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BigWizardDick

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  1. I want to preface this post with the acknowledgement that this is pretty long-winded and a bit of a read. I'd encourage all readers to read all of what's being said before coming to a conclusion/critique, and to make sure whatever critique they may have isn't already addressed in what's been detailed below. There's a lot to take in, and while I wish I could write it shorter I believe there's a lot of necessary idea/theory required to be expounded upon and explained for what could be a big change to the server in some aspects. Currently on the server there is a severe lack of in-depth roleplay involving physical confrontations between characters. I've spent the majority of my time on my main character in the role of a security guard, whether through a firm like G6 or independently contracted by an establishment and thus have been exposed to countless physical altercations. I have never been able to roleplay further than attempting to grab someone, as generally people will begin punching right away through in-game mechanics or simply just run away. Furthermore, the amount of powergaming on this server is on levels I've never seen in other roleplay communities. Someone will do one /me to begin hitting you right off the bat and then they may very well just run away without ever giving you time to respond. Additionally, players never begin their /me's with attempting to do an action and waiting for the other person to respond, or they'll pack multiple different actions into one /me, and still not preface it with attempting to do the action and allowing the opposing party to respond. This blatant powergaming is generally never punished as it can be very time consuming to get an admin involved, so if the action being done to your char isn't very severe, you're better off letting it slide. This also empowers trolls by making the risk of physical confrontations very low and very easy to engage in as they won't be forced to properly roleplay out all of their actions, and physical confrontations take little to no effort to partake in from start to finish. This low-effort, minimal time requirement promotes trolling behavior. I come from roleplay communities where every melee (not use of firearms) action done is roleplayed out, each action is attempted and not forced onto the player, and the opposing party must be given time to respond and must respond to whatever force is being attempted on to them in detail. Physical confrontations are fully roleplayed out and detailed, and this provides far more avenues of roleplay to be explored. There's also zero tolerance for powergaming. You need to roleplay according to both P2L rules (play 2 lose) and the capabilities of your characters within reason as well as give players time to react to your attempts at escaping, etc. For those of you who are unaware of the theory behind P2L and why it is important when roleplaying out physical confrontations, I'll explain below. Play 2 Lose on the surface level is in the name, you play to lose. This seems counterintuitive, especially if you don't want to lose in physical confrontations. However when both parties are adhering to this rule, powergaming is kept to a minimum; the rule doesn't imply you force your character to fail all of their attempted actions or to roleplay as being weak and easily damaged, but instead ensures that parties involved are properly adhering to the mental and physical capabilities of their characters and are properly roleplaying the injuries sustained during and after confrontations. On the flip side, for example, if you break out of handcuffs by sheer force, you're P2W, or playing to win. If someone stabs you and you sustain heavy bleeds yet continue roleplaying as if you haven't, you're playing 2 win. If you roleplay outside of what is obviously your character's capabilities, you're playing to win (such as dodging every attempt to injure your character). The lack of enforcement of powergaming and allowing players to immediately devolve to using in-game mechanics to fight other parties leads to extremely low-effort behavior from most parties involved in fights, leaves little to no room for interesting avenues of RP to be explored in physical confrontations, and promotes powergaming as players can immediately run away without any roleplay involved. Players never being forced to attempt their actions and wait for a response also empowers trolls and people with malicious OOC intent by making the risk of physical confrontations very low and very easy to engage in as they won't be forced to properly roleplay out all of their actions, and physical confrontations take little to no effort to partake in from start to finish. This low-effort, minimal time requirement promotes troll behavior that is generally extremely superficial, uninteresting and unrewarding. Okay, nice rant. TL;DR, what do you want to see changed/what are you suggesting we do? What I want to see changed on the server is forcing players to roleplay out any physical altercation and all actions that involve melee, and forcing players to preface their actions with the fact that their action is an attempt and thus allowing the other party to respond before continuing. Additionally, players need to stick to one action at a time and the theory of P2L. This means punches, kicks, trying to get up from the floor when someone is on top of you, trying to smash a bottle on someone's head, all of it must be roleplayed out, and the opposing party given chance to respond. If more than two parties are involved, each player takes their turn in interacting with the given situation. Additionally, the idea of timescale will need to be better enforced and integrated. If a fight breaks out, it can take some time to properly roleplay out. A phone call can be made in 10 seconds and the cops show up the next minute. This would be a breach of timescale, as generally fights only last for a few moments on an in-character scale and the cops wouldn't be able to show up that quickly in a realistic timeframe. To be abundantly clear, shootouts and any time a gun is involved should be entirely kept to in-game mechanics and free range like it is now. Lastly, this would slightly change the rules on scrolling weapons. Players would need to roleplay attempting to take out their firearms if they are already in the midst/middle of a physical altercation to allow the opposing party to attempt to stop them if they are within physical range. If a player is clearly in a position where they'd have zero difficulty/resistance pulling out their firearm, they should be allowed to freely scroll to it without any /me needing to be done. Once a gun is involved/actively being used, the altercation should entirely shift from roleplay to in-game mechanics. I think this can be enforced easily through two key ways: - Any and all grievances/reports involving physical fights should be taken to the forums to avoid a large influx of additional overhead for admins on the server in-game. - Situations/scenes in reports should be voided or solved in favor of the party who didn't break rules if rules were broken during the confrontation and something of value was attained, the discretion being up to whoever is handling the report. This will promote players to be more discretionary with what altercations they decide to get involved in, and disenfranchise those with malicious OOC intent who only wish to troll and provoke escalation. This change is certainly nothing small, however it's a critical step in better cultivating a more serious roleplay environment on the server and will vastly expand the actions and avenues of roleplay that can be taken by players and their characters. At the end of the day this is a heavy roleplay server, and the current environment involving fights is incredibly death-matchlike and low effort/superficial which promotes and empowers people on the server who have no intention of actually roleplaying on the server apart from trolling and provoking confrontations.
  2. Name: Trevor Lahey Rating: 5/5 Comment - Gyro King fixed my marriage!!!
  3. I think the main point in denoting it is it will allow bystanders to get more context primarily between /melow’s and /me’s. A reason it can be important for example if I’m doing /melow’s with someone to be discreet and they do a /me by accident, they’ll immediately know and fix it in future actions they do. It can serve as a reminder for people in that sense, and it can also give information to someone responding to a /me of just how far of a radius the /me had that they’re responding to. Like I said, it’s very contextual and more so a QoL improvement rather than anything substantial, but in my opinion, having a way to denote it is definitely better than having no way of knowing what sort of /me it is. You can change around the amount of asterisks and diverge from my original example or color them, etc. and it’ll still get the job done.
  4. This is a decent idea as well, although I’d wonder what colors you’d set each one’s asterisk to?
  5. I’m fine with any change that at least shows a difference. All of the other RP communities I’ve been in had a way to denote the difference between each /me (they used the exact asterisks example I gave which is why I just threw it up there as an example) so I always found it weird this server didn’t. You could even decrease the asterisks to be 1 for a /melow, 2 for a /me or 3 for a /melong. I don’t think 2 extra characters is going to be that big of an impact on longer chats, but if that’s a concern others have suggested other ways to denote it. I think some type of way to show what type it is would be better than nothing showing what kind it is.
  6. Detailed Description Always was surprised when I first joined this wasn't a thing, currently all forms of /me's have nothing to denote what type of /me it is. How this will help the server Notation for the type of /me would provide more context to be available for those who are in radius of the /me. Relevant information Currently all /me's look like this: * John Smith slowly closes the door. * John Smith closes the door. * John Smith slams the door shut. While an easy way to denote the type is to edit the amount of asterisks that preface the text of the /me: /melow: * John Smith slowly closes the door. /me: *** John Smith closes the door. /melong: ***** John Smith slams the door shut. This would be pretty easy to code, and in my opinion a decent QoL improvement to the server that can be made with almost little to no programming overhead to implement.
  7. Hello there, my name is Ryan Reyes, I am 27 years old and my primary background is working in the private security sector for five years as a Team Lead with Blackwater (now known as Academi) and Triple Canopy at the United States Embassy in Baghdad, Iraq. Official job title was a High Threat Diplomat Security Contractor. Prior to my employment with Blackwater and TC, I worked with domestic security companies which gave me the background needed to get into Blackwater initially. In my time spent, I have gained a thorough understanding of weapon handling and management across a variety of weapon systems and platforms, including the support resources required (i.e., body armor, carrier rigs, holsters, ammo) alongside them. All contractors were required to take a practical test every month with a variety of weapon systems to prove and maintain our proficiency. Before we get into the classes offered, I must state some ground rules. Upon meeting at the scheduled time, you are required to present me both your driver’s license and your PF license. You can still take the CCW class without a CCW permit. You are to bring only legally purchased, valid S/N firearms to the session. I offer two classes: Basic - Intermediate Weapons Handling Conceal Carry In all classes you will receive one on one lessons with me for as long as needed to teach the lesson. For the basic weapons handling class we will go over the basics of firearms management, how your personal firearm functions, proper stance, trigger discipline, etc. This class costs $500. The intermediate class for weapons handling will go over proper drills, how to get the most out of your visits to the range and some intermediate techniques as well as moving while shooting. This class costs $1000. The final class I offer is Conceal Carry. In this class we will go over some basic CC tenants and theory, fine-tuning your personal CC set-up, CC drills and dabble a little bit into some law (nothing complicated). This class costs $500. Please send all inquiries to this phone number: 1172359 I am available most days of the week, later in the day. ((6pm - 2am UTC-0:00))
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