Vekter wrote: ↑Sat Jun 18, 2022 2:00 am
He's got like 21 notes since January and they're all for shit like this. Nukies are allowed to murderbone, but I feel like setting the nuke to max delay just to go around murdering people because you're mad at them for meta reasons is bullshit.
The original note was mistaken. It was set for 500 seconds (far from max: a duration that is similar to red call > load > early launch > shuttle transit)
Itseasytosee2me wrote: ↑Sat Jun 18, 2022 3:09 am
I get that the guys an asshole but this seems like a pretty odd
straw that broke the camel's back considering its not a rulebreak and explicitly allowed by RP rules. Seems like he was on the
highway to hell regardless.
You're not too far off the mark when you look at the appeal without all that hidden stuff admins have access to. Note histories, asay/Discord admin channel discussions, etc.
In a vacuum you have: Nuke ops (and by extension lone ops) can murderbone. Station pop was ~20-ish at the time so it can be bikeshedded about whether this was lowpop or not. Arming the nuke for 500 seconds is absolutely not excessive. I've said internally that ordinarily I wouldn't consider this a rule break on MRP.
Without context, the ban probably shouldn't stand. But there's way more context that the ban reason and appeal response fails to properly deliver on. You'll hopefully get to see this context as it's part of the draft response I've got up for headmin discussion right now internally.
If you, as a player, have ever wondered why certain other players remain terminally on our servers despite the fact they make the game miserable to play it's probably because of scenarios just like this.
The banning admin's job is to justify their own bans to the satisfaction of the headmin team (who are one of the last lines of defence and are meant to investigate appeals thoroughly and fairly), their peers (who will challenge them on rulings and facts they disagree with) and the court of public opinion (because the admin team is a public-facing role that works best when the community supports our approach and trusts us).
Some players eternally bounce between breaking the rules and just-barely-following-the-rules. What you end up with is an admin who gets exasperated with the player, permabans them for a just-barely-following-the-rules incident, then the ban gets overturned by the headmins because the admin couldn't adequately justify it; which isn't to say the ban wasn't actually justified, but that picking the magic words the headmins want to hear is hard when the headmins change every 6 months.
Now that admin and their peers are also hesistant to ban the player for a similar incident again. That player has to
really fuck up bad because the admins think the headmins will just keep overturning bans for anything minor (aka they lose trust and faith in the headmin team). Meanwhile the player keeps arguing that the admin team is being biased and gunning for them, making admins even more hesitant to deal with them because that kind of accusation can be a heavy stain on an admin's public record.
There's a lot more to this as well when it comes to admin team culture. When a player is making shifts utterly miserable for everyone else and you can't seem to get any ban to stick, it massively hits your morale as an admin. Some admins start making weird calls and trying to stretch at anything they can to see the player banned, because they're sick and tired of it - which leads to more absurd-seeming bans with a high risk of being overturned making the whole thing worse. More experienced admins offer to step in and may ban them instead, and will often just pick a stupidly simple reason and cite their massive note history on the tail of it.
Sometimes I'm sad that the players can't see what goes on behind the scenes. It truly is a different world when you have the responsibilities and associated burdens of being an admin. But hopefully that has provided some insight into things.