Accepted #make hcz small again

This suggestion has been accepted for future development.
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Apr 6, 2023
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What does this suggestion change/add/remove:
Make HCZ Smaller than it is currently, keep the flanking routes and 2 entrances & added SCP chambers.

Possible Positives of the suggestion (At least 2):

- Map Size can be devoted to other places, ( Site Admin Offices, GOC Base, CI Base & etc ).
- E-11 & Other MTFs will work closer to together as firing lines are a valid tactic again.
- E-11 have a tighter grip upon HCZ.
- Higher RP Density, I.E; Researchers, E-11, GSD, Deep Covers, Assessment Team & AO are more easily to meet eachother and involve eachother in eachothers RP.
- CI may find it harder to breach SCPs if they can't just run past everyone as they struggle to find them within the labyrinth of HCZ.


Possible Negatives of the suggestion:
- Holding positions within HCZ is much easier.
- CI may find it harder to breach SCPs.
- Deep Cover & Assessment Sampling Raids are easier to discover.
- SCPs could breach out of HCZ easier
( I suggest to add multiple CL3 Bulkheads within HCZ with half the HP of regular Bulkheads to slow down SCPs within HCZ ).
- Lotta Map Dev time.


Based on the Positives & Negatives, why should this suggestion be accepted:
It is no secret that HCZ is not exactly liked by anyone rn, it's big, non-RP friendly & hard to defend effectively. This suggestion hopes to resolve many issues I've found that are complained about Foundation Combatants, CI & GOC alike.

This should make HCZ a much more RP Dense Environment not too dissimilar to LCZ.
 
+SUPPORT
From the perspective of an E-11 LT:


HCZ is both difficult and annoying to navigate for newer players and just plain boring for seasoned ones. RP, be it spontaneous or planned rarely occurs as it takes a hot while to go from one area to another.

One doesn't even have to rearrange it by much, just make its hallways smaller and eventually you're bound to end up with a more functional HCZ.
 
The biggest +support of my life.

- Current HCZ limits RP, there are close to none spontanious interactions - hell it's a miracle if you meet someone when wandering these huge corridors.
- It takes too much effort and time to organise literally ANYTHING in it because it is so huge that usually during preparation time something goes wrong ex. breach, raid or anything that disrupts regular gameplay. Multiple times I have heard/participated in crosstests that took 1 hour to prepare from logistical side of things just to be halted because of the auobreach or CI being off cooldown, which totally sucks - because of how hard it is to transport any SCP to crosstest on the other side of HCZ two floors above the cell.


Do not get me wrong, mappers did an amazing job on this HCZ as it looks incredible, but unfortunately looks isn't everything, it carried unforseen consequences to random interactions between players, which is a core need for a good RP community and overall character development and growth.
Even today, E-11 CO stated that they usually feel alone in HCZ and rarely get any interactions outside of breaches/some RP that requires them to leave HCZ.

I genuinly do not see the need for HCZ to be this big, I understand it should be overwhelming, but I am sure it can be done in a more RP-friendly way than it is currently.

Also, as a side-note breaches became a problem and long RP disruptions after the HCZ got updated, they weren't an issue when this area was smaller, so that's another thing to consider.
Currently breaches can last for good 30+ minutes because the SCP can just run around the biggest area of the map and dodge everyone - before the breach is even fully detected another SCP will be breached out (because of how big area players have to check is) which causes a shit ton of disruption for the server health and players RP.


For those who have a short attention span:
- The bigger the map, the less random/spontanious interactions/RP occurs, because players are just far away from eachother.
- SCPs having a massive upperhand, which caused breaches to become unbearable after the HCZ update.
- Bigger RP has to usually be halted because of time it takes to transport/prepare anything in this big aah area - enough time for CI to be off CD or autobreach to kick in.


!!! PLEASE MAKE HCZ SMALLER, I BEG YOU ON MY KNEES !!!
#makehczsmallagain
 
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-support

As an E-11 CPT you will learn the layout quickly should your job require you in it frequently. The only HCZ change would be making it harder to defend in scp cells as alot of them are 1 way bullet hell CI like using. 076 079 682 7722 106

something like None spec needs to be done as currently you have a jug and 2 pocket medics. Your unkillable for as long as you want

People dont realize but tighter hallways Mean hell for E-11 as Type blues/greens can Be even bigger of a pain with bullet freeze and inverse. and you can die quicker when engaged in combat.
 
-Support
Former E-11 CPT here, even though I never knew old HCZ, IMO new HCZ, even if difficult to learn, kinda sticks in your head once you learn it. I agree that there are significant optimisations that can be made with improving things like objectives, RP density and quality of combat situations; But IMO, the general size of HCZ is not so much the contributing problem as more as its lack of use. If you go over all of HCZ with a mind of what has a specific purpose (or multiple) and what just either looks good or exists as part of conveyance from one part of HCZ to the next, you'll see that there's a lot of the latter. And I think those kinds of nothing areas are the major contributors to the problems with HCZ. Granted, confusion is also a significant problem - But I think it just generally needs optimising, not necessarily downsizing.

It would be nice if LCZ was a little bigger, too. It feels a little lopsided now with the new EZ, that you have big HCZ, big EZ, but a comparatively small LCZ.
 
+ Support.

I think a lot of people, esspecially the more E-11 mains of us, are mentioning how they can easily learn it's layout which is perfectly fine and all (I too 100% know it, you can trust me) but I think it's less about that and more about just the massive directional choice.

Let's say you know a CI has just entered heavy through primary and is going to rush towards 076, even if you enter behind them at primary there is so many possible directions and choices to go that you'll realistically never catch the CI. It leads to the same for SCP breaches too - the mass amount of choices means that even if you were given the location of an SCP 20 seconds ago they could be basically anywhere else in HCZ even if you're directly running towards the call out location.

And as the great almighty Cheesy said, it's just not RP conductive... a group of E-11 patrolling around heavy have a fairly decent chance to completely miss a Researcher who has went down there for a test.
 
  • Like
Reactions: Acey
-support

As an E-11 CPT you will learn the layout quickly should your job require you in it frequently. The only HCZ change would be making it harder to defend in scp cells as alot of them are 1 way bullet hell CI like using. 076 079 682 7722 106

something like None spec needs to be done as currently you have a jug and 2 pocket medics. Your unkillable for as long as you want

People dont realize but tighter hallways Mean hell for E-11 as Type blues/greens can Be even bigger of a pain with bullet freeze and inverse. and you can die quicker when engaged in combat.
-Support
Former E-11 CPT here, even though I never knew old HCZ, IMO new HCZ, even if difficult to learn, kinda sticks in your head once you learn it. I agree that there are significant optimisations that can be made with improving things like objectives, RP density and quality of combat situations; But IMO, the general size of HCZ is not so much the contributing problem as more as its lack of use. If you go over all of HCZ with a mind of what has a specific purpose (or multiple) and what just either looks good or exists as part of conveyance from one part of HCZ to the next, you'll see that there's a lot of the latter. And I think those kinds of nothing areas are the major contributors to the problems with HCZ. Granted, confusion is also a significant problem - But I think it just generally needs optimising, not necessarily downsizing.

It would be nice if LCZ was a little bigger, too. It feels a little lopsided now with the new EZ, that you have big HCZ, big EZ, but a comparatively small LCZ.
I think it is important to note that I am not saying it's hard to learn, I am saying that the size of things is shit.

I was one of the few who was around for Old HCZ and it's size made it a much more RP Dense environment than current HCZ and I'd like HCZ in it's current form to be shortened with the same flanking paths.

The only way to really "optimise" RP Density in HCZ is to make it smaller, the inverse-square law or something.
 
cheesy suggestion, -support

Anyways I think there are a few issues that would need to be ironed out first, like making sampling no through walls, and potential balance issues. Also half the positives I'd say are negatives, especially the labyrinth part as I find that A) HCZ is immersive in that aspect, and B) It's not that hard to learn.

The actual positives of more Map size and Higher RP density easily make up for it however, so +Support. Place is far too big for what it is, and makes running around in it a pain without potent.
 
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