Rule 2.5 - General Guidelines

What is rule 2.5 ?


Rule 2.5 - Excessive Negativity states that throughout your gameplay, you must not excessively impact the experience of others in a negative manner.

This rule is very large and there aren't absolute guidelines for you to follow as it may vary depending on the situation at hand. However, in this guide we will give you some general tips and examples on what you can and cannot do to make sure you abide by the rule and are able to understand it in a greater depth.

Understanding Rule 2.5


Rule 2.5 - Excessive Negativity is all about discouraging actions that excessively impact other players in a negative manner. This means that players are expected to engage in roleplay in a way that is both immersive and respectful. This rule comes into effect when considering violent actions, such as using weapons against other characters.

Key Points of Rule 2.5

Proportionate Escalation: The rule allows for violence as a proportionate escalation of negative actions that have been performed against the original player. This means that while conflicts are allowed, they should be reasonable and justifiable based on the situation (clear examples will be provided in the next chapters).

Raids and Justifiable Killing: In the context of raids, players who carry visible weaponry while entering, exiting, or being inside the property being raided are considered significant threats. They can be killed justifiably without prior verbal commands or interactions. This is a specific situation where violence is more easily justified.

Killing another player


One of the most common infractions of Rule 2.5 - Excessive Negativity is when players kill other users over verbal insults, minor or accidental actions.

What you must comprehend when playing PerpHeads is that in order to kill someone you must have a very good reason to justify it. Some good examples of reasons you can use to justify the killing of a player are:

  • The player is raiding / has raided your property
  • The player stole your vehicle
  • The player has killed one of your associates
  • The player mugged you
  • The player has directly and explicitly threatened your life
  • ...

On the other hand, there are situations where killing another player is not justifiable, for instance:

  • The player insulted you
  • The player crashed into your car
  • The player punched you a couple times or caused you minor injury

Evidently you are also NOT ALLOWED to shoot someone for committing a crime that does not affect you or any of your associates. For instance you may not act as a vigilante and stop someone from breaking into a property if you are not directly involved with the owner.

To further this, we often get asked whether hitman roleplay is allowed. We generally discourage this because by killing a person you are putting your own life and freedom at risk and the money that you would need to be paid to justify taking such a risk with no prior involvement simply isn't realistic. They would need to pay you a ludicrous amount of cash to make it worth your own life and freedom, in which case they would just do it themselves. This same logic does not apply to carrying out hits on behalf of your organization or close friends where you are already significantly involved.

Justification and Proportionality


We see a lot of situations where individuals have breached 2.5 as their actions were not justifiable nor proportionate; what does this mean? As we have briefly touched on above, your actions must be justified and proportionate. Let's put this into perspective for a moment--if a player is wandering around Bazaar with their gun out, not directly aiming it at any one individual and has simply sweeped by you then killing them would be both unjustifiable and disproportionate. Why? Their actions did not pose a direct threat to your life, killing them escalates the situation in a negative way.

Ask yourself the following questions when deciding when to escalate a situation: * Is it necessary to prevent harm or damage to your property, where there is a high risk or direct threat? * Will the escalation mean that I have negatively affected the player's experience in a disproportionate way i.e. they had very little affect on you and you decided to take action against them * ...

Cars


When you steal a vehicle, whether it's part of your character's story or a roleplay necessity, it's your responsibility to do everything in your power to ensure the vehicle remains undamaged.

Preserving stolen vehicles is not just about following a rule; it's about contributing to the depth and realism of the roleplay. Here are some key takeaways:

Avoid Unnecessary Damage: Driving recklessly or causing unnecessary damage to the stolen vehicle violates other server rules. Strive to maintain the vehicle's condition as if it were your own.

Roleplay Realism: Think about your character's motivations. Would it be worth the risk to damage the stolen vehicle and risk your life for a minor gain?

Raids and On-Sight Engagement


In the world of Perpheads, raids are a common and thrilling aspect of gameplay. They can involve anything from heists and break-ins to intense confrontations between organizations. However, understanding the rules and guidelines surrounding raids is essential to ensure fair play and an engaging roleplay experience for all.

The Rules of Engagement

1. Visibly Armed Players One of the key rules during raids involves how to deal with visibly armed players. If a player is carrying visible weaponry while entering, exiting, or being inside a property that is being raided, they are considered significant threats. In this scenario, they can be killed justifiably without the need for prior verbal commands or interactions. This rule is in place to add an element of realism and tension to raids, as well as to prevent potential ambushes.

2. Non-Visibly Armed Players On the other hand, when dealing with players who are not visibly armed during a raid, the rules change. In such cases, there must be a prior interaction before shooting the player. This interaction can involve verbal commands or negotiations, allowing for a more nuanced approach to roleplay. It encourages players to engage in meaningful dialogue and to consider the context of the situation before resorting to violence therefore ensuring that Rule 2.5 is well respected.

Explosives and Incendiaries


Bombs and molotovs are powerful tools in PERPHeads, however, they can also be very destructive. You must not make use of these chaos-engendering devices unless doing so is significantly beneficial to you and will not impact the property of people who are uninvolved. It is important to understand the devastating capabilities that these devices have, and that usage of them will often be heavily scrutinised due to the large amounts of damage that they can inflict.

Common, permitted uses of explosives and incendiaries would be:

  • Using bombs to dismantle base defences when raiding
  • Using molotov cocktails to destroy evidence of a serious crime such as burning a body in a secluded area

We often get asked if molotov cocktails are allowed to be used on bases or poperties in order to enact revenge. We heavily discourage doing this because it is often near-impossible to guarantee that doing so will not cause destruction upon the lives or property of occupants who are not involved in the vendetta.