stories, or experience little adventures/missions without being overly FUCKED. Besides, NPC events, allow for the players to deal with stuff they'd normally never deal with, since, I highly doubt you could make a 8 rebel v 10 zombie event WHERE EVERYONE is a player, fun or fair. It'd just be S2RP constantly, and I don't think 18 people constantly /me-ing would be fun for either side, including GMs.

21 , 23 (gonna ignore 22, not a CP/Cop player) - I somewhat agree with 21, having Rebels armed 24/7 with high tier guns is somewhat silly... But it's not too far off what we see in lore. Pretty much all Rebels we see, at least in terms of WEAPONS (not armor/gear), are equipped with Combine MP7s, AR2, Shotguns, and have stolen decent chunk of Emplacement guns (Beginning of "Highway 17"). Weapons being slightly-higher tier and not super rare, isn't that out of the blue, armor kind of is.
I heavily disagree with 23 though as this is, after-all, a HL2RP server. This isn't like HL:Wars, where it's a heavily combat-centric, none-RP having basically Battlefront, where reduction in TTK and increase in damage is a good thing (common suggestion there too). Excluding obvious balance aspects, just because something is "realistic" doesn't mean it should be in the server. You complain about 8+ shots to kill someone, but considering most guns, who can kill in 8 shots+ , are plentiful (minimum 13 damage), and not super rare, with relatively big mags I don't see why that's an issue. If you were to make TTK shorter, and guns more lethal, unless we're back to TBC/S2RP 24/7, it would basically be like Escape from Tarkov, and I highly doubt ANYBODY HERE would be a fan of getting 1-2 tapped. (Excluding Headshots)

I'm tired rn, so ignore any repeats/mistakes, thx
 
There is an issue at hand where the most powerful rebels on the server are not necessarily the best roleplayers. This is a problem, and it needs to be changed immediately. Guns should not be craftable, not even scrap weapons. Ammunition too, to that degree. Only allow basic medical supplies to be crafted and INCREDIBLY basic armour sets. If this sounds like hell, you’re the person we are working against.

Scrap the current BMD system completely.
BMD’s are glorified vendors, and it’s far too easy to get high-tier loot on a character. Every BMD is a glorified supermarket, and this needs to be changed.

I propose a new system completely, inspired by another community. It works there incredibly well.

BMD’s will consist of THREE entities. Production, imports, and schemes.

Production. My answer to the lack of a thorough crafting system. This can be anything from a textile mill to a drug lab, and we need to ensure that each is fit for the server as it currently stands to balance out the economy. Each group with a ‘production’ auth will have a channel on their group page on the rebel discord where they can post the logs of them roleplaying the creation of these scripts, or they can have a GM oversee if there is one available. This will work as an ‘order’ system, and will be ticked upon completion and heavily moderated.

Imports. This will mainly be high-tier items (weapons, etc.) and will be outright given to the characters that choose to distribute these goods, but again, it will be heavily moderated. An example of this is a BMD getting given a supply of 3 AK’s and a pistol, then told to sell those goods rather than ordering whatever they please.
There will be a way to “order” specific weapons should a character want them, but there will need to be decent reasoning and quality from both sides, and they can be outright refused by the BMD managers. It is also worth noting that the BMD selling these items will be somewhat 'responsible’ for who they give the item to, so they must choose them carefully.

Schemes. This is interesting and will be mainly player-driven.
Players will be able to act within factions and extort them in particular ways (without too much detriment to the faction itself). An example of this would be a Civil Protection officer skimming ammunition from the vendor with the intention of selling it on, but this must be roleplayed extremely creatively - this can be investigated if word gets out, the unit in question can be caught, but that's the risk they're taking upon themselves IC for such a high reward. We should not limit schemes and instead give players the initiative to go as creative as they want, but each will be open to refusal and removal at any sign of ill intention, bad placement, or poor quality.

These roles will not necessarily have to be filled by rebels. If the fitting is right, citizens can get their hands dirty—and even civil protection in some rare cases. Creativity and high quality must be rewarded.


I sent this guide over to Bassilisk and Rabithunter a while ago back when I was supposed to be a BMD lead (LOL), but the systems are unchanged. Wipe weapons all you want now, but without any system to replace the current one and it'll just return to the same-old in a month or so. People may not 'like' this change as it makes it a lot more complicated, but it NEEDS to be more complicated when you see people running around in full-kits of gear despite the fact that they can't have the spelling capabilities of a child and can't write a /me longer than 2 lines. You all agreed to the terms and conditions in the quiz saying that you understood roleplay was 'slow-paced' and not about getting gear, and yet here we are all the same. Complicated is not a bad thing.

Also, anyone with half a brain can shotcop, why the fuck are we rewarding that? Call those mfs out for poor-quality and boot them.
You all complain about no longer being a 'serious' rp server when every interaction is 20 player wide S2K events and admin enforced PK's with AI tanks. Write some open-ended and interesting stories that require thought, cheers.

I agree with most of it, except with "You shouldn't be able to make guns/ammo" thing.
Irl, in real life resistances, back in WW2, and post WW2, and even modern day, making your own junk guns, and ammo for 'em (But mainly guns),i s what allows Resistance to fucking... You know. Exist, somewhat.

Like, polish Błyskawica, or many-STEN copies in general. By making junk guns uncraftable, you're basically removing 1 aspect of Resistance, that's not only realistic, but also makes x100 sense. Resistance would make weapons, not great ones, but they would, considering they struggle to get real deal often.
 
theres no way bro is comparing this damned server to REAL LIFE
I mean, kind of hypocrisy, cuz some people compare stuff to real life (Like PK being "losing something", or you know, feeling of having to actually interact with people, like you'd IRL) and it's fine, but others aren't?

Besides, hard not to compare some aspects of HL2 to real life, considering how many commons can be found (CPs being basically Gestapo + NKVD, The oppressive regime theme being basically USSR/3rd Reich, Resistance reminding of Iraq/WW2 resists etc.).
Why is comparing stuff to irl such a bad thing, comparisons are a normal fucking thing. If people want more "hardcore/realistic" shit, then comparing things to real-life is on the table. End of sotry.
 
CCR should have junk weapons, especially considering how most of them are prisoners, criminals and volunteers. Maybe give the higher ups pistols/submachine guns, but absolutely not more than that.

Rebels should have a complete wipe and be equal to CivPro in the way they will have SMGs at MAX. This way, we can make OTA only deploy upon Vortigaunt assistance, and have CivPros handle the rest. Also OTA should be non-lootable, like they used to be.

To me, Rebels should always be equal/less equipped but win through guerilla tactics and the element of surprise. Currently, if the rebels wanted to, they could completely take over the Nexus, no questions asked. Perhaps, give ARs to the absolute best of the best Rebels, the ones who only do good for the community in humanitarian ways, that way they have a slight edge when needing to defend themselves. Also, the sight of an AR could then also warrant OTA sweeps like it used to before.

There are so many guns in regulation that I'm surprised that they haven't done something like blowing up the city, the warehouse, the forcefield to the CCR or whatever (Or well, not surprised considering people are S2K hungry rather than wanting to further RP and make interesting situations).
Rebels in official HL2 lore, have rifles, and shotguns, and big tier guns, and PRESUMABLY (if we consider White Forest), stationary weapons and SOME vehicles. Limited, but still around.

Restricting their weaponry, just cuz CPs have problems, isn't fixing the problem, it's creating 2 problems.
 
idk bounter...


Willard isn't offical hl2 lore.

I'd like to see and participate in a more oppressive environment.
 


1719408762262.png

THE JAZZ BANDITS.

The most armed resistance force in the half-life two universe.
 
idk bounter...


Willard isn't offical hl2 lore.

I'd like to see and participate in a more oppressive environment.
Not saying I wouldn't, but removing fire-arms that can be self-made doesn't do that. It just removes interesting, and actually rebel-like aspects
 
These things counteract each other.
How so?

Rebels being able to make some junk weapons, is like, how resistance everywhere, fiction or real operates. Tell me the benefits of removing junk guns. Which, are not even that good, aside from the Popper and VSV (arguably AK).
 
rebels should rely heavily on traps, but unfortunately my suggestion involving that was denied.

Traps would provide a rebels to still stand a chance even without high-tier weaponry.
 
Back
Top