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Sector War - Feedback Gambit

The event might have been great, I spent about an hour in a half crashing and in waiting queues because the server was full, and also got PK'd due to crashing. (Appeal went through let's go baby.) Even without the PK though, between server instability and personal crashes, and the queue? Honestly the most unfun event I have ever had.

This does not mean your event was bad, it might have been amazing, I just wouldn't know it. I won't ever be doing another event, the expo server runs like a diabetic hamster with a S&W 686 revolver pressed to its head and threatening that if it stops? It will die.

TL;DR Event server shit and made it very unfun, event was probably really cool, I wouldn't know.
 
Went pretty well for a big mega event. Couldn't quite get some of the /me's I wanted to do responded to but many were addressed. Crashed once, was alright.

Medical medium armor doesn't exist in Expo so the outdated content caused me technical issues when I rejoined main later, but it was otherwise okay.

Event stuff was cool, even let me do some adventurous and dumb bullshit.

We kept getting downed a lot, rather abruptly, and the timer cuts off suddenly too. GMs were thankfully there to support us, but that got a bit rough.

Friendly fire? Some of it was probably possessed NPCs or something, but it was still a bit of a problem at the start of the event.

Player slots were by far a huge problem. It was an event anyone and everyone could join, so being stuck with a 32 player limit was a mess as people fought for their slots.
 
Took 2 hours to get on; hope this message gets sent higher to raise the player cap for the expo server.

Upon joining I was more or less at the end. Like combat goes with CQC it was tough; loud and chaotic - like it should be…. But a little too much. Thought I had to endure yet another character death but pulled through. Interesting interaction upon meeting Taskmaster and ‘Tyrant’; difficulty to understand what is going on sometimes..

But holy; the ending was the piece on-top of the cake which made it good. Privileged to be the one to hold the main front on the Flakgun; it felt like a battle of survival found only in movies. Tough, difficult yet epic as Synths fell together unable to withstand old human tech and innovation. That, the twist ending and the fact I got in I’ll give it a 9,5/10.

Hopefully the crashes will be resolved along with the player count; just be ready for more ‘chaos’; but perhaps that’s what is required.

Thanks to you all who made it possible and participated!
 
I like the overall gist and how things went however I will be mainly going on about the possible problems that were already stated in the #slums chat or elsewhere.

-Don't use turrets. I peaked out for a second and went from 100 25 to bleedout within miniseconds.
-The story got a bit iffy right at the end with the whole scream battle between null & taskmaster. The combine coming up for the last second with the tyrant coming in for the clutch was also a bit too random... we just stormed his castle, killed his followers and suddenly hes still defending us.

-Already stated but lets not place enemy players in incredibly awkward spots. We had to deal with several players high uptop that couldnt be exactly shot down due to the simple reason everyone was running SMGs and pistols.

-Ima shit talk the AA... why.... I just saw null rip one out of his ass before sniper hopping in 😭

-Alright alright this one is a bit touchy because I understand why but most the followers were running modern rifles yet all we got were the scrap variants of it... I think i also saw a T5000 blueprint / half made gun which was then turned into a regular photo... someone was running an AZBATS (Anyone remember that gun a year ago) yet nothing was given... If someone wants to run a rifle back on main they know the consequences (E.g higher equipped CPs or even an OTA response)
 
It was incredibly fun to me, I must admit. I did not expect the event to be so well constructed; the details of the boats carried through the water and overall the atmosphere were right on point.

I think there could have been more opportunities for passive RP, even if in very small doses. A lot of the /mes I wished to do were impossible because of the chaos factor, which is understandable, and I wouldn't expect admins to be responding to each and every action of 50 players.

At the end of it all, there was time to chat, and that is one of the things I liked most about the event, surprisingly enough. Overall, this provided a lot of character development and was engaging.

I want to say my thanks to all the organizers of this event; you rock, and you're amazing.
 
More like a tip to the gamemasters that did the event instead of feedback.

But during a chaotic event with 30 people, dont take fucking prisoners.

They will die.

Unless you intentionally want the character you captured to be killed because the rebels bombrush you 99% of the time, dont take prisoners. Or unless you know that the rebel group you are GMing for has enough braincells to not bombrush you the first chance they get.

It simply doesnt work, it will never work, people go monkey brain when S2K happens and they will simply try to rush you.
 
Commenting as an actor.

The one thing I want to touch on here is the map. As someone who has run Half Life stuff on Gmod in the past, I think the map selection was very poor for an S2K heavy event - extremely dark and visually jumbled, tons of one-sided vantage points, somewhat poor performance. There are many alternatives that can be used for Half Life which would work a lot better for stuff like this.

It would be less of a problem if this was an S2RP event. On here, it was practically a death sentence for a player to turn on a flashlight to illuminate the dark map... because we could see them from a mile away and laser beam them. I think that was one of the main factors (plus the map terrain) in the extreme player death counts we saw on this event.
 
Some replies to what went wrong.
- The player-count: Absolutely our fault. I didn't register the 32 limit until the very end (thought it had the same player-count as main). Sorry about that.
- As for the lag, I think Rad-X said he found the source of it in one of the (many) discords I'm in. We'll see!
- Turrets-wise: The idea was that the artillery would decimate it. I honestly thought I destroyed all of it as the artillery was firing, but I must have missed some!
- RE: AA - ICly he moved boxes alongside T7 soldiers while you guys were chatting with Taskmaster. It was a little jarring to have them appear, yes. I wanted to have like a few minutes of turret set-up RP before we fought the Combine, but a bit of miscommunication between GMs meant I couldn't.

-Alright alright this one is a bit touchy because I understand why but most the followers were running modern rifles yet all we got were the scrap variants of it... I think i also saw a T5000 blueprint / half made gun which was then turned into a regular photo... someone was running an AZBATS (Anyone remember that gun a year ago) yet nothing was given... If someone wants to run a rifle back on main they know the consequences (E.g higher equipped CPs or even an OTA response)

For THIS part specifically, I prefer handing out loot after the mission. Especially gun loot (food and ammo is okay). It allows me to take everything into account and just balance accordingly. If I sent like 10 people into a mission and 5 of them got PK'd, I would probably want to give a bigger reward than otherwise. And if you want to know, I am currently talking with Nath & GT about *possibly* putting a few modern rifles as rewards. We'll see!

To @Woundedwaffle specifically - I'm sorry that this was the first event you had. This was the first time we ever had a sector war and the first time the event server was EVER full (to my knowledge). Give expos another try (perhaps a smaller one), you won't be disappointed.

Hoping for a better Sector War experience next time!! We learned many lessons.
 
It was fine, I did like the massive fights with the epic music in the background but there wasn't much more to the event outside of that. Barely any downtime to actually RP, the one downtime we really had (before the event ended) was because the server crashed.
And yeah, the performance was kinda shit, I crashed once at some point. Plus, of course, the player limit issue was bad. And yeah, as stated, this map was kinda bad for fighting aswell.
Outside of that, I did like the atmosphere at the very start with the boats, unfortunately that wasn't really expanded on.

Personally, I'd give it like a 6 out of 10, wasn't really much in terms of actually roleplaying but the action was fun if not janky. I'd advise sticking to lower playercounts next time? Makes the event feel more personal, and definitely makes it easier on the admins which I could tell were struggling since my /help's took a long time to get answered (which is understandable of course).
 
I want to kinda not talk about the obvious downfalls people are talking about.

Pro:
Thematically cool
Getting to come back to this evil zone.
Greater narrative that references the world map being pushed(Love just staring at the world map and reading sometimes)
It is fun to just shoot stuff and have all that grinding being put to work.

Cons:
Might just be a issue of how things are on the server but human enemies are nearly indistuingishable from friends.
These open maps are cool but I feel like without suppressive fire working, smokes and npcs just blasting you from eons away with near no recourse takes away alot.
With the amount of people it got very easy to get lost I know it is hard but having us divide into smaller squads with set goals would be nice(Although that is a tough job)
Sucks not having lulls to rp (But being a gm and having to watch that is likely boring)

Uh me think that all?

Edit: GIVE ME MY ANIMATIONS FOR COP SUIT GOD DAMNIT ITS ON MAIN that is all : ^ )
 
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Let me & @nath1234567 and friends know what you think :D
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Here are my thoughts as a player,

I enjoyed the entire event, although it was frustrating at times mostly during the beginning portions when we assaulted the first 3 locations, I felt like half of my time was spent in bleed-out, repairing armor, or waiting for my health to regen. I know it's hard to balance an event like this especially with the amount of players you had. The emplacement guns were also extremely OP, they had no recoil, and you just got straight lasered from 100 to zero most of the time even if you peaked for a second. Additionally make enemy GM characters more discernible from allies in the future. Pretty sure the only thing that separated them was a red beanie (which was pretty hard to see with the lighting). There were a couple times when I was getting lit up and I thought it was a friendly at first.

I appreciated the fact there were GM rebels there assisting us and they were a huge help whenever most of us were downed or super injured. I wish that there was a bit more downtime in-between each major assault. The down-time between capturing the artillery base and going to that little abandoned outpost filled with Grunts was perfect (just wish there was more moments like this, especially to get a little bit of passiveRP done). We were packed line sardines in the bunker, and the final battle stretched on a bit long imo. Overall everything was pretty epic though, really felt like we had to work together to overcome insurmountable odds at times. Final sequence in the bunker was very cool and the overall atmosphere of the event was there.

I appreciate all the work you and the event team put into this.
 
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