registry: brush him
Active member
The Long Haul has gone on for a long time, which is shocking, considering it was not named "The Short Haul". It should be more aptly named "The Really Fucking Long Haul", since we've been across the Atlantic, the Void, Xen, and Horithoi... which is a part of Xen, but still. I mean, we've fought at least one godlike entity.
The climax of Chapter 4 - A Dark Interval was reached today, where the Red Army assaulted a massive Combine base. Their numbers thin, the battle all but lost, their activated one final failsafe - an absolutely HUGE shell that launched onto itself and obliterated it, leaving only scattered remnants and taking no lives. Unless you count Callum's leg as a life, and in which case, yes, it did take a life.
Now, after this, we were met with the following event:
"This map is now open to exploration. Take your time... the only thing that you should be worried about is the environment."
Knowing this, my character, Jacob, was approached by a few men. The two I remember were Salvador and Bill. I'm not COMPLETELY sure who plays them.
We decided to return to the rubble of the Combine outpost to search it for any salvage. And so, after a long and terrifying car ride hosted by Bill, we arrived at the scene.
Spawning by the threes, fast zombies practically instantly overwhelmed us. There must've been, like, twenty, right off the bat. Tens of standard zombies also appeared, as did a single poison zombie. We barely survived, and took a shit hit immediately.
We turned a corner, and found ourselves surrounded by poison zombies, fast zombies, and standard zombies. They spawned by the bushel. Manifesting from thin air on multiple occasions, we were barely able to hold them off. But eventually, the constantly spawning zombies and headcrabs, some even manifesting into thin air or around corners we believed to be clear, proved too much for us - Jacob fell, and I'm sure he wasn't the only one.
It wasn't an IC death - the two-life rule spared him. He was given medical RP, and I asked the staff to set his health according to Bill's MedRP.
10 health was administered to me, leaving me at a sorry 20 health. I was told to get back to base or simply die.
There was also the familiar sounds of an inbound Strider, which was the last straw for us. We got out of there on van.
So I got to thinking, what the fuck was that all about?
Why did the GMs expect us to fight such an ungodly amount of zombies, with such unbelievable odds, in such quick succession, with such unrealistic and unfair circumstances, especially considering that HL2RP is not inviting to combat, even with NPCs?
I realized that this wasn't actually the first time this had happened, either - the events of Chapter 3 proved to have similar consequences. There was a point where Long Haulers were trapped in the bank, holding off an endless stream of CP officers who had rushed back to the bank after respawning and basically bumrushed it.
There was a point when the Long Haulers were in the Void, and only four or five were online. Tens of Race X Shock Troopers would be deployed to pursue them.
In Chapter 3.5, we saw more aliens than I can probably count on a calendar. There was also a pit drone. And a gene worm. And another Advisor...
So, at this point, I'm starting to notice a theme. The theme is pretty simple -
THE STAFF TEAM NEEDS TO HAVE RESTRAINT.
RESTRAINT SHOULD NOT BE A COMMODITY.
PATIENCE NEEDS TO BE A VIRTUE.
In the events that lead to me making this post -
There was no warning, there was no hesitation, and there was NO regard for the value of the characters or our abilities to deal with the problems being presented us. I wondered why the staff team lacked such a fuck to give for our characters - my question was answered by DeNuke.
Which is really concerning of him to say, considering GMs are supposed to care about characters - their entire job is to interact with characters.
So, I wondered, was there, perhaps, some form of bias afoot? The answer was... well, yeah.
A lack of restraint.
If GMs lack restraint, their actions in the RP will be stressful, boring, and frustrating. If your GMing results in people being upset because they feel like you weren't GMing fairly, then there's nothing else to it - spawning 20 fast zombies? 3 poison zombies? An untold number of standard zombies? All at once? A strider, too?
HL2RP characters are, contrary to popular belief, not designed for intense situations with such a lack of patience. Having my long-lived, highly developed character nearly die to a swarm of rapidly spawned zombies is the result of such bad GMing - and the fact that the GMs in question claim to not care about their characters as anything but a statistic - i.e, "90% of characters should die" - is a problem. It needs to be addressed. The GMs need to be tamed, or roleplay will not be fun.
The first step towards maximizing the enjoyment of everyone on the server is having restraint. Having patience - and most importantly, having mercy.
If we can't even get that during SS, then our server is as good as dead.
The climax of Chapter 4 - A Dark Interval was reached today, where the Red Army assaulted a massive Combine base. Their numbers thin, the battle all but lost, their activated one final failsafe - an absolutely HUGE shell that launched onto itself and obliterated it, leaving only scattered remnants and taking no lives. Unless you count Callum's leg as a life, and in which case, yes, it did take a life.
Now, after this, we were met with the following event:
"This map is now open to exploration. Take your time... the only thing that you should be worried about is the environment."
Knowing this, my character, Jacob, was approached by a few men. The two I remember were Salvador and Bill. I'm not COMPLETELY sure who plays them.
We decided to return to the rubble of the Combine outpost to search it for any salvage. And so, after a long and terrifying car ride hosted by Bill, we arrived at the scene.
Spawning by the threes, fast zombies practically instantly overwhelmed us. There must've been, like, twenty, right off the bat. Tens of standard zombies also appeared, as did a single poison zombie. We barely survived, and took a shit hit immediately.
We turned a corner, and found ourselves surrounded by poison zombies, fast zombies, and standard zombies. They spawned by the bushel. Manifesting from thin air on multiple occasions, we were barely able to hold them off. But eventually, the constantly spawning zombies and headcrabs, some even manifesting into thin air or around corners we believed to be clear, proved too much for us - Jacob fell, and I'm sure he wasn't the only one.
It wasn't an IC death - the two-life rule spared him. He was given medical RP, and I asked the staff to set his health according to Bill's MedRP.
10 health was administered to me, leaving me at a sorry 20 health. I was told to get back to base or simply die.
There was also the familiar sounds of an inbound Strider, which was the last straw for us. We got out of there on van.
So I got to thinking, what the fuck was that all about?
Why did the GMs expect us to fight such an ungodly amount of zombies, with such unbelievable odds, in such quick succession, with such unrealistic and unfair circumstances, especially considering that HL2RP is not inviting to combat, even with NPCs?
I realized that this wasn't actually the first time this had happened, either - the events of Chapter 3 proved to have similar consequences. There was a point where Long Haulers were trapped in the bank, holding off an endless stream of CP officers who had rushed back to the bank after respawning and basically bumrushed it.
There was a point when the Long Haulers were in the Void, and only four or five were online. Tens of Race X Shock Troopers would be deployed to pursue them.
In Chapter 3.5, we saw more aliens than I can probably count on a calendar. There was also a pit drone. And a gene worm. And another Advisor...
So, at this point, I'm starting to notice a theme. The theme is pretty simple -
THE STAFF TEAM NEEDS TO HAVE RESTRAINT.
RESTRAINT SHOULD NOT BE A COMMODITY.
PATIENCE NEEDS TO BE A VIRTUE.
In the events that lead to me making this post -
There was no warning, there was no hesitation, and there was NO regard for the value of the characters or our abilities to deal with the problems being presented us. I wondered why the staff team lacked such a fuck to give for our characters - my question was answered by DeNuke.
Which is really concerning of him to say, considering GMs are supposed to care about characters - their entire job is to interact with characters.
So, I wondered, was there, perhaps, some form of bias afoot? The answer was... well, yeah.
A lack of restraint.
If GMs lack restraint, their actions in the RP will be stressful, boring, and frustrating. If your GMing results in people being upset because they feel like you weren't GMing fairly, then there's nothing else to it - spawning 20 fast zombies? 3 poison zombies? An untold number of standard zombies? All at once? A strider, too?
HL2RP characters are, contrary to popular belief, not designed for intense situations with such a lack of patience. Having my long-lived, highly developed character nearly die to a swarm of rapidly spawned zombies is the result of such bad GMing - and the fact that the GMs in question claim to not care about their characters as anything but a statistic - i.e, "90% of characters should die" - is a problem. It needs to be addressed. The GMs need to be tamed, or roleplay will not be fun.
The first step towards maximizing the enjoyment of everyone on the server is having restraint. Having patience - and most importantly, having mercy.
If we can't even get that during SS, then our server is as good as dead.