-making an effort to deliver quality RP. Whether it really is quality or not is subjective so it shouldnt be rewarded with andything else than expresions of admiration and respect.
-organizing events that are fun for the participants but don't ruin the fun of non-participants. The later would be events such as "kill all zoners" or "lock down Manhattan and yell at everyone there who doesnt follow your script".
-helping others learn about RP and learn to fit in. Simply helping people make money isnt really useful for he community
-helping to develope game mechanics that do that.
Perks should not be given if you:
-simply hold a position where you are intended to do that.
-use that position to mess up or block other people's RP and contributions.
-use that position as authority-hammer or for schlong-waving in discussions or ingame.
Perks should:
-give small advantages in PvP.
-give small advantages in making money.
-give small advantages such as unlocking the best snub, cap, and transport in your faction.
-be obtainable by anyone who is willing to do the work, without that work being for the benedit of certain individuals, but it should be for the benefit of the community
Perks should not:
-be a win-all PvP advantage.
-be a 100% safe or effortless way to make credits.
-be an advantage that gives you authority over other players, or more rights during interactions with other players.
-be obtainable only if the people who distribute them like you.
-be removed or blocked in sanctions
Perks should be given to players for their own actual behavior, and not for being part of any particular group.
Forming groups is in itself already a perk and an advantage: You gain friends and people who can help you. You help people help you. You gain friends to have fun with. You gain activities that you wouldnt be able to do alone.
What is really broken about groups and factions now is that winning through numbers is not considered permissible. If it was considered permissible, people would be recruiting like mad, would be be nicer to other people so they make more friends and less enemies, and the problem would solve itself.
How to achieve a working perk system:
-simplicity
-game mechanic tools that allow easy unlocking of perks by admins
-easy access for players to lore and simliar tools
-sole use of objective criteria
-transparency
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