Thanks for the response, Sally. I appreciate you sharing your perspective, but I think there’s a bit of misunderstanding about what we’re proposing and how it would actually play out.See, although i want more reasons for people to fight criminals, i disagree with punishing them more than they already are via the actual systems in the game.
The game needs red players, as this is a player event driven game; the PVE is just a way to make those events occur between players (who'd have thought picking cabbages would be so dangerous).
A solo red is a brutal playstyle as it is now. I don't think people realize just how difficult it is unless they've played like that before. Like, there are no markets in criminal towns, as in, nobody sells anything on them.
This means going to a blue town, where It is extremely risky taking things out of the bank, and using the trade broker. You basically can't use markets anymore, essentially.
OR, you have to be self sufficient and get the resources yourself, which is MASSIVELY time consuming.
That is a HUGE downside.
In turn, they usually either have to resort to swapping characters, or getting someone else to help them, which is very inconvenient for a multitude of reasons.
This is different if they're in a guild, however; as they can likely have everything handed to them. Honestly, if you were to make anything a downside for reds, in terms of a system, it should be for those in guilds. Someone mentioned that there should be "red" guilds.. Essentially where the guild has a collective murder count that runs down even slower than an individual murder count. Anyone in the guild is turned red in relation to the collective guild murder count. It needs to go down very slowly, and be independent of housing a red player, as then they could just kick them out of the guild and go blue again. It should work like a slower version of a player murder count.
But yes... If you punish reds now, you make solo red, which is already extremely difficult, even more impossible, which isn't really fair. I don't expect people to understand how difficult it is unless they've actually played that way, with no help.
First off, let’s talk about the idea that life is “already hard for reds.” On the surface, this might seem true—reds can be attacked by confident blues and bounty hunters—but the reality is that the current system makes it laughably easy for reds to avoid meaningful consequences. Between the conflation of reputation and justice, the short durations of criminal status, and the ability of reds to freely use blue-town amenities, being red in MO2 doesn’t feel like the gritty outlaw fantasy it’s meant to be. Instead, it’s more like cosplaying an outlaw while enjoying all the conveniences of the game’s broader economy.
Yes, reds can be attacked by anyone, but let’s face it: in practice, so can blues. Thanks to the transient nature of criminal status and the glaring flaws in the justice system, much of the ganking in this game is actually done by “blue” players. Whether they’re blue on the outside but red on the inside, or just players who think, “This is a PvP game, so I can attack whoever I like,” the game currently reinforces this behavior.
In reality, solo blues—especially those without guild protection—are just as vulnerable, if not more so, than reds. In fact, I’d argue more so, because everyone knows a solo blue is most likely one of the following: a new player, a crafter, or a PvE’er—and therefore seen as easy prey. A red player, however, is clearly a PvP’er and most likely a skilled one, making them far less appealing as a target. Few players will risk attacking a red, while solo blues are hunted without hesitation.
What we’re proposing doesn’t make life harder for reds—it makes it more meaningful. It would create real consequences for lawlessness while giving reds a more immersive and rewarding experience. The current system doesn’t punish reds, nor does it encourage blues to seek justice—it perpetuates a toxic cycle where griefers thrive, solo players suffer, and meaningful gameplay gets sidelined.
Let’s talk about red towns. Right now, they’re ghost towns because there’s no incentive for reds to use them. Why bother trading in a barren market when you can stroll into a blue town and do business there, even if you’re flagged red? That’s not the gritty, immersive outlaw experience MO2 promises—it’s a broken system that lets reds play on easy mode.
Now, here’s the beauty of what we’re proposing: fixing the justice system wouldn’t make life harder for reds—it would make it better. It might seem counterintuitive at first, but hear me out. Red towns are deserted now because reds (and eventually greys, once thieving is implemented) have no reason to use them. Once the convenience of using blue-town amenities is removed, and red status applies more consistently to lawless players, all of the outlaws will naturally gravitate toward red towns, finally bringing them to life.
Forcing outlaws to use red towns isn’t a punishment—it’s a lifeline. It would create thriving hubs of activity where outlaws can trade, barter, and form proper lawless communities. Think about it: when all reds and greys are funneled into red towns, these places transform from ghost towns into bustling, vibrant marketplaces—something they were always meant to be.
Instead of making reds feel like outcasts eking out an existence in a hostile world, this system would give them a true outlaw experience. They’d have their own towns, their own economy, and their own culture. And if blues want to deal with them? That’s where underground trade mechanics, smuggling, and intermediaries could come into play—deepening the immersion for everyone involved.
The idea that this would “destroy” the game for reds is a misread, I think. It’s actually the status quo that’s harming them. By letting reds avoid playing as actual outlaws, the current system kills what could be one of the most exciting and immersive aspects of the game. A functioning justice system doesn’t punish reds—it rewards them with a world that feels alive and reactive.
To summarize:
- Fixing the justice system doesn’t kill the red playstyle—it saves it.
- Red towns become hubs of lawlessness instead of lifeless husks.
- The outlaw life becomes more immersive and rewarding.
- Far from making things harder, this would give reds a real sense of identity, belonging, and purpose within the game world.


