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WPL Change Feedback


Gwate

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Posted (edited)

Really happy to see new WPL changes even if they came rather late. The new player experience has always been terrible and I also feel a little sad that the WPL buff required the server to essentially hit an unprecedented low player count and terrible player retention before realizing shoehorning players into either the tracks of vigilantes or rebels was never going to be a good idea. The server had too many wolves and not enough sheep and almost no shepherds.

As a WPL advocate I'm giving some more feedback

 

1. How will the benefits of the New WPL be disincentivized in being used illegally?

  • Better box trucks and trucks will create a meta of having at least 1 WPL in a rebel gang. 
  • WPL's found participating in criminal activities should have their WPL  removed on arrest (by cops only) and have a charge stacked on that has a high bounty (either on arrest or after a fight).
    • Criminal activities should only be classified as participating in illegal runs/federals, shooting at cops and robbing kidneys. I think the only charge obvious charge that shouldn't get your things taken away is manslaughter and gang homicide because the nature of WPL is you will need to shoot people. 

2. More avenues for Progression. 

  • Listed in the Roundtable, I don't think removing processing licenses or reducing their prices is a good idea and increasing their prices can be beneficial 
    • An issue that has plagued rebel (not really vigi because it's so much of a grind) is getting to top of your progression becomes easy and rather boring. I think getting to the top should be a fun mountain new players will climb. Each new processing license should be like opening a new part of the map in a video game with more avenues with increases in the WPL license making it easier and more profitable.
      • I think not having a processing license shouldn't prevent you from being able to process something but should give you less money (25% loss without processing license). Processing without a license will also give you a charge. I say 65k so just below what a vigi can hit you with but doing it more than once means a vigi can have your ass and is so low that a cop wouldn't ever arrest you but would ask for you to pay a ticket. (Another incentive for cops to be around processors as both protection and monitoring of WPLS and a fun RP option). 

 

  • A lack of pickup modifiers which could assist players in unique ways
    • Picking up things is a bitch but exists as a sort of balance of how fast you can make money. While fair, I think playing around with it can be done. Similar to popping a redbull, you could have a drink or a tool that you can activate like a redbull that increases pickup speeds at legal pickups only. could be a 10% -15% buff to speed. You could also just make tools you buy and have in your backpack that are expensive but give you unique pickup benefits like the enhanced drill that are also very profitable to sell when stolen by a rebel. 
      • To add even MORE depth to this mechanic, different legal pickup spots based on the profitably of a run could have a different tool with a scaling of price on how much value it'll have when stolen. Gives the incentive to rebels to leave lower profitability areas (and consequently newer players) alone and the higher profit run being riskier

 

  • Out of the way Alternatives buffs.
    • Just as Advanced Rebel has buy them once buffs, I think the out of the way things like fishing (please increase fish spawn rate in certain areas), apple and peach picking and deep sea scavenging should get slight buffs. I think making it a buy once only thing that slightly increases sell price so when WPLs have been ganked a ton and need a low impact thing to do, they'll actually go do these things. 

3. WPL map events

  • Currently, the only consistent map event is the nuclear strike that spawns radioactive material. It's a good event since everyone can do it and have big profit but only Rebel can really make a lot of profit from it. I think you can do the same thing but make rebels actually feel like rebels. The map event should allow only WPL's to pickup the objects and the only way the rebels can get the material is they kill the WPLs that are picking them up and taking it from their inventory. Rebels can go to a processing spot and get an even better profit on the objects.
    • Makes the Rebels actually play like rebels with interfighting between rebel gangs and wpls and gives police something they can do(and limits can be placed on the amount of police that can show up).

 

I think my feedback hits the spot on adding more interactivity. WPLs should be the sheep, APD should be the Shepherds and Rebels the Wolves.  And while these sheep can be profitable morsels, Cops and big WPL gangs should be the balancer. I might make an effort post on how rebel as a class also needs to be reshaped. I think the current issue with rebel today is you're kind of blocked from doing a lot of the bigger things like federals because gangs like Aegis steamroll a lot of these at the slightest attempt but once the WPL changes go through I'll see if the new additions doesnt fix my issues with rebel first before giving my opinions.

Edited by Gwate
Posted
On 12/6/2025 at 4:53 PM, Grandpa Bob said:

Where the fuck u been? Get on!

Where the fuck u been? Get on! Btw did u not see the mega wpl update thats coming?

What’s the update? I haven’t played in a bit and haven’t heard of it

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