12-19-2022, 10:04 AM
(This post was last modified: 12-20-2022, 01:46 PM by Haarek. Edited 3 times in total.)
(12-09-2022, 08:54 AM)Pollux Wrote: The current rules are in place to create a balanced and fair gameplay experience, and we believe that maintaining these rules is necessary for the health and sustainability of the server. Many of them are in place for a reason and it would not be in the best interest of anyone for us to just disregard most of them. While I'm sure some could argue that it would be entertaining for a week or so, it's just not the experience we want players to have. We want to try and reduce toxicity, this would only increase it.
(12-09-2022, 08:54 AM)Pollux Wrote: Many of them are in place for a reason and it would not be in the best interest of anyone for us to just disregard most of them.
I think both of us can agree many of the rules are in place for a reason - all of them of course are.
But with such a dwindling population it might be worth reconsidering some that severely impact how you build bases, raid Etc.
By the way, who's "best interest" are you talking about? It might be worth considering - because there isn't a lot of reference on the server.
(12-09-2022, 08:54 AM)Pollux Wrote: While I'm sure some could argue that it would be entertaining for a week or so, it's just not the experience we want players to have.
It would certainly be entertaining. But nothing would be perfect that week. Point is you would try to adjust a ruleset as you realise inherent problems. I honestly don't think anyone knows for sure what experience the non-existent player base wants to have? Stuff needs to be tried out and tested - this is just a suggestion.
(12-09-2022, 08:54 AM)Pollux Wrote: We want to try and reduce toxicity, this would only increase it.
I think we need to be honest of what kind of player base we are catering to;
Garry´s Mod is mainly compromised of 14 - 30 year old guys. I have never encountered a game with more hostility and insults in my life.
Allowing most toxicity would probably benefit the playercount short and long-term.
Systems with low or shallow player-to-player interaction erode the social dynamics that keeps FL interesting.