Honestly, the 'cancerous' attitude you mentioned applies to a lot of (ex) players who feel like they've been wronged or feel like the server didn't turn out the way they wanted it to be, not realizing that said attitude actually makes me more reluctant to take their concerns into account as it's turned into a common sight to see posts trashtalking the server at every slightest opportunity.
I believe I outlined this in every thread that popped up directly after implementation. The kits were implemented to add the element of failure into combat stabilisation, most people mistook it for an attempt to remove the ability to RP, while in reality the RP on the field became optional (MedRP was never removed contrary to some allegations, stabilisation refers to getting you back to your medbay for treatment). Which funnily enough meant that everyone crusading for 'add back RP' suddenly stopped typing /mes.
I found the entire process of stabilisation to be too important to be left in it's previous state, I'm sure we've all seen my posts with the logs of people doing the same lines of text over and over again, often before any attempt was given to players to roleplay their wounds (with players typing being accused of 'stalling', which is a problem naturally). On the other hand, we had the 'victims' often going through great lengths to make situations so complicated, time-consuming (or straight up disputing every action in LOOC) to the point where the medic was likely to be gunned down by said person's squad/QRF.
That in itself is not something I judged as being 'solvable' by mere staff intervention. Why? Because staff simply do not have the time/ability to instantly know where something like that is happening, be able to supervise it all (sometimes 3-4 people at the same time close to eachother) and be able to properly and fairly assess what is 'correct' and what is either too complicated, fitting, too short/weak etc. Aside from the obvious factor of the dramatic increase in disputes/appeals etc if the player disagrees with a staff decisions (that are almost impossible to properly define in the rules due to the large number of factors, there is a profound reason we have the 'no borderline rulebreaking').
For the first point - I remember, back in the day the idea of failure was tossed around quite often. However it was eventually tossed to the side because it wasn't possible with the old system, unless you wanted /rolls. However I do believe requiring roleplay to stabilize someone on the field is far superior than automating the process, even aside from the fact you state people can still med rp back in a medbay.
You're not wrong, however it is far less common than some people like myself always hoped it would be. I imagine it to still be so, and even to the degree when it does happen, no one properly follows the steps of recovery rp. Even though you are taking away a small part of medrp and automating it due to it having been lacking in that field, it still is a significant impact with how little it happens. And before someone says I'm 'nitpicking', and that such a small regression won't make much of a difference, it's a slippery slope when you continually use that attitude.
In the former state before adding these scripts, I'm sure the department was lacking as it always had, but I still believe that trying to improve the quality of rp and setting a bar of which is expected and the only acceptable avenue is much better.
This has been done many, many times by
@Toasty and some other old-time staff, and it worked just fine. I'd even go as far as to say it progressively got better, even if it was minor. So long as the staff enforce it, which they should, since they're staff.
For the second point - Some of which I stated applies to this as well, such as raising the bar and proclaiming an acceptable standard. As for the stalling, the simple fact of the matter is that it is a P2L server. Someone who has been shot up, heavily injured, or even knocked over is more than likely disorientated, putting them on the "L" side of P2L. If someone is stalling, then the staff should deal with it accordingly, whether it be by looking in logs or actually flying over in observer.
Also - I'm not sure how it is currently, but in the event of someone stalling/fighting back it usually boiled down to them breaking fear rp. And once that was established and the players picked up on it, they always picked up on it and always killed them to get them PK'd. While one can argue this isn't 'kind' and a disrespectful thing to do to one's character, as someone who had been one of WW3's longest appeal managers, it really just boils down to the fact that they shouldn't have done it, and they more than likely knew what they were doing. Which means there is no acceptable excuse for their demise as a result of their own stalling.
In a case of them specifically taking too long to type, it ended in them just being TP'd to the cells anyway. All these things worked great in controlling the situations.
For the third point - 'Staff simply do not have the time/ability to instantly know where something like that is happening'.
While this may be true, during all my time as staff I have never encountered this problem. I don't mean personally either, I mean with the staff team as a whole. However I'm not saying that this isn't happening to you.
During my time (not to be the oldfag, just to point things out with the hope of helping) 9 out of every 10 firefights had a staff member observing it. It wasn't regulated, and it wasn't required. A lot of the times, staff members didn't follow the patrols out (though sometimes they did) but rather when seeing someone get shot in the logs, they would observer over to watch the fight. And that's how such a tight grip and efficiency of assuring these rules were kept and followed was accomplished.
For the points about rules, during my times as appeal manager if any discrepancies came up with the rules, staff members would usually come to me, as it was my job to know all about the rules, to solve them. I admittedly would apply some discretion sometimes, but that's not saying the same can't be done here. In the end, in situations where discrepancies arise, an SA (or a more appropriate SA) should be the ones to decide.
In these situations which had happened to me, I had always made it clear that in any future similar situations that the verdict reached is how it should be dealt with. I used case law, in the sense that one 'case', or decision on a situation, would affect all others and I made this very clear in every appeal I accepted and denied.
In situations where a rule needed to be expanded upon, removed, or fixed in order to satisfy the outcry of "LOL NOT IN RULES" it's just an easy case of talking to ruler reviewers/SDs in order to make that addition.
Faction leaders are/should be those managing the day-to-day actions of the factions and safeguarding activity, shit like promotions, who to put where, generally the things I find myself lacking the time for. They obviously dont have complete autonomy in that sense, and I often sit with both seal and char if some issue presents itself or there's disagreement between both factions.
In terms of current ones, I won't shy away from saying that both have been rough in terms of leadership transfers etc. What was important was that the factions became stable again with more activity in the leadership (not just fac lead, COs etc in general) and we wouldn't have complete chaos and people of the same rank ripping eachother's throat out on a daily basis.
Now, I know that the faction leaders are often seen as rolemodels, people who should dictate what others should be doing. I'd personally say that they should always focus on their IC rank first, as they're supposed to run the company IC, mainly because there's a need to have a senior officer around to act as the highest level of IC authority, though the responsibility of leading by example is not their task alone, the NCOs (and even JCOs like Lieutenants) are those the (new) players will primarily interact with, the Captain or Major not so much, they are expected to be the individual the SNCOs and COs can take their issues though.
I agree with much of the first point, so I don't have much to offer to debate.
For the second - I don't have much to say either, considering it was simply a question I asked to get your opinion on one of the things I feel the most strongly about.
For the third - I completely agree they are to be rolemodels, and that they should almost always be, and deal with things IC rather than be a bunch of memes OOC, or (generally) deal with things that should be dealt with ICly, OOCly instead. I also do agree that a faction leader should be the person who NCOs and COs should be going to with ongoing, IC situations. (icly, on server hopefully)
Really, this main purpose of the question was so I could criticize current faction leaders, as you had pointed out.
Your tone, however, implies you have issues with a certain faction leader. Feel free to spell that out so I (or they) can make a less general post
I have issues with both. However let me make it clear that I do not have issues with them as people, but as faction leaders. While I believe
@seal has made some steps in the right direction, from what I've seen, it's just not at the point where I can comfortably state that I believe his faction is in a healthy state.
Why? Just simply because I don't feel he (or char) approach situations the way in which I have seen many good faction leaders. I feel like both don't put enough stress on roleplay within their own factions. As everytime I get on, I hardly see the quality I once saw regularly. Back in LP, there at least were people roleplaying situations around base, with their own characters and their own stories or just idle gambling and the like. While I'm sure this still happens currently, I can't help but remember a recent time when I entered the server, and for the two hour stay I spent not a single word was said IC, every enlisted was idling, and when something as said IC it was "/r Enlisted to AP." and once to the AP, the only only phrase uttered being "Alpha.".
Which to me, smells like a dead faction. Recently when I have gotten on it has gotten much better, however still not to the degree I once saw.
NCOs, COs, and sometimes perhaps even the faction leader should be the ones creating RP, at all times. It is their job to also make sure the faction runs smoothly, and not only in winning patrols. In the end, the server is
supposed to be a roleplay server and it should be treated as such.
Many faction leaders who I hold highly have always put roleplay at an extremely high priority, like charley and
@Wulfeh . Most of their promotions being entirely based on how much roleplay and NCO brings, creates, and takes part in. As such, many other people followed suite, as NCOs are rolemodels for not only enlisted, but also lower ranked NCOs.
In the end, while people come here for a variety of reasons, such as S2K or RP, some people also do come here for rank. If they see that a certain aspect is being rewarded very highly, like something as easy as bringing good roleplay (that isnt the same scenario every day) then they will do so in hopes of receiving rank. On base shouldn't be so dull, and an NCO's duty should not end when off field.
Personally, I have promoted many NCOs who could have never taken out a patrol in the span of a week or two, purely because I observed them providing and bringing different and good RP to the enlisted. As such, it ushered in and attracted people who roleplayed to my faction. The same can be said for some other faction leaders.
I feel like both of your current faction leaders don't realize this, or if they do, they don't hold it at such a high regard as they should. Having been a faction leader/co-lead throughout about 90% of my time as staff on WW3, I feel that this is a vital factor in every
good faction.
As a final point, to anyone who argues "why should I promote ncos with shit leadership"
Leadership, maneuvers and tactics can be learned through trial and failure. I've seen many NCOs who had questionable leadership that I, or Wulfeh promoted (that did all of the above well with rp) learn and become much better than they once were.
No? Does me making some RP elements optional imply that I favor those who S2K? I've always sought to cater to both sides of the coin. IMO what would be the best in the current environment are those who enjoy doing both, in the sense that they do not get annoyed when their fellow players want to go out and S2K or even sit down with eachother while there's clearly enemies to be shot. I adressed this in that last NATO NCO meeting where people who want to roleplay should not be forced to become (unwilling) part of the S2K unless there's special circumstances.
It is a distorted picture that roleplay is a neglected or nonexistent part of the server. Yes, it is mainly done in those groups of friends or on a basic level between the common enlisted and their commanders, but does that not apply to every roleplay setting, the 'sticking to those you know' part?
Now, I reckon a large part of that 'neglect' stuff stems from the NLR being at 10 minutes, which again, is an optional thing rather than forcing S2K down everyone's throat. Did we all forget the LP times where folks like Nukkel weren't ashamed of stating that they literally sat down watching youtube videos for 30 minutes until their NLR expired?
It was set to 10 for an event at first, then it remained after base activity increased. The reasoning behind that was that if people who were on that 'both' spectrum weren't forced to wait for half an hour (often of their limited time to play every day) they'd be inclined to stay active around the base rather than being tempted to go unresponsive and wait (something which still happens, though in lesser amounts). So far I havent had any concrete indication that it negatively affected those who wish to roleplay (aside from an incident where players were forced away from a situation to form a QRF, which has since been dealt with in the meeting mentioned earlier).
For the first point - No, I didn't mean to imply such. It was just a question to see if you actually
were trying to take a different direction away from rp. Though I've gathered you haven't.
I do agree that people shouldn't be forced to join a patrol when they may be RPing, however.
For the third point - I won't cry about NLR like the majority of others, just because I haven't seen it affect as much as I had always figured in the past. Aside from that, if you feel it is necessary then I have no quarrel with it, it's not an issue I feel too strongly on, so long as it doesn't get too low.
However many people while on NLR, infact should be roleplaying, but again that is down to the player and not much can be done to affect that, aside from all I previously stated in pushing RP as much as possible, with the influences of NCOs.
I'm quite sure I eventually started talking about this point in the previous responses, namely the part about catering to both while not facilitating an S2K-only mentality, which is what turning it into 'darkrp' would do. As said, both sides of the coin have their freedom to exist and play on the server.
Ah, okay. I think I've seen it in responses, though I wasn't really sure so I figured while I had your attention I may as well get a definitive answer in order to clear any grey areas on how you felt about the server. Same goes with some other parts.
But thanks for actually taking the time to reply, and sorry I usually have a bad attitude.