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Bospy

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Everything posted by Bospy

  1. Bospy

    Official Status

    This accurately reflects the mindset IFM holds. Within 3 days of being posted this thread has already drawn in many responses. This is clearly a nuanced problem. This is already occurring with factions. Any faction which is accepted has a direct link to our team and communicates with us. We make our expectations clear. Factions communicate with us regularly and ask us questions. We have an entire Discord server for factions to contact us. This process is substantially more transparent than LSRP's. But I understand the point isn't to copy LSRP's system, it's to iterate on it and make something new. This would be exceedingly complicated, what would we offer outside of what we already offer? Every faction IFM accepts is "official." In my opinion, there is no further necessity to delineate "important" factions from "official" factions. This allows us to create a continuity where every faction has an effect on the landscape of the server, not only the ones stickied at the top. The idea that any one faction is more important on an OOC basis is troublesome to me. The problem with a lot of people wanting a system similar to LSRP or other communities is that factions are very capable of being vectors for trolling more so than any other outlet short of having a shitty admin. A shitty faction is incredibly detrimental to the roleplay of the entire server and the community they're in. Hell, even one of the replies in this thread demonstrates that - an official faction member NOTES the abuses by official factions. I can tell you as someone who was previously part of those "selection" processes they were entirely political in nature and had to do with who you had as friends. I have several notable examples from other communities in mind, some of which were malicious. Factions allow people to justify killings, bad roleplay, and beyond. I can tell you personally as someone who used to be a prolific troll on communities like this, the one behavior I would absolutely engage in to disrupt the server would be the creation of a bad faction. All you need to do is "blur the lines" on kills and RP scenes. you post a couple screenshots with context. You kill a gang member for little reason. IFM investigations are cumbersome, it takes time to wrap up. So you spend two weeks wreaking havoc while the investigations go on. What about those idiots who mass-DM? They're banned right away. But you can keep going and fucking the server up, demotivating other players. Therefore, we must keep them moderated. On GTAW, we have a substantially higher bar for acceptance as a faction than any other community. Yes, this can be a headache, but it's a necessary one. Simply existing as a faction on our server requires a rigorous approval process which IFM consistently improves upon. See our information on creating new factions thread. Some arbitrary "bar" for official is unnecessary. Screenshots are fundamentally unnecessary. The only necessary thing is good roleplay. If you fail to promote good roleplay and you desire some sort of OOC status out of your roleplay by solely doing so for the screenshots or E-gangbanger status, it will not work well - your faction will collapse on this server. This promotes factions which solely exist for good roleplay, it promotes factions with the right mindset. It's an automatic filter. There's nobody chasing some stupid OOC meritorious status. I am vehemently against "official" factions as a former member of the committees which selected "official" factions. It quite simply wasn't conducive to good roleplay. Fundamentally, our role in IFM is to promote good and immersive roleplay. I understand this isn't what some people here are proposing, but I don't see how attaching OOC perks to a faction simply because it has existed for a longer time is any good. We have OOC processes for suppliers and drugs, but these are not based on a faction's proximity to the top of the forum boards. This also means factions survive or fall based on their own merits. There's no biased "official" process that promotes certain veins of RP over others. If you suck at RP, your faction won't survive. It's Darwin. Survival of the fittest. To the illegal roleplayers who WANT some sort of new system like that, we can discuss it in the IFM Discord if there's enough public support. It's something we'll definitely discuss internally. For now, I'll be locking this thread so it can be reviewed.
  2. Username: ELSHOOLIGAN12 Comment: VATO BETTER WATCH HIS BACK NEXT TIME HE IN THE CLINK.....
  3. I'll put this issue to bed for the time being so people can get a clear answer to what IFM want. We're currently drafting a list of "continuity-approved" ideas, although it won't be exhaustive. But beyond that, I'll explain why our rules are more rigorous than other communities. For all the people in this thread complaining about the lack of freedom provided by faction management, if we went with the alternative route there would be a significantly larger thread complaining about the lack of guidance or realism espoused in factions. Cults, fictional multiracial gangs, and Yakuza will probably not exist on this server so long as this current branch of IFM is in power. I do not foresee that changing any time in the future. We are a serious roleplay server. The Yakuza does not directly conduct street operations in Los Angeles, they use Asian street gangs to do their dirty work, especially Vietnamese gangsters. If you want to roleplay Yakuza, it might be able to be done in very highly contextual cases, but often times what we're presented is a bad representation. We have already established within continuity that Los Santos is a fictional analogue to Los Angeles, and therefore if it does not exist in Los Angeles or within close proximity to it (e.g. with the case of the Fresno Bulldogs existing in Paleto Bay), then it is unlikely we will approve it. To the naysayers saying that we have "our own thing," yes, we do, but the exceptions we make for fictional enterprises are few and far between and reliant on our trust in the individuals behind the project to execute it. Transnational crime or fictional organized crime is sometimes given an exception for one-off chances, but often times these chances are expended by bad roleplay or inactivity. Criminal roleplayers as it is enjoy our curation and would complain if we permitted the existence of cults and Chicago gangs. Maybe some people advocate for Nortenos and other gangs similar to that, but we're not approving those simply because it'd be a blood bath. The one Norteno gang would not have much to do beyond bait the presently existing factions into gunfights. That aside, Nortenos are not necessarily a huge influence in SoCal in real life. None of ideas presented to IFM are ever particularly unique, I have seen many hundreds of factions submitted following the same formulaic process. What makes a faction better than any other faction is mindset, not the ethnicity of the characters or the methods they used to induct their members. If the focus is on good roleplay, that's all that matters. Most ideas have been done or executed, often times poorly. Our oversight is actually very minimal beyond the approval process. The approval process is very rigorous just so that we do not need to provide so much oversight when the factions do exist. This is in contrast to other communities wherein there was essentially a reactive staff team responsible for moderation, and therefore they were always behind the curve on catching rulebreakers and trolls. By making the faction approval process subordinate to a strict selection standard, it allows us to be proactive in finding rule breakers. One of the most harmful things for a roleplay server of the nature of GTAW is a bad faction. Forget deathmatching. Forget hacking. If you can legitimize a faction and adhere to the faction regulations, you can habitually line step. You can use your faction as a justification for deathmatching, because IFM reports are always long and require historical context. You can use your faction to abuse the script and sell assets. You can use your faction to destroy roleplay quality by inducting bad roleplayers. There is nothing more harmful, in my opinion, than a 30 member faction composed of terrible roleplayers. "Fleshing out" is subjective, as is the nature of every faction. Our ideas for continuity are currently being charted by a team of players, not staff members, who will eventually present their findings. But the reason we have not presented a strict limitation for "continuity" thus far is just so unique ideas may be presented. It just so happens that many unique ideas also unfortunately end up being rather trashy or unrealistic. A British football firm would not fit in our setting. A cult wouldn't fit in our setting. How is a cult that sacrifices people to Tchernobog supposed to interact in jail with a hardened Latino gang member demanding they respect the rigorous racial segregation rules of the setting? Some ideas might fit in our setting depending on the context, but we don't entertain them because to do so would establish bad precedent. Creating a faction on this server is a great privilege, but it is certainly not a right. Especially considering the script support and quality assurance we have, we want the very best faction leaders and roleplayers creating factions. We cannot have a substantial number of low quality factions of a dubious nature, or it would degrade the overall quality of roleplay on the server. Anyone is welcome to submit a faction idea, or even spitball with IFM over faction ideas, but there is no guarantee they'll be accepted. Beyond that, people should be able to dive into our faction archive and see a list of threads with pages of excellent roleplay material, with no doubt in their mind that each page has some redeemable quality to it. What's the point of allowing open faction creation when many of those factions would be dead within a week?
  4. I don't think you're getting what Nervous was saying, nor do I think you know what you're talking about. The Sheriff's Department has spent months mapping new jail interiors, talking to inmates, increasing our jail coverage, and ensuring we do everything we can on our end to retain jail activity. The Sheriff's Department is statistically, hourly, active at least 80-90% of the day inside of the jail if you check the /onduty list.
  5. Username: CASWOOD1312 Comment: I TOLD YOU I'D BE COMING FOR YOU FLYNN BETTER WATCH YOUR FUCKING BACK COP MOTHERFUCKER NO COP REPUBLICANS IN MY CITY!!!
  6. Username: NORSANSF14 Comment: SOME WEAK ASS SHIT RIGHT HERE ENE FUCK A SKRAP ^14 COME TO SAN FIERRO FOOLS SEE SOME REAL GANGSTER VIOLENCE!!!!
  7. User: CASWOOD1312 Comment: DEMS MADE A BIG MISTAKE GETTING A FORMER PIG TO RUN AGAINST A PIG...... TWO SHIT EATERS!!!! THIS IS WHAT I EXPECT FROM THESE KLAN MEMBERS YOU ARE STUPID IF YOU THINK COPS ARE GOOD.... FASCIST BASTARDS!!!!! NO SPINE COWARDS SHOULD FIRE HIM!!! IF I SAW RICHARD OROSCO IN THE STREETS I'D LET HIM LICK MY BOOTS LIL PUNK
  8. As I stated during a conversation a couple days ago in the IFM discord the reason this rule exists is to cover our bases when factions do what I'll refer to as "matryoshka warring" wherein faction members create 3-4 alts to wage war with. So let's say a faction has 4 members total - if they have 4 alts, realistically they could justify their characters passing info to each alt so that the faction members inflate their total "numbers" to around 16 characters total. This means a full car rolling into your varrio each day until you ice them 4 times. This is highly unrealistic and something we're looking to avoid, which is the spirit of the rule. There is no restriction against regular faction members making their own alternate characters, the only time we're strict about it is when we're talking about faction leadership. The fact that many posters in this thread are just discovering this rule exists only through this thread points to how rarely we choose to enforce it, and only IFM would be enforcing it. For instance, having a jail character and an "outside" character has never been persecuted. Beyond that, we're only using it against people who are actually malicious. The rule exists as a nuclear option for a good reason. I can guarantee it would be incredibly frustrating to wipe out your enemies and have them all hop on an alternate character to immediately start shooting at you again like they've respawned and this is a deathmatch game. This hasn't been highly publicized but it has happened here. We're very liberal with this. Honestly, you won't be pursued if you don't tell us about an alt unless you're a member of leadership or using it maliciously. I'll paint a picture. Let's say the boss of a faction sells a gun to his underboss. The underboss in turn sells the very same gun to the boss' alternate character. This is a clear conflict of interest and asset transferring. You will find we do not proactively enforce this rule until the parties breaking the rule do so proactively. It serves as a deterrent more than anything. If we discover someone "matryoshka" warring it gives us a reason to ajail them. Beyond this, we generally just want to be informed when you're making an alternate character in your own faction, I don't even remember the last time we said no. You do not necessarily need to wait on our permission if you're not a faction leader so long as you're not going out there to do whacky shit on an alt. For faction members, you don't even necessarily have to inform us so long as you're abiding by the rules. This rule mainly applies to faction leaders and their lower-ranked alts. Nobody is forcing anyone to only roleplay one illegal character, that's stupid. Nobody is forcing you to stick to one character in an illegal faction, that's also stupid. And for faction leaders, it doesn't make sense for a crime boss to run around murdering people. We just want people to be cautious of waging wars with alternate characters more than anything or metagaming across characters.
  9. E-mail Address: CASWOOD1312 Comment: WE DON'T NEED ANY FUCKING FASCISTS IN LOS SANTOS ESPECIALLY A FORMER PIG!! FUCK YOU ALEX FLYNN I'LL COME AFTER YOU BITCH!!! NO FUCKING COPS ON MY CITY COUNCIL ACAB
  10. Sure, but the question is are there quality roleplayers trying to portray Norteno factions? Not to say that those who have applied aren't, but we need to see some serious credentials to consider it.
  11. I'll answer this on behalf of illegal faction management. Portraying fictional organizations that would make sense in the context of our environment is something we're okay with. This is why Italian mafias exist in the server or groups like MacArthur - a group of seedy white guys engaged in white collar crime happens in most big cities in the United States. Contextually, it does not make sense for a Norteno faction to exist in Los Santos. In the northern part of the map, that's a hard maybe. The problem with Norteno factions and factions like it is that we don't mind their existence so much as their portrayal and how it would fit into continuity. When you're properly portraying what is meant to be a set of gangs isolated in rural areas or Bay Area cities, you cannot properly portray this in our setting outside of the rural aspect. Nortenos do not run sets in Los Angeles in real life. There are, however, Latino gangs in Los Angeles which do not pay tax to the Mexican Mafia or have substantial independence from them. Why would we approve a Norteno faction in metropolitan Los Santos when someone can just choose a more realistic option? But that begs the question - what can a gang in a place like Paleto Bay do? The answer is very little. Beyond roleplaying the gang, you'd need an entire community of county roleplayers to victimize. How is a gang in Paleto Bay supposed to roleplay regular street gang activities? We feel that in all likelihood they'd drive down the highway and go shoot at Sureno gangs. Motorcycle clubs are able to travel and interact with the public in a legal context. Why would a Norteno travel south of Bakersfield in real life? What would motivate these guys to roleplay? They'd be roleplaying essentially solely with themselves and the few residents that travel into the area. If the server grows more active in the county, maybe it's something we'd be willing to explore. But illegal faction management wants to promote a standard of longevity in any faction we approve. We do not want one-and-done concepts. We do not want factions that last a handful of pages. We want passionate roleplayers who really dig their heels in and look to stick to one concept. Our role is to curate the best roleplay we can, and that's why we haven't approved any Norteno factions - we just don't think they could last long enough to warrant the approval or work well enough. In terms of the aforementioned "regiment" concept this hasn't been brought to IFM at all. Given some scrutiny a concept like that would have a better chance of being approved.
  12. Illegal faction management has a zero tolerance policy for rule violations by faction leadership and has closed this faction due to the persistence of faction leadership in violating rules. Therefore, in addition to this faction closure, the faction leadership shall be prohibited from creating any new factions. In addition, faction leadership was responsible for the facilitation of metagamed weapon transfers between a player's characters, directly breaking the following rule:
  13. This is already part of the jail rules. This is the ticket.
  14. the fuck keeps happening to alex flynn? he keeps entering a time warp and having malaria vision
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