First Problem is the following.
If you defend your Town you will get a murderer at some point.
1.-A guild that capture a town, or protect it, should not get murdercounts for killing a blue player, if one of their Guildmembers in close range is criminal during that time.
But why ?
We got attacked by several Players. We were in the town and the other Guild attacked us and our citizens. They put their blue Characters in the Frontline and we did not know who is red and who is blue. If someone of their blue players got attacked, the guards jumped on us from behind and many people got red, while we defended the town.
I like the hidden red stus system, that red players can enter the town, and that the bounty board will tell us, which murderers are in town and reward you for killing them, but there should be no hidden grey/blue Status and i want to explain why !
The hidden red status is something good.
2.- but we need to get shown, which players have performed a criminal action (have a criminal timer on them) and it need to be made cristal clear for the blue Players, that attacking a grey player will not only turn him grey for thsi grey opponent, he is attacking, but for his whole guild aswell. Not criminal, that he get grey for everyone and get attacked by guards, but for the grey Players Guild, which he choosed to attack.
This is very important, because it is very bad, if all blue players immediatly jump on every grey player. A Blue Player should think twice, before attacking a grey Player, becuase the Guild of the gray player can then attack him aswell, without getting a murdercount.
Why this is so important ?
In MO1 we had situations, in which the Citizens of Tindrem fought the red Players outside. If a Defender of the town excidently attacked another Defender of the town, they all jumped oh him, even when they had the same goal to get rid of the red Players infront of the town,
because the possible loot is apparently more important to them, than winning the fight against the red Players that terrorize the town.
There should be a massage "the whole Gild named ... can now attack you." if a grey Player atatck a blue Player to make this cristal clear
It sux, if someone get accidently grey and get attacked by other Players, and of his guild can´t help him. Only the player that make the final blow or that dealt the most damage should get the Murdercount.
3.- Point 2 require to remove the Option to hide your Guild Tag, which i never liked !
4.- A red can´t defend himself in town. If a blue Palyer attack him, he can´t fight back, or the guards will attack him. This need to be fixed !
5.-Players that got attacked, trade their Items to a friend and kill themselves with the help of mobs, should not be able to report the players that attacked them before.
6.-Animals need to show the blue and grey Status but should not show the red status . We need to know if those animals are tamed or wild animals. Otherwise you attack blue pets, becuase you think they are wild animals and not tamed animals.
Untamed animals will show an Icon (taming) but this is not enough and too confusing. i have seen player tame on pet at the pigspawn and just wait till new players attack 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.
8.- Punishment fpr Murderers
As i wrote before, i like the hidden red Status and that they can enter a Town, but the punishment for reds is not hard enough. I like that regular Murderers, that got red, becuase of some personal Beef, can enter the City, use the crafting tables, sell materials via the postal Servis or the Auction House, but should not be able to have access to the bank. Not everybody know that they are red, except they are hardcore grifers terrorizing the town and their Citizens 24 h a day.
Red Players be forced to use the AH to regear, and the Tax could be increased for red Players. The only Option for hardcore Grifers would be to build a house nearby, in which tey store Materials and regear, and houses of grifers can always be sieged.
This would be a nice balance of Punishment. Hardcore Grifers won´t be able to use the crafting Stations in Town, because all Players know their names and woudl attack them.
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, 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 defend your Town you will get a murderer at some point.
1.-A guild that capture a town, or protect it, should not get murdercounts for killing a blue player, if one of their Guildmembers in close range is criminal during that time.
But why ?
We got attacked by several Players. We were in the town and the other Guild attacked us and our citizens. They put their blue Characters in the Frontline and we did not know who is red and who is blue. If someone of their blue players got attacked, the guards jumped on us from behind and many people got red, while we defended the town.
I like the hidden red stus system, that red players can enter the town, and that the bounty board will tell us, which murderers are in town and reward you for killing them, but there should be no hidden grey/blue Status and i want to explain why !
The hidden red status is something good.
2.- but we need to get shown, which players have performed a criminal action (have a criminal timer on them) and it need to be made cristal clear for the blue Players, that attacking a grey player will not only turn him grey for thsi grey opponent, he is attacking, but for his whole guild aswell. Not criminal, that he get grey for everyone and get attacked by guards, but for the grey Players Guild, which he choosed to attack.
This is very important, because it is very bad, if all blue players immediatly jump on every grey player. A Blue Player should think twice, before attacking a grey Player, becuase the Guild of the gray player can then attack him aswell, without getting a murdercount.
Why this is so important ?
In MO1 we had situations, in which the Citizens of Tindrem fought the red Players outside. If a Defender of the town excidently attacked another Defender of the town, they all jumped oh him, even when they had the same goal to get rid of the red Players infront of the town,
because the possible loot is apparently more important to them, than winning the fight against the red Players that terrorize the town.
There should be a massage "the whole Gild named ... can now attack you." if a grey Player atatck a blue Player to make this cristal clear
It sux, if someone get accidently grey and get attacked by other Players, and of his guild can´t help him. Only the player that make the final blow or that dealt the most damage should get the Murdercount.
3.- Point 2 require to remove the Option to hide your Guild Tag, which i never liked !
4.- A red can´t defend himself in town. If a blue Palyer attack him, he can´t fight back, or the guards will attack him. This need to be fixed !
5.-Players that got attacked, trade their Items to a friend and kill themselves with the help of mobs, should not be able to report the players that attacked them before.
6.-Animals need to show the blue and grey Status but should not show the red status . We need to know if those animals are tamed or wild animals. Otherwise you attack blue pets, becuase you think they are wild animals and not tamed animals.
Untamed animals will show an Icon (taming) but this is not enough and too confusing. i have seen player tame on pet at the pigspawn and just wait till new players attack 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.
8.- Punishment fpr Murderers
As i wrote before, i like the hidden red Status and that they can enter a Town, but the punishment for reds is not hard enough. I like that regular Murderers, that got red, becuase of some personal Beef, can enter the City, use the crafting tables, sell materials via the postal Servis or the Auction House, but should not be able to have access to the bank. Not everybody know that they are red, except they are hardcore grifers terrorizing the town and their Citizens 24 h a day.
Red Players be forced to use the AH to regear, and the Tax could be increased for red Players. The only Option for hardcore Grifers would be to build a house nearby, in which tey store Materials and regear, and houses of grifers can always be sieged.
This would be a nice balance of Punishment. Hardcore Grifers won´t be able to use the crafting Stations in Town, because all Players know their names and woudl attack them.
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, 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.
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