Feb 8, 2021, 03:21 AM
Ok so I finally got back into Gmod RP, but I tried HL2 RP (clockwork system before anyone asks). The server I found was enjoyable, and yet far more barebones than LL. Hell, over the course of a month and a bit I've already amassed well over three hundred hours into this server, and yet it was comparatively featureless and empty compare to peak LL. This got me thinking, what did I enjoy about this server? It has less features. it's capped at 32 players, theoretically I should hate it.
Then I looked at what the lack of features actually did for it. It has a character system, which means permanent deaths if staff reckon it's a proper death (No RDMing ruining your grind), but also means that the few features you can get are designed in a slow fashion so that every item felt like a milestone. You felt like you earned that jacket, that sandwich, looking good took time. This especially applies for criminal aspects, I spent my first week as a rebel stuck without a handgun or a melee weapon, punching zombies in the face. Getting a pistol felt like a fucking blessing, even considering the rarity of ammo. Everything was a milestone, not just "Hey I got my first legitimate million" and moving on with the rest of the day, maybe mentioning in passing to friends.
This serious format also meant people were genuinely scared to lose their guns and weapons, meaning instead of going for "Shoot until dead" like on here, people did /me and /it, rolepayed injuries, retreated instead of going "Oh shit NLR for 10 minutes" and actually, you know, feared for their characters' lives. I actually found myself enjoying combat, instead of sitting behind a 1x20x40 wall and waiting for the gunfire to stop, even if it was slower. The lack of items also meant that people took time to roleplay fistfights, use melee weapons and even just outright de-escalate the situation if it was more costly than 40 minutes of sitting in a room staring at some weed plants.
What I'm saying is that poverty leads to creativity on servers, especially roleplay servers with RPG elements. If you have to fight to supplement your ration, you getting your hands on some illegal whiskey suddenly leaves you with the choice to get kudos with the government, enjoy yourself, or sell it to be able to get something you want more. Scripted dependencies mean that people will become regular customers if they try out a product rather than just being able to sell it to an NPC, and generates an actual player market, rather than some kind of ultra-capitalist crap where one commodity sells for multiple thousands per piece whilst everything else is dirt cheap.
Combine all of this with regular major events, a community which can cultivate amazing roleplay (which I know is definitely possible here), server lore being in control of both the players and staff team, a combination of strict codes of honour for police to avoid killing underground RP and loose server rules to allow for flexible RP, with fair punishment for being a cunt, and you have the recipe for a server that matches the standard of RP found in the more dedicated circle of LL during its hayday (Think the internal RP for WY or the internal stuff that happened with the KYG, or actually much of internal clan politics.)
So how does this apply to LL? Well, for one, and I know it's an unpopular opinion, WIPE THE DAMN ECONOMY. There is quite literally is zero sense in keeping people in that "Winner" state, considering that's what killed the server. People had beaten the game as far as they were concerned, legacy became a market of hoarding instead of flexing, considering you couldn't display all three lambos you owned, and all it led to was people fighting any deflationary efforts with "Fuck you I got mine!" mentalities. I say this not out of envy, I owned multiple different legacy cars and had a net worth of 20 mil at one time, but it's more out of concern. New people were entirely skipping the "Mid-game" of SUVs and fast hatchbacks and managing to go straight for the "late-game" of legacy cars, sports cars and supercars, with "high tier" guns like AWMs, M249s, hell even pistols were made redundant by the economy, never mind melee weapons. People who like "gamey" aspects such as farming, combat and grinding need to be given a fresh start, especially the ones who are sitting on tens of millions in raw cash and hundreds of millions in inventory values, who could literally kill the server with an inventory giveaway.
Next, make it MUCH harder to earn money in the first place, make a new car feel like something you want to show off to everyone, not just something you buy on the market for a single RP and then leave stewing in your inventory for months on end until you retry the RP to earn some REPs.
Speaking of REPs, make sure that they actually reward you. Police mains could enjoy everything they wanted for just 7 REPs, hell if they weren't interested in SWAT uniforms they got everything in 3(!) and then had no other reason to roleplay well. There's something that can be said for only making REPs temporary rewards, such as "why would people go for something that isn't long term?" and "Isn't that punishing inactive people?", which are definitely concerns, but at the same time, how do we counter people reaching a certain level of REPs and just giving up? Another option is, instead of rewarding people with points to use new items, we go for a more restrictive economy that means that the items themselves could be rewards. For example, on HL2 RP servers, a way of rewarding rebels who roleplayed well and took some initiative is for them to find a rare item, such as an AR2 or a combine shotgun. This means that they feel rewarded for being daring or smart, and for spicing up the roleplay and breaking up a cycle, and it also means that they don't feel like they've hit the "end game" because their reward is easily lost if they're stupid.
Now for the part where I lose Theo's favour, but the map makes a massive difference, more than people give credit for but still not the hail mary others treat it as. Maps set the stage, they give inspiration and set a precedent for what people want to do when they first hop onto the server. Dense, city heavy maps like Southside generated ideas of mobsters, close knit communities and rich yuppies all brushing shoulders within meters of each other yet holding such different views on the world. Forested, massive maps like Truenorth generated ideals of hillbillies, long police chases, county sherrifs and the slow gentrification of a town in the middle of bumfuck, nowhere. Mixed maps like Rockford allowed for a variety of these roleplays with not too much whiplash in between settings, with fairly strong blending between the distinct areas. Evocity, on the otherhand, tries too hard to do what Rockford did well but focussing on what made Southside great and largely ignoring the outside, leading to "Oh look, a tree." HOWEVER, no map is perfect, and some kind of clan will be killed no matter what you pick, the USFS was threatened by Southside, mafias struggled to keep into the "organised" section of crime due to the sprawl of Truenorth. What is even worse than killing off one or two clans? Forcing people to ping-pong between clans of different type because you can't choose a map and pay too much heed to people who will whinge whatever the map is. Pick ONE map, stick with it, and stop getting rid of everyone's map specific dupes after 3 months because a vocal group of map flip floppers got whiney again.
This does sound like someone yelling from a distance to some extent, considering I have had no involvement in the server since the pandemic proper started, other than shitposting on the forums a little. However, I still think that people complaining "There's no players" and then saying nothing shows exactly what kind of playerbase is left. The do-ers have packed up and left, leaving those who do nothing but complain to the void called the forums behind.
Limelight was killed by itself, its toxic player report culture leading to people enforcing rules to the extreme just to satiate bloodthirsty groups who, when the RP made them lose out and not come out on top, driving people away for their own egos. We tried to point out particular problem groups and break them up, A37, Crime Buds, Revolver Gang, and called those people the problem, rather than the innate problem with the gamemode itself that created these groups, akin to pointing at the shooting of Franz Ferdinand and calling it the only cause of the Great War instead of looking at the clusterfuck of alliances that led to such a large scale war, and willingly we pulled the wool over our eyes in the face of having to address the cultural and mechanical issues that were killing the server, and pointed to scape goats instead.
The server is dead and we killed it. The only way to revive it is a total restart, systems revamped to accomodate a fresh playerbase, and to tell the old guard to suck it up and stop being so elitist. I'd like to think that's possible, maybe I'm naive.
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