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The Beta Complaint Mega Thread

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Takyon3

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Dec 15, 2020
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Let's get to it.


smoke them out final.png


Loyalism

Non-existent in both the initial launch and the beta, which is worrying. Apparently a few characters have received T1 and T2 loyalism because they participated in the work cycles, but that doesn't mean anything because loyalists don't get perks yet. I think it was a big mistake not introducing a proper loyalty system here in the beta, but I digress. I could go on about how to make loyalty appealing to the average player but that's another thread in of itself, so I'll leave it. I just want to see it on the actual launch.


CPs

There was a thread already made about this, you can find it here: https://willard.network/forums/threads/loyalist-rp-is-underwhelming-when-cp-display-inaction.1757/

CPs just go on patrols and berate people who confront them directly. They act very passively until an admin gives them the go ahead to gun down people during riots. What can I say? They're not bad by any means, and they're not good either. They seem to be there for the sake of hl2rp, and they have no goals of their own other then the enforcement of the status quo (which is passive rp and work rp by the way). They don't seem to employ any sort of tactics with how they control the population of the city, and they seem to think going on the odd patrol every now and then is enough. It's disappointing how bland and passive they are. No one is afraid of them, they are a laughing stock honestly and are mocked constantly without remorse.

CCA

The CCA, like the CPs, have no real authority over the population and its various departments are disconnected. CCA members have no access to their own office (lol) which is the same issue they had on the initial release. They really don't have anything to do other then the one or two people that make generic as fuck broadcasts. The CCA has no communication with the CPs, as @Gr4Ss said here.

Capture.JPG


No one really knows who the CA is. His character and broadcasts are not very memorable and he himself, like the CPs and the CCA, exercises no initiative to do or change any aspect of the city. It wouldn't surprise me if he was disconnected from the CCA as well.

Housing, Food, Work

Housing Is non-existent. Generally, people have an aspiration to acquire a house as they join a hl2rp server, or work for one and buy one with money. Citizens are relegated to the ration terminal building where they sleep in bunks. This whole bunk thing makes sense considering the theme of the beta, but acquiring an apartment should have been something to earn from the get go. What are the citizens even working for anyway? Food and Water is useless as you do not die from starvation or dehydration. I have brought this point up before, and the community managers are very keen not to introduce death by starvation on the server for one reason or another. In my opinion, it removes yet another thing to do. So citizens can't get a house, they don't need food and water, so what is their incentive to work? They have none. this lack of foresight for something so obvious is a big red flag for the actual launch of the server.

You can avoid work, not eat or drink, you can do nothing and you will survive this so called "dystopia". People NEED a drive otherwise the server will stagnate. People seem to forget the initial launch stagnated quite a bit before they had to pull the plug.


TL;DR

Everything feels disconnected and isolated from each other. The CCA doesn't do much, the CPs are bog standard, maybe even sub-par, and patrolling is the most you'll see them do. Citizens work without incentive. Loyalism is not in. Housing is not in. Food and water is useless. Work rp for two weeks was a bad idea, but it had potential.
 
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Two points:

1) I have been asked to run CP like this... I can just as easily run it any other way I am told to. Up to what the community wants (and not individual people). In the initial launch we had a lot of negative feedback in regards to CP destroying surface roleplay. Know that CP has goals of their own and we apparently have been too effective at going for them.

I have always said that CP would crack down on the resistance as much as the resistance makes us. Whatever bit of resistance we had has been obliterated so far, hence why I am doing the absolutely minimal in that regard. If you do believe the CP is a laughing stock, I do openly invite you (and anyone else) to do whatever anti-citizen shenanigans you think you can get away with (in good faith of course, this is not an invitation to ruin other people's fun, but to have healthy conflict between CP and rebels). We can all see what happens when the sleeping giant wakes. I play by old LP rules here: CP's in no way, shape or form actively go after rebels and only once rebels initiate anything do CP's act. And once CP's act, there is no limit (in time, tools or methods) they can use to retaliate. So yeah, try me, I welcome the challenge.

Keep in mind, CP is here to support the overall server (and that includes rebels), not to curbstomp all other factions out of existence until only the purest of loyalists are left. We follow some guidelines from the admins/event team on what they want to achieve.

You keep on mentioning (in various threads/on discord) that the CP should enact more control. I think from past experience that this often has the adverse effect of discouraging citizen roleplay and any form of resistance.


2) The current part of the CCA faction on the map do not really need to communicate with the CP. There is no CA in the district, and the Site Director is on equal level with the OfC's with very little sway over CP. We both have our orders from higher up (CLC and CPRD via the foreman), and those are people we do communicate with regularly. Plus as far as CWU and CMU is concerned: we coordinate on a lower level as needed. BOE we usually have little need to interact with.

I am not sure what communication should be here?
 
Two points:

1) I have been asked to run CP like this... I can just as easily run it any other way I am told to. Up to what the community wants (and not individual people). In the initial launch we had a lot of negative feedback in regards to CP destroying surface roleplay. Know that CP has goals of their own and we apparently have been too effective at going for them.
In the initial launch, the CPs were not a force felt across the city. They were small little pods of patrols that left the nexus periodically, and had not much affect on the server beyond resolving the odd scuffle and criminal act. Like the beta, they had no control over any aspect of the citizenry. And what does it even mean that you and the CPs have been too effective at your "goals"? What's stopping you from doing anything? Even with so little resistance, you can't establish an ounce of control over anyone. Go on, name one thing the CPs have control over.
I have always said that CP would crack down on the resistance as much as the resistance makes us. Whatever bit of resistance we had has been obliterated so far, hence why I am doing the absolutely minimal in that regard. If you do believe the CP is a laughing stock, I do openly invite you (and anyone else) to do whatever anti-citizen shenanigans you think you can get away with (in good faith of course, this is not an invitation to ruin other people's fun, but to have healthy conflict between CP and rebels). We can all see what happens when the sleeping giant wakes. I play by old LP rules here: CP's in no way, shape or form actively go after rebels and only once rebels initiate anything do CP's act. And once CP's act, there is no limit (in time, tools or methods) they can use to retaliate. So yeah, try me, I welcome the challenge.
Man I didn't know you were this shallow. Running the CP faction isn't just about combating the rebels. It's about establishing a highly controlled environment in the city, where everything you do is recorded, logged and potentially used against you if you make too many mistakes. Fighting off rebels and unarmed citizens is easy as fuck. "I welcome the challenge." LOL. I have never cringed so hard.
Keep in mind, CP is here to support the overall server (and that includes rebels), not to curbstomp all other factions out of existence until only the purest of loyalists are left. We follow some guidelines from the admins/event team on what they want to achieve.
This is a strawman.
You keep on mentioning (in various threads/on discord) that the CP should enact more control. I think from past experience that this often has the adverse effect of discouraging citizen roleplay and any form of resistance.
Your point of view of control is killing or mindless bullying. Control is discreet. I have made a thread about this, I know you read it.
2) The current part of the CCA faction on the map do not really need to communicate with the CP. There is no CA in the district, and the Site Director is on equal level with the OfC's with very little sway over CP. We both have our orders from higher up (CLC and CPRD via the foreman), and those are people we do communicate with regularly. Plus as far as CWU and CMU is concerned: we coordinate on a lower level as needed. BOE we usually have little need to interact with.

I am not sure what communication should be here?
Of course the Combine Civil Authority should be in contact with the CPs. Why wouldn't the Combine's governing arm utilize the CPs to further their own agenda? You're too wrapped up in this fake IC hierarchy to see the bigger picture. How is the CCA supposed to enact any sort of policy without the assistance of the CPs exactly?
 
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Man I didn't know you were this shallow. Running the CP faction isn't just about combating the rebels. It's about establishing a highly controlled environment in the city, where everything you do is recorded, logged and potentially used against you if you make too many mistakes. Fighting off rebels and unarmed citizens is easy as

Cops function is to provide roleplay, not to cuck roleplay by watching everyone every second. What you're proposing here makes a bad server.
 
Cops function is to provide roleplay, not to cuck roleplay by watching everyone every second. What you're proposing here makes a bad server.
What I'm trying to say is, CPs need to exercise more discreet control over the citizens' lives. Yes, it is also about striking a balance between too much and too little. Right now, CPs control no aspect of anything, and are simply called upon when someone gets too bored and decides to start chaos. I have asked and will ask again, name one thing CPs control right now.
 
Hello there,

Not going to waste any time getting into this but we do thank you for the feedback.
Loyalism

Non-existent in both the initial launch and the beta, which is worrying. Apparently a few characters have received T1 and T2 loyalism because they participated in the work cycles, but that doesn't mean anything because loyalists don't get perks yet. I think it was a big mistake not introducing a proper loyalty system here in the beta, but I digress. I could go on about how to make loyalty appealing to the average player but that's another thread in of itself, so I'll leave it. I just want to see it on the actual launch.
I understand this comment and yes there are a few loyalists of T1 to T2 but you are correct in mention their perks being inactive. There is a few perks that are active and some others which are not. T1, for example, has 3 listed perks but only 1 is in effect and that is just a congratulation from the unit as they then proceed to walk off afterwards to return to their duty.

The other 2 perks of T1 are for the main server where IC apps for CPs will be in effect with OOC apps closed and locked. And Business permits will be gained via the CWU. T2 is in a similar boat. T3 has all of its perks active at this time since they require no additional planning or effort. So they are handled easily.

All in all, this Beta's focus was on the factions since the first beta we did for 2 days gave no time to test factions and we wanted factions tested and trialled before the main launch.

The main server will be a different story for loyalism as all perks will be active and there should be plenty of opportunities to climb it. In terms of how CPs treat loyalism, they have their section on their guide basically telling them to treat loyalists more kindly overall but if they mess up and perform anti-civil activities, then they will go really hard on them.

CPs

There was a thread already made about this, you can find it here: https://willard.network/forums/threads/loyalist-rp-is-underwhelming-when-cp-display-inaction.1757/

CPs just go on patrols and berate people who confront them directly. They act very passively until an admin gives them the go ahead to gun down people during riots. What can I say? They're not bad by any means, and they're not good either. They seem to be there for the sake of hl2rp, and they have no goals of their own other then the enforcement of the status quo (which is passive rp and work rp by the way). They don't seem to employ any sort of tactics with how they control the population of the city, and they seem to think going on the odd patrol every now and then is enough. It's disappointing how bland and passive they are. No one is afraid of them, they are a laughing stock honestly and are mocked constantly without remorse.
The thread linked has been responded to by both current CP leads with their own answers so no comment to be provided here.

This is what Socio-Stability codes are for... most of the time in this event so far, we have been on Code Blue which means CPs are to act quite passive and are even allowed to engage in casual chatter with a Civ given they do not reveal their identity and keep anonymity ongoing. They do not need any approval from an admin to gun down rioters considering that Rioters are counted as 404 in the violation codes meaning they are to be gunned down the moment they try anything.

The CPs follow a strict escalation protocol which goes up in levels. The riot escalated quickly enough that CPs decided to open fire among the citizens, killing quite a few rioters and leaving the rest to disperse. They were also given feedback on this and told how to improve in terms of strategy and additional methods to use to quell rioters before shooting them.

Cps also do have their own goals for this event and keep in mind each CP is their own character. They aren't just following the same old generic CP personality. They all got their own unique characters and backstories stored in them while they do their jobs. Some have goals as individuals, some have goals as a squad and others have goals as a whole faction. But at the moment, they have their IC orders to be carried out in the event from the Foreman who is in charge of the District.

They do their patrols and work in PTs and squads just like how they are meant to. There really isn't much else for the CPs to do. You speak of Map Control quite a bit but as mentioned in another suggestion post before... checkpoint RP is boring as all hell, even more so then a patrol is. Not to mention the limited manpower CPs have so they can't build any checkpoints nor spend any resources on them.

They have strict orders at the moment to keep Socio-Stability in the Blue. They can't go against that order. They can try to and just side step it but that would get them in trouble more often than not and they don't want that.

CCA

The CCA, like the CPs, have no real authority over the population and its various departments are disconnected. CCA members have no access to their own office (lol) which is the same issue they had on the initial release. They really don't have anything to do other then the one or two people that make generic as fuck broadcasts. The CCA has no communication with the CPs, as @@Gr4Ss said here.

Capture.JPG



No one really knows who the CA is. His character and broadcasts are not very memorable and he himself, like the CPs and the CCA, exercises no initiative to do or change any aspect of the city. It wouldn't surprise me if he was disconnected from the CCA as well.
The CCA in this event are not in control... that is the job of the event characters of the CLC and CPRD who have complete and total control of Overwatch and Civil Protection in this district. They are currently the replacements for the CA during this event. CCA members having no access to their office is because most CCA member are part of the citizen faction, only the Directors get access to the CCA faction and thus able to access combine doors.

The departments work together which at the moment its just Core CCA like the Site Admin and Assistant Admin with the Directors + the BOE. No other departments are active at this time because they have no place in the event nor beta. BOE does broadcasts, print newspapers and handles propaganda. Core Administration handles the District, checks in on the BOE, rarely does a broadcast and talks to the Foreman most of their days. Foreman is essentially the CA who mainly manages the Civil Protection and Overwatch as well as handling the trains and keeping things from going bad. It is not their job to do broadcasts all the time.

One thing I would like to mention now before I continue in big text is this:

The Beta and its event =/= The Main Release.

The rules of the game and its many factions are very different here. Take the fact that Vorts are basically terrorists in this event, setting fire to public buildings, trying to get the citizens infested, sabotaging the CMU, etc. CMU and CWU are still the same at least but Vorts, CPs and CCA and even Overwatch are all following a slightly different set of rules for this beta and event.

In the main server the goals will be very much different. We don't want to throw a wrench into someones RP because "lel cp has control of the map xd xd xd, get cucked kid.", no... that is bad. Of course, making CPs too friendly is also bad, hence why we follow a Code protocol system where CP behaviour becomes more passive or aggressive based on the current Socio-Stability which the players can choose whether they want to make CPs be really mean by messing around and forcing the CPs hand into more drastic measures or they can choose the passive and happy life where CPs won't do much to you as long as are minding ye own business and not causing any form of trouble for the City or them.


Housing, Food, Work

Housing Is non-existent. Generally, people have an aspiration to acquire a house as they join a hl2rp server, or work for one and buy one with money. Citizens are relegated to the ration terminal building where they sleep in bunks. This whole bunk thing makes sense considering the theme of the beta, but acquiring an apartment should have been something to earn from the get go. What are the citizens even working for anyway? Food and Water is useless as you do not die from starvation or dehydration. I have brought this point up before, and the community managers are very keen not to introduce death by starvation on the server for one reason or another. In my opinion, it removes yet another thing to do. So citizens can't get a house, they don't need food and water, so what is their incentive to work? They have none. this lack of foresight for something so obvious is a big red flag for the actual launch of the server.

You can avoid work, not eat or drink, you can do nothing and you will survive this so called "dystopia". People NEED a drive otherwise the server will stagnate. People seem to forget the initial launch stagnated quite a bit before they had to pull the plug.
Housing block is now built and should now be able to order an apartment. If not, I can get in-game and simply spend a few minutes setting up the apartments and getting each room sorted.

Food and water were not denied when it came to the idea of adding death. In fact, that was very much an accepted suggestion, just we went with @Equinox version of death from food/thirst as his was fairer and more balanced towards the player along with the CMs adding their own touch and spice into it.

I can explain how that will work again if you want and what the plan is, but at this time its only accepted and not implemented. Harsh Food and Water systems is the most hated thing I can think of in the old days of hl2rp. Since it used to instakill you, we came up with a system that gives the player quite a few chances to live and plenty of warning with plenty of opportunities to live on.
 
What I'm trying to say is, CPs need to exercise more discreet control over the citizens' lives. Yes, it is also about striking a balance between too much and too little. Right now, CPs control no aspect of anything, and are simply called upon when someone gets too bored and decides to start chaos. I have asked and will ask again, name one thing CPs control right now.
What about the QZ which is under their control and mostly blocked off with only very few people being able to make it through now... we had many complaints about CPs being too overzealous while you are saying CPs are bland and being too lenient and relaxed. There is two very different stories here.

You say CPs have no control... others in-game say CPs have too much control and are being way too overzealous in countering any form of ability to rise up. Thus there seems to be an impasse. A sub-section of players wanting stricer CPs and a sub-section of players want CPs to be more lenient... this is where I say...

"Leading a faction isn't easy and trying to accept and sort through suggestions for your faction is hard when players are not just a war with you when they got an issue... but at war with themselves too. Not everyone will be happy so there is no point in trying."
 
it's kind of strange to see CPs openly threatening to kill civs for walking near them, CPs running into the QZ alone, and CPs often refusing to deal with blatant violations, as well as not handing out SC (which means that being a loyalist becomes even more difficult)
 
Housing block is now built and should now be able to order an apartment. If not, I can get in-game and simply spend a few minutes setting up the apartments and getting each room sorted.
Last night when I checked this it did not work but it may be up and running now
 
The main server will be a different story for loyalism as all perks will be active and there should be plenty of opportunities to climb it. In terms of how CPs treat loyalism, they have their section on their guide basically telling them to treat loyalists more kindly overall but if they mess up and perform anti-civil activities, then they will go really hard on them.
I'm glad to hear this, and I hope being a loyalist will be a sort of high risk, high reward status to be in. Loyalists ratting on other loyalists for example, and of course the loyalist party idea which I thought would be a nice touch. But I just hope any of this even gets in on the second launch.
This is what Socio-Stability codes are for... most of the time in this event so far, we have been on Code Blue which means CPs are to act quite passive and are even allowed to engage in casual chatter with a Civ given they do not reveal their identity and keep anonymity ongoing. They do not need any approval from an admin to gun down rioters considering that Rioters are counted as 404 in the violation codes meaning they are to be gunned down the moment they try anything.
The socio-stability stuff makes sense, and CPs being less aggressive under different circumstances makes sense. What my problem is, is that CPs have no direct control over citizens. I will use HL2 as a comparison. They knew where you lived, who you lived with, how many others you lived with. They knew where you were, and dispatch could probably predict where you were going to go. All this control is pretty much impossible to replicate in hl2rp, but taking some aspects of it and executing it will make the CPs feel like they have an actual presence. I'm not asking for brute force authority, it should be discreet as I've mentioned previously.
The CPs follow a strict escalation protocol which goes up in levels. The riot escalated quickly enough that CPs decided to open fire among the citizens, killing quite a few rioters and leaving the rest to disperse. They were also given feedback on this and told how to improve in terms of strategy and additional methods to use to quell rioters before shooting them.
Oh, I have no qualms with CPs killing rioters.
They do their patrols and work in PTs and squads just like how they are meant to. There really isn't much else for the CPs to do. You speak of Map Control quite a bit but as mentioned in another suggestion post before... checkpoint RP is boring as all hell, even more so then a patrol is. Not to mention the limited manpower CPs have so they can't build any checkpoints nor spend any resources on them.
The whole map control thing is not just about checkpoints, that's just a single but prominent aspect of it. It's about acquiring a constant stream of knowledge about the population. You need to know your people before you can begin manipulating them, and controlling different aspects of their lives. Housing, food and water, work are the biggest pieces of this. But as CPs get a bigger foot in the door, they can begin controlling more specific details about a person. I can't stress this enough, I am not asking CPs to be more aggressive. I am asking them to take the initiative, and start controlling people for the sake of control alone. That is their purpose after all. This shouldn't be too hard to understand.
The CCA in this event are not in control... that is the job of the event characters of the CLC and CPRD who have complete and total control of Overwatch and Civil Protection in this district. They are currently the replacements for the CA during this event. CCA members having no access to their office is because most CCA member are part of the citizen faction, only the Directors get access to the CCA faction and thus able to access combine doors.
Leaving any authority to admin characters following a script goes against what RP is supposed to be. Admins can nudge things in the right direction. But you have created a world where every part of the upper-echelons of the server, and all of the decision making is being made by invisible event characters. Not even players. What is the purpose of the CCA if admins are doing their jobs for them?
Food and water were not denied when it came to the idea of adding death. In fact, that was very much an accepted suggestion, just we went with @Equinox version of death from food/thirst as his was fairer and more balanced towards the player along with the CMs adding their own touch and spice into it.
I've already mentioned why programming such a system is pointless in that thread.
I can explain how that will work again if you want and what the plan is, but at this time its only accepted and not implemented. Harsh Food and Water systems is the most hated thing I can think of in the old days of hl2rp. Since it used to instakill you, we came up with a system that gives the player quite a few chances to live and plenty of warning with plenty of opportunities to live on.
Without harsh consequences, there will be no drive to create a food/water economy. As it is, surviving is easy, and you can survive by doing nothing at all.
 
What about the QZ which is under their control and mostly blocked off with only very few people being able to make it through now... we had many complaints about CPs being too overzealous while you are saying CPs are bland and being too lenient and relaxed. There is two very different stories here.
Ah yes, the infamous QZ gate which is prop blocked by a giant forcefield. Damn, I guess they really do control the map.
You say CPs have no control... others in-game say CPs have too much control and are being way too overzealous in countering any form of ability to rise up. Thus there seems to be an impasse. A sub-section of players wanting stricer CPs and a sub-section of players want CPs to be more lenient... this is where I say...

"Leading a faction isn't easy and trying to accept and sort through suggestions for your faction is hard when players are not just a war with you when they got an issue... but at war with themselves too. Not everyone will be happy so there is no point in trying."
My version of "control" is different to the vast majority of the community's. Killing and bullying citizens isn't what I'm talking about, as I've mentioned several times. People need to stop confusing control with oppression, they are two different concepts altogether.

Also, implying that we should do nothing about this problem is a shit argument.
 
In the initial launch, the CPs were not a force felt across the city. They were small little pods of patrols that left the nexus periodically, and had not much affect on the server beyond resolving the odd scuffle and criminal act. Like the beta, they had no control over any aspect of the citizenry. And what does it even mean that you and the CPs have been too effective at your "goals"? What's stopping you from doing anything? Even with so little resistance, you can't establish an ounce of control over anyone. Go on, name one thing the CPs have control over.

Man I didn't know you were this shallow. Running the CP faction isn't just about combating the rebels. It's about establishing a highly controlled environment in the city, where everything you do is recorded, logged and potentially used against you if you make too many mistakes. Fighting off rebels and unarmed citizens is easy as fuck. "I welcome the challenge." LOL. I have never cringed so hard.

This is a strawman.

You point of view of control is killing or mindless bullying. Control is discreet. I have made a thread about this, I know you read it.

Of course the Combine Civil Authority should be in contact with the CPs. Why wouldn't the Combine's governing arm utilize the CPs to further their own agenda? You're too wrapped up in this fake IC hierarchy to see the bigger picture. How is the CCA supposed to enact any sort of policy without the assistance of the CPs exactly?
I am not going to go full 1984 on people and PK them over crimethink. CP is not thinkpol. HL2RP is not 1984-RP.

Now if you have any more constructive criticism, let me know. But I am just starting to see you QQ'ing with zero intention for it to be constructive. Stop this needlessly hammering on making us make the server exactly like you want it to be. Nobody else is telling me I need to actually turn this into 1984.
 
It's always the same idea when it comes to that faction. Some want overly efficient cops, and some want rp friendly cops. They already had reworks after reworks and more complaints come out. There is not really a proper win in this situation unless , you just give it time. Have the cops accommodate to the city and to the guide. You will see that some will start showing off character development.

Also:
Why the hell did you start a thread with a random poster. Next up, put a star wars video and you'll be M!nt.
 
I am not going to go full 1984 on people and PK them over crimethink. CP is not thinkpol. HL2RP is not 1984-RP.

Now if you have any more constructive criticism, let me know. But I am just starting to see you QQ'ing with zero intention for it to be constructive. Stop this needlessly hammering on making us make the server exactly like you want it to be. Nobody else is telling me I need to actually turn this into 1984.
Good. I haven’t been able to hop on the server, but this sounds good. However, I still gotta pick away at two pieces.

1. Don’t for the love of god immediately gun down protesters. Unless they are actively shooting or fighting cops with harmful weapons then the default should go to teargas dispersal. Infighting between citizens or minor property destruction is the same way imo. Teargas and then go in with batons. Only start shooting if they are starting to try to kill cops or something.

2. Why are cops patrolling the Restricted Zone / QZ alone? Seems a bit silly, and I’ve heard of people just instantly getting gunned down by cops tracking them down alone. Silly if you ask me.
 
2. Why are cops patrolling the Restricted Zone / QZ alone? Seems a bit silly, and I’ve heard of people just instantly getting gunned down by cops tracking them down alone. Silly if you ask me.
You tried fixing that icly?
 
It’s more of an OOC issue if cops are breaking rules and running off alone to gun down Johnny rebel. Shouldn’t be in the faction at all.
Is Johnny Rebel a funny mingerunner that ran off bounds; forcing the cops to chase him to knock em out?
 
Call an admin lol
Dunno, maybe it was rped before-hand, maybe his plan was to run off there and the cops injected there without being allowed to, out of anger. Get a RL to punish them. I'm sure the RL's enforce this shit.
 
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