Actual fix for reputation system

Jatix

Well-known member
Sep 30, 2020
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How does this take away form pvpers? I'm literally saying it would make it EASIER for pvpers to fight each other without having to worry as much about losing rep.

Please explain how an innocent solo player is supposed to "learn how to defend himself" against a group of 5? You can't.

It's funny how you believe this game to die without the pvpers when I think in fact it's the opposite. If this game turns into a pvp death match it will discourage a VERY large portion of players, but even if they made the pvp rules even more restrictive than what I described I'm certain the game would thrive.


I want to fear pkers. I want to run for my life if they try to kill me. But I also want to know that they had to make a sacrifice and and least think twice before going for the kill, and not just doing it because they have nothing better to do.
Yes your system could be better than the current garbage for fighting other pvpers. But you cant tell by looking at a player what their MC is so you dont know who loses how much rep. So that would have to be changed. But I think its just a bandaid. There should be areas to fight over for no penalty. And then pvpers will want to be there anyway.

1v5 is shit in every game, sadly that cant be fixed. But when a guild that lives in their keep is min standing everywhere I can assure you they are going to still kill the nub. The current standing system just screws the people who dont get to live in that keep.

You say they can nerf pvp more and the game will thrive. who are you going to sell stuff to? The end game of MO, is conflict. and with no conflict nothing actually has value. A trader doesnt have to pvp. But if he has nobody to trade to, his goods haven no value. A PvE'er doesnt need to buy cronite.

I obv get that we dont want mounted zergs riding circles around towns farming nubs. I just feel like what SV is currently going for isnt it, and just makes the game play and feel like shit for anyone who tries to do anything thats pvp related. Punishing someone who lives in bakti for killing someone in bakti makes sense. But the current system punishes people for fighting anywhere. and if you get punished for pvp at the sator dungeon, you might aswell save the hour ride and kill someone at the bakti GY. Which is why the current system doesnt work. And then the other issue is the world is too big. so people dont want to go far from towns, which causes more griefing at towns.
 
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Evelyn

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Jan 6, 2021
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-4 lmao what this suggestion is horrible. All I have to do is use my blue account to fuck your account hard enough that my red account can then murder you with impunity.

Just disable murdercount on use of Priest or Home Priest button and inside dungeons.
 
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Dracu

Guest
The standing system IS regional, that's the whole point, and although implementing something similar to what I described wouldn't be able to understand context, it would at least be able to tell who kills other players often, and who doesn't which I think is the closest to fair you can get in this game.
The system isnt reqlly regional, in the end its at which priest you report the murder. You only have tindremic provinces and khurite ones... Cause thats how many regions that matter outsude of red towns exist. Even though killing in red towns even gives negative rep from visitors that resurrect at home priest. So yeah region my ass xD what we need is areas where we are supposed to pvp like in the wilderness. Else it makes no difference to pvp in gy and kill noobs or in the wilderness... Atm there is barely any chance to pvp outsude of guardzones afterall world is huge af and requires mounts. Its a pain and there is no good reason to search for pvp in wilderness when you can just camp a town or seek the next graveyard for ppl.

If ppl want to protect the noobs and surrounding towns give pvp players a place and a reason to go there cause atm it makes absolutely no difference, besides beeing very inconvinient to actually go somewhere else. Allways this talk about punishment etc. Like that would change anything...it doesnt, need a proper worthy reason to go someewhere else not a punishment when staying.
 
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Shadowmist

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Dec 19, 2021
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No, you don't. You want to think that maybe there is danger when there really isn't since no one will bother to kill you because they will lose access to all guarded cities and brick their character. And if they do, you want to at least feel the triumph of them suffering because of an artificial NPC system even though you lost at PvP.

What part of my post made you think this was an all or nothing case? I'm trying to think of a system that works both ways but in you're mind it seems anything that restricts everyone is a limit to killing anyone. With my suggestion you can still murder a lot of innocents. You just can't do it indefinitely without repurcussions for it. That's all.
Besides, even if you DID kill that many players that you get locked out of a guarded city, just stay out of that area while you do other stuff or do tasks from "out-of-town" task vendors.

It's not as black or white as you make it sound like.
 

Shadowmist

Member
Dec 19, 2021
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-4 lmao what this suggestion is horrible. All I have to do is use my blue account to fuck your account hard enough that my red account can then murder you with impunity.

Just disable murdercount on use of Priest or Home Priest button and inside dungeons.

You clearly didn't read my suggestion properly.

First of all, with my suggestion 3 Rep would be what 1 rep is today. Secondly you would get 5 rep for completing a task so there is still going to a lot of killing that you can do.

And third, I don't understand what you mean that your blue account can fuck me and then you can kill me? The only way you would lose less rep from killing is if I go around murdering players myself. Not if YOU do it to me.

What did you mean by that?
 

Shadowmist

Member
Dec 19, 2021
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The system isnt reqlly regional, in the end its at which priest you report the murder. You only have tindremic provinces and khurite ones... Cause thats how many regions that matter outsude of red towns exist. Even though killing in red towns even gives negative rep from visitors that resurrect at home priest. So yeah region my ass xD what we need is areas where we are supposed to pvp like in the wilderness. Else it makes no difference to pvp in gy and kill noobs or in the wilderness... Atm there is barely any chance to pvp outsude of guardzones afterall world is huge af and requires mounts. Its a pain and there is no good reason to search for pvp in wilderness when you can just camp a town or seek the next graveyard for ppl.

If ppl want to protect the noobs and surrounding towns give pvp players a place and a reason to go there cause atm it makes absolutely no difference, besides beeing very inconvinient to actually go somewhere else. Allways this talk about punishment etc. Like that would change anything...it doesnt, need a proper worthy reason to go someewhere else not a punishment when staying.

if you think about it, having the place of the murder decide where you get negative rep would probably be worse, because then it rewards aggresive guilds to attack you near your own home base and you'd lose rep in your own area, but them killing you wouldn't matter as much as they'd get negative rep in a place they don't live anyway.

I'm sure there are ways to improve the standing system apart from my suggestion, but I don't see how regions would make THAT much of a difference in the way you describe.
 

Lurifax

New member
Dec 6, 2021
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if you think about it, having the place of the murder decide where you get negative rep would probably be worse, because then it rewards aggresive guilds to attack you near your own home base and you'd lose rep in your own area, but them killing you wouldn't matter as much as they'd get negative rep in a place they don't live anyway.

I'm sure there are ways to improve the standing system apart from my suggestion, but I don't see how regions would make THAT much of a difference in the way you describe.
If they die they have to go far to get ready to murder again if it's region based. It makes more sense to have raids on enemy lands.
 

Darthus

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Dec 1, 2020
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if you think about it, having the place of the murder decide where you get negative rep would probably be worse, because then it rewards aggresive guilds to attack you near your own home base and you'd lose rep in your own area, but them killing you wouldn't matter as much as they'd get negative rep in a place they don't live anyway.

I'm sure there are ways to improve the standing system apart from my suggestion, but I don't see how regions would make THAT much of a difference in the way you describe.

I don't have enough practical experience (ie haven't been a mass murderer yet) to say whether or not your suggestion is superior to how SV has it implemented, but I appreciate you coming in with ideas and ways to tweak a system while keeping the desired vision intact rather than just saying "remove it or we camp the graveyard".

Expect people to come in swinging cuz it's easier to come in and say an idea sucks rather than think deeply/collaboratively about how to improve it (eg reactions to the current system).
 
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Tzone

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May 16, 2021
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Well the system isnt working. Bakti is dying and they will probably make the punishment for PvP worse because so many people are getting destroyed by the murder hobos.

Just because you got a murdercount doesn't mean you weren't the victim. Punishes who ever wins not who was right or wrong.
 

Tzone

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May 16, 2021
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I don't have enough practical experience (ie haven't been a mass murderer yet) to say whether or not your suggestion is superior to how SV has it implemented, but I appreciate you coming in with ideas and ways to tweak a system while keeping the desired vision intact rather than just saying "remove it or we camp the graveyard".

Expect people to come in swinging cuz it's easier to come in and say an idea sucks rather than think deeply/collaboratively about how to improve it (eg reactions to the current system).
I know of around 20 people who cant go into town and are murder hobos just in my play group. I cant go in towns and Im fine with it. I also live in kran and see a lot of noobs including noobs that I have been killing in Fab end up negative rep in kran. It hurts the new and bad players far more then any decent player.

I see people that I fight in multiple places keep rerolling to the same build they had. So I presume they are just fixing their MCs and rep.

I have like 60 hours in the last two weeks on my perm neg character with most of that time just doing PvP. Unless you are in like moh ki idk how you havent seen whats going on.
 

Darthus

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Dec 1, 2020
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I know of around 20 people who cant go into town and are murder hobos just in my play group. I cant go in towns and Im fine with it. I also live in kran and see a lot of noobs including noobs that I have been killing in Fab end up negative rep in kran. It hurts the new and bad players far more then any decent player.

I see people that I fight in multiple places keep rerolling to the same build they had. So I presume they are just fixing their MCs and rep.

I have like 60 hours in the last two weeks on my perm neg character with most of that time just doing PvP. Unless you are in like moh ki idk how you havent seen whats going on.

Sounds like the system is working as intended that people who go full negative have to live in Kran rather than just hanging out in Tindrem bank like before.
 

SilentPony

Active member
Nov 27, 2021
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I don't have enough practical experience (ie haven't been a mass murderer yet) to say whether or not your suggestion is superior to how SV has it implemented, but I appreciate you coming in with ideas and ways to tweak a system while keeping the desired vision intact rather than just saying "remove it or we camp the graveyard".

Expect people to come in swinging cuz it's easier to come in and say an idea sucks rather than think deeply/collaboratively about how to improve it (eg reactions to the current system).
It has already been discussed extensively in other threads. Most of the easy and probably effective fixes is to scrap the reputation system entirely (guards already defend players in towns and other places are better off not having any system than what we have), make reputation easily acquirable via fun or useful means (farming Risars or something, although I think it's boring and should not be done but still better), or disable the reputation in the most of the world (wilderness, space between cities, jungle, dungeons, etc.).

Coming up with convoluted band aids to a fundamentally broken system (even by the developers' standards since they simply did not put the rest of it in the game yet, just a part of it) is not a good idea. And the particular idea in this topic does not address the major problems of the current system.
 
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Goremor

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Feb 20, 2021
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I liked the system as in 1 mortal. You meet a person, he is red - you kill him, that's it. And now in the field you can see a man with a blue nickname, and he turns out to be a maniac with 500 merder counts. If I saw right away that he was red, I would immediately attack him or run away.
 

Darthus

Well-known member
Dec 1, 2020
280
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I liked the system as in 1 mortal. You meet a person, he is red - you kill him, that's it. And now in the field you can see a man with a blue nickname, and he turns out to be a maniac with 500 merder counts. If I saw right away that he was red, I would immediately attack him or run away.

Sure, but also limits players interaction and is less realistic. It encourages "red" players to just continue to be mass murderers as anyone can and will attack them on sight.

In reality if you run across someone on the road, you don't know their intentions and that encourages interesting interaction, maybe they don't decide to kill you and instead you talk for example or they try to trick you. Actual reputation (a person's actions as shared by others) starts to have more importance.
 
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Dracu

Guest
if you think about it, having the place of the murder decide where you get negative rep would probably be worse, because then it rewards aggresive guilds to attack you near your own home base and you'd lose rep in your own area, but them killing you wouldn't matter as much as they'd get negative rep in a place they don't live anyway.

I'm sure there are ways to improve the standing system apart from my suggestion, but I don't see how regions would make THAT much of a difference in the way you describe.
Maybe i describe it badly but what i have in mind is that there is no reason to not look for pvp at guardzones, graveyards etc. There is no benefit to do it elsewhere cause the punishment is the same everywhere. Adding areas where there is no punishment would be one reason to go there. And when there are ressources or other gameplay options available only available in those areas thats even better. It just needs a reason to not go into guardzones and graveyards for pvp. If there are hotspots that allow murdering then thats great cause then you can go there for pvp. But atm it doesnt matter where you go you always get the same kind of punishment so kight aswell sit at graveyard and camp noobs.

Its bot about reds deciding where these areas are, the devs have ti do that. They have ti make it worth it to go elsewhere.
 

ArcaneConsular

Well-known member
Oct 27, 2021
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I agree that rep lose should be related to your enemies rep. If you kill someone of high standing you lose more if not less