Civilian / Anarchist Suggestion


Redert  Server Moderator 16 Dec 22 at 12:33am
#1
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What is your suggestion?
A: Add something for anarchists to do. I understand that there are factions ran by GM's, but there is a reason why that method doesn't work. I would like a way / something for anarchists to do without needing a GM, and not the generic run into the base and steal from the weapons locker. Literally anything that they can do, other than running around getting killed / killing for one life. I feel like it would be beneficial to have a system that is fun to do and doesn't need to be on Rebel / Combine. Anarchist not having a gun pretty much leaves them nothing to do, and the class being pointless. They got their gun removed, and got nothing in return, as the method of using GM's just isn't effective and fun for anyone. I want anarchs / civilians to actually have a purpose and add more variety to the gameplay.

I also recall a time when I first joined the server civilians could run their own shops using some kind of NPC / system.

I am also making a new thread as my last one was up for months, and got closed with no response.
How would this benefit the server?
A: Said above.

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[DEFN] Aithead  Head Gamemaster VIP 16 Dec 22 at 12:51am
#2
Some basic facts to clarify certain things;
1. GMs aren't driven to run Anarchist Factions anymore, which is 60% of why the system doesn't work.
2. Anarchist DIDN'T get anything in exchange for the gun removal, literally just less playability for the class.
3. If Anarchists have non-shooting things to do, they will spend less time shooting people.
4. Ye ole stores that Bobert mentioned were on C13v2 a long long time ago, and let Civilians collect inventory items to sell to people for Credits in preselected booth locations.

There's been a lot of potential ideas for renovating Anarchist, but as it is it's a very bland class. Stuff like "Make Anarchist have DarkRP gameplay" and "Give Anarchist some Payday 2 Mechanics" would completely rework how the class gets used. Whether either of those is a GOOD idea remains to be seen, but they're both examples of notable suggestions.

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Neat Benny  VIP 16 Dec 22 at 3:59am
#3
I think it would be cool if anarchist could sell temp weapons that go away after killed. Like if you could sell RF PVT Donald a Deagle for 500 credits for 1 life orsomething to that effect. And also give gun back to anarchist but make it 3 shots to kill not 2.

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Sevin  Member 16 Dec 22 at 4:30am Edited
#4
There are 2 options: give it an entirely new function and role other than just killing, or re-establish the old anarchist in a way that avoids causing the problems it had before (which, from my understanding, was mainly the meta shield).
The only reason nether has been shown to be a good idea is because nothing has been done or tried. Removing the gun, and effectively the class, was a band-aid fix that we've been stuck with for a year now (minus 12 days). We have ideas---plausible solutions. We've argued them in circles, theorized about for months now, but with no idea ever being conclusively supported. With the way things are going, nothing is going to be done until someone comes up with a perfect solution that everyone accepts and Knows will work. But that's never going to happen. Anarchist is a very difficult and complex problem with a lot of factors at play and heavy biases on all sides.
My point is we need to try Something, anything. It may work, it may not, but it's the only way anarchist will ever be fixed.
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Blims  Server Moderator Member 16 Dec 22 at 11:58pm Edited
#5
I remember once upon a time suggesting having a faction-wide 'economy' and then anarchists or combine/rebels could try to raid and steal from a stockpile funded by this 'economy'

Unfortunately the closest thing to an 'economy' is either credits or mats, and with the exception of newer players the current market is rather obviously pretty saturated/inflated as there's no real sinks dissolving the resources in this 'economy'. So you can't really do that, because with a saturated market that doesn't really have any systems removing 'wealth' from players over-time (there was a durability system requiring a constant resource-sink into shop items we had and it was a fairly consistent thing taking 'wealth' out of the market which now in hindsight I kind of want back - technically it still exists but in response to backlash to the original system it was also inflated to like 10x the original value meaning people make a lot more before they pay a loss) there's not much of an incentive to get this stuff as a reward

There is then the issue of if some sort of new stockpile, and new economic system for factions is added in, what will the bonuses be for the faction to defend the system and stockpile, and what will the bonuses be for the anarchists to raid it.
> In theory you could argue about tying it to the resources mechanic which would solve the question of faction involvement. What however would a successful heist equal for the anarchists if the market is already kind of broken? You can only get so far on it just being a different thing to do on the server.

Essentially this is a mixture of what other people have said, except with a different idea. Then explaining why both this idea as well as other ideas are somewhat defunct - to create something for them to do you need it to be tied into integral systems, and unless some integral systems are changed there are no real tie-ins for a third party beyond what CWU are doing.

+ For extra clarity it took CWU a while to actually even get their systems/functions rolling anyway and they were sort of in a similar position of being a bit bland - this is no longer the case and they're actually pretty cool now but again it took a while to get something going, and they had the added benefit of having an established organised existence with a semblance of purpose which was beyond your random anarch faction from the get go.

I've basically written a pointless essay up above, so here's probably the only viable idea I could suggest
Give them a gun (something mediocre), disable perks on the class, allow them to steal still, give them no meta-shield

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Void  VIP 17 Dec 22 at 1:47am
#6
Here's an idea (and it's unbelievable that this isn't a possibility)

Get rid of anarchist. There is absolutely no reason for its existence right now and if it continues being this useless waste of a class, people are going to keep making suggestions like this that go nowhere and are closed months after its last post by an infra doing their rounds.

If the devs don't think anarchists spawning with guns is a good idea, then why have an anarchist class at all? It boggles the mind when the easiest solution to their problems is right there. It would probably be easier on them not to have to deal with this.
[DEFN] Aithead  Head Gamemaster VIP 17 Dec 22 at 2:38am
#7
(17 Dec 22 at 1:47am)Void Wrote: Here's an idea (and it's unbelievable that this isn't a possibility)

Get rid of anarchist. There is absolutely no reason for its existence right now and if it continues being this useless waste of a class, people are going to keep making suggestions like this that go nowhere and are closed months after its last post by an infra doing their rounds.

If the devs don't think anarchists spawning with guns is a good idea, then why have an anarchist class at all? It boggles the mind when the easiest solution to their problems is right there. It would probably be easier on them not to have to deal with this.

Dunno why you think it's unbelievable, it's a class that can be used and that players have had fun playing it. Rather than seeking to improve it, you'd rather simply remove it because you dislike it, I guess. Pretty mediocre opinion tbh.

You also can't say nobody ever plays the class, because the instant a GM actually DID start doing stuff for a faction earlier today, there were like 7 Anarchists on. The other people on the server who got involved beyond watching the text chat also enjoyed it.

(16 Dec 22 at 11:58pm)Blims Wrote: To create something for them to do you need it to be tied into integral systems, and unless some integral systems are changed there are no real tie-ins for a third party beyond what CWU are doing.

I disagree. For one, CWU aren't really participating in an integral system to the server, they created their own system to work within. While what they're doing is pretty much entirely IC, it stands to reason that something could get done for Anarchist that doesn't necessarily need to be integral to the server's continued functionality. Regardless most things aren't.

Resources are the closest thing to a globally integral system and a previous system suggested would allow Anarchists to steal Resources, bank them to be reset on a daily basis, and then turn them into supplies which could be used or sold to other players. Essentially a black market system. Such a thing would create value to continuously playing Anarchist, and/or playing in a group. It would also foster interactions between players, as Anarchists could sell equipment to other people.

(16 Dec 22 at 11:58pm)Blims Wrote: You can only get so far on it just being a different thing to do on the server.

There's only like 5 or so classes that can truly have different gameplay loops from the standard that every class follows. SU and MACE are two of them, and have routinely have a lot of players attending their tryouts. Even so, neither of them truly has influence on gameplay outside of very specific scenarios (such as scouting for Base Raids). Anarchist, while it isn't a tryout-based class, certainly could have far more interest and PLAYABILITY if it had literally anything to do.

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Void  VIP 17 Dec 22 at 9:40pm
#8
(17 Dec 22 at 2:38am)[DEFN] Aithead Wrote:
(17 Dec 22 at 1:47am)Void Wrote: Here's an idea (and it's unbelievable that this isn't a possibility)

Get rid of anarchist. There is absolutely no reason for its existence right now and if it continues being this useless waste of a class, people are going to keep making suggestions like this that go nowhere and are closed months after its last post by an infra doing their rounds.

If the devs don't think anarchists spawning with guns is a good idea, then why have an anarchist class at all? It boggles the mind when the easiest solution to their problems is right there. It would probably be easier on them not to have to deal with this.

Dunno why you think it's unbelievable, it's a class that can be used and that players have had fun playing it. Rather than seeking to improve it, you'd rather simply remove it because you dislike it, I guess. Pretty mediocre opinion tbh.

You also can't say nobody ever plays the class, because the instant a GM actually DID start doing stuff for a faction earlier today, there were like 7 Anarchists on. The other people on the server who got involved beyond watching the text chat also enjoyed it.

(16 Dec 22 at 11:58pm)Blims Wrote: To create something for them to do you need it to be tied into integral systems, and unless some integral systems are changed there are no real tie-ins for a third party beyond what CWU are doing.

I disagree. For one, CWU aren't really participating in an integral system to the server, they created their own system to work within. While what they're doing is pretty much entirely IC, it stands to reason that something could get done for Anarchist that doesn't necessarily need to be integral to the server's continued functionality. Regardless most things aren't.

Resources are the closest thing to a globally integral system and a previous system suggested would allow Anarchists to steal Resources, bank them to be reset on a daily basis, and then turn them into supplies which could be used or sold to other players. Essentially a black market system. Such a thing would create value to continuously playing Anarchist, and/or playing in a group. It would also foster interactions between players, as Anarchists could sell equipment to other people.

(16 Dec 22 at 11:58pm)Blims Wrote: You can only get so far on it just being a different thing to do on the server.

There's only like 5 or so classes that can truly have different gameplay loops from the standard that every class follows. SU and MACE are two of them, and have routinely have a lot of players attending their tryouts. Even so, neither of them truly has influence on gameplay outside of very specific scenarios (such as scouting for Base Raids). Anarchist, while it isn't a tryout-based class, certainly could have far more interest and PLAYABILITY if it had literally anything to do.

I don't hate the concept of Anarchist. I dislike what the dev team has limited it to.

I feel like that event could have been done just as well if they were all civilians instead.

I do wish to remove it because clearly any suggestion to improving it like you said is ignored. And if it isn't, then they don't make that obvious.

If we actually got consistent news about them working on the anarchist role, I would not have much of a problem. Not even so much as a peep on the trello (which has been dead for a couple of weeks now).
Redert  Server Moderator 22 Feb 23 at 9:57pm
#9
bump as I would like this to be considered rather than closed in a couple months with no reply

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llauirescat  Member 13 Mar 23 at 6:38am
#10
Another bump, please consider doing something with the class
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