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Thoughts On The Industrial 17 Event So Far?

  • Thread starter Thread starter RogueSynapse
  • Start date Start date

Thoughts On The Industrial 17 Event So Far?

  • I really like the event so far.

  • It's not what I wanted but I'll still play it.

  • It's disappointing.


Results are only viewable after voting.
R

RogueSynapse

Guest
I figure it has been long enough. What do you guys think?
 
Not enough Bullsquid pit fights.
The first Insurrection burned too hot too fast and fizzled far too fast. Along with the corrupt government storyline

My favorite parts have been the Rebel rp and the Raves which were amazing.

#KillyourlocalprotectionMember
#JusticeforDisco
 
I fit into the #2 category. Following reason in two words:

Keith Ross...
 
The good:
I17 atmosphere Is generally nice

I'm experiencing a bit of HL2RP history I never was around for.

Corruption was a cool alternative to 24.

PK ruleset revitalized the day-to-day.

Grunts are cool.

Some combat portions were neat.

Players have been doing well making it fun.

The bad:
Event seems to only follow a very loose, partially confused narrative.

Not uncommon for 10+ "rebels" to be hiding in metabases most of the time.

Too much happened too fast (more than one JW in a single week)

City 24 transfers ruin much of the new 'feeling' of the city.

Much of the story is locked to very small portions of players.

The 'foul' doesn't play much of a role.



All in all, I like it despite the negatives. It's been fun as I tried my best to just be a player during it for the first portion of the event. I just do feel that it slipped on some key areas that held it back from being great.
 
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My personal take playing from OTA and CP perspectives:

PROS:

- Grunts have been a successful implementation so far, freeline RP as OTA is holding well within acceptable bounds while actually allowing OTA members to RP more freely.

- The atmosphere of i17 being a hard place to live in compared to C24 is neat as well, much more room for interesting RP rather than "Oh nothing is going on time to /me afk in corner."

- Cop freedom is nice as well, I've been having my own sort of fun with my cop breaking rules and furthering personal ambitions without having Dispatch or CpTs/RLs breathe down your neck about rules all the time.

- Combat has been fun the rare few times it happens.

- Actually having a JW is pretty fun IMO.

CONS:

- I don't like how the Corrupt Government was removed and killed off in Week 1, along with a multitude of chaotic incidents (both IC and OOC) which resulted in OTA somehow executing a CPRD Scientist by accident.

- The many hidden bases in the sewers means that rebels hole up there and just chill forever.

- Lots of confusion going around regarding the path of the story.

- Like Redhot said, large amounts of players are being locked out of stories and narratives.
 
It's been good overall, with a few hiccups (and questionable choices) here and there. Nothing too bad, but I'm #2, personally
 
which resulted in OTA somehow executing a CPRD Scientist by accident.​

This is a mistake based on the lack of OOC knowledge. Neither I, nor the grunts knew that RAD-X's character was supposed to be spared because of a code that was on a chip. Regardless: it's a mistake based on OOC communication mainly due to the lack of communication.

As for some good things....

* I'm pleased to say that grunts are performing extraordinarily well. The freedom of roleplay makes things within the faction more relaxed and less prone to hiccups and mistakes.

* The corruption system for cops was thoroughly thought out. Command units stomp it out in any way, shape, or form (it was in fact encouraged).

* The atmosphere of i17 is grimmer, darker and grittier than the one in C24. I think a great part of the attending player base favors the current atmosphere over the one on the main server.

* Player-agency and player-directed events. The fact that players can change and re-direct the narrative course of action is something that's probably widely appreciated. Even the purge that happened a while ago, was received by most of the players that I've asked and many of them think that it offered a feeling that reminded them of HL2.

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There is stuff, however, that didn't work out well.

* I found the premise of the narrative bad. How can the most powerful AI on the world be deactivated (and stay deactivated) for such a long period of time?

* I've witnessed a lot of BCS/BB larpers popping up. The Combine side is especially plagued by this, and a part of the characters that I've interacted with (especially on the CCA side) felt like discounted versions of their BCS/BB counterparts. I wish there was an effort made to root out these type of characters and encourage people to come up with something new and original.

* The "rebel" problem. I've taken my time and put some research into this:

- The lambda rebels have barely done anything in the first week. No generator was touched or harmed. Renders the "deal" between the CCA and the rebels as useless.

- Lack of leadership presence. When the first judgement waver took place, I was told that there was literally no rebel leader on. A lot of players felt let down on this. This is based on the take of two people though, take it with a grain of salt.​


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enjoyed doing the raves, not fussed about them being over saturday was a fun time

if this was just a 1 week event then the events of the weekend would've been a good conclusion but as it stands staff have blown their load too early

needs a new overarching plotline to drive things
 
Atmosphere was pretty good for the first couple of days. Then the story kinda fell apart but I thought it was dogwater to begin with.

Other than that there's been some major circlejerks. C24 Rebels and C24 Loyalists are so stuck up and out of place it's hilarious. Secret bases (for rebels) don't help that at all.

The Revolution blew its load to early (as I said it would) and would get put down in turn for either nothing else happening or an admin sponsored rebellion at the end of the event. Should've pushed the revolution further.

Also, one weird thing to me, is that post-revolution, the CWU instantly repaired their warehouse after like a day and then took EVERY single piece of graffiti down in the city related to killing your foreman or the Hungover Houndeye which made me lol

At this point it feels like we are on C24 again
 
- The lambda rebels have barely done anything in the first week. No generator was touched or harmed. Renders the "deal" between the CCA and the rebels as useless.
We totally thought we'd won the AE Was destroyed and we'd kicked off the uprising but some people locked the second assault wave in the base and the first one got its ass kicked on the surface which then gave the CP's a chance to sweep. We managed to devastate the first CP QRF 4 Were killed 7 CP's killed total, Not counting OTA. But once the second wave was denied to leave and push into the city it fell apart quickly and later resulted in the death of the main base.


Originally we'd planned for the rave to kick off the insurrection in the city, And have pipe guns scattered to arm the citizens to cause hell in the city for CP's and OTA While Lambda attacked the Air exchange but none of these things happened except maybe the hound eye dying which in-directly caused a riot

Some of us have been trying to re-ignite the shit that kicked off the first insurgency but with little to no luck.
 
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Here's the thing right,

Even with massive server wide events like this that last multiple days, you need leads for the event.

Who's the author of this event, who is the team behind leading and guiding the story

"wElL eVerY bOdy iS heLpInG oUt"

Yeah and that's why nobody is taking responsibility and pointing fingers at each other for the lack of story and structure. Honestly the only highlights to come of this event hasn't even been from event creators or staff, it's just players taking charge and doing stuff in the absence of a narative.
 
Things i like from rebel pov :

Main base was cool. Lots of people gathering there to chat with.

Having an actual objective to work towards is cool.

Got to do massive trolling on the air exchange.

Pk policy is cool since now rebels aren't the only ones who are always at the threat of death.

I am still alive.

Did not see a single male_07 walk up to me and say "Can i be rebel"

Crafting characters are actually relevant now and the rework which lets you get iron at 30 again makes it work fine.

Things i don't like

Complete overturn of common rebel systems. Thrash is only on the surface now. Smugglers dont buy things from you. And BMDs DOUBLED the prices of things as well. I really don't know who asked for this. This doesn't result in better rebel rp because it makes them work together on crafting. It just makes every interaction "How well do you rate yourself on a scale from 1-50 in crafting" (People unironically say this ic) "Do you have 2 scrap metal?". Surface thrash doesn't make rebels go to the surface. It just makes them wait to log on that sweet spot when there is enough people on to spawn things but still not enough cps to pull you over and pk you because you had 8 plastic garbage on you. I cannot imagine how people who didn't bring 2000 chips over like me play this when they don't have reserves to buy anything from the smugglers. In the city 24 you could solo a lot of the artificial grinding and then once you have the things you want start chatting making friends, cells, plans for expedition and such.

Keith Ross.

Didn't see Eli Vance says : All i know. time is a valuable thing.
 
The "rebel" problem. I've taken my time and put some research into this:
The rebel problem is again..
Lack of activity from our leader (Hans) I don't know if he has any personal problems irl but it is been quite while since i've seen him.
During the raid of the lambda HQ I think people said ( Neither broker or Hans were there ) soo they can lead us in such chaos but I don't know the reason why he is inactive on his lead soo I won't complain about it too much
 
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Things i like from rebel pov :

Main base was cool. Lots of people gathering there to chat with.

Having an actual objective to work towards is cool.

Got to do massive trolling on the air exchange.

Pk policy is cool since now rebels aren't the only ones who are always at the threat of death.

I am still alive.

Did not see a single male_07 walk up to me and say "Can i be rebel"

Crafting characters are actually relevant now and the rework which lets you get iron at 30 again makes it work fine.

Things i don't like

Complete overturn of common rebel systems. Thrash is only on the surface now. Smugglers dont buy things from you. And BMDs DOUBLED the prices of things as well. I really don't know who asked for this. This doesn't result in better rebel rp because it makes them work together on crafting. It just makes every interaction "How well do you rate yourself on a scale from 1-50 in crafting" (People unironically say this ic) "Do you have 2 scrap metal?". Surface thrash doesn't make rebels go to the surface. It just makes them wait to log on that sweet spot when there is enough people on to spawn things but still not enough cps to pull you over and pk you because you had 8 plastic garbage on you. I cannot imagine how people who didn't bring 2000 chips over like me play this when they don't have reserves to buy anything from the smugglers. In the city 24 you could solo a lot of the artificial grinding and then once you have the things you want start chatting making friends, cells, plans for expedition and such.

Keith Ross.

Didn't see Eli Vance says : All i know. time is a valuable thing.
definetly am prefering the unified cell and objective stuff as opposed to small clans of script horders and people who have to be handheld via events/expeditions to actually impact lore/server and I really hope we can see something like this in C24 Seeing as how nothing is really being done on the scale that it is in i17 or any other cities. If we were unified in the city we could work towards actively de-stabilizing things and starting another Uprising that hopefully lasts longer then 10 minutes beacuse OTA Got thrown at guys with plain Kevlar and pipe bolt action rifles
 
I just feel like the narrative should be better organised and better pulled out.

Although I missed the first couple of days, I felt like after the downfall of the corrupt CCA little/nothing else was done, and was just eventless City 24 2.0.

Events can be more dynamic too like having sections of the city destroyed or just changed in any sort of way.

One last thing, I didn't understand the purpose of the CmD. I never saw him doing anything.



Other than that, I really enjoyed the map change and I believe grunts fit the server more than standard OTA!!

Also removing dispatch is a GOOD THING. (It allowed us, cops, to do all sorts of roleplay!!).
 
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Other than that, I really enjoyed the map change and I believe grunts fit the server more than standard OTA!!

Also removing dispatch is a GOOD THING. (It allowed us, cops, to do all sorts of roleplay!!).
Agreed replace regular OTA With grunts please.
 
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