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Implemented NLR

  • Thread starter Thread starter AdamCF
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AdamCF

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NLR at the moment: drop everything when you die (not CID)

NLR idea: Skill loss as usual, equipped hat + mask items drop, equipped tools and weapons drop
 
My personal opinion:

NLR deaths should already be rare, because NLR deaths are deaths that happened most likely through combat, and that the roleplaying background that led to this situation didn't fit for a character to die in that scenario, which in that case means the combat was for the mere aspect of "having fun".

That said, an NLR shouldn't be as punishing as it is. NLRs, imo, shouldn't be even happening in a SERIOUS ROLEPLAYING server. But I digress.

Considering the current policy, the NLR punishments should be drastically changed from:

Losing everything -> to Losing your equipped weapons/armor. You shouldn't lose your clothing nor your backpack items since they were non-influential to the combat itself.. probably.
 
if I logged onto the server and got 1 tapped by a headcrab and lost all my shit, I'd probably just leave

losing everything you own through wank deaths is the most life sapping thing on the planet
 
if I logged onto the server and got 1 tapped by a headcrab and lost all my shit, I'd probably just leave

losing everything you own through wank deaths is the most life sapping thing on the planet
Exactly this
 
Perhaps the issue is not NLR, but instead players throwing their character into dangerous situations.

You went down into the sewers, a notoriously dangerous place. You risk dying.
You decided to scream at a CP unit, a force known for their brutality. You risk dying.
You decided to run towards a firefight- you get the idea.

If you don't want to lose items, don't put yourself in a dangerous situation where you might, check it- lose items upon death. It's not like there is anything actively hunting you down on the surface and if there is you likely pissed someone off.

Essentially, get good.
 
Perhaps the issue is not NLR, but instead players throwing their character into dangerous situations.

You went down into the sewers, a notoriously dangerous place. You risk dying.
You decided to scream at a CP unit, a force known for their brutality. You risk dying.
You decided to run towards a firefight- you get the idea.

If you don't want to lose items, don't put yourself in a dangerous situation where you might, check it- lose items upon death. It's not like there is anything actively hunting you down on the surface and if there is you likely pissed someone off.

Essentially, get good.

There shouldn't be things that can one-shot you in the sewers regardless of how 'dangerous' it is.

You shouldn't be 'NLRed' by CPs. That's absolutely pointless.

You shouldn't be losing items from someone accidentally killing you in TBC.
 
A death, as long as it is within RP, (Includes TBC) should be a PK. People die for many a reason, some even for no reason, but they don't get a second chance by coming back to life and avoiding the situation. Someone could walk out of their house and get run over by a car and that's it, they're dead, the driver may have had intent to kill, maybe not, it doesn't really matter for the person laying dead in the street. The world is a dangerous place, even more so with an alien occupation, if you die, you die. Just because you worked hard on your roleplay doesn't mean you can't be killed, if you were one shot by a headcrab, that's the end of that characters story, you trip and fall, cracking your skull open on the sidewalk, you're dead. If you die from lag, or because of a minge with a bat, that's not an RP death, and so not a PK. If you die from something outside of RP, something OOC, it's not a PK. NLR, if anything, is the creation of another character, since from what I know, NLR is a term from DarkRP that just means you act as if you're a new person, since there's no character selection in DarkRP. Why should you get to keep the progress of a dead character? If re-incarnation exists in the real world, I don't keep my strength and power from this life when I go to my next life. Making it extremely harsh will make people want to live, you know, like in real life, so they don't lose progress, items, credits, relationships or whatever.
 
There shouldn't be things that can one-shot you in the sewers regardless of how 'dangerous' it is.

You shouldn't be 'NLRed' by CPs. That's absolutely pointless.

You shouldn't be losing items from someone accidentally killing you in TBC.
You get the idea though, I hope. One shot NPCs is a different issue, but death needs to have meaning. If there is no punishment for death, a player will not have a reason to avoid it. That's why I mentioned situations that you have to put yourself in to even be put in danger. Losing all your items for an NLR is a rather small punishment for death anyways. It COULD be a player kill.
 
If it is an NLR death in the first place in lieu of a PK, we have already made the determination that the incident need not be a major character altering or ending event and was likely a “redshirt” incident.

Losing everything with an NLR, the one means of death intended to have little lasting damaging effects, seems overly punitive and more likely to have people frustrated and removing themselves from role play. I know that HL2RP is essentially a wheel of sadism and masochism through character deaths between one player to another, but I think we’d be better served with the above suggestions.

The idea of a death is a death always sounds nice but ends up overly pedantic and annoying for established characters. It’s not an instance of main character syndrome to not want your established, expanded character killed over a minute situation that theoretically could have happened to anyone and has no connection to your story overall, like a mugging or random assault.

Have them lose the equipped item and that’s really it.
 
We can look into getting this done. Thank you for the suggestion, will add it to the Trello as an improvement. Given it is actually wanted.
 
also punish people who unequip their shit just before dying so they don't lose it
 
You get the idea though, I hope. One shot NPCs is a different issue, but death needs to have meaning. If there is no punishment for death, a player will not have a reason to avoid it. That's why I mentioned situations that you have to put yourself in to even be put in danger. Losing all your items for an NLR is a rather small punishment for death anyways. It COULD be a player kill.
With this logic, that is entirely legitimate, but this paints extreme combine bias. This logic would mean that even entering the sewers is just destinted for failure, meanwhile robocops profit and don't have to worry about anything because they have nothing to lose.
 
Personal experience with the sucky results of an otherwise fun NLR killing:

I joined the server at launch day, some guy said that his friend was freaking out in his apartment and needed help, went to help break up an argument, as it seemed pretty petty, my dude is a loyalist so he saw it as a civic duty to help out a citizen in need. - The RP was fun for the most part.

It was an Admin set-up situation, that much was fairly obvious.

CPs inevitably came anyways as the fight had broken up, likely someone IC went and over-dramatized what was going on to said CPs. Fair enough.

What happened next was then likely done to introduce the players to the world of the CP brutality if they weren't already acquainted with it, fair enough.

CPs find a pistol in a trash can of the dude who's apartment it is, and execute us all to be safe, whether we were involved in the argument or just there to help break it up, which is fair enough I guess. But for an admin set-up situation that escalated from 0-100, it sucked just a little.

Lost everything other than my CID. Gotta grind to get all my clothes back.

More than happy with the situation and the NLR that I got from it, just losing all my stuff for something that
A: Was completely out of my control
and
B: For a killing that's only meant to wipe my IC memory of a situation

Sucked.
 
CPs find a pistol in a trash can of the dude who's apartment it is, and execute us all to be safe, whether we were involved in the argument or just there to help break it up, which is fair enough I guess. But for an admin set-up situation that escalated from 0-100, it sucked just a little.
If you have any information about the CP involved then please let @Spine know. These issues can only be solved if there are screenshots or names.
 
If you have any information about the CP involved then please let @Spine know. These issues can only be solved if there are screenshots or names.
I don't really want to witch-hunt the rank-lead-man for this specific situation, as it was day one, a weird situation and I don't really reckon what the guy did was particularly wrong as he found a firearm and couldn't be sure who it belonged to.

My issue was moreso the "losing all my stuff", which could happen to quite literally anybody in a situation they have little control over, rather than the behaviour of the CPs, which is shocking considering recent events, I know.
 
I agree I died on my first day on the server to an NPC and lost everything. I just made a new character. Also if npcs really ate oneshotting people that's really retarded and it will make players quit the server lol. Nobody wants to lose their skilled up geared up rebel to a 1 shot headcrab and they'll rage quit graunteed on death.
 
Added to backlog to make sure only equipped items drop on death along with the standard skill loss.

I agree I died on my first day on the server to an NPC and lost everything. I just made a new character. Also if npcs really ate oneshotting people that's really retarded and it will make players quit the server lol. Nobody wants to lose their skilled up geared up rebel to a 1 shot headcrab and they'll rage quit graunteed on death.
I assume this was to the poison headcrab which are now banned from being used due to well... breaking the system.
 
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