U think ur talking to a wall?
To an idiot that have no idee what his talking about.
U think ur talking to a wall?
The thing is to me having no alternative doesnt mean settle for crap. I'd rather just go play a totally different game genre. To me open pvp is a dead concept. I can't really think of a way it works well so I have no expectations of a company doing it right (and is why no companies have been able to do it well). So I might as well just go play other types of games. MO1 was such a good time because it wasn't done well. It heavily favored griefing.There is just not another option out there. And despite the lack of alternatives many of those long term beta PvPers quit the game already.
That is your argument?So u get locked up with ur own kind, but think its unfair?
The reason there are PVP games with no stakes is proof that PVP on it's own is enough of an incentive for PVP.I really don't understand this sentiment. The PvP in MO2 is only enjoyable because it feels meaningful. It only feels meaningful as long as there is value in the items used, risked, lost, and gained in PvP. That value comes from the time and effort that "PvErs" put into getting materials and crafting items.
MO2 is a Sandbox MMO, not a "PvP game". I would think it to be obvious that the PvE is what makes the PvP fun in the first place. If you wanted nothing but PvP in your game, surely there are many options with even better and more focused PvP gameplay.
Why should they lose stats?Someone suggested that a murderer could choose to rez at blue priest, at the cost of statloss. I cant remember whr I saw the idea.
Why should they lose stats?
They aren't bad because they killed someone in a videogame. They are bad because the game says they're bad.
I'm saying the game doesn't have to say it is bad. Have violence in the cities trigger guards, but outside? All should be fair game. OR, at the very least they should put guards in the repless towns.
Nobody deserves to not play the game because they engaged in PVP in a PVP focused game.
We had lawless zones. In GK and Jungle. All you could do is MC but no rep loss. Then Herink removed to red priest with blue ones and added rep loss to the GK dungeon priest.No one is rl bad because of what they do in MO.
I thought that lawless zones were going to be added.
If the game is going to be a living world, thr has to be some sort of consequence for crimes done in both npc and player settles areas. We can hope for player control of criminal system in guild controlled areas. In npc controlled area it will be mechanics like MC, statloss, rep etc etc.
You could mc in a lawless zone...? not so lawless then. Unless there is some npc agenda for the priests. But, they said(in the lore twitch) that resurrection priests should be viewed with "suspension of disbelief", so I think that is not the case. Lawless zone should be no rep loss and no mc. imoWe had lawless zones. In GK and Jungle. All you could do is MC but no rep loss. Then Herink removed to red priest with blue ones and added rep loss to the GK dungeon priest.
He keeps saying we will have lawless areas but literally so far away from a guarded town and still being punished for competing over end game content and resources, still getting punished for winning in a game.
On here there are defiantly people who think that you are a bad person IRL for PvPing.
You basically just have to reroll if a town doesn't like you anymore.
Most people will just quit the game. There is just no point playing a game that cares nothing for player retention.
Anyone defending the harshness of the criminal system doesn't realize that it is basically nosediving the game into it's grave.
Banning someone from spawning from a city is too harsh. Guards should respond to crimes they see, not crimes they do not. It is just word on word, they aren't psychic. Anything in the open world should be fairgame.
"but it will just turn into people killing eachother".
That already happens, It just has some pointless tedium tied to doing it is all, which changes nothing for butthurt PVErs who cry on a PVP game.
Let your PVP game be a PVP game and it will thrive. STOP with this absurd "your actions have consequences" bs.. LET THE PLAYERS BE THE CONSEQUENCES, NOT THE NPC PSYCHIC MIND POLICE.
It is just immersion destroying and nonsensical. Overcomplicating an needless system that shouldn't even be here in the first place. Just do it like other successful PVP games with MMO design. Keep the full loot PVP, but let us spawn again without making us delete our characters.
It is like the core of the game is built on PVP, and then you've put something in to betray the core entirely.. To needlessly hinder it because of people who don't belong on PVP games to begin with.
Stop listening to PVERs for your PVP game. YOU CANNOT PLEASE EVERYONE. PICK WHAT YOUR GAME IS GOING TO BE. IS IT PVP CHAD? OR PVE SOY?
Instead, you have this confused mess where no one is pleased, and the game sucks.
The people who want to PVP can't PVP, and the PVErs need players to be the content, because there is no PVE content. An endless destructive feedback loop; if you cannot focus the vision of your game, it is doomed for a swift failure.
Ya honestly MO1's Red/Blue system felt so much more functional. It obviously had flaws. But this current standing system feels terrible and unfinished, and just makes no sense half the time.this whole thing is silly af , just make reds red and cant enter towns unless its a lawless town... for the love of god just make their names red so people can actually know they are gunna get killed as soon as they attack their next mob. i dont understand why its a big deal... having a red name in uo was an honor only a red could have , you hadto be a beast in order to not be a ghost all the time. i think we need to start their again and see where it goes.