Thoughts on Perpheads right now

I don't take a whole lot too seriously since I'll just log off and play something better, but the only thing that really consistently turns me away from the server is how bad the weapons & gun play can be as well as some aspects of PLPD. I main competitive FPS games, I come on the server to enjoy that aspect, so I have no choice but to compare and contrast, especially when things are just very clearly broken and/or potentially neglected. On the cop main side, there are so many things in PLPD that make you not want to play it that it's not even worth going into because it's been repeated 400 million times and nothing ever seems to change. Some of the best changes I've personally seen recently in ages began when Tilin was made a Deputy but it's likely a very long road with many pot holes. I mostly don't like feeling like every second I spend on duty is spent walking on egg shells, but the TFO gear is the sole thing that keeps me returning.

Beyond those two pet peeves, it would be nice if there were more consistent updates that had strong changes, but it's easy to critique when you do not see through a developers eyes, so I don't bother. I have to just trust that they are making the right decisions and understand the dangers of a stagnant server. Lastly, the eternal "RPer" vs "Crim" discourse seems to have permeated virtually everything, from the staff team, to PLPD, to the rules, and to overall server development. There are a lot of retarded people who play and main crim, but the hatred has somehow extrended beyond the individual and on to seemingly anyone who simply enjoys the activity. I rarely RP myself, but champion people who chose to enjoy the server that way. I think without it, the server loses its charm, and it has its rightful place. I play a decent amount of crim, and denounce some of the retards, but champion people who chose to enjoy the server that way. I think without it, many would find other avenues to satisfy that itch, the population would decline, and the server would lose a lot of its vigor. I don't believe it's a healthy mindset for the server to treat either group disproportionately. I think it's better if the developers in tandem with the rules guide, roadblock, and initiate player behavior since they hold the majority of the responsibility in how players approach & interact with the server. I've seen a lot of comments in the past that almost sound vindictive from folks with the most power on the server which is scary. My main hope is that the discourse has not become an infection.

All this talk for bro to sit afk in heavy gear in front of police department in lieutenant car btw
 
When will the developers remove the bots in the server?

How is it 128 pop half the time but there’s 2 sweaters in lake view and 17 guys in Southgate or farm, the other 50 are either on PD or bazaar.

We need to know where the other players are cause there’s no way 128 people are all sat in a corner
 
Do you have any in mind that would actually improve the server?
I could name a few, but what's the point? Plenty of good suggestions have been made over the years and were denied as "duplicate suggestions," even though many of those denials happened when Perp was in a completely different state than it is now.
 
I'm going to hop in here late to this whole thread but I'd like this discussion to continue even if a lot of points are recycled. Unfortunately we really cannot control how people RP or the quality of that RP without being insanely overbearing which I think no one wants any more than they may feel it already is.

I do think often times people are a bit F6 happy and will report the smallest of things which leads to staff fatigue and reports taking longer because of how many other things there are.

Here's the one point I can't stress enough about criminal behavior. Basing may not be everyone's favorite thing and people may feel there is a lack of them, but as mentioned before some orgs are much larger than others so they can kind of win any sort of raid by numbers alone. That said, basing is very important as it generally means that the activities take place out of sight where people are less able to interfere. Bank robberies or PD raids are some of the most public criminal actions but every time one occurs it's like moths to a flame. People are slow to leave the area despite being told to do that as well as many other players will take it as an invitation to involve themselves in it, maybe not with weapons but being a general nuisance.

So it makes adding any new criminal activities a bit difficult as we would like to avoid making more that are very public in nature and instead they more out of sight, like how chop shop can be. Which is something that I can see more happening with to make it more interesting, but that may be a long way out still. That said, I totally can see why people may want more options, but it is a difficult thing to balance. As there's no reason to add criminal activities that are not money making in some way generally speaking

Anyways, the main takeaway I've had from reading this so far is that people want more RP and features (largely undefined besides ways to spend money). If we add more jobs that takes away from people basing as well, so it's a double edged sword. People talk about adding more guns or cars, but people are also bound to minmax in everything so they'll still only use a few. We already have a ton of guns but the vast majority see very little use, because people have locked in on ones they find the best. Creating incentives for people to use a variety of things whether it is guns, cars, clothing styles, jobs, etc is not something we can really force without being intrusive by some means.
 
As there's no reason to add criminal activities that are not money making in some way generally speaking
I may be off the mark a little here. However, I don’t think making money from criminal activities is essential (sounds stupid) as a majority of the orgs/crim mains I know have more than enough guns and money (and since growing is just that profitable), that this could kill two birds with one stone.
A) Keep crim mains occupied:
- even if they’re losing money, most are happy just to have something to do
B) Money pit:
- Another way to sink money doing something that isn’t directly a “money-making” method which will create more interest to grind to be able to repeat doing more activities.
 
Since this thread is like all the other ones that we have had throughout the past 10 years I will be short with my opinion that everybody (absolutely noone) asked about.

As a person who heavily resides in CrimeRP i cannot stress enough how important you friend group is when it comes to RP. With this many new people around, ways to express themselves, with all kinds of different props that can be crafted and used, saying that there is no RP is absolutely false. I have never seen that much RP done in a long time and its not just a one day thing either, people actually stick to their arcs and play through them until a natural change comes and brings them to the next one.

If your surroundings are full of people who raid and grow all day then do not be surprised if you see absolutely zero RP on the server, because this part of the community is not as interested in such thing and that is okay, you can't force everybody to Roleplay a certain way and no matter how many changes are done the person themselves needs to want to RP for any kind of server RP implementation to have an effect.

My personal tip for the heavy crime mains is to try and go around and experience new stuff with new players or more serious RPers. You literally have nothing to lose and a lot to gain.
 
I made some suggestions for cop stuff but peeps said it conflicted with upcoming stuff but crim is boring and the PD sucks, you get to sgt and unless you quit your job you can never grind enough hours to progress past SGT

I suggested adding tiered SGT roles to give some progression, service stripes like the LAPD does to give people with long service something to reward it
 
I do think often times people are a bit F6 happy and will report the smallest of things which leads to staff fatigue and reports taking longer because of how many other things there are.
I am not even surprised people are the F6 happy, when they get rewarded for it.a

> Don't buy car alarm
> Someone steals your car, wrecks it whilst running from police
> Staff member believes it was wrecked in a rule break, but will not waste extra time (nobody is going to make a staff complaint over a car repaired, unlike if it's not)
> It gets repaired


> Raids a property
> Sees illegal prop in the left corner of first room
> Dies in a completely different room
> Random staff member chooses to refund item


> Insults Player1 in an attempt to piss off the Player2
> Player2 gets pissed and kills Player1
> Player1 makes report on Player2
> Player1 feels satisfied they got revenge
 
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!
 
add industries to the map and let people work outside their homes remove drugs and let people do 5-9 on the server like they doing irl returning to their homes only during night to sleep no more drugs, active roleplay only and quality
Ironically removing guns or any other thing that can harm players would dramatically help with how people RP with each other to some degree. Of course this is not practical nor would it truly benefit the server.

As much as I hate to say the gamemode is glorified "cops vs robbers" it certainly is to a large extent. Ideally I would like more jobs, but as I mentioned in my first post in this thread; more jobs means more reasons people would not be basing so people would say the server is dead even more.

In reality having people actively doing jobs around the city makes it feel more alive. For example personally I love seeing PPS vans driving around and doing deliveries. The hardest part with jobs is A) making them fun to do and B) interacting with others but not always as a requirement as we have such a fluctuating population and demand.

I highly disagree that Bazaar is dead, whenever I go there I see all but maybe 1 or 2 shops actively selling things, and most of them are very creatively designed. The problem Bazaar mainly faces is that it is purely indoors which is more or less required for performance reasons alone. People would much rather be in an open feeling outdoors area but I'm not sure how we can make that work without massive lag issues.

So as always, I'm sure we will continue to add and tweak things as needs may be. I would like more ways for people to spend their money in large amounts like cars do, but so far I have been at a loss for that. As most things I do think about adding are also ways to make money, not spend it all. Also when I ever talk about increasing the costs associated with higher end vehicles it's all too often met with negativity. So which then basically limits it to new ideas only and those aren't the easiest to develop in all respects. When we had things like marksmanship, it was possible to spend your money at the shooting range to level it up, but it is boring shooting a stationary target for minutes or hours at a time so a lot of people would choose to not do this. So making something people would like to grind for hours and it stays continually fun is the difficult part of any game.

I do think some people get comfortable as part of their cliche and are hesitant to step outside that. Which I can understand, having a friend group is very important in all aspects but it can limit you from experiencing what all others may be doing too. I was just like that on a server before we started PH. When I am on the server, I will often look around and am happy to see a lot of people creatively decorating places but admittedly there are far less bases than before. I personally think this could be for a number of reasons, between people raiding nonstop you can hardly catch a break to just grow for awhile peacefully and because a lot of people have plenty of money already so there isn't the immediate need to grow to get more money.
 
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!


tl;dr
 
So as always, I'm sure we will continue to add and tweak things as needs may be. I would like more ways for people to spend their money in large amounts like cars do, but so far I have been at a loss for that. As most things I do think about adding are also ways to make money, not spend it all. Also when I ever talk about increasing the costs associated with higher end vehicles it's all too often met with negativity. So which then basically limits it to new ideas only and those aren't the easiest to develop in all respects. When we had things like marksmanship, it was possible to spend your money at the shooting range to level it up, but it is boring shooting a stationary target for minutes or hours at a time so a lot of people would choose to not do this. So making something people would like to grind for hours and it stays continually fun is the difficult part of any game.
I know this is something people may not like, But instead of having a grind where someone has to sit in one spot and shoot like marksman ship you could make it so that there is a job/some sort of barrier to entry to crafting or obtaining higher end automatic rifles and sniper rifles other than just crafting level and money could help, I dont have an exact Idea for what this could be in terms of whats possible on a like 20 year old game, but In my opnion if you guys dont want to wipe the server than eventually people who play more will slowly get bored simply cause there really stacked, I spoke with some people who have there storage just full of guns so losses feel meaningless, it also is very easy for anyone to walk down to bazaar and buy any gun for a very reasonable and cheap price the best guns are max like 50k, There is at this point no real reason to grind crafting level except for crafting ammo and crowbars so the only meaningful grind is kinda removed. I understand that if guns are too hard to get it can make crim stuff happen less to the point where its negative overall, But I think the fact that any player can hop on and do tutorial then buy an AK and everything they need to do crim stuff, I also think that a cool system to be explored would be the abilty to buy a property and if you add some sort of decorative props or even just some small in game mechanics like cleaning it up/fixing a window could just be have a glass shard and press E on window, then be able to sell properties back for some profit this could be a new system to do that doesnt have to be too crazy in terms of reward since its low risk but would give people who dont want to just sit in a base and do drugs on repeat a way to make money and use up properties, This would also give use to a bunch of cool cosemetic props that are craftable that no one uses since their not allowed as defences.
 
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