I played MO1, and it was alot of fun. I've really enjoyed myself so far in this game but after traveling throughout the lands; I've come to a conclusion. There is ZERO reason to not just point blank murder people.
You are at an absolute disadvantage with this system the way it is right now. You literally have to WAIT/GUESS if the "blue" person is just gonna randomly whack you with his friends. This just gives the most ridiculous advantage to player killers and leaves the rest of us WAITING to get hit first.
The current system is borked. I've losing interest anymore to play, not due to pvp/deaths; but because its just an absolute trash system that FAVORS the pk'er in EVERY way. Oh sure, you get 5 murder counts (big whoop), and run parcels but so what. You are blue within 3 minutes and just waiting for the opportune moment to kill someone who just sees a "blue" person.
Bring back the flags seriously. Or make murderers GREY but NOT attacked by guards. This whole 4/8hr murder system is a joke.
You are not wrong. Mining take a lot of time. Killing a miner is much more profitable.
I think it's fine if the killers can tour the town, but there's a huge disparity in the PK vs Anti RPK ratio, that need to be fixed with the help of an improved bounty hunter system.
The more kill counts someone has, the more contracts should be issued for that person.
The orders should be more regional. Maximum 2-3km away. You should be able to accept multiple assignments. These should not be lost after death. I think a player should be able to carry up to three contracts paying an upkeep.
That would be a much harsher punishment for murderers, and it needs more punishment and at the same time more ways to prevent murder counts. E.g. through the announced faction system. That each city has a faction that players interested in PVP can join voluntarily and that are at war with the other factions.
In Ultima there was a special currency for this, to let the pets level up faster and to be able to buy certain faction items cheaper. A player who killed many faction opponents could acquire these faction offers cheaper than someone who killed few faction opponents. If a faction opponent dies, the price for the items has increased again for the loser. A player who only dies then eventually reached the maximum and there was no longer any reward for killing this player.
This faction currency could be won in various ways. E.g. by visiting a dungeon or hotspots on enemy territory.
www.uoguide.com
UO had a cool Faction System
Overview
The Faction System is a broad game system designed to promote organized player conflict within the society of Britannia. The fundamental goal of the conflict is to provide a foundation for player conflict based upon meaningful and contextual combat and conflict-related interactions. The system is designed to encourage the inclusion of a wide array of player types through the use of game mechanics that appeal to a broad set of play-styles.
[1]
Factions is a group PvP system that exists only within the
Felucca facet. The system consists of 4 Factions, 2 good and 2 evil, struggling for control of Britannia. Control is determined by eight Felucca cities (
Britain,
Magincia,
Minoc,
Moonglow,
Skara Brae,
Trinsic,
Vesper and
Yew). Cities are captured by stealing the town
Sigil, taking it back to your base, holding it for 10 hours to corrupt, and then placing it back in the respective town. The town is secured for 3 days until the sigil can be stolen once again. All factions are aggressive towards each other, meaning each faction member can be attacked freely by members of another faction. This type of warfare only takes place in Felucca, enemy faction players appear neutral in all other facets.
To join a Faction, visit the stronghold of the one you wish to join and use the signup stone located near the entrance. You will be given a robe to show you allegiance and be able to join in the fight immediately.
Of course, a lot of work would have to be put into such a system and a lot of brainstorming would have to be done.