Community Suggestion Roleplay Merit System

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Suggestion Title: Roleplay Merit System
Suggestion Description: Community Managers would focus on reviewing which orgs have a personality, go above and beyond for roleplay, break the rules the least and genuinely put forward a fun enjoyable experience through their presence in the server regularly.

Organizations like this should be given credit for their merit.

The bar of expectation may be low at the start but as people are incentivized it will be lifted higher and higher.

PRIMARILY, the reward for acknowledged outstanding roleplay should always trump grinding XP on the leaderboard.

In a hypothetical scenario, if:

1) organization one is soullessly grinding killing cops and growing drugs, has members being banned often, is toxic OOC, destroys people and raids new players or bullies the players in a non-roleplay way that ruins their experience, etc..

versus

2) another organization which has a theme, sacrifices winning for the sake of roleplay, has a personality, doesn’t break rules, stays in character always, tries to make roleplay fun for everyone even when they fight and win, etc..

Personally I could see that the latter, organization 2, is infinitely more deserving of the top leaderboard spot.


Also including obviously cash rewards, drugs or guns for their recognized efforts at the end of the month.


TL : DR Community Managers should generally observe the quality of roleplay and how good of a community standing does top organizations have, then reward organizations who actually do roleplay with XP; Guns; drugs; money through doing creative roleplay scenes where they hand over this reward bumping those organizations to the top of the leaderboard.

Why should this be added?:
- discourages rule breaking
- potentially less staff work due to players
- rewards high quality roleplay
- equal opportunity for All players, new or seasoned to be rewarded for roleplay
- may help against decrease the occurrence of low quality hostage situation roleplay on the criminal side
- Discourages OOC toxicity

What negatives could this have?:
- some who love shooting over roleplaying may be unhappy
- Seems hard to make a system for at first
- some might claim bias or complain at mechanical grinding being beaten by creative roleplay
- new cops or cops who don’t uphold a good attitude towards roleplay may make it really hard to want to provide high quality roleplay as an organization

What problem would this suggestion solve?: The lack expectation for the quality of roleplay from top ranking criminal organizations

(Note: I know not all top organizations are toxic, providing terrible roleplay, or bad in general. This problem is about the current low bar expectations and it aims to lift that bar)
 
To be honest I don't see how this wouldn't be arbitrary and dependant on actually getting a staff member to see you. I don't see a need to gamify RP in this way - I think encouraging RP with design, like making players more reliant on each other(for example with the food changes proposed in adding farming) makes more sense.
 
To be honest I don't see how this wouldn't be arbitrary and dependant on actually getting a staff member to see you. I don't see a need to gamify RP in this way - I think encouraging RP with design, like making players more reliant on each other(for example with the food changes proposed in adding farming) makes more sense.
Well we can agree players depending on each other is necessary for a healthy roleplay environment

but criminal organizations is another beast that won't be solved farming.

Perhaps down the line, mechanics that force organizations to work together can be thought of and suggested but that won't be something easy to do nor does it feel like the time is right.

Currently, There may be no reason or incentive to have a personality as an organization. Thus, the bar of expectation for gangs is set low and to become a top ranking leaderboard organization, all that is required is mechanics. My point is, rather than keeping it that way, we may see that roleplay would benefit a lot if XP is rewarded handsomely when the community managers and the community can observe that a organization's outlook is overall following rules; has a interesting personality; creates creative and fun roleplay; etc... which earns them that top position any day over a organization that breaks the rules often, purely grinds mechanics, is toxic OOC, bullies new players and other frowned upon acts in general that show such a organization shouldn't be enabled.
 
I don't like that it would heavily favour the biggest orgs, as there is no measure like "ammount of RP situations"/"quality of RP", "ammount of microRP" that can be effectively monitored to make it gradual - and for the same reason even the line between a good RPing org and an org not recognized as such will be somewhat arbitrary(and choosing one better rp org over a good rp org would be definitely arbitrary, but it seems that's not a suggestion you're making).

I would also not entirely agree that there is no incentive to be a good rp org, if an org has no identity and is boring then people won't stick around and the org won't be liked much by the server. I do not disagree that rewarding RP would be cool, but it seems hard to fairly implement
 
This raises a good point, why don't we force players to interact for certain items etc instead of just hiding in bases?
If I had to go out and buy food from someone else, I'd at least try to make it fun
 
This raises a good point, why don't we force players to interact for certain items etc instead of just hiding in bases?
If I had to go out and buy food from someone else, I'd at least try to make it fun
Personally I'd love to see that be the case.

But do we feel certain that that more probably than not would work for most criminals? This suggestion idea is centered around organizations, therefore naturally implying that such a approach would therefore change and likely nerf the ability to produce guns as now it's not just reliant on ordering mats from courier then crafting but instead interacting with other players.
 
Personally I'd love to see that be the case.

But do we feel certain that that more probably than not would work for most criminals? This suggestion idea is centered around organizations, therefore naturally implying that such a approach would therefore change and likely nerf the ability to produce guns as now it's not just reliant on ordering mats from courier then crafting but instead interacting with other players.
Even forcing them out of bases to do shit like grow food or other things will eventually make them interact with others
 
organization xp and leaderboards was a mistake from the start. Organizations used to be known and feared by their branding, their members, their colours, not by how many pink spotted sofas they crafted or how many cars they broke into and then didn't even drive.
 
Even forcing them out of bases to do shit like grow food or other things will eventually make them interact with others
organization xp and leaderboards was a mistake from the start. Organizations used to be known and feared by their branding, their members, their colours, not by how many pink spotted sofas they crafted or how many cars they broke into and then didn't even drive.
I agree with both of these statements
 
I don't think there should be a leaderboard, but there should be a reward for it, the people who like only combat will still do it regardless if there is a leaderboard. I wouldn't look at it as trying to get the current top orgs to roleplay and getting new orgs made for roleplay given people see it can be rewarding.

Monetary rewards, Org XP rewards would be dope, as well as roleplay items rewarded. This would give a pretty huge incentive for people who already play for the roleplay to become more prominent by involving as many people as possible to gain these.

I do believe it will be arbitrary in who gets the XP but I think that is fine, if more people attempt good RP then overall its a good thing.
 

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