As the system is currently people is just getting free murdercounts since you don´t see who is red, who is blue or who is grey. Also , mages supporting the murderers don´t even become criminals... They need to change it.
Obviously you don't see who is red gray and blue, the game aims for realism and in real life there isn't a floating sign above peoples head, it is fairly easy to detect though, for gray and red players will avoid towns. I would avoid people out of town at least until you have good armor.As the system is currently people is just getting free murdercounts since you don´t see who is red, who is blue or who is grey. Also , mages supporting the murderers don´t even become criminals... They need to change it.
If you remember guild vs guild can declare war at Guild Stone in MO1. Second Guild what i remember cant refuse the war. War starts for 48 hours i quess. And you can kill enemies whenever you want, without murdercounts.
This would fix it.
7.-Lage Groupfights should not turn the PVP Players red. If two Guilds are fighting each other, the game need to notice that this is a huge Guild vs Guild fight.
Murdercounts should be turned off during that time, if the game recognize that. Look at Point 1
Blue Players attacking the grey player should not only get gray for him, but for his whole guild. Not criminal that the guards attack them but grey.
This is much better as if all Guilds with a specific ammount of Members are in War with each other.
It would also fix other problems, like the blue jumping on a excidently turned grey Player.
A lot of time randoms tried to defend the town against red Players. Sometimes a Player that is fighting against the reds turned exidently grey, by hitting someone excidently with his sword and all of the defenders jump on him, to loot him. TRhis should not happen.
If you invite new Players to a guild and they exidently hit a blue player in the grayeyard, you could defend your Guild member, if the blue Players would not only turn grey for the grey Player they attacking, but for his whole Guild.
A blue Player shoudl think twice, before attacking a grey Player, if his guild is nearby.
This would require that we can´t hide out Guild tags, which i never liked, that we are able to do that.
While I agree there needs to be a better flagging systems in place to support guilds content and warring (which obviously there will be), I feel we still need be careful not to make the system any more convoluted than it already is. It needs to be logical to follow and easy to grasp, in that you know that doing offensive actions such as hitting someone runs the risk of consequences. Furthermore, you need to remember that not all blues are going to be "in on" your GvG war and naturally when they see a fight starting, will do like humans do and jump in on the fun. There's no easy way to control this and naturally it goes against the free open world full loot pvp principles SV is following.
Also a blue player turning grey for an entire guild seems like an easy system to be gamed/abused so I doubt that would go down well. If you accidentally hit a blue player, you need to accept the consequences and surely if your guild is nearby, you can just run to your guild mates side anyway. If your guild wants to protect you and allow your "crime" to go unpunished (and I get it, you might have hilt hit them but that's something you can avoid) then they will need to PK the blue player. Finally, forcing blues to turn grey for the person that hit them and their guildies is just ripe for abuse and besides, blues should always get the better end of the stick when it comes to PK/PvP (because they're clearly not actively instigating PvP enough to go red).
It would not be overcomplicated if the blue Player would get the massage, you can now be attacked from the whole guild ... if you attack a grey player, that have a guild tag.
I could only see this making more sense if it was against a red player which local greys both of them and maybe their guild (still not a fan of automatically enabling guilds to just zerg an individual like this) but a grey? Greying requires the player that goes grey to instigate the fight/crime etc. so I don't see how it would be fair that blues who react in self defense suddenly get greyed to the individual and potentially a zerg of guild members. As I said, seems like an easy system to game.
a) Guild member A greys against a Blue
b) Blue defends and fights back
c) Blue gets instantly greyed to member A and member B, C, D and E
d) Blue gets merced and because they are now grey, can't report a murder or have their loot protected by blue status.
What is this really protecting against? Greys are already able to fight back as they're already criminals so there's nothing lost from continuing to fight. If you kill a blue, there needs to be repercussions and this approach doesn't solve any of the drawbacks of the current implementation imo. Reds is a different story entirely tho and local grey should be a thing when fighting reds who "haven't" instigated a fight or performed crime.
There should be a difference if a blue Player attack a another blue player and turn criminal and the damaged Player fight back in self defence, and between a blue player that is attacking a gray that not dealt damage to him, if this is possible to do. Only in the second case he should get grey for his whole Guild. We need to be able to defend a town without turning all red. We need to be able to make PVP without turning red.
Maybe this is not the best solution, but a thousand times better than now, becuase it would prevent that ever PVP player would turn red after a huge Battle, which would result in a Kill on sight game as Mortal Onlien 1 was. The Player still can fight back, but can´t give Murdercounts and the Guild would anyways help their Member, no matter if they turn red, becuase this would only cause beef.
This would also prevent red Grifer Guilds having a blue Character on the frontline, if they atatck a town. They hope that Players defending the town might attack him and get jumped from behind from the Guards. Grifers won´t stop till all defenders of a town turn red and this would be the worst case scenario. Much worse as if a a guy acted in self defence can´t give a murdercount, in the case, that SV can´t code it so, that the system will recognize, if a Player acted in self defence or just randomly attacked a gray player, that not dealth damage to him.
Sv have changed their Vision. The regional murder counts should lead to a situation, that a majority of players from one region sticking together, defending the city and their Land against foreign attackers from other kingdoms, or forming groups to go on a crusade in another kingdom.
If the Punishment for red Players is too low, or if all players would turn red after a huge Fight, then this won´t happen, and we have this kill everybody on sight Situation again.
I like if red Players can enter a town, use the craftinmg Tables and that their Murder Status is hidden, but the current system not punish them enough, to make the regional Murdercount System work as intended.
If you have a better suggestion or solution plz mention it here in this thread. I think it should be made like i recommended it, till someone invent ot suggest a better mechanic, becuase it would be 1000 times better as the system right now, that would lead to a worst case scenario.
The flagging system really need the Devs and the community do some brainstorming. As long as we don´t have a good flagging System i consider this game being an Alpha. This is one of the most important key features. A mechnaic that can´t be copied over from MO1, becuase the flagging system did not worked out well.
The problem is that grifers abusing the broken flagging system. I don´t blaim them, becuase they show SV and the Community what have to be changed next. They just wait in town with the you can´t perform illegal Action Option turned on, making lists of red players and grifing them. They can´t figth back, becuase the guards would attack. Everyone is turning red after a huge fight. That is the reason why we not see more of those 200 Men Battles, which are currently the most fun, and which i would like to see happen every day. If everyone turns red and get grifed, there wont be such fights anymore, becuase people reroll and try to stay blue. A fix for that need to be on the priority list.
The game need a good balance between RPK and ANTI Rpk Guilds, but atm you can´t play Anti-RPK and protect the town, becuase you get red.
The game not recognize, if there is a huge Guild vs Guild fight, and turn off Murdercounts, during that time. Grifer Guilds put blue Players on their Frontline and hope that they get attacked, to give murdercounts to the Guilds that want to defend their town.
Don't get me wrong, I realise these issues you're describing exist, however, they are a result of an unfinished product and a alpha/beta period. I sincerely hope you're taking this into account because right now, the game isn't meant to be played in the way you're describing. It's essentially a battle royale stress test.