I implore you to read the entire contents of the post before formulating your opinions.
There's no doubts that, over the years, the community has made significant improvements in some areas. However, the server and community as a whole has become increasingly tiring/disappointing to be a part of, and I know for a fact I'm not alone in this feeling as others have expressed similar themes directly to me.
This is a community I love but has oftentimes made me frustrated in the heat of the moment over the years, however recently I've noticed this feeling fading away and taking its place has been a low-level consistent frustration and disappointment with decisions made and the nature of the community now. Even while only very passively being a part of the community and being completely unbothered with possessions on the server as I simply don't have the time to involve myself in the community and be as active as I used to, trying to involve myself even minorly often leaves me with a sour taste in my mouth. I'll cover some of my main complaints here.
Attitudes in administration
I've noticed increasingly a tendency to issue punishments with greater frequency but less severity, and I think it's no coincidence that I've observed a much larger increase in intentional impactful rule infringements in order to benefit oneself. It's become a rare occurrence from what I've witnessed for the intent of the player, when applied to impact of actions, to be considered for severity of punishment when reporting a player. A lot of players have taken on a very reckless attitude towards the rules as a result because, at the end of the day, what does a warning matter if they can benefit themselves to a significant extent as a trade-off?
Carrying on from this, the greater frequency of punishment has led to punishments given for the sake of punishment, and a much greater decrease in verbal warnings for unintentional infringements which can easily be remedied, which just leaves otherwise generally rule-abiding players saddened when future infringements would've been prevented just the same via verbal warning. If an intentional infringement has no possible/realised impact on other players or any situations, or an unintentional infringement has very minimal possible/realised impact on other players or situations, formal punishment should never be a first-line response. However, this is not the current case. I've had a staff member directly inform me that they never issue verbal warnings, which is one of the most concerning statements I've heard in regards to administration in a long time.
Both of these in tandem results in the ordinary, oftentimes rule-abiding but prone to occasional minor slip-ups in fringe or accidental cases, player taking on increased feelings of disappointment and alienation, when in reality this should be one of the main demographics that the administration of the server should be directly catered towards. My proposal is that formal punishments should be much greater in severity in both intentional infringements and repeat offenders, and should be avoided in the minor cases mentioned in bold in the previous paragraph.
Subjectivity of rules
A significant quantity of rules are phrased in such a manner where they are left up for interpretation from player to player; while one may not necessarily be wrong in their interpretation of a rule, if a specific staff member is in disagreement with them for whatever reason, they can simply decide to issue punishment and then it could just be a coin toss on who handles the dispute as to whether or not the punishment is enforced. There are too many situations left unaccounted for by the vagueness of a lot of rules and there are far too many fringe cases which cause divisions in opinion even within the staff team, who are meant to be the absolute authority on the rules.
The community feels to have reverted to a 2017-esque attitude towards the rules, in that there are a lot of situations which are not directly specified but widely accepted as within the rules or infringements of the rules, even though what is expressed in the rules themselves may contradict these "widely-accepted" scenarios. This, once again, alienates those who are actually trying to follow the textbook definitions of the rules, and oftentimes causes issues for newer and returning, previously inactive players. There were previously strides made to move away from this direction, however this seems to have been put on the backburner when the problem is becoming greater than ever.
In conjunction with the last point made, players can oftentimes not realistically be breaking any rules whatsoever but get unlucky with whoever's handling their situation and end up punished significantly. This leads to much greater time investments from players and staff members alike in creating and handling disputes, and therefore consumes more staff resources in the long run. Oftentimes, this can also lead to unnecessary and arguably false punishments being upheld. My proposal is that the rules see a large overhaul in order to make cases for interpretation much fewer and further between where at all possible, with any contradictions between separate rules and vague statements corrected and/or divulged on further.
The next points I will make will be shorter-form, but equal in significance. These are points where there's simply much less to say.
Additional points
- One thing that always confused me is the hostility and opposition seemingly embedded into a lot of administrative systems in PERP: for example the inability to dispute the length of a ban always seemed very unreasonable to me, with the requirement of a staff complaint just creating additional hostility. Additionally, the requirement of an IA, AR, or report against another individual to acquire refunds from rule or policy infringements can add to hostility between players who simply just want to get their wrongly lost possessions back but are unbothered by the infringement itself. This thread by @Ayjay brought up some absolutely brilliant points but sadly wasn't really taken in or accepted by the staff team.
- The handling of acclimatizing new players to the servers feels very thrown-together and almost too much at a point - I'm aware that a new tutorial system is in the pipeline, but the provisions put in place for new players have become too significant to the point that new players can often get an advantage over older players when all the new additional help resources are combined with the excess provisions. The difficulty of the server to begin with is a lot of what sucked me in, because your achievements felt that much more significant. Cut back on some excess provisions and work more towards better tutorial systems, help resources, and guides, as the way it is now I can envision that while you may see a larger net amount of new players connecting, the player retention pales in comparison to what it could be with more challenge in place making one's earlier achievements more meaningful.
- Continuing on from the last point, the atmosphere of the community has become very "hand-holdy" - while making people feel more welcome is never going to be a bad thing, you begin to toe a dangerous line where there feels to be a forced, falsified mask over the true thoughts of each member of the community which is kept up in order to feel like one is staying in line. In my eyes, the community has crossed this line. What has come to be interpreted as toxicity can oftentimes seem completely innocuous in a lot of people's eyes, and I can't help to feel like, whether consciously or not, some of this can result from the ideas that PERPHeads was, for some time - whether it wants to be admitted or not will not change the truth of it - a safe space for any describable kind of discrimination, the far right, some truly unnerving and disturbing people mixed in with genuine predators, and a place where underage girls could be and actually were forced into rape roleplay. There has to be some sort of feeling that this needs to be made up for, but realistically the correct changes have been made and what has happened in the past has been left in the past. The reputation of the community has noticeably improved to the point where I'm sure that it would be safe to pull back slightly in the stringency in which "toxicity" is interpreted, so that we're not so far over the line, because in my eyes it's very safe to say we went too far.
- The amount of "admin" work necessary on PERP is way too significant, with excess convolution seeming to come at every turn whenever something is updated. This has been a very large deterrent for a lot of players and has seemingly got worse over the years, for example with the turn of the drug updates. As one of my good friends put it: "It's not PERP if you aren't forced to jump through multiple unnecessary hoops as a solution to a very mundane issue". At the end of the day, while there should be a strive for realism, it's a video game. The level of convolution seemingly being forced into each update is excessive, and it gets to a stage where it feels like a chore to join the server with the amount of admin work necessary.
- Oftentimes complaints by players can be entirely overlooked and completely disregarded when not expressed as a full-form suggestion; there seems to be a level of pedantism in what is and isn't brought into question in terms of complaints by both members of higher administration and development, with some development members being very guilty of excess pedantism over balancing matters with observable differences which just seem to get ignored. In reality, there needs to be some level of consideration applied to every even somewhat reasonable complaint made by a community member, otherwise people end up just feeling discarded and frustrated.
In conclusion, while PERPHeads has improved in a lot of areas and made a lot of steps forward, it's beginning to feel like for every step made forwards there was a step made backwards in a different area. Feel free to post your thoughts, independent complaints, and opinions on statements made below.
There's no doubts that, over the years, the community has made significant improvements in some areas. However, the server and community as a whole has become increasingly tiring/disappointing to be a part of, and I know for a fact I'm not alone in this feeling as others have expressed similar themes directly to me.
This is a community I love but has oftentimes made me frustrated in the heat of the moment over the years, however recently I've noticed this feeling fading away and taking its place has been a low-level consistent frustration and disappointment with decisions made and the nature of the community now. Even while only very passively being a part of the community and being completely unbothered with possessions on the server as I simply don't have the time to involve myself in the community and be as active as I used to, trying to involve myself even minorly often leaves me with a sour taste in my mouth. I'll cover some of my main complaints here.
Attitudes in administration
I've noticed increasingly a tendency to issue punishments with greater frequency but less severity, and I think it's no coincidence that I've observed a much larger increase in intentional impactful rule infringements in order to benefit oneself. It's become a rare occurrence from what I've witnessed for the intent of the player, when applied to impact of actions, to be considered for severity of punishment when reporting a player. A lot of players have taken on a very reckless attitude towards the rules as a result because, at the end of the day, what does a warning matter if they can benefit themselves to a significant extent as a trade-off?
Carrying on from this, the greater frequency of punishment has led to punishments given for the sake of punishment, and a much greater decrease in verbal warnings for unintentional infringements which can easily be remedied, which just leaves otherwise generally rule-abiding players saddened when future infringements would've been prevented just the same via verbal warning. If an intentional infringement has no possible/realised impact on other players or any situations, or an unintentional infringement has very minimal possible/realised impact on other players or situations, formal punishment should never be a first-line response. However, this is not the current case. I've had a staff member directly inform me that they never issue verbal warnings, which is one of the most concerning statements I've heard in regards to administration in a long time.
Both of these in tandem results in the ordinary, oftentimes rule-abiding but prone to occasional minor slip-ups in fringe or accidental cases, player taking on increased feelings of disappointment and alienation, when in reality this should be one of the main demographics that the administration of the server should be directly catered towards. My proposal is that formal punishments should be much greater in severity in both intentional infringements and repeat offenders, and should be avoided in the minor cases mentioned in bold in the previous paragraph.
Subjectivity of rules
A significant quantity of rules are phrased in such a manner where they are left up for interpretation from player to player; while one may not necessarily be wrong in their interpretation of a rule, if a specific staff member is in disagreement with them for whatever reason, they can simply decide to issue punishment and then it could just be a coin toss on who handles the dispute as to whether or not the punishment is enforced. There are too many situations left unaccounted for by the vagueness of a lot of rules and there are far too many fringe cases which cause divisions in opinion even within the staff team, who are meant to be the absolute authority on the rules.
The community feels to have reverted to a 2017-esque attitude towards the rules, in that there are a lot of situations which are not directly specified but widely accepted as within the rules or infringements of the rules, even though what is expressed in the rules themselves may contradict these "widely-accepted" scenarios. This, once again, alienates those who are actually trying to follow the textbook definitions of the rules, and oftentimes causes issues for newer and returning, previously inactive players. There were previously strides made to move away from this direction, however this seems to have been put on the backburner when the problem is becoming greater than ever.
In conjunction with the last point made, players can oftentimes not realistically be breaking any rules whatsoever but get unlucky with whoever's handling their situation and end up punished significantly. This leads to much greater time investments from players and staff members alike in creating and handling disputes, and therefore consumes more staff resources in the long run. Oftentimes, this can also lead to unnecessary and arguably false punishments being upheld. My proposal is that the rules see a large overhaul in order to make cases for interpretation much fewer and further between where at all possible, with any contradictions between separate rules and vague statements corrected and/or divulged on further.
The next points I will make will be shorter-form, but equal in significance. These are points where there's simply much less to say.
Additional points
- One thing that always confused me is the hostility and opposition seemingly embedded into a lot of administrative systems in PERP: for example the inability to dispute the length of a ban always seemed very unreasonable to me, with the requirement of a staff complaint just creating additional hostility. Additionally, the requirement of an IA, AR, or report against another individual to acquire refunds from rule or policy infringements can add to hostility between players who simply just want to get their wrongly lost possessions back but are unbothered by the infringement itself. This thread by @Ayjay brought up some absolutely brilliant points but sadly wasn't really taken in or accepted by the staff team.
- The handling of acclimatizing new players to the servers feels very thrown-together and almost too much at a point - I'm aware that a new tutorial system is in the pipeline, but the provisions put in place for new players have become too significant to the point that new players can often get an advantage over older players when all the new additional help resources are combined with the excess provisions. The difficulty of the server to begin with is a lot of what sucked me in, because your achievements felt that much more significant. Cut back on some excess provisions and work more towards better tutorial systems, help resources, and guides, as the way it is now I can envision that while you may see a larger net amount of new players connecting, the player retention pales in comparison to what it could be with more challenge in place making one's earlier achievements more meaningful.
- Continuing on from the last point, the atmosphere of the community has become very "hand-holdy" - while making people feel more welcome is never going to be a bad thing, you begin to toe a dangerous line where there feels to be a forced, falsified mask over the true thoughts of each member of the community which is kept up in order to feel like one is staying in line. In my eyes, the community has crossed this line. What has come to be interpreted as toxicity can oftentimes seem completely innocuous in a lot of people's eyes, and I can't help to feel like, whether consciously or not, some of this can result from the ideas that PERPHeads was, for some time - whether it wants to be admitted or not will not change the truth of it - a safe space for any describable kind of discrimination, the far right, some truly unnerving and disturbing people mixed in with genuine predators, and a place where underage girls could be and actually were forced into rape roleplay. There has to be some sort of feeling that this needs to be made up for, but realistically the correct changes have been made and what has happened in the past has been left in the past. The reputation of the community has noticeably improved to the point where I'm sure that it would be safe to pull back slightly in the stringency in which "toxicity" is interpreted, so that we're not so far over the line, because in my eyes it's very safe to say we went too far.
- The amount of "admin" work necessary on PERP is way too significant, with excess convolution seeming to come at every turn whenever something is updated. This has been a very large deterrent for a lot of players and has seemingly got worse over the years, for example with the turn of the drug updates. As one of my good friends put it: "It's not PERP if you aren't forced to jump through multiple unnecessary hoops as a solution to a very mundane issue". At the end of the day, while there should be a strive for realism, it's a video game. The level of convolution seemingly being forced into each update is excessive, and it gets to a stage where it feels like a chore to join the server with the amount of admin work necessary.
- Oftentimes complaints by players can be entirely overlooked and completely disregarded when not expressed as a full-form suggestion; there seems to be a level of pedantism in what is and isn't brought into question in terms of complaints by both members of higher administration and development, with some development members being very guilty of excess pedantism over balancing matters with observable differences which just seem to get ignored. In reality, there needs to be some level of consideration applied to every even somewhat reasonable complaint made by a community member, otherwise people end up just feeling discarded and frustrated.
In conclusion, while PERPHeads has improved in a lot of areas and made a lot of steps forward, it's beginning to feel like for every step made forwards there was a step made backwards in a different area. Feel free to post your thoughts, independent complaints, and opinions on statements made below.
Last edited: