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Showing content with the highest reputation on 09/15/2018 in all areas

  1. I come to openly discuss with the players about a singular and repetitive thing I, and a few (lot) more people have been witnessing - not only nowadays, but for a long time (this includes other ""light"" roleplay servers, too) - the desire to win. Simple put: we have been witnessing most players do not actually play to roleplay, regardless of what happens, but merely to win scenarios - which sometimes requires some mental gymnastics from them, such as appealing to ridiculous nonsense ways to favour themselves, their group or whatever path they want the situation to be led to. I'm not here to discuss the actual purpose of this need to win (power, hatred that goes beyond roleplay and escalates to actual personal hate [lol], etc.), but rather to discuss it's consequences. It degrades the atmosphere of the server as a whole, and leads to nothing much but people start taking roleplay situations as personal instead of actually following the logic of understanding not every damm situation will end in YOUR favour, all the time. People get sick, people have problems, people lose. In this server, people die, people lose their guns, people might get arrested by the police and lose their drugs, items or whatever. What is the problem? In what some people call "heavy" roleplay servers, for convenience (which have nothing of 'heavy' in them lol), these are nothing but servers which enforce roleplay conducts by strict rules and guidelines. In the opposite, in what you usually tend to call a "light" roleplay server (ours, for example), that does not happen, and we leave the entire creative construction of the situations to the players, with very little to no restrictions at all. In where some might think """good roleplay""" is adding dots to the end of every sentence , or starting every phrase with a capital letter, it is nothing but understanding people can win and lose - the rest follows this. In those in where you probably call "heavy" servers, there are specific rules to enforce that. Here, we held the trust in the players to maintain the harmony in this relation. Obviously, from our own experience, that did not work, which means we will very likely need to start regulating roleplay by rules. Since i know people tend to understand things more evenly with examples, then, let's bring examples: A player1 from group1 tackles player2, who is a member of group2, enemy of group1, and shoots him on his leg in an effort to keep up to him. Player2 dodges the bullet (?), despite not even having angle to realise from where did it'd come from (he was running from player1), and much neither the time to do such thing. The medic on the screen is being aimed at by four people, who surrond him. While the most logical thing to do would be to cooperate, after being 'shot in the leg' again (as i have noticed recently, some kind of "pact" players found to make another stop...), he bunnyhops away from the group and pulls out his pistol, dying right after. The guy in black on the screen is being intimidated by two men, with weapons out. They attempt to tackle him to the ground. By a move of incredible courage (if it wasn't for the complete bullshit), he "pushes" them off and runs away from them! ------------------------------------------------------------------------------------------------------- We are still studying the best measures to regulate roleplay to an extent it stops this kinda situations. The topic will remain open for discussions and overall debate and rant - of course, politely. The message is clear, however: if you wish to always WIN, you should play with bots, or play at single player using health hacks, or whatever. But certainly, not here.
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