Taliazure
Radio Bob Approved
- Joined
- Oct 17, 2021
- Messages
- 456
- Thread Author
- #1
Combat System, Balance, and Core Gameplay Concerns
To the Willard Networks Development Team and Server Staff,
I’m writing this with full sincerity and appreciation for all the time and effort that’s gone into developing Willardia. I’ve been a committed player for quite some time and have seen the community evolve through various updates, factions, and balance changes. That said, there are some persistent design and gameplay issues that many of us in the community feel are holding back both the quality of combat and the roleplay experience.
This message isn’t meant to criticize, but to give constructive feedback and propose adjustments that would improve the server’s balance, immersion, and overall player retention.
There’s a term that gets thrown around a lot: “script hoarder” or “script whore.” But this isn’t really about players being greedy, it’s about a system that rewards them for playing that way.
Let me explain:
If I pull up with a pistol that does 2 to 7 damage, and I’m fighting someone with 100+ health AND armor, I don’t care how well I roleplay or how tactical I am — I’m dead. It’s not about skill. It’s not about outplaying someone. It’s about the numbers. Players chase “meta” weapons because they have no other option. If you want to compete in combat, you’re forced to farm scripts or lose.
Two good games to compare this system which is incredibly similar: Destiny 2 and the division, both games where adquiring the highest gear is a main mechanic important to fight higher level enemies and bosses, attemptign to fight a high level boss with a low tier weapon will produce damage values of 1 or 5 dmg to a enemy with more than 1000 hp. Impossible, such is the system we use...
This leads to a frustrating loop:
"The system creates the behavior. Don’t punish the player for adapting to survive."
This may sound blunt, but I believe it’s true:
"No one wishes to die and loose their character in 0.5s" Thus my response is:
The current model promotes long, spongy shootouts where skill barely matters, and everyone survives too long unless they’re instantly one-burst-tapped by a broken gun. That’s not tactical or immersive, it’s frustrating.
What the community actually voted for was a more hardcore, lethal experience, where positioning, smart play, and aim matter. Let players:
If people don’t want that, they shouldn’t queue up for combat-heavy characters. Play a civilian, a loyalist, or something else. But the people who opt into combat roles should understand that lethal stakes are part of what makes it fun and rewarding.
yesterday I was the victim of this while aiding @Sync in their event I was faced agaisnt 4 cps and he was able to see how I did little to nothing with a junk weapon, while wearing heavy armor, 2 cps with pistols were able to make quick work of me while I used a rifle that fires bolts dealing 2-7 damage per shot. It was horrible.
Further down the line I was allowed to use a shotgun for the second attack and then I was able to cause some damage and even then Cps were able to all push in, I put 2 shots into one's face at close quarters they lived, able to unload a mere pistol on me and kill me. The system is flawed. It's not about tactics or skill but about gear.
as it says in-game
Willard Written by Atle in the prompts:
"If you can't do the time, don't do the crime"
Right now, weapons suffer from excessive spread and trembling that makes aim almost irrelevant. I can line up a shot, control my movement, and fire cleanly and the bullet still goes into the void. This isn’t just bad for immersion, it feels actively punishing and horribly frustrating!!
I propose:
That way, players with better aim and recoil control win. We stop rewarding randomness and start rewarding mechanical skill. This is how games like Squad or Arma handle gunplay, and it works beautifully.
Let me be clear: I’m not asking to remove progression. I’m asking to rework it.
Right now, weapon skill affects damage output, which directly screws over new players, passive RPers, or anyone who hasn’t grinded shooting. A pistol doing 3 damage just because I’m at 20 gun skill is not fun or fair.
Better solution?
Players should succeed or fail based on gameplay — not spreadsheet stats. ( THATS FOR YOU GAMEPLAYER TEAM AKA ROBERT, you and your spreadsheets... paper =/= reality)
Grenades currently feel like a joke. They:
In real tactical play, grenades should:
Right now, they do none of those things. We require a second version of a grenade, something like the Russian F-1, made for fragmentation aka anti-personnel.
It’s immersion-breaking when someone pulls out a full-sized rifle from nowhere. It also creates unfairness in combat or RP situations, like assassinations.
Suggestion:
This change:
The performance has taken a major hit lately. Players report:
It’s clear the engine is under strain — but some of it may be legacy code, unused systems, or bloated event logic.
Please consider:
Every player I know would prefer fluid gameplay with fewer features over a laggy experience full of broken ones.
I’ve been in multiple scenarios now where regular players are held to S2RP standards — while staff or admins bend or break them without consequence. This undermines the whole concept of fairness and immersion.
If S2RP matters:
Players lose trust when they see admins skip rules they enforce on others.
This is a lot, I know. But I’m writing it because I care about this server. The people here are great. The world is immersive. The stories we tell are special.
But these systems — combat, balance, performance, fairness — they’re the foundation. If the foundation is shaky, everything else suffers, we've failed to see that and we continue to implement changes that will not work. Rules will not change or fix these issues, for the problem is in the foundation itself. We need to rework the base of it.
Please:
If we fix the systems, player behavior will follow.
Thank you for reading this far <3
Sincerely,
Taliazure (long-time player & contributor)
To the Willard Networks Development Team and Server Staff,
I’m writing this with full sincerity and appreciation for all the time and effort that’s gone into developing Willardia. I’ve been a committed player for quite some time and have seen the community evolve through various updates, factions, and balance changes. That said, there are some persistent design and gameplay issues that many of us in the community feel are holding back both the quality of combat and the roleplay experience.
This message isn’t meant to criticize, but to give constructive feedback and propose adjustments that would improve the server’s balance, immersion, and overall player retention.
1.
There’s a term that gets thrown around a lot: “script hoarder” or “script whore.” But this isn’t really about players being greedy, it’s about a system that rewards them for playing that way.
Let me explain:
If I pull up with a pistol that does 2 to 7 damage, and I’m fighting someone with 100+ health AND armor, I don’t care how well I roleplay or how tactical I am — I’m dead. It’s not about skill. It’s not about outplaying someone. It’s about the numbers. Players chase “meta” weapons because they have no other option. If you want to compete in combat, you’re forced to farm scripts or lose.
Two good games to compare this system which is incredibly similar: Destiny 2 and the division, both games where adquiring the highest gear is a main mechanic important to fight higher level enemies and bosses, attemptign to fight a high level boss with a low tier weapon will produce damage values of 1 or 5 dmg to a enemy with more than 1000 hp. Impossible, such is the system we use...
This leads to a frustrating loop:
- Players hoard scripts and meta gear just to survive
- Staff/devs/gms/Faction leaders/etc or players accuse them of being “script hoarders”
- But the only alternative is getting wiped out with 5+ seconds of lag and a gun that might as well shoot marshmallows
"The system creates the behavior. Don’t punish the player for adapting to survive."
2.
This may sound blunt, but I believe it’s true:
"No one wishes to die and loose their character in 0.5s" Thus my response is:
If someone wants to engage in firefights, they need to accept the consequences of realistic combat. If you don’t want to risk dying fast, don’t play a fighter. Play something else.
The current model promotes long, spongy shootouts where skill barely matters, and everyone survives too long unless they’re instantly one-burst-tapped by a broken gun. That’s not tactical or immersive, it’s frustrating.
What the community actually voted for was a more hardcore, lethal experience, where positioning, smart play, and aim matter. Let players:
- Die quickly when they mess up
- Kill quickly when they outplay
- Respect weapons as deadly tools, not sponge ticklers
If people don’t want that, they shouldn’t queue up for combat-heavy characters. Play a civilian, a loyalist, or something else. But the people who opt into combat roles should understand that lethal stakes are part of what makes it fun and rewarding.
yesterday I was the victim of this while aiding @Sync in their event I was faced agaisnt 4 cps and he was able to see how I did little to nothing with a junk weapon, while wearing heavy armor, 2 cps with pistols were able to make quick work of me while I used a rifle that fires bolts dealing 2-7 damage per shot. It was horrible.
Further down the line I was allowed to use a shotgun for the second attack and then I was able to cause some damage and even then Cps were able to all push in, I put 2 shots into one's face at close quarters they lived, able to unload a mere pistol on me and kill me. The system is flawed. It's not about tactics or skill but about gear.
as it says in-game
Willard Written by Atle in the prompts:
"If you can't do the time, don't do the crime"
3.
Right now, weapons suffer from excessive spread and trembling that makes aim almost irrelevant. I can line up a shot, control my movement, and fire cleanly and the bullet still goes into the void. This isn’t just bad for immersion, it feels actively punishing and horribly frustrating!!
I propose:
- Drastically reduce (or eliminate) random bullet spread
- Remove shakiness
- Increase recoil instead greatly, especially for SMGs,
That way, players with better aim and recoil control win. We stop rewarding randomness and start rewarding mechanical skill. This is how games like Squad or Arma handle gunplay, and it works beautifully.
Let me be clear: I’m not asking to remove progression. I’m asking to rework it.
Right now, weapon skill affects damage output, which directly screws over new players, passive RPers, or anyone who hasn’t grinded shooting. A pistol doing 3 damage just because I’m at 20 gun skill is not fun or fair.
Better solution?
- Let weapon skill affect reload speed, recoil control, or draw time
- Keep the grind, but stop gating combat viability behind XP
Players should succeed or fail based on gameplay — not spreadsheet stats. ( THATS FOR YOU GAMEPLAYER TEAM AKA ROBERT, you and your spreadsheets... paper =/= reality)
5.
Grenades currently feel like a joke. They:
- Do very little damage unless they land perfectly
- Are borderline impossible to aim, even with practice, for they only start counting down once they touch a surface. (That is how the grenades work for some reason)
- Bounce in weird ways.
- The greandes of half life are not made to kill but to destroy cover, however 90% of cover is not destructible mechanically for they are part of the map or need admin supervision.
In real tactical play, grenades should:
- Force enemies to reposition
- Clear tight spaces
- Punish turtling
Right now, they do none of those things. We require a second version of a grenade, something like the Russian F-1, made for fragmentation aka anti-personnel.
6.
It’s immersion-breaking when someone pulls out a full-sized rifle from nowhere. It also creates unfairness in combat or RP situations, like assassinations.
Suggestion:
- Pistols = always concealed, even when equipped
- SMGs = visible on hip/back unless stored in large bags
- Shotguns/Rifles/Snipers = always visible on back or sling
This change:
- Adds realism
- Makes concealment a gameplay decision, not just a script choice
- Makes pistols valuable tools for stealth or urban fighting
7.
The performance has taken a major hit lately. Players report:
- Hit registration bugs
- Massive server lag in active fights
- Scripts not working as expected under stress
It’s clear the engine is under strain — but some of it may be legacy code, unused systems, or bloated event logic.
Please consider:
- Auditing and removing old TBC systems no longer used
- Rewriting or optimizing the weapon and damage system
- Reducing background script calls in firefights
Every player I know would prefer fluid gameplay with fewer features over a laggy experience full of broken ones.
8.
I’ve been in multiple scenarios now where regular players are held to S2RP standards — while staff or admins bend or break them without consequence. This undermines the whole concept of fairness and immersion.
If S2RP matters:
- It should apply to everyone, including staff characters
- Staff should not cut off RP to insert themselves unless absolutely necessary
- RP outcomes should never be ignored for convenience or internal bias
Players lose trust when they see admins skip rules they enforce on others.
Final Thoughts
This is a lot, I know. But I’m writing it because I care about this server. The people here are great. The world is immersive. The stories we tell are special.
But these systems — combat, balance, performance, fairness — they’re the foundation. If the foundation is shaky, everything else suffers, we've failed to see that and we continue to implement changes that will not work. Rules will not change or fix these issues, for the problem is in the foundation itself. We need to rework the base of it.
Please:
- Make weapons scary again
- Reward aim, not grinding
- Give pistols a place
- Let grenades be useful
- Clean up the bloat
- And treat staff like players — not above the rules
If we fix the systems, player behavior will follow.
Thank you for reading this far <3
Sincerely,
Taliazure (long-time player & contributor)
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