Henrik, Your Players Have Convinced Me—Your Game Needs More Brutality, Not Less!

WeAreAllMortal

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Jan 5, 2025
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Henrik, MO2 isn’t brutal enough. Not even close.

If true brutality defined MO2, crime would be just as dangerous as being a victim. But right now, the game doesn’t work that way. Griefers have a near-zero risk-to-reward ratio. They can rampage unchecked, knowing that "player-driven justice" is too slow, too inefficient, and too weak to ever catch up to them.

And most of all, both the numbers and the reasoning here are all wrong. Neither adds up!

The Myth of "Player-Driven Justice"

Some will say, “That’s what player-driven justice is for!” But it isn’t. It can’t be. Why?

Because for player-driven justice to balance the brutality, lawful players would need to outnumber griefers by a massive margin—something that is never going to happen under the current system. The way things are set up, griefers always maintain the advantage because justice is slow, disorganized, and completely optional.

The actual griefer-to-lawful ratio in MO2 is much worse than it appears because the game naturally filters out non-PvPers over time. Every time a PvE player, casual gatherer, or new player gets ganked repeatedly, they are more likely to quit rather than adapt.

Meanwhile, many lawful players don’t truly count in the active game world—they stay locked inside towns or guild keeps, avoiding the open world entirely because they know stepping outside makes them prey.

This means that while lawful players may still exist in theory, they aren’t balancing the ecosystem in practice.

On top of that, opportunistic griefers—players who don’t PK full-time but will gladly take an easy kill when it presents itself—contribute heavily to the problem.

This is why in high-risk areas like Fab Sewers, about half of the players encountered on average are griefers.

In reality, the effective griefer-to-lawful ratio out in the world isn’t 1:5 or 1:6, but closer to 1:2 or even 1:1. When half or more of the active world is predatory, self-policing cannot function.

Why Player-Driven Justice is a Fantasy, Even Under Perfect Conditions

It gets worse, because self-policing cannot function even under far more favorable griefer-to-non-griefer ratios.

Let’s suppose that instead of the 1:2 ratio that MO2 currently has, the game had 1 griefer for every 10 lawful players—something far better than reality.

Now, how does a griefer select his victims?

Easy: He attacks anyone who looks vulnerable.

How does a justiciar select his target?

He can’t just attack the first player he sees—he needs to identify specific criminals.

Some justiciars might argue, “Well hey, half the players running around are griefers, so if I drop the lot of them, I have a 50% success ratio!”

But that line of reasoning doesn’t make him a justiciarit just makes him another griefer, but with delusions of grandeur.

And some of these so-called justiciars?
That’s exactly what they aregriefers with a self-righteous paint job, swelling the griefer ranks even further while pretending to be the solution.

At best, real justiciars are rare, inefficient, and always a step behind.
At worst, they’re just griefers with a hero complex, making the problem they claim to fight even worse.

This means real justiciars need to memorize names of griefers, hunt only those names, and somehow track down players who might not even be online.

The griefer, meanwhile, has no restrictions—he attacks whoever, whenever.

Even if a justiciar finds his target, he still needs to win the fight—which is far from guaranteed.

Now Consider the Ratios:

  • A genuine justiciar—someone who actively hunts griefers on behalf of others—is, at best, 1 in 100 players.
  • A griefer is, realistically, 1 in 2.
  • That means one justiciar is expected to track down 50 griefers.
Even under extremely generous assumptions, justiciars would only ever eliminate a tiny fraction of griefers.
Meanwhile, griefers continue killing at full efficiency.

This is why player-driven justice is an illusionit is mathematically impossible to balance the brutality in MO2 through players alone.

MO2 Needs More Brutality—In Both Directions

For MO2 to be a true hardcore sandbox, brutality needs to cut both ways.

If crime has no real risk, then it’s not crime—it’s just a rather distasteful farming method disguised as PvP.

A real hardcore world would ensure that crime has consequences just as harsh as the ones it inflicts.

It wouldn’t drive griefers out—it would force them to be smarter, more strategic, and more careful.

It would turn crime into a real risk-reward system, rather than the mindless, near zero-risk slaughter it is now.

MO2 doesn’t just want more brutality—it needs it. But it needs to be applied fairly, to both sides of the equation.

The Bricking Hypocrisy

And yet, every time punitive mechanics like more guards, or an in-game jail are suggested, griefers cry:
“But that would make the red playstyle (ed: they mean ‘griefing’) unplayable!”
Or the old favorite:
“But that would brick players in!”
Really? Because the majority of the playerbase is already bricked inside blue towns or guild keeps—not by game mechanics, but by the wall of grief that surrounds them the moment they step outside.

Worse, that’s just the stubborn ones who stuck around—the real majority of players aren’t bricked in, they’re bricked out of the game entirely.

They left. They’re gone.

So let’s be clear:

The only people who never get bricked are griefers themselves.
They roam freely, killing at will, without risk.

Yet the second they face even the slightest movement restriction, suddenly they’re concerned about fairness?

Spare me.



So How Do We Make MO2 Truly Hardcore?

We’ve already laid out the solution in detail—a system that keeps full-loot PvP brutal, but balanced by making crime a real high-risk, high-reward playstyle instead of a no-risk slaughterfest.

A full breakdown starts here:
🔗 A Developer’s Guide to Fixing the Justice System

So the real question is, Henrik:

Are you ready to make MO2 truly brutal?

Or are we going to keep pretending that brutality should only apply to the victims?
 
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finegamingconnoisseur

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May 29, 2020
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Not sure about the part about half the players encountered in dangerous areas on average are griefers. I venture into the Fab sewers on a regular basis, and it feels more like one in twenty. Just about every player I've come across in those places have had little to no interaction toward me beyond a quick look and the occasional muscle flexing by holding their weapon up.

The problem with justice being weak in a game like MO2 is due to it still holding on to remnants of the primitive, archaic system of Ultima Online that may have worked 25 years ago, but not today. We need something a bit more like Kingdom Come: Deliverance 2 where crime actually has semi-lasting consequences so that the player actually thinks twice before they commit it.

Committing even just one murder should have an immediate effect that the player can feel, no matter how well they pulled it off. Once a murder has been reported, it should make the guards remember who did it, and the murderer shouldn't be able to just wait out a very short timer before returning to blue. That is a relic from the days of Ultima Online, which I think everyone here has moved on.

On the other side of the coin, the murderer should have a network of havens that they can retreat to and be supported by like-minded players and gameplay mechanics that allow them to live the life of a criminal in Nave, and have fun doing so.

It's a problem that requires a whole rethink of how the criminal system is handled, and that is the challenge that SV has on their hands, if they are serious and interested about this aspect of the game that I keep hearing about.
 
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Emdash

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Sep 22, 2021
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HI AI.

If they allowed towns to make money and dole that money out to players, they could pay people to police. They could pay people to grief. It would work. :)

Pet bombing needs to go. Everything else, oh well.

I don't think it's gonna get fixed, but it's pretty funny you guys are playing this super soft game and you think that making it softer is what is gonna attract more long term players haha.