What interests me is free flowing playing interaction that creates interesting and unique situations. The current flagging system is more or less a straight copy from the original, which was flawed and hindered player interaction more often that not. SV tries to create a coded morale framework that holds up when confronted with real humans. It does not work and is comical when known scumbacks are classified as a "innocent" whenever they re-roll or just had the computer online long enough. Or when someone actually working with a code of conduct gets branded a murderer because one of his heals hit the wrong target. Yet still Henrik persists in talking about this as if these terms have any real meaning.
The reputation system could be excellent since it´s bones seem well thought out. (different clade having different Min/max, interaction between players and NPCs mattering etc.) Which is not surprising since this part was designed by an actual game designer. But when we look at how guards actually behave and how it interacts is quickly become obvious that it being missused as an "anti-griefing" mechanic. Which brings us back to SV trying to push some kind of morals into their code, which simply does not work and certainly does not make an interesting sandbox game.
Lastly here is the quote that led me to sit back and reduce my input on the development process:
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Now take what I said above and translate this statement. Consequences that will make you not want to play the game. For murdering "innocents", which is a mostly meaningless term since Sebs broken ass code will not be able to determine someones conduct correctly.
It is shifting the game further away from a sandbox experience to a semi free gathering simulator with empire warfare from first person. Which is actually very close to what MO1 became in the end and what put it down.
I realize that my argumentation is fairly broad but I´m not invested enought to go through all the changes, comments and deliver a more detailed critique. It would be too much work with very little benefit.
No, that's a fine answer. So, what I gather you are saying is that the protections put into place to reduce griefing may lead to a manipulation of that system by griefers for their benefit. That seems like something that people, especially those who think along those lines, would do.
However, I would disagree about SV pushing of "morals into the their code." The decision seems entirely practical. From a design standpoint, restricting griefing makes sense--the only people who like it are griefers, and those people don't really help a game grow or add to the entertainment value for anyone else. From an in game fantasy perspective, it also makes sense--their behavior certainly doesn't promote immersion.
In old UO, it was very simple, if you attacked someone in a city, you died. I can appreciate SV trying to put a little player choice/freedom back into the mix, and also trying to do so more realistically/organically. But, if the system is exploited to benefit abusive idiots, then it may have very little value. Instant death via teleporting guard is very artificial and heavy handed, but it is clear, and can't easily be exploited. While I would not advocate for teleporting, insta death guards, perhaps a more straightforward solution is warranted here?
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