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The Long March - Part 2 Feedback

Robert

British Swan
ENG
Server Management
Developer
Staff Team
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Jul 9, 2019
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2,055
This is the Feedback thread for Part 2.

And to clarify once more:
I24 was a botched Part 1.
The Bunker afterwards is not part of TLM at all.
The current Train journey while part of TLM is not considered an official event for it- its a sub passive RP thing running for players to interact after TLM events.

Part 2 encompasses the time spent on GM_Marsh, taking a open-world exploration form which didn't entirely work due to map size, but all things considered could have been worse from the GM POV. It ran quite well for an semi improv event.

Please let us know your own thoughts below from your POVs.
 
-10000000/10 I did not partake in it except for one moment where there was only me.
 
-10000000/10 I did not partake in it except for one moment where there was only me.
If Larry Leckman was there? God. The event would've been 10 times better.
 
Leckman would have murdered the Barrat alt and stopped him molesting Hans
Your actually really fucking cool toby and don't let anyone say otherwise okay?
 
i think the map picked (gm_marsh) was horrible for what was 30 players considering it was one tiny base with only a few rooms. we couldn't fuck off to do things alone, considering we were restrained to said tiny base due to the swamplands being filled with npcs.

there were also quite a few days where we were constantly being hit by events of some kind, be it antlion incursions into camp or the combine being around, which just spiralled further and further and didn't allow much passive to be done.
 
Only thing I could say is what was the point of the artillery strike at the Civil Defense bunker?

We went where GMs wanted us to to go. Afterwards I drove the jeep away so it does not get blown up by the artillery fire targeting the bunker and only came back once they called me on the radio to pick up the train parts. It is at this exact moment when everyone comes back outside that GMs decide to call artillery directly on us that kills everyone before its effects that realistically would leave nothing to bury are handwaved as minor wounds for most people.

Like what are we supposed to do in this situation to not explode? rush /me faster. Dont do what the GM says. Only thing I can think of is not talk on the radio since the the Combine artillery men were listening in and waiting on us to come outside again
 
It was hard to figure out the storyline and progress because we rarely got anything authoritative from the GMs in terms of the two. We couldn't agree on whether we did/didn't repair the train, we weren't sure what we were supposed to do aside from survive on the day-to-day, etc. I was playing an event guy and I wasn't entirely sure how we were meant to coordinate the Earthquake stuff, since there weren't many of us and we never really had contact with the main HQ and such.

I did get good roleplay out of this, though! And the GM support for the other stuff has been good when it wasn't super slow/long.
 
Preamble:
I played this event as mostly an outsider, and was not part of a group, my focus was to passive and avoid dealing with most of the bullshit of the group. while I will sound negative, I did enjoy the event as I achieved what I set out for.

1) Map size
I don't think the map itself is the problem, since there were plenty of areas that we could have spread out into, but due to the constant risk of attack, most elected to remain within the fort, though I spend most of my time outside, it due to IC reasons.

I think if we had kept to attacks being rare, then we would possibly have seen more people spread out.

2) Resources
For such a long running event there was very little in terms of a positive flow to our resources, leading to many lacking stuff- especially as the fighting picked up, while this can be fun, the problem came then we still had new players joining and simply put, we could give them little. or perhaps this was just my perspective as an outsider.

I played the entire event, with the mentality that any resources I had at this moment, would be all I had, so I kept them close and in doing so offered little, besides things I considered useless.

3) Groups
This is less a point for the GM/ET, but more so players, I experienced that most people only interacted within their groups, these being Doves and Conscripts, this lead to a feeling that I often had little to do, and few people to interact with.

As always, the solution is to add social spaces, there were some, but not as many as one could hope for, I will however say for the latter half I myself withdrew to my own little place with someone, so this can also have shaped my perception.
 
Only thing I could say is what was the point of the artillery strike at the Civil Defense bunker?

We went where GMs wanted us to to go. Afterwards I drove the jeep away so it does not get blown up by the artillery fire targeting the bunker and only came back once they called me on the radio to pick up the train parts. It is at this exact moment when everyone comes back outside that GMs decide to call artillery directly on us that kills everyone before its effects that realistically would leave nothing to bury are handwaved as minor wounds for most people.

Like what are we supposed to do in this situation to not explode? rush /me faster. Dont do what the GM says. Only thing I can think of is not talk on the radio since the the Combine artillery men were listening in and waiting on us to come outside again

in case nobody clarified this yet, rad-x was doing gm rolls for each strike for accuracy. 20 seconds before everyone exits the bunker he rolls a 20/20. He simply spams a few launches at the exit with most people still inside. Then while the shells are flying everyone runs outside... Just had really bad luck on the roll and the timing.
 
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