- Joined
- Apr 13, 2020
- Messages
- 479
- Thread Author
- #1
Greetings. Over the last few months I've heard a lot of complaints about the current 'system' which rebel characters use to gather scripts. The so called 'rebel' economy, if it were. Many people, including myself, consider said system to be half baked, boring, and incredibly time consuming. I think we can all agree that something needs to change.
The purpose of this thread is to figure out what.
This is a very controversial topic so, to keep this discussion productive, I want to make sure that we stay focused. I will be deleting any replies which fall into these two general categories:
Now that the formalities are out of the way, I will present some ideas that I have:
1) What are we rewarding players for?
This is the crux of the issue, in my opinion. At the moment, the most rewarding thing to do on willard is grind trash, and shoot cops as if they were loot pinatas. There is really no incentive to do anything else. Well, there are, but they aren't nearly as potent and immediate of a reward as trash spawners.
I think that the existence of trash spawners in general is very silly, and inhibits us from being able to meaningfully impact rebel roleplay when it incentives players to avoid it and collect trash instead. Not only that, but it also leads to people cluttering up the map and the DB with junk items they just throw on the ground, which contributes to instability and lag. For that reason, I think that the trash spawning system needs to go, or at leased, be nerfed. We can only remove it if we replace it with something though. Some possible solutions:
2) Things take too long
Yes, I'm aware that a lot of rebel economy related actions take forever. The reasons for this have always been to prevent people from being able to get end-game gear in under a couple of days. Which, in my opinion, is a bit silly. I think it is necessary for there to be speedbumps to prevent people from gearing up too quickly. At the same time, I understand that it doesn't respect people's IRL time, and puts a lot of people off from rebel RP.
I think to fix this, we could consider making certain timers for getting gear dependent on what class of item it is; not just a flat timer. It might take days to get an AK, but to get some AK ammo should be fast (<1hr) for example.
Anyways, those are a couple of my thoughts and suggestions. Feel free to discuss them, or come up with something different entirely
The purpose of this thread is to figure out what.
This is a very controversial topic so, to keep this discussion productive, I want to make sure that we stay focused. I will be deleting any replies which fall into these two general categories:
- "Current rebel economy sucks" but, offers no possible solutions
- Shitposting
- "You should go RP instead" type responses.
Now that the formalities are out of the way, I will present some ideas that I have:
1) What are we rewarding players for?
This is the crux of the issue, in my opinion. At the moment, the most rewarding thing to do on willard is grind trash, and shoot cops as if they were loot pinatas. There is really no incentive to do anything else. Well, there are, but they aren't nearly as potent and immediate of a reward as trash spawners.
I think that the existence of trash spawners in general is very silly, and inhibits us from being able to meaningfully impact rebel roleplay when it incentives players to avoid it and collect trash instead. Not only that, but it also leads to people cluttering up the map and the DB with junk items they just throw on the ground, which contributes to instability and lag. For that reason, I think that the trash spawning system needs to go, or at leased, be nerfed. We can only remove it if we replace it with something though. Some possible solutions:
- Push for more rewards from quests, settlements, expos, etc. Systems which reward rebel players for participating in the server narrative; impacting citizen RP, etc.
- Establish a proper rebel faction, which has supply lines and things to get scripts into the city, which provides for its members and promotes roleplay which aligns with the goals of the server narrative.
- This deserves its own thread, to be completely honest. I think its been done very poorly in the past. It can done right though and, if it is executed correctly, it can solve a lot of these issues.
- I have personally seen this work on plenty of servers in the past, years before HL2RP shifted towards 'player lead resistance groups' (which, I've personally never seen work well) like we're doing now.
- Promote infiltration into factions such as the CWU, CP, etc where one can just walk out of the nexus or the warehouse with scripts, run fake workshifts, etc..
2) Things take too long
Yes, I'm aware that a lot of rebel economy related actions take forever. The reasons for this have always been to prevent people from being able to get end-game gear in under a couple of days. Which, in my opinion, is a bit silly. I think it is necessary for there to be speedbumps to prevent people from gearing up too quickly. At the same time, I understand that it doesn't respect people's IRL time, and puts a lot of people off from rebel RP.
I think to fix this, we could consider making certain timers for getting gear dependent on what class of item it is; not just a flat timer. It might take days to get an AK, but to get some AK ammo should be fast (<1hr) for example.
Anyways, those are a couple of my thoughts and suggestions. Feel free to discuss them, or come up with something different entirely

