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NOLF PC | Newbies | MultiPlayer Rules

"In war, there is no substitute for victory." - Gen. Douglas MacArthur

Online games are unique in the realm of gaming because unlike other games, there is no set of written rules for what you can and cannot do. Players are bound only by what is possible and by their own code of conduct. The server host may impose rules of his own, but by and large, the rules are agreed upon by those who are playing the game.

Much like actual warfare, this is all fine and dandy - as long as everyone agrees to the same set of rules. However, what do you do when one person refuses to play according to those rules? Either you have to beat him at his own game, or you have to live with the fact that you can't do anything about it (unless of course, you can do something about it, in which case you do).

This article is designed to provide some guidelines as to specific issues in NOLF of which there is some debate. Be aware that there is debate about every topic that is listed here, and you will find people who stand on both sides of the fence.

Issue 1: The bunny hop

Bunny hopping is a tactic that is frequently attacked by newer players. Despite its criticism, all of the best players in the game bunny hop. I have never seen a great player who didn't (except for a few snipers *cough*Kyz*cough*). Pioneered by players like Snoop and Fuzzy, the bunny hop makes you much more difficult to hit.

Opponents of the bunny hop tend to use arguments like "It's really lame" or "That is so gay..." Unfortunately, these arguments (in my opinion) hold no real weight. It's like asking someone to stand still so that you can shoot them easier, or asking for someone to wait until you pick up the guns and armor before they start attacking you. If you would like to run in a straight line and get killed every time, that is your choice. While no one lives forever, I attempt to stay alive as long as possible, and therefore the bunny hop, so far as I'm concerned, gets two thumbs up.

Issue #2: Mountain Climbing

In various levels, it is possible to climb on mountains on the outskirts of the map. Many people feel that since this is something that is possible in the game and available to everyone, it should be acceptable.

While respecting that viewpoint, I must respectfully disagree for two reasons. 1) Monolith attempted to stop mountain climbing through various means in the updates. 2) It places the player outside of the "normal bounds" of the map and play. In addition, hill climbing really does not benefit anyone. You are in fact easier to kill on the hill than off of it once someone finds you. To reverse the argument from issue 1, none of the best players mountain climb, not only because it isn't worth their effort, but they have decided that mountain climbing is not kosher.

Issue #3: Spawn Killing

This is an issue that particularly crops up in the two most played AM maps, Blizzard and Hydro. In each of these maps, scorers are presented with many targets who are spawning in the base. Often, newer players are unhappy about being spawn killed, and I will certainly agree that being spawn killed is not fun. However, I will also submit that it is unavoidable.

First, the arguments against spawn killing are very similar to the arguments against bunny hopping: it's lame and it's gay. Once again, these arguments hold very little weight. A more solid argument in the case of spawn killing is that it "Isn't nice" and frustrates newer players. I do agree that spawn killing is sometimes not in the best interests of keeping players in a game, but it is important to view the other side of the argument as well.

The arguments in favor of spawn killing are slightly more constructive. First, if you are in the enemy's base, it is foolish to "be polite" and let the enemy pick up guns, ammo and armor so that he can have a better chance to kill you. Spawn killing is particularly hated on hydro where two attackers on the towers can cover all but 2 or 3 of the spawn points. However, it is important to note that many of the people who spawn kill from towers don't take pictures - they spawn kill for points. Asking an experienced player to stop spawn killing is like asking him not to take pictures.

As such, my response would be that spawn killing is simply a way of life. Good players realize that it is impossible to stop, and difficult to get out of. However, they also know that spawn killing runs both ways - both teams have that opportunity, and it is just as difficult for either side to get out. It is not uncommon for one team to be down because of a spawn killing run, only to see the other team go on a run of its own.

There is one caveat to this: when playing against newer players, there is really no need to incessantly spawn kill. It is much better to play and practice skills than to continue a rampant killing spree which will only result in newer players leaving the server and the community.

When it comes to spawn killing, all sides need to use common sense. On one hand, it is extremely discouraging for the team that is getting murdered. On the other, it is silly to ask players to not kill you until you get weapons and armor. Both sides need to respect the other.

Issue #4: Chatkilling

Vlad has an excellent article on this. Go read it. My personal thoughts: NOLF is not IRC. If you're chatting and you get killed, you have no excuse. After all, you are the one who allowed yourself to become vulnerable. However, I also don't think you should go out of your way to chatkill someone either. Chatkills run both ways.

Issue #5: Camping

Defined in broad terms, camping basically means players who sit in one place and wait for other players to come to them. It usually involves guarding certain points that are often visited and hoping to kill people who pass by.

There are two different situations to this. The first occurs in DM. While I am not a big Deathmatch player, I think that most of the ones I have talked to would say that camping is frowned upon in deathmatch, especially in a 1 on 1 match - for obvious reasons.

In AM, the story is slightly different. Harm vs Unity requires something which is not present in deathmatch: teamwork. In AM games, team assignments (especially defensive assignments) often include guarding a specific point or weapon so that it doesn't fall into the hands of the enemy. For instance, many levels have a limited number of access points into either base. A smart defender will defend those points. In such cases, "camping" is the only intelligent thing to do.

Issue #6: Weapon use

"NO MINES!!!" "Ok, can you please stop using that weapon..." "I think we've had enough of the briefcase..."

How many times have I heard these quotes. The sad truth is, however, that everyone on the level has the same access to all the weapons. No one has any right to complain about people's use of weapons except for the server host.

There is one exception to this: mining. The server is forced to keep up with each mine that is thrown. As more and more are thrown, the server has more and more points to keep up with. This increases the amount of data it must process and send, and therefore the amount of lag on the server. If someone is complaining about mines because they don't like them, I generally don't listen. If they're complaining because of lag, that is a different story. Mines are effective and important. Everyone has the opportunity to use them. If you choose not to use them, that is your choice, but remember that it is not binding on the others who are playing with you.


It is important to remember that these are general guidelines. Like I said before, depending on the server and people in the game, these guidelines may vary widely. The list posted above is mainly from an experienced players perspective. It isn't hard and fast, but is a good indication of how many "good" players play the game.