Fix #1: Decouple Justice and Reputation (The Core Structural Fix)
Right now, Mortal Online 2's justice and reputation systems are fused together, creating a self-devouring ouroboros of bad design. Criminals can erase their records by grinding faction tasks, while the justice system fails to hold offenders accountable.The result? Meaningless justice, exploitable reputation, and a balancing nightmare for developers.
The Core Problem
- If a player commits a crime—murder, theft, assault—it should be tracked by a dedicated system of consequences: bounty hunting, guard enforcement, and criminal penalties.
- If a player serves a faction by completing tasks, killing its enemies, or maintaining loyalty, it should affect how NPCs see them—but NOT erase their criminal record.
- Reputation influences justice, allowing criminals to "buy back" their innocence.
- New players are baffled when a red player waltzes into town like nothing happened, thanks to banking sufficient faction rep.
- Justice is reduced to a faction grind, rather than meaningful consequences for player actions.
The Exploit: How Criminals Game the System
Imagine a notorious murderer, his crime tally enormous—he should be hunted, ostracized, and fearing for his life.But instead of facing actual consequences, he just grinds faction tasks:
This is not justice—it’s bureaucratic insanity.
The Fix: A Clean Separation Between Reputation and Justice
- Low reputation makes a player KOS only to that faction.
- Red status makes a player KOS to both currently active factions (Khurite and Tindremic), regardless of reputation.
- A player is KOS to guards if they have red or grey status OR very low reputation.
- To interact with NPCs, a player must be both blue AND have sufficient reputation.
The Result: A Functional, Balanced System
By breaking the link between justice and reputation, we:✔ Make crime and punishment meaningful—no more wiping records with faction grinds.
✔ Prevent criminals from exploiting reputation as a loophole.
✔ Give developers the ability to fine-tune each system without needing to consider how it affects the other.
This is the first and most critical step to fixing Mortal Online 2’s justice system. Without it, every other justice reform is like locking the front door while the back door is wide open.
Fix #2: Stop Forcing Blues to Become Criminals Just to Play the Game
Right now, Mortal Online 2 actively forces lawful players into criminality.This isn’t just an unfortunate side effect—it’s a deeply flawed system that turns justice into a joke.
Players who should be protected by the system are instead penalized by it, while griefers exploit every loophole to avoid consequences.
How the System Actively Punishes Lawful Players
1. AOE Users (Mages, Tamers, Necromancers) Are Criminal by Default
- Any lawful player using AOE abilities—whether a mage, a tamer, or a necromancer—must enable illegal actions (IA) just to function.
- This allows griefers to exploit the system by deliberately stepping into the AOE effect, causing the game to flag the lawful player as the criminal.
- A mage’s fireball or a tamer’s beast attack can be used against them, as blues deliberately position themselves in the effect zone to force a grey flag.
- This often results in apprentice mages being guard whacked while practicing their spells near towns.
This isn’t a justice system; it’s a griefing tool disguised as game mechanics.
2. The Revenge Timer Is a Joke
- If a criminal kills and loots you, by the time you’re geared up and ready to retaliate (five minutes later), he’s blue again.
- To fight back, you now have to go red yourself, racking up murder counts just to reclaim what was stolen from you.
3. Grey Status (Due to What is Essentially a Mandatory IA on Toggle) Creates More Criminals Than It Catches
- A lawful player accidentally hits a teammate while fighting? They go grey.
- If they wait five minutes, turn blue again, and then get killed by an actual red murderer, the system does something utterly ridiculous:
➡ The actual red murderer—the one who deliberately killed the victim—is not even listed as an option for a murder count.
The Fix: Let Lawful Players Stay Lawful
✔ Players should never be forced into criminality just to play the game normally.✔ AOE-based skills should not require criminal mode. Just have them do 0 damage to blue players/objects in the splash zone if the caster has illegal actions turned off. How hard can this be to program?
Example logic:
nginxCopyEdit
if targetJusticeStatus == blue AND attackingPlayerIA == false THEN
cancelDamagetoTarget
send error msg "Your damage has been cancelled because you have Illegal Actions toggled off."
There's no need to cancel the whole AoE, just the damage to blue targets in the splash zone. This way, AoE users can function without having to become criminals.
✔ Only give MCs to the player striking the killing blow, not everyone contributing to the damage.
One murder = one MC!
For a full breakdown of how to fix local grey and prevent unwanted MC stacking, see Fix #5.
Final Thought
Star Vault, fix this, and you don’t just improve justice—you remove an entire class of balance headaches.Right now, the justice system is less about punishing criminals and more about trapping normal players in an endless cycle of nonsense.