If you played MO1 you would realize towns in this are total safezones.Yes for sure, safe zones would risk turning the game into a permanent succes story like EVE Online or Albion.
If you played MO1 you would realize towns in this are total safezones.Yes for sure, safe zones would risk turning the game into a permanent succes story like EVE Online or Albion.
We used to have a warning in MO1 when pkers were red. Noobs knew that if they saw red they should run immediately. Now they just jumped from behind when they arent expecting it, funny how they made flagging even worse for noobs.But back to the topic... the guy was asking for some kind of "warning" before getting attacked by pks...
This kind of "asking" only generates more safe areas (Its a fact... happened in almost all games like MO before).
Because the Devs cant think of a good way to do what people are really asking for , and they simply decide to make safe areas to please them somehow.
This just forces random pkers to join zerg guilds and instead of getting ganked by 2-3 your gonna get gang raped by 10-20Honestly i dont get griefers in this game. If somenone wants red tags back, they always call them out and tell them that they cant handle the "hardcore" part of the game. If you griefers are so "hardcore" then why dont you take the more "hardcore" way of the game? I guess thats too "hardcore" for them.
Then there is always this argument: spawning soooo far out of town. Need to walk so loong. Honestly. if you guys in your guild cant afford to have at least 2 Strongholds somewhere around the map then you are real pityful.
Every griefer Guild i know has a Stronghold near their ganking targets,(usually near towns) so they usually dont have to walk far anywhere. Everybody has Strongholds everywhere.
To me it just seems as they want pvp with no consequences.
Its not like they would have an advantage like Blast funaces and double tungsteel and more. but since red tend to eat themselfes too instead of working together, this advantage seems quite useless.
We used to have a warning in MO1 when pkers were red. Noobs knew that if they saw red they should run immediately. Now they just jumped from behind when they arent expecting it, funny how they made flagging even worse for noobs.
And why oh why are you still at Meduli if it is a safe zone - that you say you hated? Why aren't you just hanging out in Jungle Camp?Yesteday, for example, i was guard whacked in like 20 kilometers away from town. How I hate this crap...
This just forces random pkers to join zerg guilds and instead of getting ganked by 2-3 your gonna get gang raped by 10-20
5+ murder counts should be red named. helps noobs , its an achievement to keep a red name and should come with some notoriety titles. reds should be able to enter towns as long as there standing with the nation is good but the guards shouldnt protect you if a civilian attacks u in town , you could at that point remove criminal actions yourself and only kill the people trying to kill you. having a blue name allows carebears to be pkers thats all. no real badass wants blue names its a cop out for the convenience of still being able to hide.
PK's get all the advantages.
PROS:
They decide where the fight takes place.
They decide whether to initiate the fight.
They have the element of surprise (priceless)
They can use blue as a subterfuge.
If killed first they can return to the fight quickly (see first point)
If they get the kill they can escape with loot quickly or decide to leave loot altogether without loss.
Besides name/Guild there is no way to identify or tag a serial killer.
CONS:
Parcel runs to maintain blue/standing.