Step 1 - Delete Murder Counts
Murder counts are an overall bad mechanic. Reputation already penalizes for murder, but does so on a local level which is far preferable as that allows players to engage in PvP on certain parts of the map while having a safe base of operations elsewhere. Most veteran guilds will control a keep or may even set the rules in the towns they live in if town ownership makes it in. So really this is most beneficial to newby PvPers and small non-keep holding groups.
IF it gets left in for any reason though, the mechanic should be you lose one murder count every X hours for 1-2 days after your most recent login. That entirely kills the "AFK somewhere to lose murder counts" meta which is hot garbage.
Step 2 - 1 = 100
In the current system: Current Standing 5, Min standing -10, Max Standing 100
In the proposed system: Current standing 500, Min standing -1000, Max Standing 10,000
This is to allow actions to have smaller impacts than gaining or losing 1 standing currently does. Turning 1 into 100 allows say, a loss of 5 standing which is .05 in the current system.
Step 3
All values here reflect killing a player who belongs to the faction whose standing is negatively effected.
Murder = 100 Standing Loss
Murder is Last hit on target. This no longer has a timer because of this more precise definition and other changes that make no timer practical. As now you report a murder at a priest when you revive.
Assisted Murder = Up to 50 Standing Loss
Assisted Murder reflects using negative abilities such as damage or debuff on a player before they die or healing the murderer/other assistants to the murder. I say "Up to 50" as the number of times you do these actions increases this loss from a minimum of 1 to a maximum of 50. Assisted murder actions only count if they were taken within 5 minutes of the player's death.
Assisted murder is reported to priests much as murder currently is now.
Assault = Up to 25 standing loss
Any hostile actions taken against another player or their pets, even if they survive. Like assisted murder the more times you hit them the higher the score goes, capping at 25. Assault can be reported to guards. Assault and assisted murder don't stack. Reporting one removes the ability to report the other.
Theft = 10 to 25
10 if you care caught snooping, 25 if you are caught stealing. Theft is reported to guards. Theft does not stack with murder or assisted murder. Reporting one removes the ability to report the other.
Pet Murder = Up to 100 Standing Loss
125 pet point pet is 100 Standing loss. For other pets it's calculated by what % of 125 they cost in pet points. So 100 would give a penalty of 66. Mounts always give a minimum of 50 except donkeys which give a minimum of 25.
Additional Note
You can only lose 100 rep based on your actions against a single player every 5 minutes. If you assault, murder, and kill the pets of the same guy.... 100 rep loss.
How is Faction Membership Determined
For the first 24 hours of playtime on an account (Notice I said account and not character. That's important.) players can be independent which means killing them gives rep penalty for every faction except Risars.
Guilds and players can join factions with which they have over a certain amount of reputation or collective reputation. Doing so costs a one time gold fee. If someone belongs to a particular faction then the loss (or gain) received upon killing them is based upon that faction's relation to their faction. You can see player's factions so it's not a mystery what is going to happen if you kill them. If you're raiding Khurite territory as a Tindremic loyalist and you run into other Tindremic loyalists, you'll know who they are and the penalties for killing them before you do so.
Players can have no faction. If they do, that means killing them gives standing loss in the territory you kill them in IF they are not hostile to the controlling faction of that region.
Players in a faction see red/blue/grey based on a players standing with their faction. Players with no faction see red/blue/grey based on a players standing with the faction of the territory they are in.
Murder counts are an overall bad mechanic. Reputation already penalizes for murder, but does so on a local level which is far preferable as that allows players to engage in PvP on certain parts of the map while having a safe base of operations elsewhere. Most veteran guilds will control a keep or may even set the rules in the towns they live in if town ownership makes it in. So really this is most beneficial to newby PvPers and small non-keep holding groups.
IF it gets left in for any reason though, the mechanic should be you lose one murder count every X hours for 1-2 days after your most recent login. That entirely kills the "AFK somewhere to lose murder counts" meta which is hot garbage.
Step 2 - 1 = 100
In the current system: Current Standing 5, Min standing -10, Max Standing 100
In the proposed system: Current standing 500, Min standing -1000, Max Standing 10,000
This is to allow actions to have smaller impacts than gaining or losing 1 standing currently does. Turning 1 into 100 allows say, a loss of 5 standing which is .05 in the current system.
Step 3
All values here reflect killing a player who belongs to the faction whose standing is negatively effected.
Murder = 100 Standing Loss
Murder is Last hit on target. This no longer has a timer because of this more precise definition and other changes that make no timer practical. As now you report a murder at a priest when you revive.
Assisted Murder = Up to 50 Standing Loss
Assisted Murder reflects using negative abilities such as damage or debuff on a player before they die or healing the murderer/other assistants to the murder. I say "Up to 50" as the number of times you do these actions increases this loss from a minimum of 1 to a maximum of 50. Assisted murder actions only count if they were taken within 5 minutes of the player's death.
Assisted murder is reported to priests much as murder currently is now.
Assault = Up to 25 standing loss
Any hostile actions taken against another player or their pets, even if they survive. Like assisted murder the more times you hit them the higher the score goes, capping at 25. Assault can be reported to guards. Assault and assisted murder don't stack. Reporting one removes the ability to report the other.
Theft = 10 to 25
10 if you care caught snooping, 25 if you are caught stealing. Theft is reported to guards. Theft does not stack with murder or assisted murder. Reporting one removes the ability to report the other.
Pet Murder = Up to 100 Standing Loss
125 pet point pet is 100 Standing loss. For other pets it's calculated by what % of 125 they cost in pet points. So 100 would give a penalty of 66. Mounts always give a minimum of 50 except donkeys which give a minimum of 25.
Additional Note
You can only lose 100 rep based on your actions against a single player every 5 minutes. If you assault, murder, and kill the pets of the same guy.... 100 rep loss.
How is Faction Membership Determined
For the first 24 hours of playtime on an account (Notice I said account and not character. That's important.) players can be independent which means killing them gives rep penalty for every faction except Risars.
Guilds and players can join factions with which they have over a certain amount of reputation or collective reputation. Doing so costs a one time gold fee. If someone belongs to a particular faction then the loss (or gain) received upon killing them is based upon that faction's relation to their faction. You can see player's factions so it's not a mystery what is going to happen if you kill them. If you're raiding Khurite territory as a Tindremic loyalist and you run into other Tindremic loyalists, you'll know who they are and the penalties for killing them before you do so.
Players can have no faction. If they do, that means killing them gives standing loss in the territory you kill them in IF they are not hostile to the controlling faction of that region.
Players in a faction see red/blue/grey based on a players standing with their faction. Players with no faction see red/blue/grey based on a players standing with the faction of the territory they are in.
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