What would you say to a change where if you do a crime, you still go grey and you still keep the same criminal timer towards everyone, but to the person you actually committed the crime against, you go grey for like 24 hours or something like that.
That actually sounds more fun than the shit ingame but without certain measures it would probably be really exploitable.
Lol when does your fictional event become something that happens to someone who is playing in reality its all down to actions?
You just assume I don't have the perspective of a penalized player.. but who is more penalized the ganked or the ganker? in your opinion?
I never said to use the medieval punishment system from real life in the game you seem to have run with nothing on that. lol
All I was doing was merely pointing out everything in life has a consequence and a punishment fit for the criminal intent.
Mo1 had stat loss and red players....
Henrik likes to compare his game to his Ultimaonline days and the pk system in that game worked great and should be in this game to in my opinion,
as I played a murderer with a group as well as solo and I accepted the consequences of the actions.
Red should be Red unable to go into towns unless they are lawless or player pk towns etc.
And if they want to keep killing innocent non consenting blue players they should get stat loss when they rez or they should spend time as a ghost repenting there actions by doing time to removed murder counts.
This would make the majority of "brave" wanabe pk gankers think twice before killing someone.
They should have to earn the rewards of there gank with the fear of punishment.
Example - Blue player spends 1-2 hours traveling and farming some crafting resources 2-5-more players turn up to blue player showing as blue players and proceed to murder the blue player and take his 1-2 hours of stuff.... the out come is the blue player looses time and items..... The blue toxic gankers get what? All the items plus time for collecting them and they get a grey timer for 5 mins which will be well gone by the time they get back to a town and they just run a few deliveries and all is good in the world of a toxic ganker lol
If the devs want to retain a good community and player base people wont subscribe to be cannon fodder for the pleasure of the said toxic gankers who have zero consequences for there actions.
Well, who is more* penalized depends on the context of the possible situations and respective outcomes, the other day i killed a mage with 1000g and i didn't even get an mc or standing loss cuz probably altF4d or like the other day i killed 3 dudes farming bandits and a 4th killed me resulting on multiple mcs and the loss of gear, horse and loot.
Sometimes you win, sometimes you lose it's the nature of the game, now it's the role or gameplay which generally helps preventing conflict when not looking for combat, for example transporting or farming.
For example i found the mage with 1000g next to a road riding a mongrel horse, how would anyone even consider doing such an outrageous thing, having some kind of godlike confidence that everything will be allright.
Having enough awareness and investing on cheap resources to increase success rate to such trip would probably change the outcome of that situation, for that player definitely a valuable understanding on how not to transport.
Now penalties to crimes are only ment to punish to a certain extent, will a murdercount and standing loss compensate for that 1k g that dude Lost? Definitely not.
Is it supposed to compensate that loss? No.
Was that fight worth the multiple mcs and standing loss, having to run from red priests and regear? It's a rolldice, it could have been worth but it wasn't.
Players need to understand how to capitalize resources for increasing the chances of survival.
Statloss in MO1 was eventually almost* completly bypassed by a lot of mechanics and basically TC red priests. It was the right thing to do and everyone enjoyed it.
Spiritisim expell spirit did give statloss to players auto ressing in blues priests which was a really hardcore way to fuck someone's character specially when several spiritists did it.
Gladly theres no statloss and the only way it should be added (if ir has to) is if theres TC redpriests.
UO can suck a dick, this game is partially based on uo shit, it's not a clone or supposed to be, so thats not a real argument.
If you don't farm parcels u get negative and u can't access towns, if You do farm parcels u waste time doing that shit just to access Town, call it paying for your sins or community service. The game is not perma death and shouldn't penalize like if it were, shit is ephemeral and people should understand thats the concept of the game.
Game is risk reward if You feel competent enough to farm for 2h and bank without getting ganked good for You, You would have to definitely be aware of your surroundings and dangers of the wilderness, the possibility anyone could see your horsebags maybe would want your shit.
Me? When i'm farming and not looking for conflict i generally get away from situations faster than they can kill me, i just pay attention to the environment, yet can't have that luxury in some points of interest or closed places such as dungeons, for example.
If i can generally avoid conflict when i'm farming why wouldn't anyone else do it. Why would players want to relay on punishment mechanics to avenge them.
Then i'm really against timesink punishment to force players not to play the game, thats a concept from another era of gaming and shouldn't even be considered due to it's shitty approach for game experience.