I suppose everyone has thrown their thoughts into the thread so why not join them...
Perpheads has adapted quite incredibly throughout the years and this is a true credit to those who have been standing for years making changes. For example, the new starter features which aids those new to the server in making it easier compared to dropping them in the deep end - I would argue this could have saved Perpheads if not it played a significant part.
I think as many have stated, Perpheads has many issues but what doesn't? I think the engagement from the senior staff member/Owners shows how much of a 'community' perpheads actually is and prompts that engagement from the players which I truly believe has been lost in the past.
Criminal elements:
1. I am not an expert but changing/adding a few guns will have a low impact on any added value to the players.
2. I think having some additional cars would give some people something to work towards. I myself couldn't care less about money and buy a ridiculous amount of weapons as a joke so adding some more unique/modern cars would be cool and add that work towards aspect.
3. Chop shop is great, love the feature and love how it has been tweaked. I think more criminal activities like this would be beneficial. People have stated things like ATM robberies/gas station robberies and this has seen some resistance, rightfully. This comes down to people and the idiots that run towards the shootout for no care/value for their life, which makes the experience horrendous for everyone involved crims/plpd. These behaviour types need strong and swift punishments to deter this behaviour from continuing. I accept Perpheads enforcement levels have significantly changed since post 2018 but some have become too relaxed. I been through those times when jaywalking would result in a week ban to now you can massrdm/attempt and get a 1-month ban. More on this in the section below....
4. I think some things must be avoided, as adding too many things could overload the experience. I would rather see refined elements added rather than little things here and there. I have stayed in this community for so long as the gameplay is detailed and considered not just thrown in.
PLPD elements
1. A lot of people call PLPD a mess, which is true in aspects but I think it could be fixed with the right attention and as far as my experience, this isn't happening. More filling in pot holes rather than resurfacing the road. So what should change in my opinion?
- To many command members across PLPD. These people get the role and do the bare minimum to hold the role i.e. log 4 hours (just) and then do that on repeat for months. Why do this? It isn't an actual job it's a game you should enjoy your time on it? I was previously in a command role and granted it has changed since then but it was TWO command members for each area i.e. Patrol (or less) and we had plenty of time; we weren't rushed off our feet. I can only think of how little some current command members do and this therefore reduces their engagement resulting in low hours/effort output.
- PLPD plays a dirty game, it does we all know it. This is unavoidable in a community-based police department but I do think it has gone to the extreme in recent years. People are overlooked as they aren't in the right crowd. People are denied for roles/promotions without real reasoning. I have experienced this. Yes, I did something stupid but being punished for nearly a year despite everything else being perfect doesn't align with your own policies but yet highlighting this resulted in months of helpdesk tickets to be denied still. Yet nobody could really provide any reason apart from your 'minge' behaviour. I got my role back by determination and fighting tooth and nail, meanwhile inactive SGTs & incapable SGTs who couldn't do shit hold the role.
- The output from complaint committees varies to a ridiculous degree - no sense of logic most of the time. I hear stories but in fairness, that is all they are.
- Current PLPD is often chaos this is due to the significantly low levels of Supervisor + roles online it is often just 12 Officers/Seniors, 2 Corporals & 1 Sergeant if you are lucky. You will see a flurry of Command at the end of the month, I wonder why....
- This results in screaming, incompetence, and nobody to deal with it. I am guilty of being a sole Supervisor and giving words to these people rather than formally punishing them as often what is the point? I don't want to go on duty and deal with back-to-back supervisor situations and submitting multiple IAs for 60mins of on-duty time, that isn't fun. Although Supervisors are somewhat empowered to take corrective action, it is limited and one wrong move my head goes on the spike - it's just not worth it. If you had more supervisors on (and Command) the workload would be split and it wouldn't feel like supervisor sit after supervisor sit.
- I am sure somebody will raise the question but how do we get more competent supervisors? Don't have a huge inactive command team for starters. When a command spot becomes available, don't promote the people who return for those two weeks, promoting this awful behaviour. Instead, promote the right person but the person who has been active and dedicated to PLPD for a longer period of time.
2. Does PLPD need more content? I think as with anything it could be beneficial but is it essentially no. It would be nice to see elements refreshed like new cars to keep people returning. But I think its more how PLPD is run, which is in dire need of attention.
I would like to point out I am not calling/attacking any sole person. If PLPD is ran in the similar fashion it was in the past I know how frustrating and demotivating pushing for change can be. It happened to me, constant 'no' for months/years resulted in a step back, which I did.
Staff elements
1. First off, thank you to all staff members as you dedicate your own time to help improve the experience of others. Staff members aren't paid they do it in their own time.
2. I would like to see stronger punishment for actions that significantly impact the wider play base i.e. people running around raids who aren't involved (especially if they are warned or have a previous history for this behaviour)
3. Reports are a great function compared to the hold @ approach and admin roofs ect. However, the more complex reports (nothing a moderator couldn't handle) are ignored and left for a long period of time. I have experienced hours in peak time for such types of reports. This then has a trend of making players reluctant to make reports in the future. I get it how do you manage the difference between simple reports (player afk) vs complex reports as they both count the same towards the quota. I generally do not know but think some consideration into this could be beneficial.
4. I also think staff-made reports counting towards quota would help with point 3. but also help staff be more proactive rather than waiting for an F6. This must be managed and should only involve higher rule breaks i.e. medic driving the wrong way down the highway, not a guy tapping a car with a fuel can to get it unstuck.
Just my thoughts as a player who has been in this community for a long time and experienced the development changes but also the managerial changes on how the community/aspects within the community are ran. The above may be mostly negative but hopefully constructive but I have been playing for a long time and I enjoy most of my time on the server, so THANK YOU!