Why "we'll figure it out" comp creates drama
Player gets killed by a glitched script. Staff says "sorry, we'll comp $50k." Next day a different player gets killed by the same glitch. Different staff member says "we don't comp this kind of thing." Now you have a screenshot war on Reddit and accusations of favoritism.
A written comp policy doesn't solve every dispute, but it dissolves 80% of them by making the rule visible. The rule can even be "we don't comp anything for X reason" — that's still better than ad-hoc decisions, because applicants self-select and complaints have a clear answer.
What the generator above gives you
- Scope definition: what counts as a comp event (exploit damage, server crash mid-event, staff error, anti-cheat false positive). Explicitly: what does NOT count (skill issues, voluntary risk, RP losses, IRL refunds).
- Eligibility table by event type — what's compensable (cash, vehicles, inventory, crew XP, time-locked progression) and what's not.
- Evidence requirements: video clip with timestamp, Discord report ticket, staff confirmation. Burden-of-proof scales with comp amount.
- Comp tiers with required approver levels — small / medium / large with platform-specific currency thresholds.
- Anti-abuse rules: max 1 "lost in transit" claim per 30 days, comp denied if player participated in the exploit, repeated claims trigger investigation.
- Templates: APPROVAL DM with specific comp delivered + when, DENIAL DM with reason + appeal path, APPEAL flow for disputed denials.
How to enforce this without burning out staff
- Pin the policy in #rules and #help. When a player opens a comp ticket, the bot or first-response staff links the policy first. Half the time the player reads it and closes the ticket themselves.
- Single comp ticket category. Don't scatter comp claims across "general help" and "ban appeals." Concentrate them so 1–2 staff can specialize.
- Pre-staff-meeting batch. Comp claims sit in queue, processed in batches at the staff weekly meeting. Reduces per-claim attention cost and forces consistency.
- Audit trail. Every comp approved or denied is logged with: ticket ID, decision, evidence summary, approver. When the next dispute claims "you comped them but not me," you have receipts.
Platform-specific notes
- FiveM (ESX/QBCore): in-game cash + bank + crypto + inventory items. Most servers use a comp script that injects items to the player's account. Document which method you use.
- RedM: dollars + gold + horse/saddle items. Period-appropriate framing if your server runs strict 1899 immersion (e.g. "a passing stranger leaves you a satchel").
- Custom frameworks: the policy is framework-agnostic — only the currency names change. Use generic terms like "in-game cash" and let staff translate.
What NOT to comp (the boring half of the policy)
- Players who died from skill issues or normal RP risk.
- Inventory lost during a properly-roleplayed robbery.
- RP outcomes the player disliked (a faction kicked them, a court found them guilty, etc.).
- Time spent doing things that didn't pay off.
- IRL anything — no real money refunds, no Cfx priority, no voucher equivalents.
Want the comp policy posted to #rules + comp tickets routed automatically? See all plans — from Docs Pack $19 to Launch OS + Pro $59 + $19/mo.