Im not pleased, theres a lot of the game design and concept that don't favor the current law system. I'd vouch for the wilderness to be lawless and for lawless towns to have red priests (thats what they are intended for, isn't it?).
I would enjoy a different report system that would require something from the victim to report back instead of death and report, local grey status should be fixed and reworked.
Only the sight of guards and live players report in town should generate standing loss, i'd put more guards immediatly (and not many) outside town roads and entrances primarily as a standing loss detriment for chasing people outside towns.
By changing to a live report system and making wilderness lawless the penalty of standing loss should be increased.
Resources should be added in the wilderness and decreased around towns to reinforce the concept of inhabiting the world, taking some pressure off the roads. The geography of the world has massive empty places yet cities and roads are surrounded by resources making people to stay and gather for long periods of time immediatly outside towns.
Then theres the reality that player killers will allways have the upper hand on a gathering player for example. Murderers" could get punished more but its mainly a design issue by the nature of PVE, many of the activities require long time of gathering, view locked and static, narrowing the vision of the surroundings making it hard to detect incomming people, can't be asking players to endure that, to have to semi afk watching a rock getting hit while u don't play the game its a derelict mechanic based on waste of time. Not asking anything fancy but rust gathering could be a good example how shit could be done.
Imo less punishment for honest pvp and more for ganking innocent players. What I mean is add lawless pvp zones and events that let pkers fight other person without penalty and then up the punishment for killing people inside of towns just minding their own business. Right now pvp is a bit toxic because it's just wolves vs sheep so to speak. I.e pkers killing unsuspecting noobs and crafters who won't put up a fight instead of encouraging pkers fighting other pkers. But right now there's really no incentive for that
I dislike this Arena concept, making a small corral for honest pvpers to fight eachother lol. News for you, the nature of the world is a competitive scenario not a carebear emulator for gatherers and honest fighters. Get over that shit already.
yup, pvpers have it easy, no real consequences, except for those who still want to live in blue towns.
This will be even worse when player towns will be effective, noobs will be slaughtered for no reason even more ... no need for parcel runs anymore.
I don't even know if a bounty hunter system would change anything, since it would arouse them even more.
If nations were a thing in this game ... these lawless player made player towns would be targeted by the tindremic&khurite empires ... but i ask for too much here ... we'll hardly get the basics within the next years.
this will stay a counter-strike like 10vs1 naked nonsense for a long time ... too much 20 years old in the game ...
Wanting or not to live in towns you are still missing a bunch of assets that u won't be able to access. Can't stash stuff in a safe bank, can't access equerry and those 2 things only are a massive impact on a player's gamestyle, not to mention appliances, vendors and broker-mail that exist only in towns. So, yes its very detrimental to not use houses, unless you do have at least one alt blue account and the ability to multiclient. So bad gameplay design just pushing people multiclient.
Can't say pvpers have it easy, even in "honest" figths like Arcane likes to mention u will get murdercounts. Cuz thats the griefing element, people will murdercount the fuck out of u cuz they can and thats broken. Pushing players to do 10-20m runs from red-priests to regear or having to place a house closer to a red priest. (things u can't do if you are neg standing)
Then the parcel runs if you wanna access towns.
Noobs need to learn how, where, when and what to farm while understanding mortal's required awareness, the only way u can learn that is by playing. Can't blame a bandit type of player for ganking an AFK miner, when the bandit is indeed playing the game and the miner is AFK. For example.
Part of understanding the game is understanding the game competitive nature, and realizing people will probably want to loot you or even kill you for target practice this is precisely why you must learn how to deal (or not) with other players.
Mortal is about death an loss, nothing is ment to last forever it's part of the essence and people that can't endure nor understand loss probably ain't the public targeted for this game.