- Joined
- Jun 26, 2022
- Messages
- 505
- Thread Author
- #1
I'm making this report after an encounter I had with Civil Protection at very, very low-pop hours. I want to preface this by saying I pin no blame on anyone in specific, but the behavior itself. Hyperloyalism. Snitching when it in no way benefits you, solely because you wake up every morning and say "Hail Breen".
I had a cop character of mine snitched on recently, and I can't say what for certain pushed the player behind it (who will remain nameless unless they wish to add) to do it - whether it was for brownie points, or this terrible idea of loyalism. I also have some reasons to believe the person who snitched on my cop did it out of fear, which is reasonable given the hints that they might've been discovered otherwise. This got me thinking about the mindset of hyperloyalism, and this constant dogmatic snitching we've taken up to doing.
Tonight was different though. There was no gain, and the roleplay was rushed with no time to even read the actions that were being done. Tonight, at very, very low-pop hours I am arguing with @Labmann's character, Edward Urey. We trade insults, and eventually he says 'Well, you're a slave!' as some sort of argument. I shoot back by showing him I was not, and what did he do? He mingewalked away to a civil terminal and reported me to the cops while I was mid-typing, where I was not even allowed to make an action stopping his character. I think the roleplay and just walking away, even if a /me was done, is abysmal. It led to myself getting chased and shot by the cops, to which I had to blast them in defense, causing them to get into a hissy fit. I survived, and purposefully let the last man standing go so he could revive his friends (the cops didn't deserve that, even if they fired first).
I understand player agency is important, and characters should do what their mindset/goals will push them to do, but this constant snitch-snitch-snitch behavior is atrocious and leads to dogass S2K with zero reason. The cops had a system to prevent snitching, using the loyalist system, but it was never abided by. Now any report will result in some code 3 response with guns drawn because someone saw a window break.
Disincentivize snitching.
I had a cop character of mine snitched on recently, and I can't say what for certain pushed the player behind it (who will remain nameless unless they wish to add) to do it - whether it was for brownie points, or this terrible idea of loyalism. I also have some reasons to believe the person who snitched on my cop did it out of fear, which is reasonable given the hints that they might've been discovered otherwise. This got me thinking about the mindset of hyperloyalism, and this constant dogmatic snitching we've taken up to doing.
Tonight was different though. There was no gain, and the roleplay was rushed with no time to even read the actions that were being done. Tonight, at very, very low-pop hours I am arguing with @Labmann's character, Edward Urey. We trade insults, and eventually he says 'Well, you're a slave!' as some sort of argument. I shoot back by showing him I was not, and what did he do? He mingewalked away to a civil terminal and reported me to the cops while I was mid-typing, where I was not even allowed to make an action stopping his character. I think the roleplay and just walking away, even if a /me was done, is abysmal. It led to myself getting chased and shot by the cops, to which I had to blast them in defense, causing them to get into a hissy fit. I survived, and purposefully let the last man standing go so he could revive his friends (the cops didn't deserve that, even if they fired first).
I understand player agency is important, and characters should do what their mindset/goals will push them to do, but this constant snitch-snitch-snitch behavior is atrocious and leads to dogass S2K with zero reason. The cops had a system to prevent snitching, using the loyalist system, but it was never abided by. Now any report will result in some code 3 response with guns drawn because someone saw a window break.
Disincentivize snitching.
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