I have an idea of how to make the criminal system a lot better.
Current system rundown:
Any crime, no matter the severity, results in every guard in your vicinity instantly sentencing you to death and executing you and any pets you may have out. Murders are the only thing with a lasting effect, which is just a stacking murder count that diminishes with time. At a certain murder count you are considered "red" and are kill on sight to any guard in the world. Other players can see that you are a murderer via the red shield next to your name (non murderers have a blue shield). There are some other nuances involving going grey and stuff, but that basically sums up the crime system in mortal as is.
My Crime System Idea:
Crimes are not all equal. Crime severity determines the level of fine you receive. Higher crimes result in higher fines. Here are the crime delineations:
For the above crimes, the fines would be:
After committing any crime you will have a 5 minute "recent crime committed" debuff applied to you. If you commit any crime during this time you are fined normally but are immediately killed as well as being lootable by other players. Your timer is also reset.
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Once you owe 25 gold or more in fines, you become an outlaw and are killed-on-sight by the guards in the town you owe the fines in (Unless you are unarmed - read next paragraph).
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If you do not have a spellbook in your inventory and have no weapon equipped, you will not be killed on sight, but you will be stopped and the guard will demand payment immediately. When approaching a town in this state, you will see your own shield color as white (only seen by you). If you hover your mouse over your shield within a towns 500 meter radius, a tooltip will inform you how much you owe in fines.
You can pay with gold from your inventory or from your local bank. You also can pay only part of the fine (for instance, if you owe 26 gold in fines, you can pay 2 gold and will no longer be kill on sight by the guards in that town). If you do not pay your balance to less than 25 gold, you are attacked and killed.
Player shields only turn red (seen by all players) when they are within 500 meters of a town they are an outlaw in. This alerts the player that they need to put their weapons away before entering the town… if they want to.
To keep any player from becoming irredeemable in a given town, the maximum fine balance would be 250 gold.
If someone is murdered away from town, they should get a 10 minute window of opportunity from the time they resurrect where they can go to a guard and report the murder (similar to the current global murder reporting system, but localized). This will add the fines (murder and accessory to murder) to those players in the city where they report them. Effectively banning the murderer from that city until they put their weapons away and come into the town to pay their fine. This removes the accidental murder counts, since the player has to very intentionally go to a guard, interact with them and report a murder. The player names and guild tags of those that did damage to you should be listed as options to report as murderers. This list should not include guildmates, to remove that as even a possibility.
This system needs war declarations for guild warfare. Fighting should still be prohibited by law in towns and fined, but reporting murders shouldn't be a thing for guilds at war who fought out in the wild away from towns.
I think that is everything, but any questions and I will see if this system could handle it. Thoughts? Suggestions? Could this work? I think it adds some much needed wiggle room, forgiveness, RP aspects (you can get mad and hit someone accepting your fine as a form of flexing etc). Newer players will have very clear boundaries set and will see the consequences of their actions slowly unravel instead of just instantly exploding as you see them do now when they loot a blue loot bag in town through ignorance rather than malice. This crime would be 5 gold. For longer term criminals, it is a lot better than a bland timer based red system. It adds real value and weight behind a decision of choosing to murder someone. Even after already being red, choosing to kill that naked and getting another 25 gold added to their fines might not seem worth it. Granted at a certain point (250 gold fine balance), they won't care anyways. There could also be titles to earn with having absurd levels of fines in every town ("Wanted"), or paying off absurd levels of fines ("The Redeemed").
Current system rundown:
Any crime, no matter the severity, results in every guard in your vicinity instantly sentencing you to death and executing you and any pets you may have out. Murders are the only thing with a lasting effect, which is just a stacking murder count that diminishes with time. At a certain murder count you are considered "red" and are kill on sight to any guard in the world. Other players can see that you are a murderer via the red shield next to your name (non murderers have a blue shield). There are some other nuances involving going grey and stuff, but that basically sums up the crime system in mortal as is.
My Crime System Idea:
Crimes are not all equal. Crime severity determines the level of fine you receive. Higher crimes result in higher fines. Here are the crime delineations:
- Assault. Doing less than 150 damage to innocents.
- Deadly assault. Doing more than 150 damage to innocents.
- Murder. Killing innocents. Landing the actual killing blow.
- Accessory to murder. Did damage to innocents who were subsequently killed.
- Theft. Caught stealing from other players.
For the above crimes, the fines would be:
- Assault. 5 silver per damage dealt.
- Deadly Assault. 5 silver per damage dealt in addition to being killed and lootable by other players immediately.
- Murder. 25 gold in addition to being killed and lootable by other players.
- Accessory to Murder. 15 gold in addition to being killed and lootable by other players.
- Theft. 5 gold.
After committing any crime you will have a 5 minute "recent crime committed" debuff applied to you. If you commit any crime during this time you are fined normally but are immediately killed as well as being lootable by other players. Your timer is also reset.
//
Once you owe 25 gold or more in fines, you become an outlaw and are killed-on-sight by the guards in the town you owe the fines in (Unless you are unarmed - read next paragraph).
//
If you do not have a spellbook in your inventory and have no weapon equipped, you will not be killed on sight, but you will be stopped and the guard will demand payment immediately. When approaching a town in this state, you will see your own shield color as white (only seen by you). If you hover your mouse over your shield within a towns 500 meter radius, a tooltip will inform you how much you owe in fines.
You can pay with gold from your inventory or from your local bank. You also can pay only part of the fine (for instance, if you owe 26 gold in fines, you can pay 2 gold and will no longer be kill on sight by the guards in that town). If you do not pay your balance to less than 25 gold, you are attacked and killed.
Player shields only turn red (seen by all players) when they are within 500 meters of a town they are an outlaw in. This alerts the player that they need to put their weapons away before entering the town… if they want to.
To keep any player from becoming irredeemable in a given town, the maximum fine balance would be 250 gold.
If someone is murdered away from town, they should get a 10 minute window of opportunity from the time they resurrect where they can go to a guard and report the murder (similar to the current global murder reporting system, but localized). This will add the fines (murder and accessory to murder) to those players in the city where they report them. Effectively banning the murderer from that city until they put their weapons away and come into the town to pay their fine. This removes the accidental murder counts, since the player has to very intentionally go to a guard, interact with them and report a murder. The player names and guild tags of those that did damage to you should be listed as options to report as murderers. This list should not include guildmates, to remove that as even a possibility.
This system needs war declarations for guild warfare. Fighting should still be prohibited by law in towns and fined, but reporting murders shouldn't be a thing for guilds at war who fought out in the wild away from towns.
I think that is everything, but any questions and I will see if this system could handle it. Thoughts? Suggestions? Could this work? I think it adds some much needed wiggle room, forgiveness, RP aspects (you can get mad and hit someone accepting your fine as a form of flexing etc). Newer players will have very clear boundaries set and will see the consequences of their actions slowly unravel instead of just instantly exploding as you see them do now when they loot a blue loot bag in town through ignorance rather than malice. This crime would be 5 gold. For longer term criminals, it is a lot better than a bland timer based red system. It adds real value and weight behind a decision of choosing to murder someone. Even after already being red, choosing to kill that naked and getting another 25 gold added to their fines might not seem worth it. Granted at a certain point (250 gold fine balance), they won't care anyways. There could also be titles to earn with having absurd levels of fines in every town ("Wanted"), or paying off absurd levels of fines ("The Redeemed").
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