What did you enjoy the most about the events?: Probably the rush to the bunker to avoid the nuclear bomb, and then trying to make it to KROT.
What did you least enjoy most about the events?: Probably when we WERE at KROT. Was barely any lighting on the surface, and I know that we were trying to run away from the 'radiation' (which was an, odd idea to say the least), but I felt that it would've been better that we actually had a certain countdown for [X REASON]. Then we would've ran to get out of where we were, get to KROT, maybe do a quick search whilst fighting against antlions/combine before getting INTO the bunker, and then the nuke goes off.
Did you / did you not like how long the event lasted for?: It felt almost kind of rushed, more so than the other events.. almost like it was a way to quickly get things done and out of the way.
Section Two
Was the starting time preferable for you?: I'm West Coast, so the 8:30 BST works just fine for me currently.
Were the Event's Staff helpful or unhelpful?: I have not much opinion on this one as I didn't really need any assistance.
Did you like your preferred role?: It was 'okay'. Didn't do much besides 'survive'.
Who do you believe excelled in their position in the roleplay?: I guess I could say everyone played their part but, almost seemed like a clusterfuck was going on, so don't have much of an opinion on anyone.
Section Three
What do you wish to see in the future?: Something with a lot more, 'suspense'.. I REALLY enjoyed how chapter 3 was, and even some of the xen maps. I didn't have a weapon at all and I had a blast. However this only reminded me of Military/ClonewarsRP.. which in turn sort of killed it for me. Didn't have a lot of roleplay done besides just running and gunning.
What do you not wish to see in the future?: Paranormal entities if you will. I get that there's the 'void' and all that jazz, but it's honestly become more of a meme now that it just doesn't have that same feel. If we're in the void, then sure it's 'okay' to say the least.
In an honest opinion, how would you rate the event in its entirety?: The Combat: 7/10. The Roleplay: 3/10.
Section Four
What did you enjoy most out of Chapters 1-4 during the American Story-Arc since it first began?: The intense feeling of death being right around the corner, and having to be quiet and stealthy, while at the same time interacting with the environment.
What did you enjoy least out of Chapters 1-4 during the American Story-Arc since it first began?: Didn't really have anything that I didn't like besides some of the retconning.
Do you believe the ending is satisfying to you after all of the events you have participated in (even if you only participated for one or two events)?: It was, okay...not how I really thought how things would good but...[shrug].
Would you participate in other elements of specific event arcs again, based on our interpretation of the Half Life universe?:I suppose I'll be done to do a little bit more.
Do you have any suggestions if it is a yes?: I'll have it tucked away somewhere...
I like that nearly all the events drew in all players giving both refugees and soviets a place. The events were also 'realistic' in a sense as it felt like the genuine progression of the warzone, specifically the raid on the Combine compound. A lot of the events also contained a good amount of PKs so gave a real feel like my chars lives were on the line. Overall, over the events, I was involved in I really enjoyed a little sub-event that came about where I and a bunch of other Soviets raided the barricaded building and had to traverse through it before getting cornered by the massive zombie, it was creepy and stressful. I'd also add that events were a nice combination of having set events with player choice in between which made it like characters had an impact on the course of the events e.g. the water purification
What did you least enjoy most about the events?
I didn't like the simplicity of events. The big events I was there for was the raid and the bunker. GMs were spot on but the raid should've been slower instead o two squads of Soviets and partisans rushing toward the base, firebombing, with tons of lives and overpowered OTA (Could barely kill even though I was using a PKM). personally, I feel like it should've been a full assault taking the tank, all the vehicles and slowly heading for the base where outside the base was a big PK zone so everyone had to stay in cover until the heli and tank softened up the defences then every one charged through Stalingrad style with a 2/3 life rule and Overwatch with a just slightly above average health. I also feel like it was really goal-orientated, it just felt really simple and lacked complexity, the only exception being the mysterious bunker being found before the final event
Did you / did you not like how long the event lasted for?
The length was near perfect and the spacing of events good too, the sub-events and class job the GMs done to make little local events for people was outstanding e.g. water plantation, I cannot praise enough how good it was having things like that set up where there was optional objectives that could have genuine effect as the event was a week-long, it provided time for good character development and passive RP. Outstanding
Section Two
Was the starting time preferable for you?
Not too sure what you mean, if you mean the events then yeah it was brilliant as events were later on in the day so, I could get on after work and not miss anything.
Were the Event's Staff helpful or unhelpful?
Brilliant, every time I needed a bodygroup change, a GM to oversee scavenging or any other help someone was there
Did you like your preferred role?
I ended up playing Soviet a lot, I made two characters which was good, I do feel that there was a lack in some aspect as it didn't feel like there was much set to do but we managed to create all the RP ourselves when there was nothing planned, the refugees cooking headcrab or the mad Bulgarian character kept variety (or me stealing the guns from the armoury >.<). I felt though playing refugee that it was a bit of being forced to become semi-Soviet there wasn't a separate Refugee settlement with more refugee events, they ended up being copped into Soviet fuel etc
Who do you believe excelled in their position in the roleplay?
Gr4ss Alice was brilliant at doing engineering work, Sophia (Can't remember username) doing medic work.
Section Three
What do you wish to see in the future?
More optional objective-type things around that affect the story - or a more character choice orientated story
More mystery, I never felt myself questioning things, I never found anything unusual to find while exploring except for some things (e.g. keycard door, water purification and the number stations)
A slower pace instead of feeling like everything is a massive rush. Where everyone runs to a goal then back
Environmental decoration
The same involvement as before from GMs
What do you not wish to see in the future?
The server getting nuked - KO
Repetitive retrieval goals
Simple tasks and story - bad guys v good guys - a nuke - an underground bunker
Event characters that staff make and aren't essential - Political Officers just felt like they shouldn't be there alongside Colonels
a stationary base - the base just kept getting attacked by antlions, zombies, combine but was barely damaged or overrun, there was little base development of a barracks, real medbay, canteen set up, it was a near propless base
One big group that is played off as having two - Refugees and Soviet soldiers ended up one big group
In honest opinion, how would you rate the event in its entirety?
For what its worth the reason why these events have diverged into somewhat more simplistic tasks is because of what happened in Chapter 3 with its long list of small details that was promptly sabotaged by players with their own agenda. I cannot account for every possible scenario and account for the actions of every possible player at every possible moment so when the train derailed too heavily back in C3 then things became messy in a rather short order. Which leads me into the exact reasons why Chapter 4 existed.
Chapter 4 existed to experiment with a chapter that (should have been) was low/no combat (apart from the last day or two) with a generally long passive period (ergo. saying its rushed @AbeBatJes is a bit of a meme since in-practicality Chapter 4 has lasted for the entire week and is the very opposite of "rushed" except for the end bit that was rushed by its very nature). I'm really not a fan of the sheer amount of forced combat events that were made by some of the GM's (and CM's) during this event and would have preferred if there were more inspired individuals to do events that did not just involve spamming antlions or combine at the base. Did you note that the idea of ECHO for instance was to just scare them and not actually force them into Combat?
I personally think that this chapter was a failure because it failed at its very core concept which was to avoid combat. In future I will inform the GMs/CMs that if they wish to attend these types of events to GM then they should being somewhat more interesting in future and consider creating mini-events that are not combat focused.
Just because the players are "bored" does not mean you need to spawn more NPCs for them to shoot.
Honestly, not in a bad way, the premise of the event was that Long Haulers end up in Russia where Soviets and Partisans and fighting Combine across a massive battlefield for a tiny outpost that because of an Antlion attack was attacked so the Combine nuke it and the Soviets have to get to a bunker. It would've made more sense if the map had been smaller and it was a situation where Soviets were pushing back daily barely surviving with some random people who came out of nowhere having to be dealt with. The events could've been more thorough. The large size of the map for the 20-ish so playerbase and the general scale of both front being literally tiny outposts compared with a near no-risk zone in the middle just couldn't work to the extent it could've
GMs were also trying to fill the shoes of tons of characters while rping as some of the mains ones. Just off the top of my head the elite sniper, gargantua, big zombie, striders, high ranking Soviets, most the Combine forces and combine conscripts across a massive map too. It genuinely felt like instead of leading a story the GMs had to hold the thing together with tape with playing characters like this
PS I WONT LIE I HAD A LOT OF FUN WITH THINGS THAT HAPPENED AND I DONT MEAN TO SHIT ON THE EVENT
Firstly, The Combine don't nuke the SRF. You had witnessed the death of City 52 (St. Petersburg) which is far away from where you were but not far enough in the way that you are still grilled by it slightly (heh). Look on the world map to get details regarding City 52.
That's why the Combine were in a panic to evacuate the nearby city before the nuke went off.
Secondly, I feel the existence of the Combine Base (and any real combine presence beyond a combine conscript from time to time) on the map was a bad idea in retrospective. There should have been no combine base and my choice to add it only a day before the event to rapidly fill up the map with stuff to do was a serious mistake on my part. The Combine should have had no awareness of the existence of that SRF base in a ideal version of C4.
Thirdly, there would have been sub-events during this chapter on another map/server that would have given more details to what was going on here but due to the existence of the TN Merge the idea was never put through.
You really did play the sub-optimal version of Chapter 4 but we were rushed due to impending deadlines.
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