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Info PK Policy

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ultima

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Terminology

PK (Perma-kill):

PKs, otherwise known as Permanent Kill results in the complete removal of a character. They can occur either during a character's death or via relocation. Both lead to the character being unable to be played again.​

NLR (New-Life Rule):

NLR, unlike PKs, do not make your character unavailable to play. Instead you can play it but the events leading to your death are forgotten regardless, if gear/skills are refunded. NLR with no refund means exactly that; anything you died with is lost/stolen and cannot be retrieved as per New-Life Rule (with an exception of a CID, a new one will be provided)​

Good Faith:

When it comes to PK's, we aim to do them in accordance with ‘Good Faith’, simply meaning PK’s must happen fairly; in accordance to the rules, following policy, honest intent, and respect. We expect PKs to never be a goal, but to instead create meaningful stories and roleplay moments in history. PKs should not always be the first choice and if carried out unfairly, a player may find a character they spent years developing, making relationships, attaining goals, simply to be removed in an instant.

Good faith is never black & white when assessing a PK, but more or less an assessment of all the grey areas involved. OOC interference, disrespect, negative or bad intent, shaky foundations and more can all nullify a PK under Good Faith protections. If you're ever in doubt when considering a PK, ask yourself: "If your roles were reversed, do you feel this would be fair and in Good Faith?"


What does & doesn’t warrant a PK?​

Everyone is subject to the PK Policy and while the majority of deaths will lead to your character's demise, or at least the loss of progress/items; there are still some exceptions that will lead to a NLR w/ refund.


The following can lead to a PK:

  1. Matching the PK by Default Criteria (E.g. Running into combat without care, performing a sweep or even walking in slums with gear for no good reason)
  2. Meeting the RP Criteria (E.g. You enter a situation that leads to your character's demise due to your own actions)
  3. Dying in Combat regardless of if you are the Aggressor or Defender, as long as you engage, you are prone to death. NPC deaths are included given the death was reasonable and not buggy.
  4. Finally, someone makes a PK request against you.

To sum up what doesn’t PK you is simply as follows:

  1. Accidents, bugs, glitches, etc can’t kill you. Including Event chars that did not intend to wipe you out. You get refunded for these.
  2. Death by Overpowered NPCs ( Though if you ran into it on your own terms that's still a PK. )
  3. PKs resulting from being targeted ICly or OOCly for actions your character did not actually do or based on suspicion without any conclusive evidence of your character committing the actions.


The Roleplay PK Criteria

Outside of combat, roleplay may simply develop to a point where a PK happens, without there necessarily having been a fight. In this case, there are 2 basic criteria for any roleplay to result in a PK, keep in mind all targeted PK's require a valid PK Request to be made before it can be carried out, below are the reasonings that would usually be able to authorize such, this does not include events, exclusively player versus player interactions. The need for such may be waivered for in the moment/developing situations where it instead defaults to just the Roleplay Criteria.
  1. PK must suit the narrative that a character was involved in. They cannot be forced onto someone or be random. Your character must choose to do (or not do) something that was:
    1. Decisive in the Narrative for the PK to happen, Important to the Narrative of the PK, and you were aware of PK being a possible consequence..
  2. Your character was either:
    1. In a ‘PK by default’ situation.
    2. Specifically targeted as the result of RP.
      1. It must matter that it was YOUR character that got PKed and not a random character.
      2. Valid reasons to target a character include (but not limited to):
        1. Extensive character development between all characters involved - ‘extensive’ assumes this happened over the course of weeks, if not months.
        2. Escalating conflict where both sides clearly stepped up the conflict beyond inflicting serious harm
        3. Retaliation against credible, concrete threats made against your character, where retaliation is vital to survive.
        4. Revenge killing against characters that have perpetrated equal or worse actions.
      3. Reasons such as: Personal dislike, verbal insults, vague/uncredible threats, wanting items or money, someone stealing your items, assaulting you or a friend without lethal force or suspicion all do not count towards a PK. This includes killing someone merely over being Rebel or Loyalist.




PK by default criteria

The following is a list of actions or criteria which will get you PK’d by default, regardless of the specific character being targeted or not.
  1. Some event characters and/or Combine Characters holding important IC positions
    1. CP Overseer, High level CA and Overwatch characters (Good faith applies)
    2. CCA are also included if outside without guards. With guards means the CCA will be 'downed' to allow for MedRP or capture. They can be executed if guards fail to save the CCA member.
  2. Suicide or Sacrifice that is roleplayed, where you willingly die. Running into danger and/or lack of fear also applies even when the danger isn’t another player, such as a NPC or some sort of deadly environment (Gas, fire, etc)
  3. Execution / Punishment by Combine Factions such as Amputation, for which crimes where the character has actually committed all crimes accused of.
    1. Evidence must be provided by the Combine player. Without, NLR will apply.
  4. Expeditions or other Outside-Main settings will always lead to a PK, unless prior exceptions are agreed upon by PK Managers / CT Coordinators.
    1. This includes deaths that occur in the Outlands and Admin-Box events, along with deaths that occur on the Expedition or Short Stories server.
    2. Deaths that occur during cross-server transfers and fall under that server's PK/NLR policy (Such as transfers from the Main to French server, for example)
    3. Anywhere else not previously included that is purely an 'event-only' area.



Combat PK Criteria
Deaths during or immediately following combat (S2RP or S2K) qualify for a PK in the below circumstances:

1. The Aggressor, instigator or start of a fight, AND / OR any person targeted in the fight, if the Roleplay PK Criteria is met.
  1. For S2K Fights, there must be roleplay between the attacker and targeted person preceding the fight to meet the Roleplay PK Criteria. (Does not apply to combine-rebel interactions.)
  2. To be targeted, the attacker should at the very least know the person they are targeting, have had multiple Roleplay interactions with them, and be able to recognize them right before or during the attack, or alternatively gotten a approved PK Request. (Does not apply to combine-rebel interactions.)
  3. In all situations both the Defender and the Attacker is subject to a PK no matter what.
2. Regarding sweeps.
1. All sweeps, Retaliation/Reactionary must have a city-wide alert sent out for it to count towards the PK Criteria, otherwise it counts as a NLR no refund.
-If you died but were not involved in any way and did not engage the sweep, a NLR no refund will be granted.
-If you died but were not involved in any way but engaged the sweep in any way, this will fall under a PK.

2. All Civil Protection deaths during a sweep, Retaliation or Reactionary will result in a PK.
-This does not include Shotcops, which fall under a NLR No refund with a demotion corresponding to the rank.

- ( i1 & i2 command units get demoted to i3 | i3 get demoted to i4 | i4 & i5 don't get demoted )




Additional Notes:

*When it comes to factions, please do keep in mind that if a character's death OOCly affects the Faction's stability, an auth can be made to the appropriate FL for the new character to start at the same or higher position their previous character was before they were PKd.

*OOC roles do exist - meaning they are not limited to IC function. In this event, a new character can be made following a discussion with relevant FL and/or any of the following entities: Server Council, Appeal Managers and PK Manager.
 
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After a successful run i17, the PK policy has been updated to essentially use the same rules on C24. That means combat deaths are now always a PK with very few exceptions.

There is only one minor change: when TBC is turned off during a JW (which it usually is), deaths will still be a PK. The JW should serve as enough warning to the increased risk. This is essentially already how we did it on i17, so just writing it into the rules to avoid confusion on whether or not it is a PK.
 
PK Policy Update:

"PK by Default" criteria
Subsection 5:
Deaths within the sewers as a result of a barnacle, player, or NPC.​

What does not warrant a PK?
Subsection 2:
Deaths by NPCs not inside the sewers.​
That's all.
 
Small update to the case of being amputated for multiple lower-level crimes: the rule that you must have actually committed the crimes you are accused of counts for ALL the crimes used to justify the amputation. Some people apparently only believed your last crime in the series had to be one you actually committed, but that is not the case.
 
Updates:
  1. Combat PK policy no longer mentions TBC. S2K fully qualifies for PK's too now.
Changes for the current map/state of things:
  1. Given the limited room on the map, and the linearity of the slums/sewers, 'collateral deaths' of a sweep no longer results in a PK. We wish to give rebels that lay low more room this way without risking a near-certain PK the moment someone causes a sweep.
  2. Given the power imbalance between end-game rebels (of which there are many now after the last 2 arcs) and Civil Protection, and to offset the lessened risk for rebels in the slums/sewers, CP players are exempt from PKs if attacked/provoked by rebels while inside the City/Slums.
 
Changes for the current map/state of things:
  1. Given the limited room on the map, and the linearity of the slums/sewers, 'collateral deaths' of a sweep no longer results in a PK. We wish to give rebels that lay low more room this way without risking a near-certain PK the moment someone causes a sweep.
  2. Given the power imbalance between end-game rebels (of which there are many now after the last 2 arcs) and Civil Protection, and to offset the lessened risk for rebels in the slums/sewers, CP players are exempt from PKs if attacked/provoked by rebels while inside the City/Slums.
As the map has been changed, and we've had a few days to settle in (read: I forgot to do this earlier), these 2 rules are removed again. There is plenty of space for rebels to operate without breathing down CPs their neck and plenty of room to hide from sweeps. Conversely, cops are losing their immunity to rebel attacks.

Now please don't go fuck around, because you will find out.
 
THE PK CRITERIA AND POLICIES HAVE BEEN UPDATED TO SUIT A MORE
NARRATIVE INVOLVEMENT FOR ALL CHARACTERS ON THE SERVER.

This is inherent of a serious roleplay server and should be treated as such.
It is important to note we are addressing Combat, Good Faith.

Regulations involving Roleplay PKs & Deaths are also adjusted. Thank you.
_______
EDIT 1: Revengenace Guidelines moved to Combat Rules to signify running-and-gunning into the main point of roleplay (The Plaza, CWU Clinics & CWU Workstations) can result in PKs.
 
PK Policy updated once more- still a work in progress but overall most of the fixes have been implemented.
 
This is undergoing a simplification update which may come with a few changes. Will take some time as following a process.
 
After discussions with Robert and approval from RAD-X, the PK Policy has been revised.

Definitions and Criteria have been simplified some for easier understanding.
 
Civil Protection PK/NLR rules have received an update.
Reform comes after working extensively with ClapTrap and Ozziekiel. (And having to wait until OCIN was back up ingame)

Changes are effective immediately.
 
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Per request, clarity was added to the important characters ruling
 
Effective immediately, T-6 loyalist characters are no longer considered PK by default.

More changes will follow.
 
  • PK Policy update

    Expeditions / Short stories or other Outside-Main* settings will always lead to a PK, unless prior exceptions are agreed upon by Admins or GMs

    changed to

    Expeditions or other Outside-Main* settings will always lead to a PK, unless prior exceptions are agreed upon by the PK Managers / CT Coordinators
 
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*Outside-Main to include Outlands, Admin-Box Events, Expeditions, Short Stories, Cross-Transfer servers, and anything else that is considered an Event-Only Area. While PK by Default, exceptions are allowed only if agreed upon by Admins and GMs.
Adjusted.
  • PKs where all parties consent to another outcome (such as NLR). This consensus can either be reached on the server with an admin present or on an appeal.
Removed.
*Outside-Main to include Outlands, Admin-Box Events, Expeditions, Cross-Transfer servers, and anything else that is considered an Event-Only Area. While PK by Default, exceptions are allowed only if agreed upon by Admins and GMs.
Replaced
  • Suicide or Sacrifice that is roleplayed, where you willingly die. Running into danger and/or lack of fear also applies
Adjusted
Combat PK Criteria
Rewritten.


(Ignore format inconsistencies, forums is kill.)
 

The Roleplay PK Criteria

Outside of combat, roleplay may simply develop to a point where a PK happens, without there necessarily having been a fight. In this case, there are 2 basic criteria for any roleplay to result in a PK, keep in mind all PK's require a valid PK Request to be made before it can be carried out, below are the reasonings that would usually be able to authorize such, this does not include events, exclusively player versus player interactions.
  1. PK must suit the narrative that a character was involved in. They cannot be forced onto someone or be random. Your character must choose to do (or not do) something that was:
    1. Decisive in the Narrative for the PK to happen, Important to the Narrative of the PK, and you were aware of PK being a possible consequence..
  2. Your character was either:
    1. In a ‘PK by default’ situation.
    2. Specifically targeted as the result of RP.
      1. It must matter that it was YOUR character that got PKed and not a random character.
      2. Valid reasons to target a character include (but not limited to):
        1. Extensive character development between all characters involved - ‘extensive’ assumes this happened over the course of weeks, if not months.
        2. Escalating conflict where both sides clearly stepped up the conflict beyond inflicting serious harm
        3. Retaliation against credible, concrete threats made against your character, where retaliation is vital to survive.
        4. Revenge killing against characters that have perpetrated equal or worse actions.
      3. Reasons such as: Personal dislike, verbal insults, vague/uncredible threats, wanting items or money, someone stealing your items, assaulting you or a friend without lethal force or suspicion all do not count towards a PK. This includes killing someone merely over being Rebel or Loyalist.
Big change, make sure to read up and remember.


Edited to clarify.
 
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