Reds shouldn't be allowed to enter guarded towns.

Tricit

New member
Dec 19, 2023
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1
It allows them to basically just follow a new player right out of town. make it so they have to actually survive without the comforts, and that they can't just follow someone out. If an entire region wants to go red together, no one's stopping them from basically coordinating the murder of untagged players, because they can endlessly go red together and never have actual consequences.

The way it is now makes a couple of noob-spawn regions virtually unplayable for said noobs.

No guild/alliance should be able to amass a big blob, and basically control a noob-town to the point that they force those noobs to high-tail it to another town. They can maybe try, but the system needs changing so it's not so brain-dead easy.
 

Jackdstripper

Well-known member
Jan 8, 2021
1,199
1,064
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In MO 1 it worked like that. There was no reputation so, once you went red, you couldn't enter any guarded town period. However, since 90% of the community loves indiscriminate pvp (aka ganking) there was endless whining about how hard it was to play as a red. If you engaged in pvp often you were very likely to go red and life as a red was very very hard.

This is why SV tried to re-invent this flagging/reputation system that does punish murderers, but still allows them to have some ways to access towns even if at great personal risk ( anyone can attack you). As the system works right now, the only red players that will risk going into towns are those that have a lot of guildies ready to help them in town. Their guild probably controls the town. Anyone else gets instantly jumped by everyone.


In the end there isnt much a solo or small group can do against a coordinated large group. Whether they can enter town or not you would still have to deal with them outside of guard zone. This is why pretty much all guilds form alliances. No way around this.
 
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