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Ouuuh! Good question!+1
I think two factions is a good number, not too many and not too few, but I'm wondering if your definition of "factions" includes high-ranking positions in crime, or school sports teams?
Honestly, I agree with your view on sports! The reason I mentioned sports teams being apart of a faction is already because of the idea that they are a section of players that, once joined, take up a spot in the primary due to the nature of the role. Seeing as how the spot takes a title on the primary, I'd file it in with the other factions that follow the similar path.I personally do not believe that sports teams should be considered for this 'limit' it should be two factions, and then you can ALSO join a sports team.. Personally..
But all together -1
CELEXA! This was an amazing read! There's a LOT of information I received on here that I was ignorant to beforehand. A consistent thing I'm seeing is the fact that factions do take history into account. That, I wasn't aware of!
Much less the fact that "factions have the ability to expand or crunch their rosters as they see fit to meet the needs and constraints of the faction." I always believed that a faction had a hard set standing on how many player were allowed to join factions at the time. A hard cap that could not be moved. I was thinking about writing a solution that involved expanding the capsize of players in factions to open more opportunities, but I felt that this solution was an overall bad idea. I think it would help more outreach and opportunities, sure! But I didn't know if adding more slots would then replay history with the idea of, "we need more of this, then let's make more!" (AKA INFLATION, but on an importance or. . . faction based ruling?) I couldn't say what the negatives of that would be, but I feel like there would be downsides to it.
Or well, I guess you could mention the idea that too many people in once faction could be overwhelming, too much work, or more labor than reward. Which is true, and something I thought about and ultimately is a big reason why I never brought this up in the first place.
"I would also personally rather not see a more qualified individual denied from a faction in favour of someone solely because they have less experience." - I can't help but agree with you here, the logic of denying someone solely based on lesser experience, inherently, goes against my ideas of trying to fix an unfair system since it adds another factor that is based on something that is predetermined/unchangeable. It is a hypocritical point I make, from on where you stand on it all. But I can't help and think of the idea that there are people out there who have so much potential and could unlock it all, but just are prevented from doing so because of other applicants on an extra alternate account. Is it a naive thing to assume? Maybe, but I can't get it out o my head.
I believe like it's a valid view to think that "players with outstanding reputations and skill sets should [not] be restricted in favour of those who do not possess these traits." After all, I am a newer player who hasn't seen even the fullest of SRP, but I'd like to think that a players reputation is, obviously, gained from their outreach, their start to a bigger community. So with that again I circle back to my previous thought of potential and allowing a newer person or a person without a faction to be a rising star if just given the chance. I don't think that someone without a great reputation should be automatically favored, but I kinda do wish it wasn't fully taken into consideration. And, of course, skill set is an important feature that ties a person to a positive viewing, but I'd imagine it's hard to view the skillset of a player if the person isn't allowed to show themselves off in the first place.
But this is all just kinda a personal opinion of mine, things I think make sense as a newer player in the ranks.
Nevertheless, I'm so intrigued by your last statement, a solution I would've never though of saying due to my lack of experience or knowledge. "Reducing biases in recruitment strategies," I was thinking about typing it, mentioning it in the suggestions, but I felt nervous to. And for that I can't help but applaud you for bringing it up. I felt like bias in itself is everywhere, but trying to reduce it overall in recruitment is something I think could ultimately help with the process overall. And your latter half of the statement in helping each other out is nothing short of a beautiful ideal that I think is a wonderful addition. But I just wouldn't know how to inherently implement these into a standard rule or system, it's hard for me to think about.
I loved reading and thinking along with your post! If I misinterpreted anything, I'd love to know more if you'd be willing!! ^ ^
First and foremost, yes, I can and will always call out things as I see them. I see biases, I address them. I do not doubt there have been moments where I benefited from biases, I don't know when or where admittedly but I feel as if it has happened, though that does not make it fair. Systemic disparity is something always worth addressing regardless of how it affects you, or even if it doesn't affect you at all. When addressing systemic issues, I encourage you and everyone who may feel the need to say something to do so, as you are not standing alone when you do so. Yes, its a bit of a serious way to address issues related to a Minecraft roleplay server but the importance of the lesson is valuable beyond just that.CELEXA! This was an amazing read! There's a LOT of information I received on here that I was ignorant to beforehand. A consistent thing I'm seeing is the fact that factions do take history into account. That, I wasn't aware of!
Much less the fact that "factions have the ability to expand or crunch their rosters as they see fit to meet the needs and constraints of the faction." I always believed that a faction had a hard set standing on how many player were allowed to join factions at the time. A hard cap that could not be moved. I was thinking about writing a solution that involved expanding the capsize of players in factions to open more opportunities, but I felt that this solution was an overall bad idea. I think it would help more outreach and opportunities, sure! But I didn't know if adding more slots would then replay history with the idea of, "we need more of this, then let's make more!" (AKA INFLATION, but on an importance or. . . faction based ruling?) I couldn't say what the negatives of that would be, but I feel like there would be downsides to it.
Or well, I guess you could mention the idea that too many people in once faction could be overwhelming, too much work, or more labor than reward. Which is true, and something I thought about and ultimately is a big reason why I never brought this up in the first place.
"I would also personally rather not see a more qualified individual denied from a faction in favour of someone solely because they have less experience." - I can't help but agree with you here, the logic of denying someone solely based on lesser experience, inherently, goes against my ideas of trying to fix an unfair system since it adds another factor that is based on something that is predetermined/unchangeable. It is a hypocritical point I make, from on where you stand on it all. But I can't help and think of the idea that there are people out there who have so much potential and could unlock it all, but just are prevented from doing so because of other applicants on an extra alternate account. Is it a naive thing to assume? Maybe, but I can't get it out o my head.
I believe like it's a valid view to think that "players with outstanding reputations and skill sets should [not] be restricted in favour of those who do not possess these traits." After all, I am a newer player who hasn't seen even the fullest of SRP, but I'd like to think that a players reputation is, obviously, gained from their outreach, their start to a bigger community. So with that again I circle back to my previous thought of potential and allowing a newer person or a person without a faction to be a rising star if just given the chance. I don't think that someone without a great reputation should be automatically favored, but I kinda do wish it wasn't fully taken into consideration. And, of course, skill set is an important feature that ties a person to a positive viewing, but I'd imagine it's hard to view the skillset of a player if the person isn't allowed to show themselves off in the first place.
But this is all just kinda a personal opinion of mine, things I think make sense as a newer player in the ranks.
Nevertheless, I'm so intrigued by your last statement, a solution I would've never though of saying due to my lack of experience or knowledge. "Reducing biases in recruitment strategies," I was thinking about typing it, mentioning it in the suggestions, but I felt nervous to. And for that I can't help but applaud you for bringing it up. I felt like bias in itself is everywhere, but trying to reduce it overall in recruitment is something I think could ultimately help with the process overall. And your latter half of the statement in helping each other out is nothing short of a beautiful ideal that I think is a wonderful addition. But I just wouldn't know how to inherently implement these into a standard rule or system, it's hard for me to think about.
I loved reading and thinking along with your post! If I misinterpreted anything, I'd love to know more if you'd be willing!! ^ ^