The issue with proper roleplays is the dilemma of giving players too much, or restricting them too much.
Let's say I make an apocalyptic roleplay, and I let players choose their entire loadout at spawn. What gives them incentive to roam around? They have no reason for it other than imagination, and you can't rely on everybody to be that creative. But, if I didn't let players do that, they might feel like they're being restricted, and at a loss of creativity if they're not given all of the tools for what they might like to do in the roleplay. If I gave everybody a goal to work towards, say, unlocking an area or fixing something, I can't rely on everybody to want to do that, and I also might end up doing something that feels forced.
Additionally, if I make players work for everything via scavanging and such, I might as well make it a RPG server. Weapons are also their own dilemma in roleplays. Should they do damage, or shouldn't they? Killing other players randomly, as well as "You didn't hit me!!!" are both issues on both sides.
Bluzone could be considered good, but it, as is all other big roleplays, made it nearly impossible for new players to join once a storyline was set in core for the entire map. Once the game has a set plot, everybody has to follow it or else it won't feel authentic. That's one of the issues with a roleplay the scale of Bluzone.