Equal punishment for the same rulebreakage.
Has this been considered/discussed before? Oh yeah. Does it sound good on paper? Eh sure. It's kind of like communism though, works great in theory but fails in a practical sense.
(fuckin' come after me commies)
*clears throat*
Handing out a fair punishment is no easy task. The truth of the matter is that no case really is the same. There are way too many variables to take into consideration for us to plop down a standard punishment for everyone. We have a somewhat uniform ban-time for rule-breakages but it really depends a lot on the situation, the player and his/her record.
We got Billy:
14 Hours
0 Bans
0 Blacklists
Rule broken: Molotoved an RP store without a valid RP reason.
Possible options:
1. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a written or verbal warning.
2. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a weapon blacklist.
3. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a ban.
Billy is a fairly new player to Limelight. He's managed to avoid getting into any serious trouble so far and his actions seem to be caused by him not knowing/understanding the rules properly. He seems apologetic and understands what he did wrong and appears to be sincere.
We issue punishment as an educational punishment, a slap on the wrist to ensure that there are consequences to breaking our rules. Which of these options will educate the player the best without being excessive? Will a blacklist serve the same use as a ban? What about a warning? In this case, a punishment/talk is done as a way of educating the player of our rules, and what is acceptable or not.
Most likely, option 1 or 2 is carried out with. We wish to focus on educating the player instead of punishing him. The small punishment that is issued is there to help us having his attention while we attempt to educate him.
We got Peter:
351 hours
5 bans (RDM, CDM, failRP baiting police, propblocking himself farming contraband afk, RDM)
6 blacklists (W blacklist for RDM, V blacklist for CDM, PTE blacklist for messing around with props etc etc, W blacklist)
Rule broken: Molotoved an RP store without a valid RP reason.
Possible options:
1. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a written or verbal warning.
2. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a weapon blacklist.
3. Talking to the player, explaining what he did wrong, and what he should have done instead to avoid getting into trouble. Issue a ban.
Peter is not a new player to Limelight nor is he unfamiliar with the rules. He's gotten himself in trouble quite a few times and he's been punished several times for breaking the rules. He seems careless about consequences, and about following the rules because he felt he was in the right to molotov a shop as a citizen because he was bored. He doesn't seem to care about what he did wrong nor what he could have done differently. He wants to be done with the sit so he can go back to doing what he wants to do.
Is the focus of the confrontation with the player to educate him on the rules, or punish him for him not caring about our rules?
Most likely, the player will be issued both a blacklist and a ban. This player has been given enough chances to read and learn the rules, and he has clearly accepted the consequences of not following them.
Billy and Peter did the same thing, but they have very different backgrounds and they shouldn't be treated the same because the punishment is issued for different reasons. One of them is being educated on the rules after making a mistake (caused by ignorance, but not with malicious intent), and the other one is being punished for breaking them on purpose with malicious intent showing no care for the rules nor following them.
There are way too many variables in a case to deal with every player the same. Players act very differently. They have different attitudes when it comes to the rules, they have different backgrounds and records when it comes to punishments.
(Aug 28, 2017, 10:55 PM)Nevy Wrote: There shouldn't be administrators placing different length suspensions on players for FearRP, NLR and things that don't depend on situational context. Hours shouldn't determine punishment. There's no need to punish someone longer because, "They should know better since they've been here longer!". A rule violation is a rule violation and should be the same across the board. If you as an administrator have to ask yourself if it's within the rules, it's not something you should enforce. Only clear violations of a standing rule should call for action to be taken.
You and I have very different viewpoints about this. I believe that if a rule was broken on accident or if it was done on purpose with malicious intent should affect the length of the punishment issued. There's a big difference between a player not knowing that it was against the rules and a player knowing it was against the rules, knowing of the consequences if caught and still going through with said action.
Players can make mistakes. Why would they be punished the same as someone who has malicious intent?
I believe that we should focus on educating players. Punishments are a tool help educate.
If the player doesn't care about being educated and following the rules, then the punishment is there to act as a deterrent.
"Yo why the fuck are Admins involving themselves in IC situations? Let us be alone"
As it stands, Administrators are the consequences to poor decisions, to ignorance, to pure selfishness and to maliciousness.
I often throw around the following quote and the staff-team have heard it many times:
"What is right is not always popular, and what is popular is not always right".
We do what's unpopular, and we accept the role of being unpopular. We have to remain unbiased and we have to be a strict authority in situations when we're required to do so. As mentioned by other staff members in this thread, we involve ourselves in IC situations when there isn't a fitting IC consequence. We cannot draw comparisons between real life and our roleplay server because consequences are very different. If you die in real life then that's it. Game over...
If you die on Limelight then meh, respawning in 30 seconds.
We have rules to enforce a sense of "realism" and "consequence". We have rules like FearRP to force people to act more realistically and act with fear as they would in real life, but fail to do ingame.
If you have a Police Officer who's randomly shooting his gun around like a monkey on meth then clearly something is wrong RP wise. What is the consequence of his actions? A quick demotion where he can take another government-slot, arm himself with a gun and continue his failRP spree?
We involve ourselves because there isn't a realistic and big enough consequence to the wrong actions committed by said player. We have to be an Out of Character consequence to prevent people from disregarding smaller consequences as nothing. When a line is crossed, we have to step in and have a chat.
If the player doesn't care about In Character consequences then what will prevent him from continuing this behaviour?
We step in. We're the deterrent for complete disregard of IC consequence. Why? Because our roleplay-system depends on people acting within a somewhat realistic manner. Otherwise we might as well run around in Sponge-bob costumes yelling "Hail Satan" while doing spontaneous abortions on male government officials.
Grey zones
We the staff have to choose a direction when it come to our rules. Do we focus on having clearly defined rules where player creativeness is limited by our rules as we have to define every point. Do we want to have 300 rules covering every nook and cranny of a situation or do we open up for more lenient rules that allow for more diverse roleplays and ways of going around them.
We cannot possibly cover every greyzone in our rules, nor can we cover most of them. We can do our best, but there's a limit to how many rules we can have before it does more harm than good. We can't have a long ruleset that is intimidating towards new players, nor can we have rules that make it a "free-for-all" on our servers. We're trying the best we can to find a good middle-ground and we're trying to improve this issue the best we can. We're trying to go for a "best-of-both-worlds" alternative, but it will take is a short while to getting everything discussed published properly.
Recap:
Equal punishment for the same rulebreakage:
Doesn't work well in practice. There are too many variables to take into consideration to issue a standardized punishment to all players for committing the same action.
We punish players to educate them. If they do not wish to be educated then they are punished to make it clear that there are consequences to their actions and to their complete disregard for our rules.
"Yo why the fuck are Admins involving themselves in IC situations? Let us be alone"
There isn't a good IC consequence to someone who doesn't care about IC consequences. That's where we step in. We have to be the deterrent to prevent failRP from corrupting the average roleplay completely. It's not perfect, but we have to involve ourselves when people cross the line.
Grey-zones
We can cover every grey-zone in our rules but we'd end up with an extremely long and intimidating rule-list that would be very hard for players to read, learn and follow. Roleplay would also suffer because of all of the restrictions made. Every situation has been defined in the rules but it's impossible to read and remember every answer to every situation. Both for players and staff.
Apologies for any rambling that might be in here. I hope I'm making sense. It's been a long day so I might not make a lot of sense. Might edit post to help clarify a point.