(Jul 27, 2019, 02:49 PM)Nudelsalat im Panzer Wrote: [ -> ] (Jul 27, 2019, 02:01 PM)Zaidplays Wrote: [ -> ]Perhaps certain players have an effect on the server but staff are looking for Map feedback and maybe concerns about the map,
From what I understand this thread is about the map and addressing general concerns in this community? And apparently, the topic mentioned above is quite a big concern.
Understandable but comments like "He shouldnt be staff" and "they are mingy" isnt gonna help in anyway
(Jul 27, 2019, 02:57 PM)Zaidplays Wrote: [ -> ] (Jul 27, 2019, 02:49 PM)Nudelsalat im Panzer Wrote: [ -> ] (Jul 27, 2019, 02:01 PM)Zaidplays Wrote: [ -> ]Perhaps certain players have an effect on the server but staff are looking for Map feedback and maybe concerns about the map,
From what I understand this thread is about the map and addressing general concerns in this community? And apparently, the topic mentioned above is quite a big concern.
Understandable but comments like "He shouldnt be staff" and "they are mingy" isnt gonna help in anyway
The comments are on a higher scale than "ban (x)". They actually give examples of the players damaging RP, or of them doing scummy stuff which isn't acceptable. Every player impacts RP, whether they try to or not. To be somewhat considerate of your fellow player is an excellent way to revive the server, as people won't wish to leave because some random person decided that
THAT particular shop, which has only just come up, should be robbed, or that particular person needs a mugging despite having 0 hours.
(Jul 26, 2019, 05:29 PM)Brynn Wrote: [ -> ]Everyone has been told now to stay on topic, if you can’t figure out what that means, then I will forum warn you.
Every thread doesn’t need to have an argument in it
Pretty positive it's on topic, concerns are mentioned & instead of posting something constructive in regards of the concerns, they're being met by staff threatening to punish people.
Believe it or not but being transparent doesn't automatically mean it's an argument. I know a lot of people are bent outta shape over my comment but it's not in the least an argument, but more so an actual concern in which multiple people also agree on.
If you feel the need to warn me over my concerns then go for it, because at the end of the day I stand by my statements & gladly will take whatever comes from it. So sorry for caring about the server & taking time out of my day to address something that most people don't have the guts to say because of fear of punishment.
If you're asking for feedback & truly think you're going to get nothing but 100% positive feedback, you're just dreaming, it doesn't take a genius to see a problem, it also isn't difficult to respond to said concerns with actual constructive feeback instead of yet again threatening to punish someone.
Could you at the very least elaborate on how you expect punishing people for feedback is going to help the community in any way?
(Jul 26, 2019, 04:02 PM)Cole_ Wrote: [ -> ] (Jul 26, 2019, 03:59 PM)Disastrous Wrote: [ -> ]snip
Did you read the 3 images posted above about staying on-topic?
Did you read the original post of the thread?
This is certainly on topic, considering it's a legitimate concern, your only concern is protecting said people I mentioned so I guess I shouldn't expect you to respond to me with anything constructive.
I’m about 100% positive this thread was made by staff about the map feedback and addressing the map’s concerns.
They probably have nothing against making another thread to bring up off topic issues
EDIT: Disastrous corrected me. It actually addresses multiple things, but none of which he is trying to argue about.
(Jul 28, 2019, 12:45 AM)Gungranny Wrote: [ -> ]I’m about 100% positive this thread was made by staff about the map feedback and addressing the map’s concerns.
They probably have nothing against making another thread to bring up off topic issues
So how do you explain this?
Quote:Hello, community.
This thread will address multiple things
Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
(Jul 28, 2019, 12:52 PM)Montyfatcat Wrote: [ -> ]Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
Map changes are short term boosters regardless of whether people could prepare for it or not. They’ve changed the map and not had any other significant changes to benefit or back it up, hence why the player count is back to as it was before the change.
(Jul 28, 2019, 12:52 PM)Montyfatcat Wrote: [ -> ]Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
It has been more than a week since the map change, you stated a weeks warning would have assisted in people prebuilding, however, if people are building after more than a week, that might not be the issue, at least alone. Also consider that there have been new props added since the change, in less than a week ago. People who like to build want to use them in new builds or spice up old ones.
(Jul 28, 2019, 01:09 PM)Cole_ Wrote: [ -> ] (Jul 28, 2019, 12:52 PM)Montyfatcat Wrote: [ -> ]Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
Map changes are short term boosters regardless of whether people could prepare for it or not. They’ve changed the map and not had any other significant changes to benefit or back it up, hence why the player count is back to as it was before the change.
I'd like to think that the accessories update was a significant change, as stating it isn't would be undermining the hours of effort that went into getting it done. What would you consider a significant change if 150+ wearable accessories are not that?
(Jul 28, 2019, 02:27 PM)Bambo Wrote: [ -> ] (Jul 28, 2019, 12:52 PM)Montyfatcat Wrote: [ -> ]Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
It has been more than a week since the map change, you stated a weeks warning would have assisted in people prebuilding, however, if people are building after more than a week, that might not be the issue, at least alone. Also consider that there have been new props added since the change, in less than a week ago. People who like to build want to use them in new builds or spice up old ones.
(Jul 28, 2019, 01:09 PM)Cole_ Wrote: [ -> ] (Jul 28, 2019, 12:52 PM)Montyfatcat Wrote: [ -> ]Can I just point out as well that as of 11:47 on a Sunday, the server has 2 people on main and 5 on build. Again, a sudden and jarring change in maps was a bad idea. A week’s warning and converting build to the new map would have helped this issue, as people would have finished their dupes and be on the server. When the community is plunged back into a different map, suddenly everyone wants (shock horror) a new dupe to use. Many spend hours or days on build making large dupes for a unique PassiveRP experience, but that means that they spend less time on main if hey don’t have these dupes ready to go.
Map changes are short term boosters regardless of whether people could prepare for it or not. They’ve changed the map and not had any other significant changes to benefit or back it up, hence why the player count is back to as it was before the change.
I'd like to think that the accessories update was a significant change, as stating it isn't would be undermining the hours of effort that went into getting it done. What would you consider a significant change if 150+ wearable accessories are not that?
Accessories are nice but don't address the other issues on the server - such as systems to increase PassiveRP being abandoned. To imply that I'm deliberately undermining the hours of effort that went into it isn't fair, more content isn't how you retain a playerbase but instead by fixing the current issues first.
There's a difference between a change and a new update.
Gungranny is absolutely right here. We don't want to shut down any discussion, but this thread - while quite broad - was raised for several specific purposes. If you have problems with individual admins or groups, I recommend you contact HR or make threads in serious discussions so that they can be discussed properly. A broad thread discussing 'multiple things' isn't an excuse to derail the topic.
If you're concerned about staff punishment, may I suggest you talk about something within scope: rules and roleplay. If certain admins are punishing unfairly or too hard, then this may fall under the rules category, at least in regards to ensuring that admins give fair punishments for the rules broken. I'd be OK to see this discussed in this thread - if HR object, then they'll just move it to discussions or similar. Don't target specific admins/groups - I've told you how to handle that - but if you have problems with fair rules and punishment, then it's worth discussing.
One thing that could aid the issues is more effort into ensuring staff follow fair punishment guidelines.
We recently had a staff poll on the previously mentioned community feedback group and majority vote was for members of this group to be able to advise on both dev and admin decisions. We're currently voting on guidelines to ensure this runs smoothly and with freedom for group members to raise serious and even controversial concerns. You will certainly be able to bring up the topic of rules/regulations within the group also. Applications for this will open soon.
Guidelines for punishment would be perfect, especially if we could get them listed. For example it would show the potential ranges for repeat offences.
Another thing could be a “soft warning” which wouldn’t show on records but would give a percentage which can stack up until it becomes 100%. This would mean that people couldn’t get off with “just a verbal” which could be forgotten within the month, however minor infractions couldn’t inflate warnings severely since that could damage future teacher applications etc.
(Jul 28, 2019, 11:04 PM)Montyfatcat Wrote: [ -> ]Guidelines for punishment would be perfect, especially if we could get them listed. For example it would show the potential ranges for repeat offences.
Another thing could be a “soft warning” which wouldn’t show on records but would give a percentage which can stack up until it becomes 100%. This would mean that people couldn’t get off with “just a verbal” which could be forgotten within the month, however minor infractions couldn’t inflate warnings severely since that could damage future teacher applications etc.
Hidden soft-warnings is a splendid idea!
It would help for things which may be on the line of a rule break, but hasn't actually impacted anyone else negatively as well as help out especially newer staff members make a judgement call without being unnecessarily harsh. It would also allow for more staff input on a player. If a player gets 100% soft-warnings from various staff members, the player probably needs some guidance, but the whole idea of threatening people with some sort of public shaming for not doing things in a "correct" way is part of what hinders RP IMO.
Right now there's essentially no difference between getting a warning for RDM or for having an unrealistic building, they are treated the same in regards to record keeping.