Legacy Server Iteration

Señor Jaggles

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exactly. the fact that everything was more clunky, so slowpaced added to the experience imo

Everything in HL2RP is slow paced, you need to like, type a billion characters to explain what your character is doing

The lag enjoyment was anything but nostalgia, as while playing and "enjoying" the lag nobody at all enjoyed it and everyone was complaining about how horrid it was when the server passed the 20 people mark

And let's not talk about the many times something pivotal was about to happen in a main server event and... OOPS, server crashed
 
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hewrrra

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helix defenders still amaze me to this day cause its clear that there are very noticeable differences between the two schemas and that helix is way more bright, nostalgia has absolutely nothing to do with it, nor does the fact that most people peaked at 24 fps precisely while playing cw
 

Berke

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Everything in HL2RP is slow paced, you need to like, type a billion characters to explain what your character is doing

The lag enjoyment was anything but nostalgia, as while playing and "enjoying" the lag nobody at all enjoyed it and everyone was complaining about how horrid it was when the server passed the 20 people mark

And let's not talk about the many times something privotal was about to happen in a main server event and... OOPS, server crashed
its just that CW came off as more serious and slow paced to me. might be due to nostalgia. not really defending either side just stating how it feels
 

alex

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helix defenders still amaze me to this day cause its clear that there are very noticeable differences between the two schemas and that helix is way more bright, nostalgia has absolutely nothing to do with it, nor does the fact that most people peaked at 24 fps precisely while playing cw
Yes they are obviously differences, that was the entire purpose in creating something new. Though I doubt anyone spent as much time as I did personally speaking to people in effort to find the root reason for some players finding it less serious, despite replicating most of what our previous schema had.
 

Maytree

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There's actually an addon for Helix that reskins the UI to imitate like Clockwork. You'll get the best of two worlds (nostalgia and better optimization), and plus it's more easy to set up compare to re-using/re-scripting the actual defunct gamemade.
 
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Achilles

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Development aside, what do you guys think about the difference in faction structure?

In the case of both CW and IX:1, factions were structured vastly different than how they are today. Not just in the way of complexity of rules/regulations, but also the given mechanics associated with roleplay and progression. Not going to lie, this is something that I miss.

For example, in the IX:1 timeline and during CW, progression in Civil Protection gameplay mechanics were directly tied to efforts put in by the player. Meaning IC roleplay and engagement meant IC progression and unlocks. This could open up the floodgates to discussion about if dispatch and SC is a good thing or how strict the Civil Protection faction as a whole needs to be, but this is just one example of many. I remember falling in love with turning through the pages of posts and guides (both IC and OOC) about the different factions, the things you could do within them, what could be acquired/rewarded through work and roleplay. Making good looking roleplay documents for the various science and research factions because I wanted to work towards the goal of a specific title or reward bonus made the faction seem worth my roleplay.

I don't know that just seems to be sorta absent these days across just about every server.
 

Lewis!

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It probably felt more serious because when you were a teenager the suspension of disbelief was easier to maintain.
 
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dallahan

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It probably felt more serious because when you were a teenager the suspension of disbelief was easier to maintain.
shit was more interesting the less you knew about hl2
all my interest went to shit when i joined as staff up to senior, the game was never the same after that
 
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MaXenzie

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shit was more interesting the less you knew about hl2
all my interest went to shit when i joined as staff up to senior, the game was never the same after that

i think this has been a big flaw of modern iterations too
even as a non-staff member i'd hear about staff dipping their toes into everyone's affairs, learning all the secrets, trying to meddle with things, etc

and then when you as a staff member know everything and the mystique's gone you want to play less
and then there's less staff so players get less of a tailored experience, which leads to players leaving

i'm confident that historically the reason iterations fail, at their core, is that staff stop playing, which leads to players following soon after
 
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Marco.

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I've never had the chance to truly immerse myself in Nebulous. In its lore, its server and its community until very recently; where my mindset changed in how I treated and acted in these niché roleplay communities. Placing effort and time for character plotlines and interactions with the world they lived in. I'm turning twenty in four months, and I was in my mid to early teens during the 'peak' of Half-life 2 Roleplay.

I wish I could've been there.

Hell, I was sixteen years old and was more focused on trying to shoot and kill shit than playing for the nuances. I played on Nebulous for about a day then left when it didn't fulfill my script-whoring dreams
 

shindeirunani

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To me, things felt heavy.

From the scripts, to the characters, everything had weight to it. Quite strange.
Have you ever considered that it might have been because the server stayed true to the feel and look of Source engine.

If you don’t understand it I can give you an example?
 

alex

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Have you ever considered that it might have been because the server stayed true to the feel and look of Source engine.

If you don’t understand it I can give you an example?
As I said before, I spent so damn long trying to dive into why people felt this way and it legitimately came down to lower FPS making it feel more heavy and cinematic; it makes little sense but it is funny that gamers disliked better performance.
 

shindeirunani

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As I said before, I spent so damn long trying to dive into why people felt this way and it legitimately came down to lower FPS making it feel more heavy and cinematic; it makes little sense but it is funny that gamers disliked better performance.
I’ve played on Willard with worse FPS, but I never really “felt that way”.
After HLA came out, servers started slowly shifting toward a cleaner HLA style environment, which is a big turn off for me since it doesn’t translate well to the Source engine.

I am pretty confident that if you helped all of these players that you asked to express themselves in a more thoughtful way it would all note down to the server aligning with the source engine, the gritty and industrial city maps, the cityrp scheme itself, everything about it made it feel heavy.
 
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alex

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I am pretty confident that if you helped all of these players that you asked to express themselves in a more thoughtful way it would all note down to the server aligning with the source engine, the gritty and industrial city maps, the cityrp scheme itself, everything about it made it feel heavy.
You misunderstand, I quite literally did ask many players individually for months to give real insight about that 'feeling' and what they felt caused it.
 

MaXenzie

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You misunderstand, I quite literally did ask many players individually for months to give real insight about that 'feeling' and what they felt caused it.

i think people were just so used to the jank of CW that when it was removed they started feeling nostalgic for it

the FPS is part of that, but also the weird inventory shenanigans and the rustic, cobbled-together UI
 

shindeirunani

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You misunderstand, I quite literally did ask many players individually for months to give real insight about that 'feeling' and what they felt caused it.
And I said in a more thoughtful way. I used to think it was somewhat due to low FPS, but when I noticed some other things, I realized what I meant had nothing to do with low FPS.
 

hewrrra

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i think people were just so used to the jank of CW that when it was removed they started feeling nostalgic for it

the FPS is part of that, but also the weird inventory shenanigans and the rustic, cobbled-together UI
i'll never believe in the "it was the fps and the server lagging", it was the cobbled-together UI which felt like it was from a gamemode made in 2012 and everyone'll tell you this, it added massively to the feeling
 

shindeirunani

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i'll never believe in the "it was the fps and the server lagging", it was the cobbled-together UI which felt like it was from a gamemode made in 2012 and everyone'll tell you this, it added massively to the feeling
I can’t say this enough. It was those earlier maps (and models), carrying that classic 'source engine' feel, that really made players feel like they were in a server pulled straight from Half-Life 2.