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PK's too soft

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PKing people isnt the solution to a over-gear issue. Reducing spawn rates / Alternatives that are more friendly to roleplay for gear and acquisition is a much BETTER alternative.

If Rebel rp is shit because you guys have made such a focus on script-whoring trash and crates. Then maybe you need to stop punishing the people using the system you guys designed and come up with a better alternative. Incentivise roleplay over script-acquisition and fill the void for the acquisition with roleplay.

Making a policy that punishes players with a PK will only exacerbate the issue: It'll make players give less shit's about their characters and just more vigilant in general when it comes to the whoring process + more efficient.

Take for example the Spores in the sewers: Do you think that incentivises roleplay or do you think it incentivises players to whore-faster?
Your solutions are misguided.

Lets not skip around the reason why you likely want these PK's. Let's skip RIGHT to the heart of the issue.
 
Take for example the Spores in the sewers: Do you think that incentivises roleplay or do you think it incentivises players to whore-faster?

Absolutely needed but for an entirely different reason. Spores and gas exist to prevent rebels from circle-jerking endlessly in underground locations and causing the entire city to feel dead and lifeless while providing nothing otherwise.

This is something rebels will do almost without fail if given the chance, so you have to prevent it.
 
No way. I got hit with a Bullsquid that did 45 damage to me in half a second today when I turned a corner, I imagine many people can die from that on accident. Having months of character development thrown away by an admin spawning an NPC is cringe.
rip my old char. Too many bullsquids were in the sewers and because of tbc he died. Not possible to beat that.
 
Absolutely needed but for an entirely different reason. Spores and gas exist to prevent rebels from circle-jerking endlessly in underground locations and causing the entire city to feel dead and lifeless while providing nothing otherwise.

This is something rebels will do almost without fail if given the chance, so you have to prevent it.

That's where you guys need to put your energy I'm afraid. Trying to eliminate characters isnt going to solve your issues. Reducing Rebel rp in general isnt going to solve your issue.

You need an entirely different solution.
There currently exists a Vortigaunt store down in those tunnels, it's a great potential hub for rp- but it's also small enough and maintained by players to regulate who can come inside / and who must leave but their roleplay is NULLIFIED heavily because any customers they DO get they can't rp with at length unless they've brought multiple filters or are a Vortigaunt themselves.

Better to figure this solution out now rather than later, because one day you guys are likely going to have a canals. -AND THAT- will be 10x worse given enough time.

So yeah, you guys should stop trying to take short-cuts to solve these issues because in my opinion, you're only making things worse and cultivating the thing you guys are complaining about. (Shit rebels.)
 
There currently exists a Vortigaunt store down in those tunnels, it's a great potential hub for rp- but it's also small enough and maintained by players to regulate who can come inside / and who must leave but their roleplay is NULLIFIED heavily because any customers they DO get they can't rp with at length unless they've brought multiple filters or are a Vortigaunt themselves.

This just sounds like a Vortigaunt who isn't very business savvy. Who sets up a shop in a lethal gas zone and then ponders on why they don't get customers?

Be like me making a stand behind the Nexus gates then complaining that they are closed all the time.
 
This just sounds like a Vortigaunt who isn't very business savvy. Who sets up a shop in a lethal gas zone and then ponders on why they don't get customers?

Be like me making a stand behind the Nexus gates then complaining that they are closed all the time.

Because in fairness to the Rebels, there is a raid on the slums every 2 minutes in game which results in the high-stacking of both antlion NPC's, Zombie Corpses etc. All evented -just- for them. Some players -want- to rp away from the Combine for longer then 2 hours so they can take a break from regular searches intended for a promotion point grind.

You have to give a little, to get back a little. And right now you guys are squeezing the stone tightly and wondering why no water is coming out of it- then your solutions are to get the pick-axe and smash the stone and you'll still wonder 'Gee- where is the water?'

You have in-game systems to start off with low social credit's, you have multiple people on BOL. EVERY building is taken up in ownership by someone and LOCKED. EVERY HIDING SPOT is claimed/locked or requires an AUTH. Of course they'll gravitate towards the sewers, you DESIGNED and INCENTIVISED these people to play the way they are playing.

This quite literally goes both ways and you guys arent going to figure out a long-term solution until you accept that.
 
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Because in fairness to the Rebels, there is a raid on the slums every 2 minutes in game which results in the high-stacking of both antlion NPC's, Zombie Corpses etc. All evented -just- for them. Some players -want- to rp away from the Combine for longer then 2 hours so they can take a break from regular searches intended for a promotion point grind.

You have to give a little, to get back a little. And right now you guys are squeezing the stone tightly and wondering why no water is coming out of it- then your solutions are to get the pick-axe and smash the stone and you'll still wonder 'Gee- where is the water?'

You have in-game systems to start off with low social credit's, you have multiple people on BOL. EVERY building is taken up in ownership by someone and LOCKED. Of course they'll gravitate towards the sewers, you DESIGNED and INCENTIVISED these people to play the way they are playing.

This quite literally goes both ways and you guys arent going to figure out a long-term solution until you accept that.
That‘s true actually. The only shops that are open often is Siemens and the other one next to it. The pint is open like once a month. So many buildings are occupied by inactive players…
 
That's where you guys need to put your energy I'm afraid. Trying to eliminate characters isnt going to solve your issues. Reducing Rebel rp in general isnt going to solve your issue.

You need an entirely different solution.
There currently exists a Vortigaunt store down in those tunnels, it's a great potential hub for rp- but it's also small enough and maintained by players to regulate who can come inside / and who must leave but their roleplay is NULLIFIED heavily because any customers they DO get they can't rp with at length unless they've brought multiple filters or are a Vortigaunt themselves.

Better to figure this solution out now rather than later, because one day you guys are likely going to have a canals. -AND THAT- will be 10x worse given enough time.

So yeah, you guys should stop trying to take short-cuts to solve these issues because in my opinion, you're only making things worse and cultivating the thing you guys are complaining about. (Shit rebels.)

Its not ab reducing characters for me its about making them more cautious. I hate seeing people run around like headless chickens collecting loot crates and trash. When i played rebel, before even staff, npc pk's were a thing. But if you are cautious & careful you'll be fine.

Also touching on your point earlier about scripts? I'm mitigating that another way. This is just my personal preference. I have a new rebel character and I want to feel at risk of dying when i'm in the sewers. It makes it more fun for me. But that's cause I actually like risk and difficulty. Not easy street.

Additionally, if pk's were on, I'd feel comfertable with more trash spawns etc for scripts. Risk vs reward.
 
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Its not ab reducing characters for me its about making them more cautious. I hate seeing people run around like headless chickens collecting loot crates and trash. When i played rebel, before even staff, npc pk's were a thing. But if you are cautious & careful you'll be fine.

Also touching on your point earlier about scripts? I'm mitigating that another way. This is just my personal preference. I have a new rebel character and I want to feel at risk of dying when i'm in the sewers. It makes it more fun for me. But that's cause I actually like risk and difficulty. Not easy street.

Additionally, if pk's were on, I'd feel comfertable with more trash spawns etc for scripts. Risk vs reward.

You don't need to transpose the risk you wish to undertake onto everyone else simply because you're wanting to take the greater risk of Self-PK by NPC, but I commend you on the tenet of being truer to roleplay and allowing such caution to permeate your character's actions within the underground.

Ultimately I think the premise of it is misdirected. Mitigation isn't going to inherently cause people to roleplay being more cautious within the scenarios you describe because NPCs cannot inherently roleplay. At most it will just act as a heavier obstacle to turn around and run instead of trying to run around them. Perhaps in some fashion it will cause a marginal decrease in the obtainment of loot, but I believe it would be negligible at best. And, at worst, cause people to go aboveground to look for loot within trash bags there or wander into other areas less-occupied.

There's a heavy reliance on scripts within roleplay servers regardless of the setting. And barring (social) credits and the like, Willard does lean a bit heavily into the cyclical gameplay loop of obtaining loot and looking for it. Any action to take and mitigate this in ways both unknown and known will lead to an adaption by the playerbase of Willard because, ultimately, the act of progressing a character script-wise is intrinsically linked to getting newer and more varied roleplay avenues to open up to them. Otherwise they are dependent on the auspices of others to advance their character past various roadblocks.

There's definite auteurship involved when one's handling their own events and hosted expeditions with being able to set the rules for everything and give forewarning that deaths shall be enforced permanent kills. However those are within controlled environments which are opt-in, a huge difference from the general atmosphere of the server both in intensity and commitment. Whereas, more differently, the serverside of things consist of multitudinous factors which come into play: What if somebody has issues outside of their control? What if somebody is roleplaying and a stray NPC attacks them unawares as they were typing? What if factors involved of varying length and niche influence the outcome where it leads to a permanent kill? In its current form, it is an exception, and what you wish to fulfill is overall an adjustment where you turn an exception into the norm, and the norm then into an exception.

Despite this, even, I do like the discussion that's commenced around the topic you've started, and I can understand that even with dichotomous philosophies and approaches, it's always enjoyable to talk about subjects related to the server when it's in good faith. And this especially is.
 
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