Welcome!

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

SignUp Now!

Necropolis - Day 1

ZeroPants

Radio Bob Approved
Events Lead
Joined
Dec 25, 2020
Messages
727
di_small.png
necropolis.png


Day one:

Members of the New York Fire Department have managed to establish a small safe zone in the Fire Department building. A different group has managed to retake the local pub.

Members of both groups fought tooth and nail against the rioters who had overtaken the Police Department, managing to take out a good deal of them, but some rioters still remain.

At the end of the day, the Government declared martial law across New York via a city-wide broadcast. The military is doing everything it can to establish order within the city.

While players have explored a few notable locations, there are still many that have gone unexplored. There are still more secrets for you to find.




Some new things have been added to the content pack for tomorrow, please re-subscribe to this content pack.

https://steamcommunity.com/sharedfiles/filedetails/?id=3482110122

I hope you all enjoyed the first day, the GMs we had helping were:

Rad-X
Brickwall
Alexguinea
And myself

Feel free to write any feedback below​
 
The resources allocated are very survival horror-esque and I love it. Not too much, not too little. It is weird that there are so many junk weapons. I know the explanation, but it's still a bit odd.
 
The resources allocated are very survival horror-esque and I love it. Not too much, not too little. It is weird that there are so many junk weapons. I know the explanation, but it's still a bit odd.
I'm glad I got that survival horror feel down right!

OOCly the reason for the junk weapons is because I don't want to give players any powerful guns (not this early at least).

ICly you can chalk the junk weapons up to the rioters making them and subsequently dying and losing them.
 
I'm glad I got that survival horror feel down right!

OOCly the reason for the junk weapons is because I don't want to give players any powerful guns (not this early at least).

ICly you can chalk the junk weapons up to the rioters making them and subsequently dying and losing them.
I would think the powerful guns are nerfed by lack of ammo and such, since that's the ideal.
 
The Good:
  • Map was based.​
  • @RedHotGinger's char had a really good description (so good I kinda have to mention it).​
  • Whole scouring the city for loot thing is always a good concept, and it was quite good in practice, but I'll describe some of the faults later.​
  • I found some guy's mom lying dead in a cell. I don't know if anyone else got that sort of character thing on the map, but it was pretty cool. I did end up giving him the note I found because he wasn't part of the PD raid.​
  • Good atmosphere all in all. The storms when everyone was knocked down are still great looking sequences.​
  • Wasn't too PK-hungry, which I consider a big plus. You basically only died if you fucked around and pushed your luck. As far as I've seen, the NPC usage was quite fair (except maybe the Alien Grunt at the station).​
  • I liked the Irish Pub owner, accent and all. Good going, Rory. Keep living that Shaun of the Dead script.​
  • NYFD was, indeed, on top.​
  • It was fun, which is really the most important part.​

The Meh:
  • Rush hour. I thought everything was gonna be a lot more slowburn, but people were legit escaping the starting scenarios in like 2 minutes. By about 20 minutes, there were already sizable groups formed. This also meant that most places got looted pretty quick. But I suppose it is what it is. Honorable mention to the guy who kept looting downed people and generally script-whored to the max until @NanCi_ shot him. I seriously think his app should not have been accepted in the first place.
  • Looter NPCs. Not a big fan of the grenades, especially of the suicide vests. It also feels like the ones with guns have way too good of aim.​
  • Good few places on the map had nothing, prop or script wise. I absolutely get it - the map is big, and you can't possibly litter everything with stuff, but the apartment blocks each had only one or two rooms with anything in them. Just wish there were a few notes or misc props to make those places less empty.​
  • No objectives so far, just survive. I know some characters had them for their roles, but as I said above, a good few have finished them in under thirty minutes. The guy who was script-whoring escaped the Police Station in just 5 minutes, and I'm not exaggerating. We were literally still at our starting area (the docks) when he ran over to us. it would've been nice if we got some optional stuff to spice things up - like, maybe military supply drops, distress signals, something along those lines. Fortunately, the firefighters are planning on building barricades so that should give us something to do in the meantime.​
  • We got put into Newark for some reason? Event said we'd be in Brooklyn. Just a little weird.​
 
Last edited:
The good :

-It was relaxing at most, I would like to call it Dayz gameplay.
-Fast GM response to most of my tickets though most were small but still helpful

The bleh

-Too many friendly players? Okay this is a shit take but we have 2 safe houses with the fire station holding basically the entire server due to them having the best out of everything. Not really a problem as you cant force terrible relationships onto others.
-The grenades... holy shit. I know they took over the PD but they were lobbing that shit like candy at the players.
-Limit the amount of high tier food. I know we are early in the apocalypse but if you start handing out salmon steaks and beef steaks (cooked btw) any sort of s2rp will be negligible and not worth touching resulting in more s2k shootouts later
 
Not a whole lot to say as of yet.

In general though, It was a pretty good first day. The event hasn't turned into a complete PK'athon. I think the atmosphere is good and the survival elements are neatly implemented. I do believe NPC's such as zombies are struggling to be an actual threat, however. It doesn't seem this map has very good pathfinding for them out of the box. This hopefully will be fixed with the new content.

It could also be argued we've geared up really fast, which may lead to struggles of challenge. Given most of the group seems to have a gun of some sort, or another, we're likely to only struggle against far more considerable oppositions.

The RP generally seems to be improved from what was on offering during the prison section of this series. Which is nice to see.

Put simply, a good start.
 
Back
Top