What does this suggestion change?:
A huge HCZ Map Rework. I miss old HCZ. I miss not getting lost in corridors and cupboards trying to find fucking anything. I realize it is possible to learn the locations, but I'm approaching 100 hours on the server and still cannot find ANYTHING down there. If I'm on SCP, I get lost breaching and have to pull up a map. If I'm on MTF, I get lost RCing and have to pull up a map. The fact that a large number of players have to rely on a 3rd party map is telling of the design quality of the corridors. There are specific issues with the map design that should be at least considered.
1) No need for two levels. The maze is complex enough without having to consider the 3rd dimension, and it makes the entire thing a goddam nightmare to navigate even directionally. I realise there are a lot of chambers to fit into the map, but they could be literally right next to each other and cause next to no issues
2) Stop having windy circles. Just use straight corridors, have a grid or something. The whole network feels like an ant on adderal was given a boring tool and told to go mental. Why does every single corridor bend and turn seemingly at random, instead of following a pattern
3) Add some goddam signage. There are a handful of exit signs, and the rest of the whole area is blank grey corridors with randomly placed doors to SCP chambers. Have signs pointing to the chambers at the obnoxious number of crossroads, and have exit lighting or arrows so people stop getting lost
4) Shrink the whole thing. This goes back into point 1, but some of the corridors are like 100m long and add nothing to the server. Its just space for the sake of space at that point, and it means even if you by some miracle have learned the intricate web of shit, you still take a full year to run anywhere
Has this been suggested before?:
Not that I'm aware of
Possible Positives of the suggestion (At least 2):
If the HCZ was shrunk, raiding would be easier for CI. It would also make responding to raiding easier for foundation, as you wouldnt have to spend 5 minutes running from one end to another. It would make breaching less of a chore, but also easier to contain. With the ammount of random turns and twists, SCPs can easily give MTF squads in HCZ the slip. It would also make the whole experience easier for newer players. MTF Enlisted, and even (god forbid) GENSEC reguarly get totally lost in HCZ. Research groups can double the experiment time simply finding the SCP Chamber.
Possible Negatives of the suggestion:
It would most likely be useful for SCP Mass Breaches, either by CI or other SCPs. This would allow them to run to each others rooms faster. This could however be balanced out by increasing hack times or breach time (they are long enough imo but thats just an example). This would also be a large scale change, and would take a lot of development, which isnt great when all it does it change an exisiting map structure.
Based on the Positives & Negatives, why should this suggestion be accepted:
It really is agony down here. For new players it makes playing in HCZ impossible, and I reguarly see older players not really enjoy it either. The only people who I can see being against this are people who have put in the enormous effort to learn the HCZ, but I really do ask you consider most people play this game casually
A huge HCZ Map Rework. I miss old HCZ. I miss not getting lost in corridors and cupboards trying to find fucking anything. I realize it is possible to learn the locations, but I'm approaching 100 hours on the server and still cannot find ANYTHING down there. If I'm on SCP, I get lost breaching and have to pull up a map. If I'm on MTF, I get lost RCing and have to pull up a map. The fact that a large number of players have to rely on a 3rd party map is telling of the design quality of the corridors. There are specific issues with the map design that should be at least considered.
1) No need for two levels. The maze is complex enough without having to consider the 3rd dimension, and it makes the entire thing a goddam nightmare to navigate even directionally. I realise there are a lot of chambers to fit into the map, but they could be literally right next to each other and cause next to no issues
2) Stop having windy circles. Just use straight corridors, have a grid or something. The whole network feels like an ant on adderal was given a boring tool and told to go mental. Why does every single corridor bend and turn seemingly at random, instead of following a pattern
3) Add some goddam signage. There are a handful of exit signs, and the rest of the whole area is blank grey corridors with randomly placed doors to SCP chambers. Have signs pointing to the chambers at the obnoxious number of crossroads, and have exit lighting or arrows so people stop getting lost
4) Shrink the whole thing. This goes back into point 1, but some of the corridors are like 100m long and add nothing to the server. Its just space for the sake of space at that point, and it means even if you by some miracle have learned the intricate web of shit, you still take a full year to run anywhere
Has this been suggested before?:
Not that I'm aware of
Possible Positives of the suggestion (At least 2):
If the HCZ was shrunk, raiding would be easier for CI. It would also make responding to raiding easier for foundation, as you wouldnt have to spend 5 minutes running from one end to another. It would make breaching less of a chore, but also easier to contain. With the ammount of random turns and twists, SCPs can easily give MTF squads in HCZ the slip. It would also make the whole experience easier for newer players. MTF Enlisted, and even (god forbid) GENSEC reguarly get totally lost in HCZ. Research groups can double the experiment time simply finding the SCP Chamber.
Possible Negatives of the suggestion:
It would most likely be useful for SCP Mass Breaches, either by CI or other SCPs. This would allow them to run to each others rooms faster. This could however be balanced out by increasing hack times or breach time (they are long enough imo but thats just an example). This would also be a large scale change, and would take a lot of development, which isnt great when all it does it change an exisiting map structure.
Based on the Positives & Negatives, why should this suggestion be accepted:
It really is agony down here. For new players it makes playing in HCZ impossible, and I reguarly see older players not really enjoy it either. The only people who I can see being against this are people who have put in the enormous effort to learn the HCZ, but I really do ask you consider most people play this game casually