Denied Revert the Keycard Acquisition Change

This suggestion has been denied and will not receive development.
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Jackson "Azariah" Miles

Well-known Member
Nov 21, 2024
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Hey,


I’ve noticed that the way keycards are acquired has been changed—you now have to complete missions before they become available.


Personally, I think this should be reverted. I get that this is a roleplay server, but what exactly is the point of this nerf? Before, we had genuine RP opportunities: D-Class breakouts, C1/C5 activity, and players could actually engage in something meaningful even during the quieter hours when only 20–40 people were online.


Now, there’s almost no RP happening. MTF are just chatting on Teamspeak because there’s nothing to do in-game unless an SCP breaches (which is rare, and usually over in 10 minutes with RC). Researchers can’t test since there are barely any D-Class around, and Gensec feels empty.


I understand it can be “frustrating” when D-Class break out too often, but that small detail added a whole layer of RP that’s now gone. One change that higher-ups didn’t like has completely shifted the dynamic of the server—and not in a good way.

What does this suggestion change/add/remove:
Reverts the new requirement of completing missions before acquiring keycards.

  • Restores more spontaneous RP opportunities (D-Class breakouts, C1/C5 activity, researcher testing).
  • Increases in-game interactions during low-population hours instead of relying solely on SCP breaches.

Has something similar been suggested before? If so, why is your suggestion different?:
No
Possible Positives of the suggestion (At least 2):


  • More consistent roleplay opportunities – Researchers, Gensec, D-Class, and MTF all get more to do, even during low-population hours, instead of waiting for rare SCP breaches.
  • Better player engagement and server activity – With keycards more accessible again, players are encouraged to stay active in-game rather than idling in Teamspeak or logging off.
Possible Negatives of the suggestion:
  • Increased frequency of D-Class breakouts – Could lead to more chaos and security frustrations for Gensec/MTF if not balanced properly.
  • Less control over RP pacing – Higher-ups and staff may feel events spiral too quickly when keycards are easily accessible.

Based on the Positives & Negatives, why should this suggestion be accepted:
While the change to mission-based keycard acquisition was likely meant to balance gameplay, it has unintentionally removed a large portion of organic RP from the server. The positives outweigh the negatives because reverting the change restores consistent interaction between D-Class, Researchers, Gensec, and MTF, which keeps players engaged during both peak and low-population times.


Yes, it may cause more frequent D-Class breakouts, but that’s part of the RP experience and can be managed by Gensec/MTF—it actually gives them something meaningful to do. Right now, the restriction slows down RP to the point where entire roles feel empty. By reverting it, the server regains the dynamic and spontaneous roleplay that made it fun and active in the first place.
 
- Support

There is no RP to 914 being used at low pop and the only way to stop a D class is metagaming as the D class will kill you the moment you ask for ID. The update genuinely made it harder for D class to escape which i would argue is good
 
Major Negative Support

This change was needed. Low pop turned into a Mass RDM spree by D-Class. There is no RP potential with this by D-Class. They all have the same playstyle. Break out>Kill Foundation>Get Level 4 Cards>Rinse&Repeat.

Want an example? This was during Low Pop before the change. For what reason did this disguised D-Class have for entering my office and killing the GSD Captain? Keep it as is.
 
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