Taliazure
Radio Bob Approved
- Joined
- Oct 17, 2021
- Messages
- 457
- Thread Author
- #1
Hello everyone, this is a consolidated suggestion list where I’ll be sharing several ideas, all neatly organized and explained. Posting them all in one place should be more efficient than creating multiple separate threads.
Weapon Removal, Re-balancing, and Reskinning
Currently, the weapon variety in Willard is extensive, but this isn't necessarily a good thing, I believe it leads to significant imbalance. Many weapons have inconsistent damage, accuracy, recoil, and fire rates, which has pushed players to gravitate toward certain "meta" weapons, reducing the intended diversity. As a result, we often choose weapons for survival in engagements rather than preference. Need the edge to keep away the pk.
I propose:
- Reducing the number of
weapons:
Keep only the essential Combine weapons (all pulse weaponry) and limit other categories to just two options for both CP and rebels. For example:
- **Pistols**: USP and revolver
- **SMGs**: MP7 and MP5
- **Rifles**: AKM and M4
- **Snipers**: An older, civilian sniper rifle like the Mosin or Remington hunting rifle
- **Shotguns**: SPAS-12 and the MP153 hunting shotgun
To further restore diversity, I recommend reintroducing weapon attachments. Customizing weapons is a deeply satisfying aspect of games. However, there should be restrictions—rebels and CPs shouldn’t have access to overpowered attachments like thermal scopes or one-shot ammo. Attachments should be craftable through a tiered crafting system, with higher tiers being more resource and crafting level intensive.
Suggestion 2: Fixing NPC Auto Spawners
With the upcoming winter-themed update, where food scarcity will play a significant role, it’s essential to fix the NPC auto spawners. In past events, the dependency on GMs or staff for food and water killed roleplay and drove players away, specially during the low pop times when our food and water bars would be reduced forcing us to leave to avoid dying. This was one of the main complaints during the Alaska events and major main event. Player autonomy is crucial, and the community largely agrees that having to rely on staff to handle basic survival needs disrupts immersion and kills the mood. Specially when standing out in the open waiting for a ticket to be answered.
By fixing NPC auto spawners, players could hunt for food on their own, at any time, regardless of GM availability or time zone. This change would also allow GMs to create events spontaneously. Spawners could be adjusted to spawn weaker creatures in some areas and more dangerous ones in others, encouraging players to plan hunting trips together.
This ties into another suggestion of adding bows and arrows or the removal of gunpowder from crafting ammo for the air rifle thikhar, which would serve as a weaker, ranged hunting tool specially with the recent upcoming wipe.
Suggestion 3: Improving Dead Body Mechanics
The current dead body system has several issues that impact gameplay and roleplay:
- Bodies disappear too quickly, making it difficult to investigate deaths, deaths go unnoticed and it requires gms and staff to even conduct any research or identify a corpse. Once more the constant dependency on staff.
- The loot often vanishes or requires two people to carry, which is cumbersome.
To improve this, I propose merging loot with the body itself and making the ragdoll body permanent. This would enhance roleplay opportunities for Civil Protection, allowing for detective work and investigation of deaths.
When a player interacts with a corpse, several options should be available:
- **Search**: Open the dead body’s inventory.
- **Examine**: Reveal the character’s name (if F3’d) and description.
- **Analyze**: Provide a brief description of the cause of death, such as gunfire or blunt force trauma.
It must also be added that after some time that being a good while the body will simply disappear, to avoid the bloat of dead bodies and more Importantly rag dolls although this will probbaly not be the case as someone will end up running into the body and interacting with it may it be combine or citizen.
For added depth, Civil Protection could use special tools to gather more detailed information, such as the type of weapon used. This would make death more meaningful in the game, allowing for deeper roleplay as characters attempt to hide or investigate crimes without constantly relying on GMs or staff.
This is the type of events and rp we the CPs enjoyed the most, but sadly they are quite scarce or rare... Because some people come with the "it's not lore Half life dude, combine don't care how u die bro". But they afk a corner all day.
It would allow us for more enjoyment if we could autonomously respond to dead body reports and conduct our own investigations.
Weapon Removal, Re-balancing, and Reskinning
Currently, the weapon variety in Willard is extensive, but this isn't necessarily a good thing, I believe it leads to significant imbalance. Many weapons have inconsistent damage, accuracy, recoil, and fire rates, which has pushed players to gravitate toward certain "meta" weapons, reducing the intended diversity. As a result, we often choose weapons for survival in engagements rather than preference. Need the edge to keep away the pk.
I propose:
- Reducing the number of
weapons:
Keep only the essential Combine weapons (all pulse weaponry) and limit other categories to just two options for both CP and rebels. For example:
- **Pistols**: USP and revolver
- **SMGs**: MP7 and MP5
- **Rifles**: AKM and M4
- **Snipers**: An older, civilian sniper rifle like the Mosin or Remington hunting rifle
- **Shotguns**: SPAS-12 and the MP153 hunting shotgun
To further restore diversity, I recommend reintroducing weapon attachments. Customizing weapons is a deeply satisfying aspect of games. However, there should be restrictions—rebels and CPs shouldn’t have access to overpowered attachments like thermal scopes or one-shot ammo. Attachments should be craftable through a tiered crafting system, with higher tiers being more resource and crafting level intensive.
Suggestion 2: Fixing NPC Auto Spawners
With the upcoming winter-themed update, where food scarcity will play a significant role, it’s essential to fix the NPC auto spawners. In past events, the dependency on GMs or staff for food and water killed roleplay and drove players away, specially during the low pop times when our food and water bars would be reduced forcing us to leave to avoid dying. This was one of the main complaints during the Alaska events and major main event. Player autonomy is crucial, and the community largely agrees that having to rely on staff to handle basic survival needs disrupts immersion and kills the mood. Specially when standing out in the open waiting for a ticket to be answered.
By fixing NPC auto spawners, players could hunt for food on their own, at any time, regardless of GM availability or time zone. This change would also allow GMs to create events spontaneously. Spawners could be adjusted to spawn weaker creatures in some areas and more dangerous ones in others, encouraging players to plan hunting trips together.
This ties into another suggestion of adding bows and arrows or the removal of gunpowder from crafting ammo for the air rifle thikhar, which would serve as a weaker, ranged hunting tool specially with the recent upcoming wipe.
Suggestion 3: Improving Dead Body Mechanics
The current dead body system has several issues that impact gameplay and roleplay:
- Bodies disappear too quickly, making it difficult to investigate deaths, deaths go unnoticed and it requires gms and staff to even conduct any research or identify a corpse. Once more the constant dependency on staff.
- The loot often vanishes or requires two people to carry, which is cumbersome.
To improve this, I propose merging loot with the body itself and making the ragdoll body permanent. This would enhance roleplay opportunities for Civil Protection, allowing for detective work and investigation of deaths.
When a player interacts with a corpse, several options should be available:
- **Search**: Open the dead body’s inventory.
- **Examine**: Reveal the character’s name (if F3’d) and description.
- **Analyze**: Provide a brief description of the cause of death, such as gunfire or blunt force trauma.
It must also be added that after some time that being a good while the body will simply disappear, to avoid the bloat of dead bodies and more Importantly rag dolls although this will probbaly not be the case as someone will end up running into the body and interacting with it may it be combine or citizen.
For added depth, Civil Protection could use special tools to gather more detailed information, such as the type of weapon used. This would make death more meaningful in the game, allowing for deeper roleplay as characters attempt to hide or investigate crimes without constantly relying on GMs or staff.
This is the type of events and rp we the CPs enjoyed the most, but sadly they are quite scarce or rare... Because some people come with the "it's not lore Half life dude, combine don't care how u die bro". But they afk a corner all day.
It would allow us for more enjoyment if we could autonomously respond to dead body reports and conduct our own investigations.
