Roosebud
Molecule
- Joined
- Apr 26, 2016
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- Nebulae
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I'm going to assume a lot of people don't really keep up with the stuff I answered in previous pages since there's a lot of clutter. I've been asked a lot about the lore, setting etc already and I'm kinda tired of repeating the same answers.
But I'll reply to this since I hope it finally settles some discussions.
I'll break it down into sections so people (hopefully) won't skip through it and ask the same stuff three pages later.
I don't particulary think it's a matter of things getting more complicated, there's nothing that'd really be super complicated in my personal opinion. It's also hard to conclude stuff like that when we haven't even launched/finalized anything.
In any event, the underlying thought is that I don't want yet another "copy/paste factions fighting what is essentially a paintball match" setting, as that has more or less proven to be a main factor behind s2k becoming the norm and rp being pushed out (which is what people have always critized).
By having the Soviet/Warsaw Pact (as its not just russians) be the military faction, you give people the room to play their soldier fantasy in a military structured setting.
By having the opposing side be an organized, yet informal, insurgency/army of sorts you give people the room to play non-standard characters such as mercenaries, freedom fighters, civilian-turned-soldier etc, while also including the NATO element to bring about diversity, balance and the opportunity to play Western army characters.
I feel like that'd bring way more opportunity for diversity, fresh playstyles rather than "you have to be a soldier man behaving like a soldier man", more creative room for events, whatever.
All in all, the working of both factions hasn't been set in stone yet, just that this background would allow for way more as well as provide an additional layer of RP/depth rather than the generic paintball match I mentioned before.
I don't really see this, considering the lore of Stasiland is the exact same lore as the 'old' WW3RP we ran before it.
I see this point being made from time to time, so I'd like to emphasize this:
I never said (or meant) that one side would be fundamentally weaker than the other side
What I stated was that the sides would be different in their equipment and gameplay, to keep things diverse and avoid the 'generic paintball match' gameplay I mentioned above.
I named a few examples, such as the insurgency having access to irregular weapons, historical weapons, makeshift vehicles/bombs etc as opposed to two factions carrying standard army gear duking it out. As well as the (small) NATO group being attached to the faction to facilitate some more 'high-tech' features such as surveillance, combat aircraft etc.
That doesn't mean their equipment would be weaker than the other side, ofcourse there's going to be balance in order to make it work. Both sides will still have to buy their equipment from the vendors in similar fashion.
Yes, exactly. The 'generic red vs blue paintball match' was one of the root causes people just started doing whatever and complained about a structural lack of rp, simply because that was the atmosphere that it brought forth.
I'm looking for the proper way to word this, but people have consistently been unable to explain to me exactly why this would be the case. I legit don't really see what actual, major difference it would make from what we're doing with the current lore.
We've already developed/taken so much liberties with the lore that we're very close to what people would consider the 'modern lore' in terms of equipment that there's barely any difference gameplay-wise.
The only thing that has routinely come up in those discussions was the inability to incorporate pop-culture and stuff like smartphones into gameplay, but as with LP and early Neb, we had to ban pretty much all of that due to the excessive memes and stupid shit that it caused.
That's the thing though, you don't have to have a big understanding of the cold war and WW2 is irrelevant at this point.
I'm pretty sure everyone in the world knows what NATO is and what the Soviet Union was, or at the very least what part of the world it was in and that one side was a threat to the other and vice versa.
All people need to know is that what occured as a 'cold war' IRL turned hot at some point, the lore has since been developed IC so much that it's vastly different from the history books anyways.
If anything I always considered it easier, because you didn't have to explain a shit ton of made-up background info about why there's a war and who the factions are to new players. You can simply say "NATO vs Soviets, Soviets attacked and captured most of Europe" and people would have a relatively firm understanding of what characters they should play (e.g. no americans on the soviets) and get right into it and figure the rest out IC.
You say this a lot, but I honestly have never experienced it as being 'the majority', I reckon one could argue the same (in regards to it being tried over and over) for the modern lore, as it's had just as many iterations. At the end of the day, both versions of the lore never really 'died', they were all ended by decision. Aside from Stasiland, which failed in the end because it didn't focus on the 'easy warfare' part enough.
I never, ever understood this honestly. I want to break this down into multiple things:
(I'll be referencing the modern lore as being coalition vs globalists)
In terms of factions, it's way easier to tell a new player it's NATO vs the Warsaw Pact/Soviet Union, as stated above people will almost immediately have an idea about who to play. In blunt terms, Americans/Westerners go to NATO and Easterners/Communists etc go to the Soviet Union. NATO still exists to day, and even without knowledge of history the Soviet Union has been so ingrained in modern culture/the internet that most people know what it is.
Compare that to the "Unified Globalist Agenda" and the "Coalition of Independent Nations" and it already takes a lot more effort to explain to people what they're supposed to play.
Both factions would never exist in real life and consist of entirely fictional lore. This was also the main reason the lore and characters were often really bloated and unrealistic, especially the russians/communists playing UGA characters and the American patriots in the Coalition, simply an aftereffect of people not knowing/bothering what they're supposed to do and just shrugging and doing whatever.
Now, I can understand the link to a modern variant such as NATO vs CSAT/Russian Federation or w/e. But then again, what would really be different from the current setting, aside from the referencing pop culture or real events (which would likely need changing lore-wise anyways). And would it really be worth the effort of changing for a relatively low return?
I've heard people say they're 'unable to identify with a soldier in the 90s'. But how does this hold up compared to a soldier in the near future, fighting a world war in a completely fictionalized setting? I'd personally say both are very unrelatable. The only thing that, once again, comes to mind is the inability to reference pop culture or utilize more modern interactions. Then again, I can probably name countless instances of that already happening in the current lore, people using modern slang etc for example.
And we're not too strict on that for obvious reasons, and that's fine. Which again brings about the question of 'why does it this need to change so badly'. We wouldn't be changing any of the weapons, we'd probably still be working with an east vs west scenario and we'd probably have to ban a lot of 'modern' stuff such as phones, memes etc.
If anything, from my perspective, the absence of politicalness and distinctive idealogies/factions reinforced the 'generic paintball match' approach a lot of players took, which is something we want to avoid in order to prevent another toxic deathmatch gamemode.
Every lore-switch that was made regarding the cold war setting was welcomed with a lot of postive response, I'm totally open to discussion on the topic of lore, but let's not resort to stuff like 'nobody wanted this' when it doesn't really hold up.
I don't really know what you mean by this. If you mean the clockwork-era stuff is gone, that's not really true, but we wouldn't ever use it again simply because clockwork code isn't compatible with Helix.
I'd love to answer this, but I really have no idea what you're trying to say. Could you clarify?
Both the modern lore and the cold war 'worked', both of them only 'died' when the decision was made to close it down. Stasiland didn't work because it put too much focus on RP / investment in order to engage in combat, which is what a lot of people came for regardless of lore.
The 'working system' as you name it turned out to be the faction vs faction combat with easy access to factions and weapons, which is what is being proposed here, just with some added touches of diversity that don't affect the core gameplay.
I feel like continuing the cold war lore (as we developed it over the years) gives us;
-Easier to understand factions and context, especially for new players or those that dont want to read tons of lore threads.
-A close-to-modern setting that provides us with all the necessary stuff from the modern era (combat vehicles, assault rifles, even drones etc) while leaving out the things that went wrong such as smartphones, 'snapchat'-esque meme stuff, unserious pop-culture and internet references, all of which we'd probably have to ban/alt-history anyways.
-Won't drown us out amongst the various 'US Army vs Russia/China' darkrp servers
-Continues the unique setting which we've built together over the previous couple of years
And probably the most important one in regard to actually getting a server up (as I've stated before):
It's all already coded and built, and I simply don't have the time/motivation to re-do all of it if I can't see the overwhelming benefit and extras of changing it.
In all honesty, it's pretty obvious a lot of people barely care about the lore/setting of a faction v faction server at all, which is fine to some degree as long as it's not ruined for the rest.
But I'll reply to this since I hope it finally settles some discussions.
I'll break it down into sections so people (hopefully) won't skip through it and ask the same stuff three pages later.
Can I just ask why don't we just go back to how it was, NATO vs Soviet / Globalist vs Coalition, I don't get the 'organized insurgency' set in the 90's part, if anything, it just seems like more complications than anything.
I don't particulary think it's a matter of things getting more complicated, there's nothing that'd really be super complicated in my personal opinion. It's also hard to conclude stuff like that when we haven't even launched/finalized anything.
In any event, the underlying thought is that I don't want yet another "copy/paste factions fighting what is essentially a paintball match" setting, as that has more or less proven to be a main factor behind s2k becoming the norm and rp being pushed out (which is what people have always critized).
By having the Soviet/Warsaw Pact (as its not just russians) be the military faction, you give people the room to play their soldier fantasy in a military structured setting.
By having the opposing side be an organized, yet informal, insurgency/army of sorts you give people the room to play non-standard characters such as mercenaries, freedom fighters, civilian-turned-soldier etc, while also including the NATO element to bring about diversity, balance and the opportunity to play Western army characters.
I feel like that'd bring way more opportunity for diversity, fresh playstyles rather than "you have to be a soldier man behaving like a soldier man", more creative room for events, whatever.
All in all, the working of both factions hasn't been set in stone yet, just that this background would allow for way more as well as provide an additional layer of RP/depth rather than the generic paintball match I mentioned before.
It's like you're trying to join the lore of stasiland with how ww3rp used to be.
I don't really see this, considering the lore of Stasiland is the exact same lore as the 'old' WW3RP we ran before it.
Another thing I'd like to point out is you want to have a 'powerful' faction versus another, I can promise you now that this just is going to cause more hassle than it's worth.
I see this point being made from time to time, so I'd like to emphasize this:
I never said (or meant) that one side would be fundamentally weaker than the other side
What I stated was that the sides would be different in their equipment and gameplay, to keep things diverse and avoid the 'generic paintball match' gameplay I mentioned above.
I named a few examples, such as the insurgency having access to irregular weapons, historical weapons, makeshift vehicles/bombs etc as opposed to two factions carrying standard army gear duking it out. As well as the (small) NATO group being attached to the faction to facilitate some more 'high-tech' features such as surveillance, combat aircraft etc.
That doesn't mean their equipment would be weaker than the other side, ofcourse there's going to be balance in order to make it work. Both sides will still have to buy their equipment from the vendors in similar fashion.
I understand that from your point, you don't want the two factions to be 'red team' vs 'blue team'
Yes, exactly. The 'generic red vs blue paintball match' was one of the root causes people just started doing whatever and complained about a structural lack of rp, simply because that was the atmosphere that it brought forth.
Also as a good few people, myself included have said, the way to recapture the playerbase is going back to the modern setting.
I'm looking for the proper way to word this, but people have consistently been unable to explain to me exactly why this would be the case. I legit don't really see what actual, major difference it would make from what we're doing with the current lore.
We've already developed/taken so much liberties with the lore that we're very close to what people would consider the 'modern lore' in terms of equipment that there's barely any difference gameplay-wise.
The only thing that has routinely come up in those discussions was the inability to incorporate pop-culture and stuff like smartphones into gameplay, but as with LP and early Neb, we had to ban pretty much all of that due to the excessive memes and stupid shit that it caused.
I understand some people in the community are well-versed on their WW2 and Cold War knowledge
That's the thing though, you don't have to have a big understanding of the cold war and WW2 is irrelevant at this point.
I'm pretty sure everyone in the world knows what NATO is and what the Soviet Union was, or at the very least what part of the world it was in and that one side was a threat to the other and vice versa.
All people need to know is that what occured as a 'cold war' IRL turned hot at some point, the lore has since been developed IC so much that it's vastly different from the history books anyways.
If anything I always considered it easier, because you didn't have to explain a shit ton of made-up background info about why there's a war and who the factions are to new players. You can simply say "NATO vs Soviets, Soviets attacked and captured most of Europe" and people would have a relatively firm understanding of what characters they should play (e.g. no americans on the soviets) and get right into it and figure the rest out IC.
it's been tried over and over and it doesn't take a genius to realize the majority of the player-base
You say this a lot, but I honestly have never experienced it as being 'the majority', I reckon one could argue the same (in regards to it being tried over and over) for the modern lore, as it's had just as many iterations. At the end of the day, both versions of the lore never really 'died', they were all ended by decision. Aside from Stasiland, which failed in the end because it didn't focus on the 'easy warfare' part enough.
as it's more relatable.
I never, ever understood this honestly. I want to break this down into multiple things:
(I'll be referencing the modern lore as being coalition vs globalists)
In terms of factions, it's way easier to tell a new player it's NATO vs the Warsaw Pact/Soviet Union, as stated above people will almost immediately have an idea about who to play. In blunt terms, Americans/Westerners go to NATO and Easterners/Communists etc go to the Soviet Union. NATO still exists to day, and even without knowledge of history the Soviet Union has been so ingrained in modern culture/the internet that most people know what it is.
Compare that to the "Unified Globalist Agenda" and the "Coalition of Independent Nations" and it already takes a lot more effort to explain to people what they're supposed to play.
Both factions would never exist in real life and consist of entirely fictional lore. This was also the main reason the lore and characters were often really bloated and unrealistic, especially the russians/communists playing UGA characters and the American patriots in the Coalition, simply an aftereffect of people not knowing/bothering what they're supposed to do and just shrugging and doing whatever.
Now, I can understand the link to a modern variant such as NATO vs CSAT/Russian Federation or w/e. But then again, what would really be different from the current setting, aside from the referencing pop culture or real events (which would likely need changing lore-wise anyways). And would it really be worth the effort of changing for a relatively low return?
I've heard people say they're 'unable to identify with a soldier in the 90s'. But how does this hold up compared to a soldier in the near future, fighting a world war in a completely fictionalized setting? I'd personally say both are very unrelatable. The only thing that, once again, comes to mind is the inability to reference pop culture or utilize more modern interactions. Then again, I can probably name countless instances of that already happening in the current lore, people using modern slang etc for example.
And we're not too strict on that for obvious reasons, and that's fine. Which again brings about the question of 'why does it this need to change so badly'. We wouldn't be changing any of the weapons, we'd probably still be working with an east vs west scenario and we'd probably have to ban a lot of 'modern' stuff such as phones, memes etc.
@Clokr brought up the counter-argument that it would be too political, but that's why we made the 'Globalist' and 'Coalition' in the first place, simulated modern-era, not realistic modern-era.
If anything, from my perspective, the absence of politicalness and distinctive idealogies/factions reinforced the 'generic paintball match' approach a lot of players took, which is something we want to avoid in order to prevent another toxic deathmatch gamemode.
I've basically played every iteration of WW3RP, not once was there ever a thread saying 'Can we not play modern-era'. I don't know why it was changed, but nevertheless it was, not much we can do now.
Every lore-switch that was made regarding the cold war setting was welcomed with a lot of postive response, I'm totally open to discussion on the topic of lore, but let's not resort to stuff like 'nobody wanted this' when it doesn't really hold up.
From what I vaguely remember, I was told that, long story short all the weapons and config for the old-lore was basically binned. I don't know if that's true, if it is, that was pretty stupid, but it doesn't mean we can't learn from our mistakes.
I don't really know what you mean by this. If you mean the clockwork-era stuff is gone, that's not really true, but we wouldn't ever use it again simply because clockwork code isn't compatible with Helix.
Also the counter-argument that "it's too much effort to make a new lore and everything" doesn't really hold suit to be honest, as the lore's we're talking about going back to were binned without a second thought.
I'd love to answer this, but I really have no idea what you're trying to say. Could you clarify?
All in all, you had a working system, tried something different and it didn't go to plan, you've clearly thought about ww3 and how it was, and realized the possibility of it coming back more how it used to be. Time to go back to the working system. It's not a personal dig at anyone's ideals, or how they feel the server should be, it's just my opinion.
Both the modern lore and the cold war 'worked', both of them only 'died' when the decision was made to close it down. Stasiland didn't work because it put too much focus on RP / investment in order to engage in combat, which is what a lot of people came for regardless of lore.
The 'working system' as you name it turned out to be the faction vs faction combat with easy access to factions and weapons, which is what is being proposed here, just with some added touches of diversity that don't affect the core gameplay.
I feel like continuing the cold war lore (as we developed it over the years) gives us;
-Easier to understand factions and context, especially for new players or those that dont want to read tons of lore threads.
-A close-to-modern setting that provides us with all the necessary stuff from the modern era (combat vehicles, assault rifles, even drones etc) while leaving out the things that went wrong such as smartphones, 'snapchat'-esque meme stuff, unserious pop-culture and internet references, all of which we'd probably have to ban/alt-history anyways.
-Won't drown us out amongst the various 'US Army vs Russia/China' darkrp servers
-Continues the unique setting which we've built together over the previous couple of years
And probably the most important one in regard to actually getting a server up (as I've stated before):
It's all already coded and built, and I simply don't have the time/motivation to re-do all of it if I can't see the overwhelming benefit and extras of changing it.
In all honesty, it's pretty obvious a lot of people barely care about the lore/setting of a faction v faction server at all, which is fine to some degree as long as it's not ruined for the rest.
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