Is SCPRP Drifting Too Far Towards Combat?

Chat, I'm gonna be real, this is a massive over-anlyzation of a semi-serious RP server on a game that is older than most of its player base.

Half the people commenting on this thread don't even play on the server anymore.

This may be a controversial opinion but if you stop looking down to pick apart everything at the seams and take a look at whats in front of you, you might just start to have fun again

I wouldn't feel so vindicated if these opinions were mine alone, but they're not. Sometimes the server is still fun and I'm not going to say I didn't have fun playing on the server. However it's really hard to ignore the persistent problems that have previously been outlined here and when there is an attempt to compile it for discussion a community supervisor is saying people are picking apart everything and that if they stop they might have fun again.

This is the point of forums. To discuss and debate things. (Also, apps and memes or whatever) I'm beginning to think that the majority of people left are just allergic to problems being pointed out in general. That being said you're right that some people don't play the server anymore. Hi, I'm People™. Despite me no longer playing I did kiiiiiiiiiinda wanna come back? Relapse is a real thing on this server and I do keep in contact with a lot of people. People who still play and that I ask the opinions of, that way I know I'm not talking outta my ass when I say things.

So while I don't play I am an active observer and should be looked at like this:


Take my yapping seriously or don't. I will continue to make memes regardless.
 
  • Like
Reactions: 'Bear'
I think this post raises a valid discussion, and I genuinely respect the effort put into gathering actual data instead of simply making emotional claims about the server “feeling different.”

However, I also think a lot of the conclusions being drawn here oversimplify both the SCP genre itself and the reality of how multiplayer RP servers function.

The first thing I think needs to be addressed is the assumption that “combat focused” updates are somehow separate from SCP-RP or inherently harmful to roleplay.

SCP as a setting fundamentally revolves around conflict, containment, codes, breaches, raids, events and large incidents. The server is not a peaceful research institution simulator, it is constantly responding to dangerous anomalies, hostile GOIs, containment failures, and existential threats.

Combat is not some outside force being injected into SCP-RP. It is part of the setting’s core. When an SCP breaches, when CI raids occur, when security or ISD responds to incidents, or when MTFs fight, that is roleplay. It may not be the slower, long form conversational RP that some departments prefer, but it is still roleplay. Emergency response, containment, medical care, command decisions, negotiations, interrogations, evacuations, after action investigations and even stuff like torture are all RP generated because conflict exists.

Without those disruptions, many departments would honestly have significantly less to do on a day to day basis.

I also think the updated statistics presented here lack important context. Labeling updates as “combat focused” vs “RP supporting” creates a false divide where one has to come at the expense of the other. Many combat oriented updates indirectly support roleplay systems... like

• Better SCP mechanics create more interesting containment scenarios.
• Better breach systems create more dynamic site wide events.
• Improvements to CI/GOC/Foundation gameplay create narrative tension and interaction.
• Security updates improve the structure of emergency RP like codes.
• Combat balancing helps maintain fairness during a majority of events.

Just because an update involves combat does not mean it lacks RP value.

I also think there is a survivorship bias in the way updates are being categorized. Combat systems naturally require more visible balancing, tweaking, bug fixing, and iteration because they are mechanical systems with direct gameplay impact. A new gun or vombative job may require 10 balancing patches over a month, while an RP system may function perfectly fine after launch with minimal changes. Looking purely at the quantity of changelogs does not necessarily reflect actual development priorities or developer intent.

Another important distinction is “combat exists” vs “combat dominates player behavior.” A lot of the disruption being described is not necessarily caused by mechanics themselves, but by how players react to them. Localized breaches do not have to stop all RP across the site, yet players often overreact by evacuating or dropping everything, unnecessarily locking down areas, or treating every breach as a full site emergency regardless of severity. That is less of a development issue and more of a server culture issue. That culture varies wildly between the two servers as well.

Even if you removed a large number of combat updates tomorrow, players would likely still prioritize codes, breaches, and active incidents because immediate events naturally pull attention away from slower RP. That is just how multiplayer gameplay environments function.

I also think development priorities naturally follow player engagement. The reality is that high intensity gameplay attracts more participation in almost every RP community. Action heavy content is easier for the average player to jump into compared to slower RP such as Research, Medical, or Administration, which require significantly more initiative, patience, coordination, and player driven creativity.

That does not mean those departments are unimportant. It just means they are structurally harder to upkeep.

I do not think Research or Medical being less active is purely caused by combat focused development either. Research and medical have historically struggled on many SCP-RP servers because its gameplay loop depends heavily on players creating their own RP, maintaining long interactions and storylines, and sustaining immersion over extended periods of time. Meanwhile, combat events generate immediate interaction automatically.

There are also many other factors that affect non combative department activity like

• department leadership,
• onboarding and training quality,
• whitelist barriers,
• SCP availability,
• testing approval systems,
• player motivation,
• and whether researchers or doctors are given meaningful long term objectives.

I also think it is important to acknowledge that SCP-RP has always existed in a space between a roleplay server and that "immediate gameplay" driven server.

Gameplay loops are what keep many players consistently engaged long term. If the server leaned too heavily into passive RP without enough disruption or gameplay pressure, player counts would likely suffer.

At the same time, I do agree that RP focused departments should continue receiving improvements and support. More systems for Research, Medical, ETS, Chefs, Administration, diplomacy, investigations, logistics, and long term progression would absolutely benefit the server.

But I think the better discussion is not Combat vs RP.

It should instead be "How do we better integrate RP systems into the existing gameplay loop?”. Because combat and roleplay are not opposites. On our servers, they are supposed to feed into one another.

I also think a more objective way to evaluate this issue would be looking farther than raw changelog counts alone. Not every update has equal weight or impact. A single RP focused update may add an entirely new system, while multiple combat updates may just be small balancing tweaks or bug fixes. Measuring actual development focus would require looking at things like

• development time,
• gameplay impact,
• player usage,
• department participation,
• and whether updates create meaningful interaction opportunities.

At the end of the day, I do not think the server is “drifting into MRP” as someone said, or losing it's identity by becoming co bat dominated .. I think SCP-RP has always relied on a mixture of roleplay and disruptive conflict.

Some of the best moments on the server come directly from breaches, raids, emergencies, containment failures, codee, and the chaos they create.

The real challenge is not removing combat from SCP-RP, It’s is making sure noncombative departments have enough meaningful systems, objectives, and integration within those events so they continue to matter alongside it.
 
I think this post raises a valid discussion, and I genuinely respect the effort put into gathering actual data instead of simply making emotional claims about the server “feeling different.”

However, I also think a lot of the conclusions being drawn here oversimplify both the SCP genre itself and the reality of how multiplayer RP servers function.

The first thing I think needs to be addressed is the assumption that “combat focused” updates are somehow separate from SCP-RP or inherently harmful to roleplay.

SCP as a setting fundamentally revolves around conflict, containment, codes, breaches, raids, events and large incidents. The server is not a peaceful research institution simulator, it is constantly responding to dangerous anomalies, hostile GOIs, containment failures, and existential threats.

Combat is not some outside force being injected into SCP-RP. It is part of the setting’s core. When an SCP breaches, when CI raids occur, when security or ISD responds to incidents, or when MTFs fight, that is roleplay. It may not be the slower, long form conversational RP that some departments prefer, but it is still roleplay. Emergency response, containment, medical care, command decisions, negotiations, interrogations, evacuations, after action investigations and even stuff like torture are all RP generated because conflict exists.

Without those disruptions, many departments would honestly have significantly less to do on a day to day basis.

I also think the updated statistics presented here lack important context. Labeling updates as “combat focused” vs “RP supporting” creates a false divide where one has to come at the expense of the other. Many combat oriented updates indirectly support roleplay systems... like

• Better SCP mechanics create more interesting containment scenarios.
• Better breach systems create more dynamic site wide events.
• Improvements to CI/GOC/Foundation gameplay create narrative tension and interaction.
• Security updates improve the structure of emergency RP like codes.
• Combat balancing helps maintain fairness during a majority of events.

Just because an update involves combat does not mean it lacks RP value.

I also think there is a survivorship bias in the way updates are being categorized. Combat systems naturally require more visible balancing, tweaking, bug fixing, and iteration because they are mechanical systems with direct gameplay impact. A new gun or vombative job may require 10 balancing patches over a month, while an RP system may function perfectly fine after launch with minimal changes. Looking purely at the quantity of changelogs does not necessarily reflect actual development priorities or developer intent.

Another important distinction is “combat exists” vs “combat dominates player behavior.” A lot of the disruption being described is not necessarily caused by mechanics themselves, but by how players react to them. Localized breaches do not have to stop all RP across the site, yet players often overreact by evacuating or dropping everything, unnecessarily locking down areas, or treating every breach as a full site emergency regardless of severity. That is less of a development issue and more of a server culture issue. That culture varies wildly between the two servers as well.

Even if you removed a large number of combat updates tomorrow, players would likely still prioritize codes, breaches, and active incidents because immediate events naturally pull attention away from slower RP. That is just how multiplayer gameplay environments function.

I also think development priorities naturally follow player engagement. The reality is that high intensity gameplay attracts more participation in almost every RP community. Action heavy content is easier for the average player to jump into compared to slower RP such as Research, Medical, or Administration, which require significantly more initiative, patience, coordination, and player driven creativity.

That does not mean those departments are unimportant. It just means they are structurally harder to upkeep.

I do not think Research or Medical being less active is purely caused by combat focused development either. Research and medical have historically struggled on many SCP-RP servers because its gameplay loop depends heavily on players creating their own RP, maintaining long interactions and storylines, and sustaining immersion over extended periods of time. Meanwhile, combat events generate immediate interaction automatically.

There are also many other factors that affect non combative department activity like

• department leadership,
• onboarding and training quality,
• whitelist barriers,
• SCP availability,
• testing approval systems,
• player motivation,
• and whether researchers or doctors are given meaningful long term objectives.

I also think it is important to acknowledge that SCP-RP has always existed in a space between a roleplay server and that "immediate gameplay" driven server.

Gameplay loops are what keep many players consistently engaged long term. If the server leaned too heavily into passive RP without enough disruption or gameplay pressure, player counts would likely suffer.

At the same time, I do agree that RP focused departments should continue receiving improvements and support. More systems for Research, Medical, ETS, Chefs, Administration, diplomacy, investigations, logistics, and long term progression would absolutely benefit the server.

But I think the better discussion is not Combat vs RP.

It should instead be "How do we better integrate RP systems into the existing gameplay loop?”. Because combat and roleplay are not opposites. On our servers, they are supposed to feed into one another.

I also think a more objective way to evaluate this issue would be looking farther than raw changelog counts alone. Not every update has equal weight or impact. A single RP focused update may add an entirely new system, while multiple combat updates may just be small balancing tweaks or bug fixes. Measuring actual development focus would require looking at things like

• development time,
• gameplay impact,
• player usage,
• department participation,
• and whether updates create meaningful interaction opportunities.

At the end of the day, I do not think the server is “drifting into MRP” as someone said, or losing it's identity by becoming co bat dominated .. I think SCP-RP has always relied on a mixture of roleplay and disruptive conflict.

Some of the best moments on the server come directly from breaches, raids, emergencies, containment failures, codee, and the chaos they create.

The real challenge is not removing combat from SCP-RP, It’s is making sure noncombative departments have enough meaningful systems, objectives, and integration within those events so they continue to matter alongside it.
PREACH!
 
I think this post raises a valid discussion, and I genuinely respect the effort put into gathering actual data instead of simply making emotional claims about the server “feeling different.”

However, I also think a lot of the conclusions being drawn here oversimplify both the SCP genre itself and the reality of how multiplayer RP servers function.

The first thing I think needs to be addressed is the assumption that “combat focused” updates are somehow separate from SCP-RP or inherently harmful to roleplay.

SCP as a setting fundamentally revolves around conflict, containment, codes, breaches, raids, events and large incidents. The server is not a peaceful research institution simulator, it is constantly responding to dangerous anomalies, hostile GOIs, containment failures, and existential threats.

Combat is not some outside force being injected into SCP-RP. It is part of the setting’s core. When an SCP breaches, when CI raids occur, when security or ISD responds to incidents, or when MTFs fight, that is roleplay. It may not be the slower, long form conversational RP that some departments prefer, but it is still roleplay. Emergency response, containment, medical care, command decisions, negotiations, interrogations, evacuations, after action investigations and even stuff like torture are all RP generated because conflict exists.

Without those disruptions, many departments would honestly have significantly less to do on a day to day basis.

I also think the updated statistics presented here lack important context. Labeling updates as “combat focused” vs “RP supporting” creates a false divide where one has to come at the expense of the other. Many combat oriented updates indirectly support roleplay systems... like

• Better SCP mechanics create more interesting containment scenarios.
• Better breach systems create more dynamic site wide events.
• Improvements to CI/GOC/Foundation gameplay create narrative tension and interaction.
• Security updates improve the structure of emergency RP like codes.
• Combat balancing helps maintain fairness during a majority of events.

Just because an update involves combat does not mean it lacks RP value.

I also think there is a survivorship bias in the way updates are being categorized. Combat systems naturally require more visible balancing, tweaking, bug fixing, and iteration because they are mechanical systems with direct gameplay impact. A new gun or vombative job may require 10 balancing patches over a month, while an RP system may function perfectly fine after launch with minimal changes. Looking purely at the quantity of changelogs does not necessarily reflect actual development priorities or developer intent.

Another important distinction is “combat exists” vs “combat dominates player behavior.” A lot of the disruption being described is not necessarily caused by mechanics themselves, but by how players react to them. Localized breaches do not have to stop all RP across the site, yet players often overreact by evacuating or dropping everything, unnecessarily locking down areas, or treating every breach as a full site emergency regardless of severity. That is less of a development issue and more of a server culture issue. That culture varies wildly between the two servers as well.

Even if you removed a large number of combat updates tomorrow, players would likely still prioritize codes, breaches, and active incidents because immediate events naturally pull attention away from slower RP. That is just how multiplayer gameplay environments function.

I also think development priorities naturally follow player engagement. The reality is that high intensity gameplay attracts more participation in almost every RP community. Action heavy content is easier for the average player to jump into compared to slower RP such as Research, Medical, or Administration, which require significantly more initiative, patience, coordination, and player driven creativity.

That does not mean those departments are unimportant. It just means they are structurally harder to upkeep.

I do not think Research or Medical being less active is purely caused by combat focused development either. Research and medical have historically struggled on many SCP-RP servers because its gameplay loop depends heavily on players creating their own RP, maintaining long interactions and storylines, and sustaining immersion over extended periods of time. Meanwhile, combat events generate immediate interaction automatically.

There are also many other factors that affect non combative department activity like

• department leadership,
• onboarding and training quality,
• whitelist barriers,
• SCP availability,
• testing approval systems,
• player motivation,
• and whether researchers or doctors are given meaningful long term objectives.

I also think it is important to acknowledge that SCP-RP has always existed in a space between a roleplay server and that "immediate gameplay" driven server.

Gameplay loops are what keep many players consistently engaged long term. If the server leaned too heavily into passive RP without enough disruption or gameplay pressure, player counts would likely suffer.

At the same time, I do agree that RP focused departments should continue receiving improvements and support. More systems for Research, Medical, ETS, Chefs, Administration, diplomacy, investigations, logistics, and long term progression would absolutely benefit the server.

But I think the better discussion is not Combat vs RP.

It should instead be "How do we better integrate RP systems into the existing gameplay loop?”. Because combat and roleplay are not opposites. On our servers, they are supposed to feed into one another.

I also think a more objective way to evaluate this issue would be looking farther than raw changelog counts alone. Not every update has equal weight or impact. A single RP focused update may add an entirely new system, while multiple combat updates may just be small balancing tweaks or bug fixes. Measuring actual development focus would require looking at things like

• development time,
• gameplay impact,
• player usage,
• department participation,
• and whether updates create meaningful interaction opportunities.

At the end of the day, I do not think the server is “drifting into MRP” as someone said, or losing it's identity by becoming co bat dominated .. I think SCP-RP has always relied on a mixture of roleplay and disruptive conflict.

Some of the best moments on the server come directly from breaches, raids, emergencies, containment failures, codee, and the chaos they create.

The real challenge is not removing combat from SCP-RP, It’s is making sure noncombative departments have enough meaningful systems, objectives, and integration within those events so they continue to matter alongside it.

This is genuinely a fantastic response.
I agree with pretty much every point here.
Combat and RP are definitely not opposites, especially in SCP-RP. Breaches, raids, codes, containment failures and emergency responses can all create meaningful RP when handled properly.

That said, I do think the shorter breach intervals are the main issue that should be taken from this discussion. Because as you said responses are player-led, frequent breaches often interrupt ongoing RP before it has time to develop, whether that is tests, medical scenes, meetings, tribunals or department work.

A big part of that is player reaction. People often halt RP unnecessarily during breaches, either due to lack of knowledge, lack of care, or just treating every incident like a full-site emergency. That is difficult to address purely through culture or reminders, because once a breach happens, people naturally prioritise it.

So if only one thing comes from this, I would hope the shorter breach intervals are reconsidered or reverted.
 
  • Like
Reactions: Lonix and 'Bear'
This is genuinely a fantastic response.
I agree with pretty much every point here.
Combat and RP are definitely not opposites, especially in SCP-RP. Breaches, raids, codes, containment failures and emergency responses can all create meaningful RP when handled properly.

That said, I do think the shorter breach intervals are the main issue that should be taken from this discussion. Because as you said responses are player-led, frequent breaches often interrupt ongoing RP before it has time to develop, whether that is tests, medical scenes, meetings, tribunals or department work.

A big part of that is player reaction. People often halt RP unnecessarily during breaches, either due to lack of knowledge, lack of care, or just treating every incident like a full-site emergency. That is difficult to address purely through culture or reminders, because once a breach happens, people naturally prioritise it.

So if only one thing comes from this, I would hope the shorter breach intervals are reconsidered or reverted.
Hi I too am in this thread.

As an E-11 MAJ and someone who E-11 fills up 90% of their playtime on the server, frequent breach queue breaches arent the issue. It's either 1 SCP which gets re-contained in 5 mins or 2 SCPs that get RC'd in 10 mins.

The biggest issue on this server that is hurting RP is... communication.
 
  • Like
Reactions: Auburn
Hi I too am in this thread.

As an E-11 MAJ and someone who E-11 fills up 90% of their playtime on the server, frequent breach queue breaches arent the issue. It's either 1 SCP which gets re-contained in 5 mins or 2 SCPs that get RC'd in 10 mins.

The biggest issue on this server that is hurting RP is... communication.
If by communication, you mean things like battle comms and not following orders, then I 100% agree.

It is so very common to see CI waltz their way through HCZ with zero opposition because nobody calls them out, or they get to hack an SCP out willy nilly because MTF are too afraid to push in.

I don't really know what the solution would be for this, either.
The again, I'm a firm believer in the "hell week" method Kwill used years ago.
Reckon that should get brought back for at least Nu-7, maybe E-11 as well, but oh well, I'm not a MTF CO.