To breakdown the above:
1. This document is not "Short and Sweet"
Not to belabor the obvious but calling something short and sweet does not make it short and sweet. This is 1.4k words, still admittedly down from the monstrous 2.4k of V2, but still not short nor sweet. It covers multiple types of PK's (Narrative, Faction, Character) but none are given precedence over another. In some cases all would need to be met but then some can't work with others (as mentioned later) it's a total fucking mess.
It is designed to be shorter not "Short and Sweet", it was never sold as Short and sweet, it was sold as Shorter than the mess that V2 policy was since V2 policy was just editing in clauses rather than actually fully rewriting itself when it came time to edit it leading to its oversized version. ENG version is now one of the smallest PK policies- its by no means perfect and is undergoing another rewrite per the survey just posted last night which has more than 75% of the community pushing for "Roleplay & Narrative policy" seeking to retain a sense that PKs are earned via set RP & Story conditions.
PK by default is redundant
This is a false heading. By it's nature it cannot do as it claims, to "automatically PK" "regardless of requests or lack thereof". This is clear because the very next thing it mentions is the rules that are later layed out. This is more an issue of formatting and description then anything. To put it simply this document is the process that any PK must go through to be "approved" (stupid approach) therefor meaning that NOT ONE SINGLE PK can ever be called "automatic". Wipe the entire section or remake it into a contents header of sorts.
Formatting and descriptors are being reworded so wont comment much on this yet since this part in particular is technically being removed in favour of a new "PK Trigger" section to replace the current 3 categories of PKs
3. Advancing the story conflicts with Deliberate Choice
Not every choice can be claimed to advance a story under this ruleset (I personally believe every action drives the narrative, but seeing as this is a document that will be interpreted by many people who disagree with me I have to bring this up). Does drinking glue and then dying because of it progress the narrative of the server? No? Then a player could argue that it doesn't warrant a PK. But it does fall under deliberate choice. Does killing a low grade researcher for his keycard the fault of the researcher? He made no deliberate choice in the matter, however his death does progress the narrative of the server. He could argue that since he made no deliberate choice it can't be a PK (in this case we must assume they have to know exactly who he is to infiltrate, so NLR is off the table). Now I'm not saying that these rules can't be flexible with each other, but that flexibility is what leads to 20+ post forum threads as people argue over it, which is what we want to avoid.
I think stating "Does killing a low grade researcher for his keycard the fault of the researcher? He made no deliberate choice in the matter, however his death does progress the narrative of the server." is a very poor example to make. This would never even be a considerable death and generally shouldn't even be accepted as one. Killing over minor things like this isnt progressing narrative, its finding an excuse to kill someone to fit an arbitrary view of ones version of "Dark and gritty" but its not dark either to kill someone over minor things such as losing a Keycard- since in the end it has made 0 impact other than "Man/woman lost his card and got shot for whatever reason? IDK?" is the general response curated. Feels lame at best, bad faith at worse.
Drinking glue also bad example to make since that is just suicide straight up, deliberate yes- but also just straight suicidal and the choice of the player controlling the character. Thats whatever if people wish to do that. Though as people pointed out in the discord, even allowing people to do this some find to be insane as it could lead to people creating the most annoying deaths possible where they just randomly decide to kill themselves at some key moment and its like "Oh well? I suppose they just wanted to die... anyways back to RP"
There should be some degree of sensibility to deaths that isn't "Just cause I can and in real life one cannot survive doing X or Y thus its logical they die if they got shot over X thing regardless of how minor" since that is not gameplay friendly and not everyone finds that "Fun". Permakills are a key tool for pivotal moments where death can truly make an impact or just matter to the people engaged with that story those players and characters have made and contributed to- doesn't need to be in a blaze of glory, but shouldn't be mundane either and should be known to the player what the risks are.
4. Attacker / Defender falls apart with long narrative chains
If I wanted to start an argument at a university campus i'd ask "Who is the aggressor in Israel vs Palestine." Now this may have an answer (I don't care rn) but the point is conflicts, especially the narrative ones we want often don't work along such black and white lines. What if someone from a rebel group attacks the combine and gets the combine to sweep. Then another group of rebels, or another rebel in his group who had 0 knowledge of the attack nor wanted it to happen gets killed in response to the attack. Is this person / group an attacker or defender, what about the rebel that started it, where is the line drawn? It also calls back to the "advancing the story" problem. The other rebel / group made no deliberate choice, but their death as a result of this makes narrative sense. They chose to recruit / work with a loose gun and it got them killed.
Not much to say here as this has been agreed to change per survey feedback regarding how convoluted this part of the policy makes things seem. So we are replacing it with a more neutral version w/ examples to be provided so players can play without fearing a unknown condition hidden in the text. It will be made much simpler. As for what that looks like, you will see it when its been posted on the current policy. But suffice to say, yes people do agree that Attacking and Defending is a concept that is inherently flawed for a RP server.
5. "Being Targeted" conflicts with "engaging with narrative"
A lot of these points call back to the previous two points so I'll keep this short. The policy protects you from dying when you have no hand in causing it (even being framed), but narrative PK's permit you being PK'ed for narrative purposes as the story may have been built around you / your position. There is an undefined limit of each of these rules and when they cross over neither are marked to take priority.
This part of the policy only protects you if you choose to remain neutral your entire life- aka you have to play as a literal rock, tree or hill in order to meet this part of the cirteria. Not everyone wants to get involved in the stakes of potential death and may want to live out life as a peaceful citizen. Nautrally there is eventually going to be threats they cant avoid and will have to survive based on the choices they make during such times so they are not entirely immune, but it does protect them from cases where someone has decided to out of the blue target them in attempt to get them killed one way or another.
Only exception is when said person enters a situation of their own decision making process leading them to their death. E.g. John asks you to follow him- you dont know much about this man and may seem shady but you trust. You follow him into some slums or alley and find yourself getting jumped. Now you have the option to fight for your life, run to the cops or accept fate to be mugged or killed since you made the choice to follow- that I see as reasonable.
What I don't find reasonable is if this point ever expands into the realm of being allowed to be killed simply for existing and minding ones own business trying to Roleplay casually. Some with a job do tend to play super neutral characters that may listen to the story, but not engage with it. The background char that may one day die, but out of everyone is probably the longest survivor of all time just a no name amongst the crowd.
6. PK auths? For real?
I want to spend as little time on this as possible because I think most people can see the issue here. This is just moving the 20+ post forum threads from after the PK to before. It also halts the narrative in its tracks. No rash decision making can happen, and it limits this for both faction defining choices and personal ones. As I brought up before, does someone just have to stop killing someone who they think killed their spouse / brother /friend because they need to go and make a PK auth? Do they have to IC go away and cope and seethe about it till they get the go ahead? Or do they make more work for the GM's by opening a ticket. If they can do that in game, why bother with the forum? These questions need to be answered in the document.
I mean this whole part is a mess
>We wish to reduce paperwork
>you MUST open a ticket
>But not for in the moment PK's
>They'll be on the spot accordingly
>But other stuff (undefined) will require some small investigation
>Oh and we'll hold up RP for this, policy here is more important then a smooth experience
This part we just updated today since the intent is this:
- If you are in the moment, you must open a ticket as in the end a staff member must confirm the death. This doesn't pause the RP by the way, this only ensures the PK is held off until properly reviewed to avoid any potential outcome of an Appeal. Once the staff member locks it in, the case should be solid enough to be unappealable.
- If you are planning on killing someone in advance for the future, then you need to make a PK auth as in advance kills generally are ones you have been planning and have a good reason for it, making it easier for staff to get to approving/declining a PK prior to ensure any key pivotal deaths are pre-approved prior.
The aim is not holding up RP to wait for Staff, its allowing it to continue but Staff get the final say if a PK is to go through or not. The paperwork issue we have atm stems from appeals. Its easier to handle a request than it is an appeal generally. And the way V3 works is that all staff can see Case files for CPs at least, so any move they make is generally accepted on the basis of those case files existing and being correct.
Subjective but still better than no approval process at all which then requires appeals- trying to block appeals when no due process exists prior means you are inviting hatred, making players and victims feel like they had no recourse and made a player generally feel like their is no closure or reason behind their death.
7. Wide and open field for Voiding
We're told that we want "minimal or no appeals", but with items such as "Good Faith" (How can you know someone did it in good faith) and "Weak justification" (Who defines it) you allow for a person to argue that because the two, totally subjective, were not met that his PK should be voided. This is such a major hole and conflict in the document that I can't even believe that the whole thing was written and looked at and approved. It says we want "Minimal or no appeals" then lists out a thousand potential situations where someone could argue that an appeal is required under the rules.
Good faith rules should always exist when it comes to PKs hands down, that is a hill I will sit and die on at all costs since Good faith is the protector of PKs from any rule breaks, RDM reasoning, minge behavior or acts of OOC targeting. Weak justification can and does exist as we seen in V2 for people trying to get X killed for reasons that make 0 sense to kill someone. Good faith blocks that. Its "subjective" to an extent and up to staff ultimately, but again better than nothing.
8. No standards for what constitutes evidence, once again totally subjective
Read above, no actual standards for evidence, one case may be through word of mouth (GM / Mod likes the guy) OR require discord DM screenshots (We can't believe that would happen and require more proof)
Evidence in the policy mainly refers to CPs performing their duties when it comes to amputations. While some have pointed out the Rules should not make up for the shortfall of factions, it should still at least offer some padding against cases where poor evidence or lack of evidence is used to carry out a PK on a unsuspecting player who falls into the "Did nothing wrong" category. This can and does happen and there was times where there was perfectly valid cases- but also times where a CP or 2 tried justifying a kill on someone who had nothing to do with the evidence referred to and had 0 relation and reason outside of them being picked as the most "convenient option" at the time.
I do agree in part where Pks should be more harsh and that a Narrative PK in a sense that alot of things can be considered a story driven death. But thats not always used in 'Good faith' as we say. And a lot of times, we seen people abuse and lawyer deaths as much as possible which is still a flaw in this new policy even if less so per feedback.
And again we do agree that some parts of the policy need to be reformatted, reworded and reworked to make it all work much better than V2 did and create a system of fairness and neutrality for all but will take some time to get good enough to pass the scrutiny it is getting at this time.
However, I do draw a line at the Hardcore parts you are hinting towards in your post where Death should be able to occur to anyone and everyone even for the most minute things to fit the theme of HL2RPs dark and oppressive atmosphere where it should feel like a Cop should beat you to near death just for losing something like a level 1 keycard that really poses no key security threat in itself and can be disabled- may face a deduction of social credits and funds, possibly re-education, but a full on beating or outright killing as a PK is 3 steps too many.