Community Problems and Possible Solutions: Toxicity and Trust.

Eris. wrote:
About toxicity
Just make harsher punishments larger mutes ingame / discord
That would fix the problem easily if person wont learn from first warnings mutes than its his problem
Start issuing infractions to them
Mute them not for 10minutes like usually
But consider them muting for hours / days
Make it public warn players first in announcements, same goes with "Friends" dont just close eyes on them , like akeno etc

Thats what we have been doing for years, yet we are struggling with the toxicity problem and are here to discuss new methods.
Toxic players should be placed in there own *Toxic Players chatroom* by mods/admins for a assigned period of time when they are being toxic in game. This should show a list of people who are in this Toxic chatroom to normal players for a bit of embarrassment and also to warn players who is and isn't toxic. 

This would remove the bad chat from the main game and also echo - in addition they should also loose permissions to chat in groups and PMS once in this toxic chatroom.

this could work alongside your toxic filter word list. when staff are not in game, 3 toxic words triggered = 30 mins in the chatroom.

ideally this would deter them from toxicity in game by being isolated with only toxic players. they must behave if they want to re-join the main chat. 
My Days Here Was Fun.
A filter seems quite easy to bypass because I know our community is determined to limit test our boundaries and filters.

A spokesperson seems like a really good idea to me, he/she doesn't have moderation powers so they don't hold any actual authority but they can help in hopefully "revolutionalising" the server.

Really good points you made there tho the pros and cons are well thought and realistic.
Jay_Dee wrote:
Toxic players should be placed in there own *Toxic Players chatroom* by mods/admins for a assigned period of time when they are being toxic in game. This should show a list of people who are in this Toxic chatroom to normal players for a bit of embarrassment and also to warn players who is and isn't toxic. 

This would remove the bad chat from the main game and also echo - in addition they should also loose permissions to chat in groups and PMS once in this toxic chatroom.

this could work alongside your toxic filter word list. when staff are not in game, 3 toxic words triggered = 30 mins in the chatroom.

ideally this would deter them from toxicity in game by being isolated with only toxic players. they must behave if they want to re-join the main chat.

I've also think of that, while Building the chat filter idea, but i dont think It suits for many reasons:

1. Players may wanna stay in the "toxic chatroom" on purpose to fool the system.

2. Making differencies between toxic n nontoxicpeople in that way would create a big risk of "discrimination" which leads to drama and arguments, since we as staff team should think of neutral,Fair and transparent methods to apply to everyone without leave space for misunderstandings or unfair punishments.

The toxic trigger additions i think suits perfectly on the purpose, if you give me time to think on how implement It and how It should work and let others give their opinions i can apply adjuments to the idea and make It more complete and functional on his purpose.
yeah i agree actually looking at it from this POV. take your time im sure you can come up with a perfect system idea
My Days Here Was Fun.
Community Problems and possible solutions:

Toxic community, old toxic players makes uncomfortable and a
poisoned environment for new/returning players. The main problem we facing about Toxicity is something that has always
poisoning this community, toxicity has always been here, but right now with
the low amount of players we have and low new players we get, it’s getting
worse and worse and it’s something we can’t understimate anymore. We need to enstabilish a new base for a new clean community, setting up new
standards and modify our policy about what we DEFINE “Toxic”, enforcing old
players to stick with new guidelines and assist NEW players on getting settled
in MCNR. The main objective for this will be to: - Clarify the situation among the Community, tell them that wind is changing. - Assure the community that Operations and Management is and always be
worried about the health of our community and take immediate actions on
individuals/groups who are constantly spreading toxicity. - Recreate a clean environment within the community which aims to
enstabilish a “launch-base” for the future of MCNR. - Restore respect and faith between community-staff. Possible solutions to the Toxicity:

in the above you have said that "new/returning players" – you know these are the same players who are also toxic and if you want your current player base to be friendly to newbies, this will be going to be hard since with our current vigilante feature all red are to be shoot on sight, including newbies, which kind of gets them bullied. if we get some sort of restriction on this vigilante there might be a chance, but it will make rules complicated, and i have also noticed that our newbies always play in pair with their friends so they don't really prefer talking/playing with others; they prefer to play with the ones they already know about

and for respect and other parts, our community are very softies; they would report people for "fuck", "mf", "gay", or anything. why? they felt offended; this had already happened in the past. We had tried the respect thing, which actually ruined the server and increased the number of reports for dumb reasons (ok this same response is good enough for all of toxic part)

Chat filter:

 Implement a Discord and Server filter that prevents players to even send
text that contains words that are considered “toxic” and/or that can start
situations that can escalate into a non-stop insult chain. This is a list that
will contain a lot of words, so it requires time to acknowledge a full list of
potential dangerous and toxic words, categorize it and implement this
system on MCNR platforms. This also comes with potential scenarios that may give the opposite effect

we aim to achieve:

Possible Positive Outcomes:
1. Immediate reduction of visible toxicity

Toxic words/messages are blocked or censored → the chat looks cleaner. Neutral or new players perceive a less hostile environment. 2. Normalization of civil language
Over time, people get used to avoiding certain terms. Even borderline players may stop using them for convenience. 3. Support tool for moderation
Mods don’t need to scan every single message → the filter acts as a first layer

of defense.

It can log attempts and highlight repeat offenders. Possible Neutral/Mixed Outcomes:
1 Toxic players adapt (workarounds)

They find creative ways to bypass the filter (spacing, numbers, slang, memes). Toxicity doesn’t disappear, it just changes form. 2 Humor and “playing with the filter” Some might trigger the filter on purpose as a joke. Could turn into an inside joke, sometimes fun rather than harmful. 3 Collateral blocking of non-toxic messages
Certain borderline words may get filtered even when used innocently. Leads to frustration or miscommunication. Possible Negative Outcomes:

1 Perception of censorship and rebellion

Toxic players (and sometimes neutral ones) complain that “you can’t say
anything here.” Can fuel backlash and loss of members who dislike restrictions. 2 Shift to indirect toxicity
Since they can’t insult openly, toxic players use:
heavy sarcasm, social exclusion, subtle digs the filter won’t catch
3 Toxicity becomes less obvious but still present. Reduced engagement

Risk of empty chat or migration to unmoderated spaces (private Discords, Telegram groups, etc.).

Summary:

A filter improves public perception and cuts down visible toxicity. But it doesn’t solve the root problem — toxic players can adapt or shift tactics. Best used as a support tool, alongside clear rules and active moderation, not

as the only solution. Also there is another way for using a filter:
Applying the filter only to toxic players as a temporary punishment:




Pros

Targets toxic players only, not the whole community. Softer than a mute/ban but still annoying. Can encourage better behavior. Cons
Some may see it as humiliation → more resentment. Toxic players might bypass it (slang, misspellings). Requires mod effort to manage.
In short: it’s a useful middle-ground punishment, but should be part of an
escalation (warning → filter → mute → 1w/m ban)
Chat filter is unique because it acts as a targeted, temporary tool to reduce
toxicity without punishing the whole community. Applied to offenders based
on behavior, it encourages better communication, prevents harmful messages
from spreading, and supports staff moderation, all while allowing players to

stay engaged and part of the community.”

It’s important to note that the toxicity problem is not to be dealt with
massive bans expecially when the playerbase is low, instead we have to find
a more “political way” to ensure fairness and transparency, treat everyone
the same but also we show that we care about players who has been here

for years even in struggle time.

To restore faith between community and staff i’ve brainstorming my
self and come with this idea

Spokemans

While it’s true that we expect that our staff team stick to the rules at 1000%,
it’s also true that community doesn’t have faith on us, this because of
situations happened in the past involving ex staff members which have screwd
up the faith between Community and Staff team. So in my opinion we should let the community to elect one player as their

Spokemans

What Spokeman does in practice?

Basically the Spokemans is a figure within the Community, not part of the staff
team without any authority over players or staff team. His job consists on speaking with the community, understaningd their feelings, collect information on what is going wrong, why the community is toxic, why
everyone hates the staff team by providing us messages/screenshots/clips or
proofs that may help us on understandin what is wrong and how to fix the
ipotetic issue, the Spokeman will have a certain “priority” when he come to
talk to management as he speak for the community and cannot be queued for
too long. Basically we are giving the Community to choose two of them to be part of “something” that inspire trust,faith and transparency between community

and staff. Key Points of the Spokemans

- Bridge between players and staff: communicates community concerns, feedback, and suggestions. - No moderation authority: can’t ban, mute, or change anything directly. - People who feel mistreated by the staff can contact the Spokeman which will
evaluate the situation and may advice them to report or explain them why
they are wrong and its pointless to appeal/report. - The Spokemans is not part of the staff team and have no staff

power/cmds/authority. Benefits
- Builds trust

- Players feel there’s someone who understands them and listens. - Reduces drama & misunderstandings
- Miscommunication between players and staff is filtered and clarified. - Encourages accountability
- Staff know a neutral community representative is observing discussions and
can highlight concerns respectfully. - If there something wrong community can always highlight the matter to the
Spokeman which will collect diverse toughts and forward it to the
management formally, and a response will be given within a max of 7 days, this wil engage the community in a positive way renstabilishing faith. It’s a volunteer role and Spokeman will receive a monthly paid to keep them

motivated.

Expected Pros
 Builds trust between staff and community
 Players feel heard and represented.  Improves transparency

 Staff decisions, rule changes, and moderation actions can be explained

clearly to the community by their representative.  Reduces drama and miscommunication

 Prevents rumors, speculation, and “mob mentality” toward staff.  Encourages accountability
 Staff know someone neutral is monitoring concerns and can bring issues

to attention.  Provides structured feedback

 Community opinions, suggestions, and complaints are collected and

summarized systematically.  Protects staff from harassment

 The spokesperson can filter feedback, so staff don’t have to respond to

toxic or repetitive messages directly.  Neutral mediator for disputes

 Can clarify misunderstandings between players and staff.  No risk of abuse of power
 Spokesperson has no moderation authority, so cannot ban, mute, or give

unfair advantages.  Optional advisory role

 Can be consulted by staff for feedback on rule changes, events, or

community initiatives.  Promotes positive culture

 Shows the community that staff care about their voice and are open to

dialogue.

Cons / Risks

 Potential bias we need always elections every 3/6 months
 Spokesperson may favor certain groups of players or have personal

relationships, will be removed in case it happens.  Limited authority

 Cannot directly enforce decisions; some players may ignore their guidance.  Extra workload
 Collecting, summarizing, and communicating feedback can be time- consuming.  Community may expect spokesperson to “fix everything,” leading to
frustration if staff decisions don’t align, but thats happens nothing we can

do or force to not happen.  Possible manipulation

 Players may try to flood or pressure the spokesperson to influence

outcomes.  Dependence on staff cooperation

 If staff ignore spokesperson reports or advice, trust can worsen instead of

improve.  Selection challenges

 Choosing a fair, trusted spokesperson can be controversial.  Messages filtered through one/two person may unintentionally

misrepresent some feedback.  Risk of burnout

 If the role is demanding, a volunteer spokesperson may become

overwhelmed, reducing effectiveness. Summary

High impact on trust and communication with very low risk of abuse (because
they have no moderation powers). Key risks are bias, over-expectations, and reliance on staff cooperation. Mitigation strategies: term rotation, clear role description, structured
feedback process, and staff commitment to listen.

1. Purpose

Serve as a neutral bridge between community members and staff. Collect, summarize, and communicate community feedback
Explain staff decisions and rule changes back to the community. Promote transparency and accountability without holding moderation power

2. Selection process

Eligibility:

Active and respected community members (forum, Discord, or game). Demonstrated fairness and positive behavior history. Players who want to be elected need to fix their behaviour if they want the

chance to
Method:

Elected by community vote or appointed by operations management after
vetting. Optional: mix of staff-selected and community-elected representatives for

balance.

Term:

3–5 months to avoid burnout and reduce bias. Rotation ensures fresh perspectives and fairness. Workflow
Community submits concerns via a Spokeman

Spokesperson reviews and organizes feedback (removing spam/toxicity). Spokesperson submits a summary report to staff on a scheduled basis. Staff respond or take action. Spokesperson communicates staff explanations back to the community. Repeat weekly/biweekly; keep logs for transparency. Custom Role on discord and forum to highlight the community

representatives

He’s not part of staff so reports on him have to be dealt as a regular players. Community spokesperson system is unique because it establishes a neutral, non-staff bridge between players and staff. Unlike traditional moderation or
oversight structures, this role cannot enforce rules or punish members, but
instead ensures transparency, accountability, and fair communication. By
giving players a trusted voice and a structured way to provide feedback, it
fosters trust and collaboration, reduces misunderstandings, and strengthens
the overall health of the community. We believe it’s a low-risk, high-impact
approach worth trying. This is also can be adjusted accordingly as i may have missed some points
and can be a strong base to build and perfecting the real meaning of this
suggestion which aims to enstabilish a fair relationship between community
and staff team. You may think im crazy, but you asked for something out of ordinary.


so, i have already been hearing about community opinions from the past 2 years, and responded to know and let them be aware what would happen and what won't, i always tried to keep the drama down and drama you see after all that is the tip of the iceberg of what it was actually planend (ugh it sounds like i am saying good about myself)
Toxicity cannot be resolved, you can ban every toxic player from here, they gonna evade and return everyday.

New players depends on their personality can become toxic like old players Just by playing or they just non-toxic and are chill, its not something we can totally prevent obviosly.

Chat filter Is something that requires scripting, and as said should be used as part of escalation (warn / filter / mute /infract /ban)

The spokeman can be either a good way to bridge staff-community or simply a waste of time.