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risk last won the day on January 15
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risk started following Detective Work rework
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Hello @Demonmit1! If you have concerns with how FM operates, you're encouraged to DM me and take the time to actually learn what we do, and how we do it, so that frustrations like this don't boil over in public places with very little truth to them and cause ill will. FM does not spawn in items to replace every lost asset. We don't spawn in things to replace most assets. I have an entire system and detailed website built that tracks exactly what - at any given point - we have pushed into the community, when, and why. In the 7 months I have been running FM, I have replaced items lost from a LEO interaction less than a handful of times and each of them were after careful review, with POV or having been spectated, and after consulting both members of Game Affairs and EA. Every EA has access to this website and there is full transparency in everything we do beyond just "allowing players to continue playing GTA online with extra steps." Frankly, implying otherwise is destructive and unnecessary. While I do empathize it can be frustrating to feel as though FM is running behind LEO to try and nullify your efforts, that's not what is happening. My DMs are always open.
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War System Improvements (WITHOUT AN OVERHAUL).
risk replied to Carl Vespucci's topic in Game Suggestions
Hello - Just for visibility, Faction Management is aware of this post and monitoring it closely. While I will not make false promises and advise things will be reworked immediately or that everything in this post will be implemented, please do continue providing your feedback and suggestions for scripted wars. We're listening. I do request we put a focus on things that can be done outside of script support, as those are more difficult to accomplish. -
FACTION FEEDBACK FORM The Faction Feedback Form is available for submitting roleplay-focused feedback to Legal and Illegal Faction Management. This form exists to help identify patterns that impact scene quality, balance, and immersion. It can be found here: Faction Feedback Form Submission Requirements Video evidence is required for feedback to be considered. Submissions without supporting footage may be reviewed for trend awareness but cannot be formally evaluated. Submissions made in bad faith, including troll or intentionally misleading reports, will not be considered. What You Can Expect After Submitting Your submission will be reviewed by the appropriate oversight team. You will receive confirmation once your feedback has been received. You will receive a follow-up once the feedback has been reviewed and addressed. Please note: Legal and Illegal Faction Management will not provide details regarding any internal actions, corrections, or consequences that may result. Communication will be limited to confirming whether or not an issue was identified and reviewed. Important Use Guidelines This form is not intended for: Reporting rule breaks. These must continue to be handled through the forums and appropriate staff channels. Internal Affairs or Judicial Branch matters for legal factions, including appeals, charges, or IC misconduct. Those must remain within their established IC processes. What This Form Is Used For This form is intended for roleplay feedback, particularly when patterns begin to affect the experience of others. This includes, but is not limited to: Factions consistently operating outside their established lore or identity Scenes trending toward optimization or PVP-focused outcomes over interaction Concerns about fair play, engagement, or balance in recurring scenarios The purpose of this form is improvement and consistency, not punishment. Submitting feedback helps leadership understand where scenes may be drifting and allows concerns to be addressed constructively.
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New Criminal Faction Standards and Updated Tier System On behalf of Faction Management, we want to first and foremost apologize for the length of time it has taken to push out the new Faction Standards and Tier rework. An entire overhaul has been completed both internally and externally, with extra care taken to design a system that allows a wide range of criminal faction styles to thrive, while also giving your Guides the tools needed to implement and support it properly. With the holidays and several needed changes, everything took a bit longer than we would have liked. It’s been a monumental effort of love for the criminal community and we want to thank each and every one of you who came to us with ideas, feedback, concerns, and questions. Now that these new systems are released, we wanted to take a moment to address some questions we anticipate many of you will have preemptively. If you have a question not answered below, please feel free to reach out to your Faction Guides. 1. Recognized Player Factions - Getting Started 2. Faction Standards & Expectations 3. Faction Threads & Documentation 4. Illegal Faction Tier System 5. Faction Feedback Form _______________________________________________________________________________________________________ 1. Why are the inactivity and faction post standards different depending on my faction’s tier? Put simply, the higher you progress in the tier system the more rewards you are given. To remain eligible for those rewards, it is expected by the time your faction has reached Tier 7 you have streamlined the process enough and are active enough in game that you’re able to uphold higher standards. 2. Does my faction need to have a strike system for rule breaks to meet the accountability or roleplay standard? How you choose to hold your faction members accountable will be up to faction leadership. If clear expectations work best for you by way of a strike system, then you’re encouraged to do so. If your group functions better with discussions instead, you may do that as well. Faction Management is not here to police your faction; that job belongs solely to faction leadership. If you have accepted that role IC, it is expected you accept that role OOC as well and hold your own accountable to every standard listed regardless of who it is. If Faction Management needs to step in because of continued patterns not being addressed, it no longer becomes an educational moment and will instead be considered a failure to uphold this standard. 3. What does Faction Management now consider PVP-minded? We recognize PVP is a widely enjoyed play style by much of the community. Our goal is not to eliminate PVP, nor penalize those players who enjoy it. Our goal is to make sure those players who engage in PVP are doing so with a purpose, and with roleplay in mind before all else. Much effort has gone into helping criminal factions turn even the worst of losses into a palatable one, and it is expected factions will explore other avenues in adherence with their lore to allow for evolving, long term scenes that embrace more than just logging on to shoot. PVP is not the problem. PVP without purpose is. If you are a faction who claims to be an organization who operates in the shadows, it makes little sense for you to be engaging in shootouts that span several blocks. If you claim to be an organization that is wealthy and high class, it makes little sense to be found moving from lab to lab daily. There is a time and a place for conflict, and factions are expected to lean into the identities they themselves wrote. 4. What is a documented lore contradiction? Does that mean my faction can just be followed and snitched on constantly to get us demoted? A documented lore contradiction is an egregious or repeated failure to follow your lore, examined and issued by Faction Management. A conversation will occur when one is issued, with detailed explanations as to why it’s being issued so there is no confusion. Expectations will be communicated as issues arise, and no faction will be penalized without prior discussion and an opportunity to course correct. It’s important to note, evidence is required when submitting a report of lore noncompliance via a form provided below. In addition to this, egregious will be defined only by members of Game Affairs Management. As this new standard is arguably one of the biggest shifts, the first 30 days after this announcement will be a trial period where guides will work closely with their factions to help point out what is typical play error, what is noncompliant, and what would qualify as egregious once the trial period is over. Because it is impossible to define every faction, and every potential breach of lore, the following should be considered a non exhaustive list but provide you an idea of what we mean: A faction defines itself as democratic, valuing alliances above all else. FM is made aware one of their newer members was seen antagonizing a fight in the middle of Legion Square. A singular incident of a newer member breaking lore would not be considered an egregious deviation. It may be considered a breach of accountability if the behavior is not addressed by faction leadership; however, it only becomes lore deviation if multiple members of the faction are repeatedly being seen doing the same. A faction defines itself as risk takers, reckless, and uncaring about consequences. Said faction then continually engages in meta tactics to escape law enforcement from criminal activities. Utilizing the meta - either via tactics or vehicles - inherently minimizes risk. This would be considered an egregious breach if left unaddressed, given how steeply it can affect other players. 5. If my faction is held to lore we write, can I just write my faction lore as the best of all worlds? You can. Faction Management is not here to tell you how to design your faction; however, you can expect to struggle working your way through the Tier System if you, as players, are not willing to self-regulate. Roleplay only works when everyone is committed to making every interaction enjoyable for everyone involved, win or lose, and designing your group to be able to do everything with no limitation, no flaws, no weaknesses, and no way to lose indicates more often than not roleplay is not at the forefront of your mind. It will be an uphill battle, in full transparency, and the burden will be on you as players to prove you provide something of benefit to the community as a whole, not just your faction. 6. I have meta vehicles or assets. When am I expected to use lore appropriate options instead? Meta assets are not prohibited, and owning or using them casually is completely fine. Where expectations shift is during collaborative or competitive scenes where a loss is a reasonable and anticipated possibility, such as banks, labs, or other high stakes criminal activities involving other factions or law enforcement. In those situations, factions are expected to operate within their established lore framework, including the vehicles and tools that make sense for the identity they have written. This expectation exists to preserve interaction and shared storytelling for everyone involved in the scene. This does not mean you may never use your meta assets. Using high-end vehicles or purchased assets is perfectly acceptable when: Hanging out with your faction Casual driving or travel Racing or recreational activities Social scenes or non-collaborative play What is not acceptable is using meta assets outside of your lore during collaborative scenes primarily to secure an outcome, rather than allowing the story to unfold in a way that gives all parties room to engage. If a meta asset aligns with your lore, its use is allowed, but self-regulation is expected elsewhere to maintain balance. This may look like limiting car swaps, avoiding ambushes, or restricting certain terrain advantages so that outcomes are driven by roleplay and decision making rather than the asset itself. If a meta asset does not align with your lore, continued use of that asset during collaborative scenes should be discussed with your Guides in advance, as use may be considered a lore issue. We are not here to penalize you and are happy to work with you where we can - the goal here is not to dictate how you play, but expand upon good faith interactions where everyone leaves a scene feeling as though they had a fair chance to win. This expectation is not about forcing losses or removing options. It is about ensuring that collaborative scenes remain interactive from both sides and enjoyable for everyone involved, regardless of outcome. Faction Management cannot, and will not, attempt to define every vehicle or asset on the server as “meta” or “non-meta.” The intent is not to maintain a list of permitted versus prohibited options, but to preserve a roleplay environment where actions invite meaningful counterplay and scenes are not decided solely by asset advantage. 7. These lore expectations are going to put my gang at a severe disadvantage. How are you not just asking us to lose? These expectations are intended to encourage creativity, not restrict it. With a recent merge between FM and LFM, both Legal Faction Management and Faction Management are adjusting to new processes and shared standards. Meridian exists to support criminal factions during this transition by helping refine identity and develop sustainable roleplay where everyone finds the fun in logging in again. These standards are not designed to catch factions out or retroactively reframe past play; they exist to provide clearer expectations going forward so that no faction is left guessing where they stand. To promote transparent communication while these systems settle, a feedback form is now available for both criminal and legal factions to raise concerns and provide input in a structured way, where oversight teams have shared insight into roleplay standards for all factions. FACTION FEEDBACK FORM These standards are meant to protect shared roleplay and ensure expectations are applied consistently as everyone moves forward. _______________________________________________________________________________________________________ Additional Clarifications Will these standards be applied retroactively? No. Factions will not be evaluated or demoted for behavior that occurred prior to the release of these standards. Evaluation moving forward is based on patterns and consistency, not past activity. What happens if a faction misses a requirement once? Missing a single activity window or expectation does not automatically result in demotion. Demotions occur only when standards are repeatedly unmet and leadership fails to address issues after being made aware. With this new system, demotion or lack of promotion will never be a surprise as our goal is continual feedback throughout the month. How detailed do forum posts need to be? There is no word count requirement. Posts are evaluated on substance, not length. Narrative context is required as outlined; screenshots alone are not sufficient for every post. How are low visibility or quiet factions evaluated? Factions that intentionally operate quietly or behind the scenes are not penalized for doing so. Evaluation is based on consistency, alignment with lore, and meaningful interaction appropriate to that identity. How does Faction Management ensure consistency across factions? Standards are applied through documented patterns, accepted reports, and collaborative review among Faction Management and Guides. Factions are evaluated against the standards themselves, not against one another. What should factions do if they are unsure or falling short? Leadership is encouraged to proactively reach out to their Guides. Early communication and willingness to course correct are always viewed favorably. _______________________________________________________________________________________________________ These standards are not intended to force a loss or dictate outcomes. They exist to reinforce accountability, protect the spirit of roleplay, and ensure factions are rewarded for consistency and follow through. Factions that commit to the identities they write and engage with the broader community in good faith will continue to find room to grow under this system. If you have questions about the new system, please reach out to your FM Guides via Discord.
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I just wanted to follow up on this. Game Affairs has gone through and made some adjustments to a handful of labs up North regarding their “value” and started looking in to how the script affects rotation and how we can best find that middle ground. Further adjustments will continue as we see what, if anything, this impacts but these were the immediate changes. You can also, as Lewis mentioned, expect to see more labs created. There will be some trial and error involved in this process, so we do appreciate your patience. We are always open to hearing your concerns and suggestions!
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Hello! To start, we understand the concerns around north labs feeling less valuable IC, the lack of consistent criminal activity up north, and the perception that this contributes to heavier law enforcement presence in the city. We also hear the feedback regarding lab rotation feeling stagnant and concerns about staff intervention impacting the intended cycling system. Regarding lab value and north side activity: yes, there are plans to review and adjust labs, including what they contain and how they function, with the goal of encouraging more meaningful criminal activity in the county in such a way it does not negatively affect LEO in the city. I want to be upfront that I do not have a concrete timeframe to share. I would rather under promise and over deliver than give an estimate that myself or @Lightninbolt9 cannot realistically meet. What I can confirm is that this is on the priority list for multiple reasons, even if it is not the top item at this exact moment. On the broader concern of law enforcement response and balance: I cannot speak on behalf of LFM or LEO leadership, but I can say with confidence that these concerns have been noted and discussions are actively happening across oversight teams and factions. There is always a middle ground to be found, and improvements on the FM side with point one are intended to support that balance rather than worsen it. As for staff interaction with lab rotation, I reached out earlier today in staff chat to better understand the context behind recent actions, outlined above by Lewis. In general, I agree that systems should be allowed to play out as naturally as possible. At the same time, one of FM’s current goals is to reduce static, grind focused gameplay in favor of more dynamic interaction. That can sometimes involve intentional changes that lend itself to the storyline at hand or server needs at the time. While I have not personally shut down an active lab, I will be clear that we would only ever do so if it is not actively being used, not under investigation, and not about to be entered by either criminal or legal factions. Finally, on rotation variety: this is the most immediately actionable piece. I will be reviewing the current rotation setup within the next 48 hours to see what adjustments can be made to improve variety with the existing system while larger changes are still being worked on. I appreciate the thoughtful discussion and the effort many of you have put into offering constructive feedback and ideas. That kind of engagement genuinely helps move things forward.
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I do want to clarify one point to prevent further escalation driven by speculation. The actions taken were not the decision of a singular staff member and no one person is solely responsible for the mutes, bans, or denied appeals. While I can certainly understand how it may appear that way, painting it as such is asking staff to correct a problem that does not exist in this scenario and it becomes more difficult to address the core of the request given any solution provided will likely not correct a perceived fault. Our shared goal at the moment is the same and the feedback being raised has been heard and acknowledged. Conversations are actively taking place about how situations like this can be handled more effectively moving forward, particularly around clearer communication about the reasoning behind decisions and the ability to appeal said decisions under certain circumstances as Aldarine mentioned above. Please understand that these discussions do take some time. We recognize that everyone involved cares deeply about the health of the server, and there is a balance to be found between shared accountability and mutual responsibility as we work toward that goal together.
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ILLEGAL FACTION TIER SYSTEM The Illegal Faction Tier System defines how recognized factions progress, what rewards are unlocked at each tier, and what circumstances may result in demotion. Tier placement represents access and trust, not a judgment of strength, popularity, or dominance. Progression is earned through sustained adherence to Faction Standards, not time alone. Faction Standards are defined here and apply to all tiers. How Tier Progression Works All recognized factions enter the system at Tier 1 Promotions and demotions are evaluated on a monthly cadence Time requirements must be met, but time alone is never sufficient Factions must consistently meet Faction Standards Faction Management evaluates patterns of behavior, not isolated incidents Failure to uphold Faction Standards may result in stagnation or demotion at any tier. Faction Management Specific Rewards Low Tier (1-3): - Able to request 1 NPC Swap permanently - Able to request spawned items for events and AltRP Middle Tier (4-6): - Able to request 1 additional NPC swap permanently - Able to request temporary unlocks to imports available at your tier or below High Tier (7-9): - Able to request 1 additional NPC swap permanently - Able to request permanent swaps to imports available at your tier or below once per year Note: NPC swaps are not once per tier, they are once per group. TIER 1 Requirements A faction thread that meets Faction Thread Guidelines Application Questionnaire completed Initial meeting held with assigned Faction Guides Rewards Faction added to the F4 menu Ability to invite faction members Access to faction chat Ability to create ranks Access to a faction treasury Factors for Demotion (Removal from F4) 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 2 Requirements 30 days since last promotion or 14 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one Core Turf, assigned by Faction Management Ability to request Faction Lore Storylines with non-asset rewards (NPC changes, temporary spawned items for events, etc.) Ability to import lore-specific light pistols Ability to import 9mm and .45 ACP ammo (Regular, FMJ, Tracer) Ability to import melee weapons and basic attachments Ability to import chop shop equipment Factors for Demotion 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 3 Requirements 30 days since last promotion or 14 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim up to two additional turfs (three total) with normal decay Ability to request Faction Lore Storylines that have a Low Tier Reward Ability to import lore-specific mid-class pistols Ability to import pistol .50 Ability to import .50 AE ammo (Regular) Ability to import .36 revolver and .44 magnum ammo (Regular, FMJ, Tracer) Ability to import 9mm and .45 ACP ammo (HP) Ability to import lore-specific advanced attachments Factors for Demotion 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 4 Requirements 45 days since last promotion or 14 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one additional turf (four total) with normal decay Access to a faction property and warehouse provided by FM (Properties remain FM-owned and are removed if the faction disbands) Ability to request Faction Lore Storylines that have a Medium Tier Reward Ability to import advanced attachments Ability to import .36 revolver and .44 magnum ammo (HP) Ability to import 5.56 and 7.62 ammo (AP, FMJ, Regular, Tracer) Ability to import drug chemicals Faction thread pinned on the forums Factors for Demotion 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 5 Requirements 45 days since last promotion or 14 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one additional turf (five total) with normal decay Ability to request Faction Lore Storylines that have a Medium Tier Reward Ability to import lore-specific shotguns Ability to import lore-specific SMGs and LMGs Ability to import 12-gauge ammo (AP, Normal) Ability to import .50 AE ammo (FMJ, Tracer) Ability to import 5.56 ammo (HP) Ability to import body armor with 50 AP Zero Day Items Faction thread pinned on the forums Factors for Demotion 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 6 Requirements 45 days since last promotion or 14 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one additional turf (six total) with normal decay Ability to request Faction Lore Storylines that have a Medium Tier Reward Ability to import lore-specific assault rifles Ability to import pistol .50 and 12-gauge ammo (HP) Ability to import body armor with 75 AP Factors for Demotion 30 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 7 Requirements 60 days since last promotion or 30 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one additional turf (seven total) with normal decay Ability to request Faction Lore Storylines that have a High Tier Reward Ability to import body armor with 100 AP Ability to import lore-specific Mk2 assault rifles Factors for Demotion 15 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 8 Requirements 60 days since last promotion or 30 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim one additional turf (eight total) with normal decay Access to a second FM-provided property and warehouse (Removed if demoted to Tier 5) Ability to request Faction Lore Storylines that have a High Tier Reward Ability to import body armor with 100 AP Ability to import lore-specific Mk2 assault rifles Factors for Demotion 15 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards TIER 9 Requirements 90 days since last promotion or 30 days since last demotion Sustained compliance with Faction Standards Rewards Ability to claim two additional turfs (ten total) with normal decay Ability to request Faction Lore Storylines that have a High Tier Reward Occasional access to weaponry not available through standard imports (Limited quantity, FM approval required) Factors for Demotion 15 days of inactivity either in-game or on the faction thread Failure to uphold Faction Standards
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FACTION THREADS & DOCUMENTATION Faction forum threads serve as the public-facing record of a faction’s identity and roleplay. They allow the wider community to understand who a faction is and provide Faction Management with material used to evaluate recognition, progression, and long-term consistency. What a faction chooses to write is what it will be held to. Lore should be creative, grounded, and written with the intent to be actively portrayed over time. Lore written to eliminate risk, claim unchecked power, or justify meta tactics is considered unoriginal and will not be viewed favorably. Faction threads are not checklists. Consistency and follow-through matter more than volume. Purpose of the Faction Thread A faction thread exists to: Establish the faction’s identity and direction Document roleplay activity and meaningful developments Show outward interaction with the criminal ecosystem Provide continuity as factions grow, change leadership, or evolve over time Faction Management evaluates threads alongside in game observation. Threads should reflect what actually occurs in roleplay, not aspirational or exaggerated activity. Thread Creation & Originality Requirements Faction threads must: Be created and maintained by faction leadership Be original in concept, writing, and presentation Not reuse or copy text, designs, or concepts from other factions or communities Posts may include text within images for stylistic purposes. However, all written content must also appear as plain text within the post to ensure accessibility and proper indexing. Plain text may be placed directly in the post, within quotes, or inside spoilers. Recognition Requirements — Original Post & Initial Activity Before a faction can be recognized and assigned Guides, it must meet the requirements below. These are entry requirements, not progression standards. Original Post Requirements The original post must clearly establish the faction’s foundation and intended role in the criminal world. It should include: How the faction intends to enter the criminal world The role or niche the faction seeks to occupy Where they plan to operate What the faction focuses on and what it intentionally avoids The tools, vehicles, and methods the faction plans to use A backstory or history The faction’s rank structure and leadership framework Short-term and long-term goals Any OOC rules members are expected to follow The original post may be updated over time, provided changes reflect actual roleplay progression. Lore is expected to evolve through roleplay. Updates are acceptable when they reflect in-character developments rather than retroactive justifications or attempts to avoid risk. Initial Activity Requirements Before recognition, a faction must demonstrate a foundational level of activity: The faction thread must show a minimum activity period to establish consistency A minimum of 3 posts over a period of 14 days must exist, contributed by both leadership and members Early posts must include narrative roleplay, not screenshots alone These early posts should showcase: The type of roleplay the faction engages in How the faction interacts with others How its identity is expressed in practice Faction Management will not assign Guides until these requirements are met. Ongoing Thread Expectations (Post-Recognition) Once recognized, faction threads should continue to reflect meaningful developments and interactions involving the faction. Posts may include: Roleplay events or operations Internal developments such as promotions or restructuring Diplomacy, conflict, or negotiations with other factions Hosted or participated events Lore progression tied to stated goals Both leadership and members are expected to contribute. Threads that rely solely on a single poster may be considered stagnant. Exact posting cadence and activity windows are governed by Faction Standards and tier requirements, not this section. Leadership Changes & Thread Continuity If the faction leader or original thread owner leaves the faction, new leadership must contact Faction Management to determine whether the existing thread may continue or if a new one is required. Threads may not be transferred or continued without FM approval.
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FACTION STANDARDS & EXPECTATIONS The following standards define how Faction Management evaluates all recognized illegal factions. These standards apply at every tier and are used to assess progression, stagnation, or demotion. Meeting tier time requirements alone is not sufficient. Factions must consistently meet these standards over time. Faction Management evaluates patterns of behavior, not isolated incidents. 1. Activity Standard A faction is considered active when all of the following conditions are met. Posting Activity The faction forum thread receives at least two posts within the applicable activity window: 30 days for Tiers 1–6 14 days for Tiers 7–9 At least one post must contain narrative text describing in-game events, not screenshots alone. Demonstrated In-Game Presence At least one of the following must be observed within the activity window: Interaction with another faction or civilians reflected in a forum post Hosting or participating in a roleplay event Direct observation by Guides or Faction Management of in-game roleplay activity No Total Absence There must not be a continuous 30-day period (Tiers 1–6) or 14-day period (Tiers 7–9) where the faction cannot be observed through forum activity or Guide/FM observation. Failure to meet this standard triggers the inactivity demotion factor at all tiers. 2. Accountability Standard Factions are not evaluated by the number of reports they receive. Accountability is evaluated only when a report is accepted, and is measured by leadership response, not volume. When an accepted report is issued, faction leadership is expected to: Acknowledge the issue Address it internally through coaching, discussion, or corrective action Take reasonable steps to prevent repetition of the same issue Leadership must not: Excuse, defend, or minimize rulebreaking behavior Respond defensively or disrespectfully toward any party involved Encourage, normalize, or ignore behavior that violates roleplay standards A faction may be considered out of compliance when leadership demonstrates a pattern of failure to uphold accountability, including but not limited to: Allowing repeated poor roleplay or rulebreaks to continue without correction Failing to educate members on roleplay expectations or faction standards Recruiting or retaining members who are consistently misaligned with the faction’s lore or roleplay level Permitting or fostering an OOC culture of hostility, grudges, or retaliatory behavior A faction remains in good standing when: The same member does not repeat the same violation after leadership intervention Multiple members are not repeatedly involved in the same type of violation Command or leadership members do not accumulate repeated violations themselves Patterns matter. Demotion or corrective action occurs only when there is a demonstrated pattern of unresolved issues or repeated leadership failure — not because of isolated mistakes, individual missteps, or high levels of roleplay activity. 3. Lore Compliance Standard A faction is considered lore-compliant when: In-game actions consistently align with the faction’s posted identity, values, and stated limitations Monthly forum posts accurately reflect observable lore progression and faction activity The faction actively works toward its stated goals in ways that support meaningful interaction with the broader roleplay ecosystem Meta assets, including purchased vehicles or equipment, are used in a manner consistent with the faction’s established lore and do not undermine collaborative roleplay; when such assets provide a significant advantage, appropriate self-regulation is expected No more than two documented lore contradictions occur within a rolling 60-day period Lore compliance is evaluated based on consistency and intent, not perfection. 4. Goal Progression Standard Factions are expected to actively pursue and evolve their goals. This includes: At least one monthly forum post demonstrating lore or goal advancement Posting new goals to your guides in Discord within 30 days after previous goals are completed Clear in-game actions that support the faction’s stated direction Goals may be simple (hosting an event) or complex (establishing a legal front). What matters is visible movement and follow-through. 5. Roleplay (RP) Standard A faction meets RP standards when its members consistently demonstrate quality roleplay, maintain immersion, and engage in fair, story-driven conflict. Faction Management evaluates overall behavior patterns, not individual scenes. RP Quality and Scene Conduct Examples of poor RP standards include (but are not limited to): Consistently low-quality or minimal roleplay A PvP-first mentality instead of RP-driven objectives Poor conduct during losses, arrests, or setbacks Targeting others to the point they no longer want to play Exploiting mechanics or tactics that undermine roleplay Avoiding or refusing to engage in roleplay scenes High-conflict or violent factions are not penalized for activity. Evaluation focuses on how roleplay is conducted, not how often conflict occurs. OOC Conduct and Attitude Examples of poor OOC conduct include (but are not limited to): Toxicity toward other community members Persistent negative attitudes toward other factions Harassment or bullying Defensive, hostile, or disrespectful OOC behavior during IC interactions Weaponized or excessive reporting for minor issues Attempts to circumvent the faction player cap of 30 members Recruiting members without logical roleplay justification A faction is only demoted when these issues form a clear pattern and leadership fails to act even after FM intervention.
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PLAYER FACTIONS & RECOGNITION This guide serves as an introduction to Recognized Player Factions and outlines how factions become recognized and supported under Faction Management. Recognized Criminal Faction Application Before filling out the above, please ensure you have read the below post in its entirety. What Is a Recognized Player Faction? A recognized Player Faction is a faction that has met the baseline requirements to enter the Faction Management system. Recognition allows Faction Management to: Assign staff support Track activity and growth Evaluate progression through tiers Grant access to rewards tied to sustained roleplay Recognition does not guarantee promotion, protection, or long-term success. Those outcomes are earned through consistency. The Role of Faction Management Faction Management does not manage factions from above. It operates as a narrative support and continuity system that works alongside factions rather than directing them. Faction Management’s responsibilities include: Supporting roleplay momentum and interaction Preserving balance across the criminal ecosystem Evaluating factions using defined standards Managing tier progression, rewards, and demotions Ensuring decisions are consistent and pattern-based Faction Management evaluates behavior over time, not isolated scenes. The goal is sustainability, not short-term outcomes. Meridian and Neutrality Meridian is the framework Faction Management operates under, both in character and out of character. Meridian exists to: Create motion when roleplay stalls Preserve continuity across factions and storylines Maintain balance without favoritism Act as institutional memory rather than reactive oversight Meridian is strictly neutral. It does not take sides, compete with factions, or favor specific outcomes. Success is measured by the health of how your factions fits into the criminal ecosystem as a whole, not by the dominance of any single organization. Becoming a Recognized Faction Before entering the tier system, factions must demonstrate originality and a baseline level of activity. To become recognized, a faction must: Be a criminal organization created and led by a player in the community Have a faction forum thread that meets Faction Thread Guidelines Allow 14 days before applying for initial activity and foundation building Complete the Application Questionnaire to request Faction Guides Meet with assigned Guides to review expectations and next steps Recognition is not automatic. Faction Management must be satisfied that the faction understands the system and is prepared to operate within it. How Progression Works (High-Level Overview) Once recognized, factions enter the tier system starting at Tier 1. Progression is not based solely on time spent at a tier. Advancement depends on a faction’s ability to consistently meet the following: Activity expectations Leadership accountability Lore compliance Goal progression Roleplay standards These Faction Standards apply to all tiers and are evaluated over time based on patterns, not isolated incidents. Detailed standards and tier requirements are outlined in subsequent sections. Important Notes Not all factions are expected to reach the highest tiers. Tier placement reflects access and trust, not popularity or force. Factions set their own ceiling through their own choices. Faction Management evaluates sustainability, not short term success.
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Both rules were discussed recently, shortly before the new hostage rules took effect. I do want to be clear that I do not speak on behalf of the Senior Team but myself, so I may not be able to provide every answer you're looking for. So with that disclaimer out of the way, in my personal opinion, many of the frustrations surrounding these rules stem from three recurring issues: people making assumptions rather than asking questions because they feel they will not receive satisfactory answers, misunderstandings about what the rules are intended to support, and viewing the server rules as a checklist rather than within the context of the bigger picture. The purpose of the rules is not to limit roleplay to the point where criminals feel they cannot be criminals. They exist to prevent criminal activity from severely impacting the experience of players who are not actively trying to participate in that kind of roleplay. The rules are designed to support and encourage long term stories, not to cut it short through immediate escalation or killing over minor inconveniences or insults. Deathmatching is a good example and I don't believe they need adjusted at this time. While demands alone do not automatically justify deathmatching, that does not mean demands can never lead there. They just must be supported by meaningful roleplay. The intent behind deathmatching rules is to prevent players from being killed without context, explanation, or escalation, and to prevent actions that are wildly unrealistic. For example - shooting someone simply for insulting you, when you have never met them before and there is no existing conflict, would not meet that standard. Knocking them out, however? Absolutely reasonable. In contrast, long standing conflict supported by repeated interactive escalation and motive can reasonably lead to lethal outcomes. The rules are not meant to remove consequences or conflict, but to ensure those consequences are grounded in roleplay that others can follow, respond to, and build from. Not every scenario needs to end immediately and in a lot of cases, factions have the most fun when they're able to work towards an end goal. As for player theft, that was changed along with the hostage rules. Risk versus reward is no longer a part of the consideration for player theft - instead, it continues to only take into consideration location, time of day, and realistic population. In practice, what that means is it is no longer a matter of "I knew they had XYZ, I wanted it," and now a matter of, "Am I willing to risk being caught in the middle of the day, in the middle of the street, to MAYBE get something?" or "Is a jail sentence and fine really worth the .50 I'd get off his back if I snatched it right here and now?" When approaching it from a roleplay angle instead of an asset driven angle, in most cases the answer is no, you're not going to risk being caught robbing someone at Legion square at noon for a chance of nothing or a gun that you can have imported for $2,500. This change allows for more freedom in robbing people (you do not need to know for certain they have something if you stumble onto someone in the middle of the night in a quieter location, for example) while still protecting those who are either a) just trying to exist on the server and b) those who take reasonable precaution to hide their criminality. Ultimately, the goal is for players to enjoy engaging with one another in ways that create scenarios worth continuing. When viewed through that lens, the rules are meant to support creativity and interaction rather than restrict them. They are not perfect, and they will continue to evolve as the server does, but their intent is to create space for meaningful interaction rather than to restrict it.
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In regard to the Backup Breach rule, Faction Management was reviewing it as recently as yesterday. We are currently drafting a proposal to adjust the rule so that organizations can formally ally and bypass it under defined circumstances. Our goal is to have this finalized and approved for rollout by the end of January. With the holidays, timelines are more difficult than usual, and progress is taking longer than we would like. Unfortunately, it is not as simple as removing the rule outright. While many players look back fondly on the days of Council, there are just as many who strongly disliked that period. Although those days are long behind us, a large portion of the player base still measures success largely through asset accumulation and progression. Assets remain a heavy point of focus because they take significant time to replace, far more than it takes to create meaningful or engaging stories. A significant amount of staff effort, not limited to Faction Management, is focused on breaking up the monotony of the daily grind by introducing scenarios that encourage more dynamic roleplay. That said, I don't believe anyone in staff is under the illusion that this alone will solve the issue. What is ultimately needed is a broader cultural shift across the board where players prioritize creating enjoyable roleplay for everyone involved, not just their own faction. If that results in a gunfight where both sides feel the odds were fair and the outcome came down to skill, that is a success. If it results in an officer being downed during an arrest because they were caught off guard, that is a success. If it results in a criminal being detained and ultimately arrested after getting caught lacking and choosing to flee through the city at extreme speeds while carrying heavy weaponry, that is also a success. An in character loss does not have to signal the end of roleplay, nor should it immediately lead to rushing the scene or filing a report to recover items, which is something we see far too often. Removing the Backup Breach rule entirely would create an environment where organizations can stack numbers and overwhelm others, leaving little opportunity for fair resistance unless players voluntarily self regulate. In some cases, even with lower server population, this is already an issue. Groups push areas together and rely on numerical advantage to secure wins, which is reflected in forum activity even under the current rule that permits pre planned activities. Wanting to win is not inherently a problem, but balance is necessary to ensure a fair fighting chance for all sides, particularly as other areas of staff work toward making assets less of a predominant concern so players can engage in roleplay without the outcome being defined by the time lost to asset recovery. That balance is why an adjustment to the rule, rather than its complete removal, is the first step Faction Management is taking. Should these adjustments lead to positive outcomes, Faction Management is open to revisiting the rule with the possibility of proposing a full removal. This will depend largely on player response and how the changes are utilized in practice. As we've only recently begun discussing how to best adjust the rule, myself, @Lightninbolt9, and @pixiejewels are open to hearing suggestions that keep the above in mind.
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I wasn't planning on responding to this but as I was tagged - removing a large portion of roleplay from an already under utilized faction is not the answer in my opinion. LSEMS is the only utility faction in the server that can be fully bypassed. If you want an ad, you need Weazel. If you want a cab, you need DCC. If you are in DOC, they handle your property and handle inside the cell block. If your car breaks down, you need Bayview or Benny's after using a repair kit. But if you need a revive, you have trunks and you now also have black market doctors. When it comes to replacing /stabilize with /cpr, the reality is straightforward. Players use /cpr very differently depending on the situation. There is a significant difference between how people use the command in normal scenes and how they expect it to be used when it is being applied to them in a situation they do not control. That is not speculation - we have consistent evidence in logs that shows this. Without a script dictating injuries, which I am personally against for creative reasons, players would be free to claim any injury for any scene to determine whether they receive /cpr or /stabilize. Most will choose simple outcomes because it ends the interaction faster. As it is, many of our calls look like this: /me sets ALS bag down and begins to inspect the patient /do What do they see? /do Broken leg A quick treatment, a short exchange, and the scene is over. Outside of players who want to collaborate with AMU, very few people approach medical scenes with the goal of making them interesting. I really can't support removing or replacing /stabilize unless there was a major shift in how the community approaches medical roleplay. Right now, medical is treated as a means to an end, not as a shared storytelling opportunity. It's even common for us to arrive and find that the patient has gone AFK because they know we will eventually stabilize them and transport them regardless. Other utility factions experience their own issues, but we are the only one that players can completely avoid. As far as I am aware, /stabilize was offered to LEO when fewer than two medics are clocked in with the intention to prevent scenes from stalling and to recognize that CPR is often used very inconsistently depending on the desired outcome for the person receiving it. The argument of being shot multiple times reasonably leading to your death is heard; however, the same counter-argument could be made from multiple angles. Realism is great, but it stops being a valid argument when it's one sided. If the concern is the amount of time someone spends in the back of a cruiser before transport, that may very well be a valid discussion. There are already suggestions that address this and I am always open to changes that increase player enjoyment. What I cannot support is a change that further reduces the limited variety of roleplay opportunities LSEMS already receives. With all of that said, I do agree that stabilize can be expanded. I have discussed ideas elsewhere such as adding monitoring, RP check ins, follow up care if treatment begins to fail after a visual cue, and more depth in general. These additions would enhance scenes for everyone without removing the one mechanic that keeps LSEMS from being fully replaced.
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Meridian - A New Chapter Begins Over the years, Faction Management has built an incredible foundation for faction life across Los Santos. We’ve seen countless stories, rivalries, and alliances grow from that work and it’s because of that shared creativity that we’re now ready to take the next step forward. Faction Management is evolving ICly into Meridian: a new, lore-based framework focused on creativity, collaboration, and story driven play. Your choices drive the city forward. This isn’t a replacement for what came before, but an expansion that builds on it, giving factions more ways to tell meaningful stories and bring the city to life in new ways. _______________________________________________________________________________ What Meridian Is Meridian is both an OOC initiative through Faction Management and an IC presence. It's a narrative support system that quietly stepped in to prevent the criminal world from collapsing underneath it's own weight. With its own lore, abilities, and resources, you'll find your factions having unique opportunities often. The purpose is simple: build stronger connections, richer stories, and a criminal world that feels alive again. What’s Changing (and What’s Not) Faction Support Under Meridian, Faction Management will work directly with factions both IC and OOC, offering support for storylines and your faction vision. More transparency and a restructure internally will lead to quicker response times and more actionable timeframes. Feedback on your faction will come not just once a month, but throughout the month as you interact - or are seen - by the new presence in town. You'll never be unclear on what Faction Management is thinking about the work you're putting in. Rewards Recognition will expand beyond tiers, assets and getting the win. Both PVP and non-PVP creativity will be rewarded for story impact and contribution to enjoyment for all and city lore. Your faction will be given the opportunity to earn flexibility and world impact rewards with Faction Lore storylines created for, by, and with your guides. Daily RP Expect simple additions like new drop locations, temporary hotspots, and story driven events on the regular both for your faction lore and the city itself, designed to make everyday criminal life more dynamic and unpredictable while still embracing and being recognized for the type of play style you love. The Roll Out Meridian will roll out in phases, with Phase One launching by this weekend - introductions of the new IC power. Each stage will come with clear updates, feedback opportunities, and open dialogue so everyone understands what’s changing and why. We know there are a lot of questions! If you were unable to attend one of the Open Door meetings, please contact your guides to arrange a meeting. What You Keep Everything you’ve earned through FM 2.0 remains intact. Meridian adds depth and opportunity, not restrictions or resets. _______________________________________________________________________________ We want the criminal world to feel exciting, respected, and worth investing in again. You tell us what you want to be, we'll help you get there as long as you're sticking to it. You’ll start hearing whispers about Meridian ICly in the coming days to make sure the transition is as natural as possible but in the meantime if you have questions, ideas, or story pitches, reach out to your Guide or Team Lead. Thank you to everyone who’s built, led, and lived in this world. Meridian is the next chapter in that same story... one where the criminal world remembers what it was and finds new reasons to rise again. _______________________________________________________________________________ - The Faction Management Team
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