Reforming MO2's Justice System: Balancing Freedom, Fairness, and Immersion

WeAreAllMortal

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Problems with the Current Justice System in Mortal Online 2


The current justice system in MO2 suffers from a fundamental contradiction. Reputation, a player-to-NPC mechanic, is conflated with justice, which should address crimes committed against other players. This leads to glaring issues:
  1. Disconnected Systems: Criminals atone for crimes against players through unrelated NPC interactions, undermining immersion and fairness.
  2. Weak Consequences: Reds face trivial penalties for griefing, with easy ways to reset their status and exploit guarded zones.
  3. Failing Safe Zones: Blue zones don’t adequately protect lawful players, while red towns remain underutilized, failing as outlaw havens.
  4. Unrealized Justice: Guards act only on crimes they directly witness, leaving victims unprotected and giving griefers free rein.
Why Reform is Needed


Without meaningful consequences, MO2 creates an unbalanced ecosystem where griefers thrive and lawful players struggle. A robust justice system is vital to:
  • Deter Griefing: Establish meaningful penalties to elevate non-consensual PvP into an elite, skill-based mechanic.
  • Empower Victims: Introduce restitution and justice mechanisms to balance risk and reward.
  • Revitalize Red Towns: Create distinct regions that encourage outlaws to congregate in lawless areas, leaving blue zones safer for others.
A Path Forward

We propose a reimagined justice system with clear separation between lawful and lawless areas, meaningful penalties for criminals, and immersive mechanics like jails and penal colonies. This balances freedom with accountability, preserving MO2’s player-driven spirit while fostering fairness and immersion.

For those interested in a deeper dive into the specific problems and proposed solutions, see the detailed breakdown below. For those with time constraints, there's a brief tl;dr version at the end, but I recommend reading the detailed version.
 
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WeAreAllMortal

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Problems with the Current Justice System


1. Reputation and Justice Are Conflated​

Reputation:
  • A purely player-to-NPC dynamic that governs interactions with NPCs, such as trade, tasks, and social standing within factions.
  • Reputation reflects how NPCs perceive a player, based on their actions toward NPCs or their affiliates.
Justice:
  • Should be a player-to-player dynamic that addresses crimes committed against other players, such as murder or theft.
  • Justice must be enforced by NPCs (guards) and optionally supplemented by other players acting as bounty hunters or vigilantes.
The Problem:
  • The term "criminal justice system"in MO2 is, in itself, an inherent contradiction—better understood as two entirely separate and disconnected systems.
    • The "criminal system" is a free-for-all, enabling any manner of abhorrent or anti-social behavior so long as it’s out of a guard’s sight.
    • The "justice system" is a hollowed-out facade, relying solely on NPC reputation and guard intervention, both of which are trivially exploitable or easily avoided.
  • Guards, the linchpin of the system, are limited to reacting to crimes they directly witness, with no mechanisms for addressing reported crimes. Worse still, they can be killed outright by players, removing even this token obstacle to criminal activity.
Impact:
  • This disconnection between "criminal" and "justice" systems renders the entire concept of criminal justice in MO2 laughably ineffective.
    • Criminals can commit heinous acts against other players with near impunity, "atoning" for their crimes through unrelated NPC tasks.
    • Justice, such as it is, fails to protect victims or deter criminals, creating an environment where griefers thrive and lawful players are left vulnerable.
  • The result is a system where lawlessness flourishes, not because of design, but because of oversight—a glaring contradiction that undermines immersion, fairness, and the game’s broader ecosystem.

2. Lack of Meaningful Consequences for Griefing​

The Current Issue:
  • The current system fails to adequately punish grief-play, where players harass or kill others for personal amusement.
Impact:
  • Reds can easily manipulate reputation to avoid guard retaliation or restrictions.
  • Griefers face minimal risk for their actions, encouraging destructive playstyles that disrupt the experience for others.

3. Reds Are Overly Protected in Blue Zones​

The Current Issue:
  • Reds can waltz into blue zones with impunity, facing no real threat from guards unless actively engaging in combat.
Impact:
  • Guards fail to create a meaningful deterrent for criminal activity.

4. Absence of Effective NPC-Driven Justice​

The Current Issue:
  • While players can seek revenge or collect bounties, this system disproportionately favors griefers, who prey on less experienced and poorly geared victims.
Impact:
  • Victims are left vulnerable, unable to realistically defend themselves or exact meaningful revenge.
  • Griefers thrive on the imbalance, creating a predatory environment that discourages new or casual players.

5. Lack of Player-Driven Restitution​

The Current Issue:
  • Victims receive no meaningful compensation for losses incurred during crimes.
Impact:
  • Murdered players who are looted have no recourse for reclaiming their stolen goods or equivalent value.
  • Criminals face no obligation to address the harm they cause, reducing accountability.

6. No Permanent Consequences for Extreme Criminals​

The Current Issue:
  • Serial murderers and habitual griefers can avoid long-term consequences by manipulating the system.
Impact:
  • Even notorious outlaws can reset their reputation and continue their activities without meaningful penalties.
  • The game fails to distinguish between minor offenders and hardened criminals, leaving all treated equally.

7. No Clear Separation Between Lawful and Lawless Areas​

The Current Issue:
  • The game features red towns and lawless zones, but the justice system fails to leverage these regions to create a balanced risk vs. reward dynamic.
    • Reds face no significant deterrents in blue zones, rendering red towns irrelevant to their survival.
Impact:
  • Reds exploit blue zones, using weak guard mechanics to prey on lawful players with minimal risk.
  • Red towns fail to attract their intended population of criminals, becoming desolate instead of vibrant outlaw hubs.
  • Lawless zones, while theoretically havens for outlaws, do not fulfill their role as distinct spaces for high-risk, high-reward gameplay.
  • Blue zones fail to adequately protect lawful players, blurring the line between safe and dangerous regions.
 

WeAreAllMortal

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Why Reform is Needed

The current justice system fails to provide a fair or immersive gameplay experience due to its lack of meaningful consequences for crime and its inability to protect new and casual players. While some argue that guards do intervene when they witness a crime, this defense falls apart under closer scrutiny.

The Flaws in the “Guards Protect You” Argument​

1. Guards Don’t Attack Greys or Reds Proactively:
  • Even though greys and reds are known criminals, guards only act when these players commit a crime directly within their line of sight (LOS).
  • This allows greys and reds to roam freely near guarded areas, preying on others with little to no risk of being punished.
2. Grey and Red Status Are Easily Disposed Of:
  • The process for clearing criminal status is far too lenient, enabling offenders to reset their status quickly and with minimal effort.
  • Reds and greys can simply wait out a brief timer or complete a few reputation-building tasks to become blue again, undermining the deterrent effect of justice.
3. Guards Are Rarely There to Intervene:
  • The justice system relies entirely on guards witnessing crimes in real time. If no guard is nearby, criminals face no consequences.
Example:
A player can murder someone just out of a guard's LOS, then casually stroll back into town and interact with NPCs as though nothing happened.

Analogy:
Imagine if, in real life, police only intervened when they personally witnessed a crime, and there was no follow-up from the justice system. That’s the reality of MO2’s justice system—a world where crimes are effectively erased as soon as they’re out of sight.


Why Player-Driven Justice Isn’t Enough​

Some players often argue that the solution lies in player-driven justice—that players should “git gud” or “join a guild to fight back.” While this might sound appealing in theory, it fails to account for the realities of MO2’s ecosystem:

1. Players Shouldn’t Be Forced to Fix Broken Systems:
  • Relying on players to rebalance a dysfunctional justice system is neither fair nor immersive.
  • Justice should be an inherent part of the game world, enforced by NPCs with consistency and authority.
  • Forcing victims to organize into large guilds or rely on bounty hunters to address griefing shifts the responsibility away from the game’s design and onto its players.
2. Mega-Guild Dominance Crushes Player-Driven Justice:
  • The current system overwhelmingly favors large, well-equipped guilds, leaving smaller guilds and solo players with no viable means of defense or retaliation.
  • Griefers from mega-guilds can act with near-impunity, knowing smaller groups cannot challenge them effectively.
  • This dynamic forces players to join massive guilds just to survive, pushing smaller guilds and independent players out of the picture entirely.
Result:
The map becomes guild-dominated, effectively erasing smaller guilds and reducing “player-driven justice” to a numbers game.

3. Justice Is About Protecting All Players, Not Just the Strongest:
  • A true justice system should protect new, casual, and smaller-group players—those most vulnerable to griefing.
  • Relying on player-driven justice creates an environment where the weak are constantly preyed upon, while the strong dominate unchecked.
Impact:
This is neither balanced nor immersive—it’s a predatory ecosystem that drives away new players and discourages long-term engagement.

Why This Breaks Immersion​

Realism vs. Logic:
  • While griefers may claim that being murdered near town gates is “immersive,” the current system is anything but realistic.
  • In a functioning world, guards would pursue and punish criminals based on their known crimes, not just those committed in their immediate presence.
Fails to Uphold Safe Zones:
  • Guarded areas are meant to provide protection, but the current system’s flaws turn these zones into arbitrary lines on a map rather than true safe havens.
Undermines Roleplay and Justice:
  • The absence of follow-up for reported crimes eliminates the role of a justice system, making the world feel shallow and artificial.

Reform Goals​

1. Establish Meaningful Consequences for Crime:
Criminals must face penalties that cannot be bypassed with minimal effort, ensuring their actions carry weight.

2. Strengthen Guard Mechanics:
Guards should proactively attack greys and reds, deterring crime before it happens and providing consistent protection in guarded zones.

3. Create a Follow-Up Justice System:
Reported crimes should trigger follow-up actions, such as bounties or penalties, even if guards don’t witness the crime directly.

4. Enhance Immersion and Realism:
A robust justice system creates a believable, dynamic world where choices have logical and lasting consequences.


Why Reform Must Balance Freedom and Consequence​

While reforming the justice system is essential to address the rampant issues of fairness and immersion, it is equally important to preserve Mortal Online 2’s defining characteristic: non-consensual PvP. The game thrives on this dynamic tension, and any changes must carefully balance freedom and consequence.


The Vital Role of Non-Consensual PvP​

1. Creating a Dynamic World:
  • The ever-present danger of encountering hostile players fuels the tension and unpredictability that make MO2 immersive and memorable.
  • This risk drives player stories, from daring escapes to legendary battles, enhancing the game’s player-driven narrative.
2. Avoiding the Pitfalls of Over-Protection:
  • History provides a cautionary tale in Ultima Online’s Trammel/Felucca divide, where safe zones split the community and diluted the excitement of its player-driven world.
  • MO2 must retain the thrill of danger while ensuring that this danger is balanced and fair.

 

WeAreAllMortal

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The Proposed Enhanced Justice System
Jail Time for Greys, Labor or Restitution for Reds

1. Justice for Greys: Jail with a Jailor

Local Jail Time:
  • Greys arrested in blue zones are confined to the local town jail for the duration of their sentence.
  • Town jails feature multiple cells where greys can be physically seen and spoken to by other players.
  • Players can interact with jailed greys, sparking in-game dialogue, negotiations, or even roleplay opportunities.
Jailor NPC:
  • Greys interact with a jailor NPC who provides:
    • Fine Payment: Allows greys to reduce their sentence by paying a proportional fine.
    • Release Information: Displays remaining jail time and details of repeat offense penalties.
  • Jail time remains simple downtime but provides a visible and tangible consequence for grey behavior.
Interactive Environment:
  • Lawful players can visit the jail, see the greys in their cells, and even engage with them.
  • This adds immersion and reinforces the sense that justice is part of the world, not just an abstract mechanic.

2. Justice for Reds: Labor or Voluntary Restitution

Option 1: Penal Colony Labor

Location:
  • Penal colonies are remote, heavily fortified areas situated in the wilderness.
  • Adventurous players can journey to these locations, observing reds laboring behind high walls from designated vantage points.
Tasks:
Reds must complete hard labor tasks, such as:
  • Wood Chopping: Collecting stacks of timber using axes supplied by the colony quartermaster.
  • Rock Mining: Harvesting ore with pickaxes provided at the colony.
  • Beast Hunting: Gathering leather, bones, and other resources by hunting designated animals in colony-controlled regions.
Labor results in one stack of resources (10,000 units) per murder, assigned by the taskmaster based on the victim’s choice.

Quartermaster NPC:
  • Supplies reds with tools necessary for labor tasks, ensuring they remain productive throughout their sentence.
Interactive Environment:
  • Visitors can observe the penal colony from outside, watching reds at work.
  • Colonies are guarded by NPC wardens to prevent escape attempts or player interference.
  • Players who venture into the colony area risk being attacked by its guards if they cause trouble, adding an element of danger to the experience.
Consequences of Escape Attempts:
  • Reds who escape the penal colony before completing their tasks retain their criminal status and cannot clear their record until restitution is made.

3. Justice System as a Visible Mechanic

These additions create an immersive and dynamic justice system where consequences are tangible and visible to the broader player base:
  • Lawful players can see the impact of justice in their towns and explore the wilder parts of the map to visit penal colonies.
  • Unlawful players face a structured and immersive punishment system that integrates naturally into the game world.
Impact on the Game World:
These features elevate the justice system beyond mere mechanics, making it an integral and engaging part of the player-driven narrative. By allowing players to witness and interact with both jailed greys and laboring reds, the system reinforces immersion and underscores the importance of accountability in a high-stakes, player-driven game like Mortal Online 2.


Arrest Mechanics: Leveraging the Resurrection System

How It Works:

  1. Defeat and Arrest:
    • When a grey or red is defeated by guards, lawful players, or bounty hunters, they are effectively “arrested.”
    • Upon attempting to resurrect, they will automatically be transported to the appropriate facility:
      • Greys: Resurrect at the nearest jail priest within a blue town.
      • Reds: Resurrect at the nearest penal colony priest, located in a remote penal colony.
  2. Red Priests for Non-Criminal Deaths:
    • Reds killed by mobs, accidents, or environmental hazards can still resurrect at red priests without penalty.
    • Reds defeated by lawful players retain the chance to avoid incarceration if the victorious player chooses not to “press charges.”
  3. Pressing Charges Mechanic:
    • After defeating a criminal player, lawful players are given the option to press charges:
      • Yes: The red or grey is transported to the appropriate facility upon resurrection.
      • No: The red or grey retains the ability to resurrect freely at a red priest.
    • This mechanic empowers lawful players with control over the justice process, ensuring a fair and player-driven dynamic.
  4. Criminals Cannot Prosecute Each Other:
    • Reds or greys defeated by fellow criminals are not subject to justice penalties.
    • The system recognizes only lawful players, guards, or bounty hunters as capable of enforcing justice.

Clarifications for Balance and Fairness

  • Reds in Non-Criminal Scenarios:
    Reds engaging in PvE activities or dying through misadventure retain their freedom to resurrect at red priests, maintaining balance and fairness for outlaw playstyles.
  • Victim’s Choice:
    By allowing lawful players to decide whether to press charges, the system introduces a nuanced layer of interaction that encourages thoughtful decision-making and roleplay.

Example Scenarios

  • Scenario 1: A Red Killed by a Mob
    A red, caught off guard by a pack of wolves, is killed in the wilderness. They can resurrect freely at a red priest without facing penal consequences.
  • Scenario 2: A Grey Defeated by a Lawful Player
    A lawful player defeats a grey in a duel just outside town. When prompted, the victor opts not to press charges, allowing the grey to resurrect freely and avoid jail time.
  • Scenario 3: A Red Defeated by Another Red
    In a red town, one criminal defeats another in a PvP duel. The defeated red can resurrect freely at a red priest, as criminal-on-criminal interactions do not trigger justice mechanics.

Option 2: Voluntary Restitution in Red Towns

Reds can bypass penal colonies by voluntarily providing restitution directly to victims.

How It Works:

  • Victim’s Resource Choice:
    Victims select from a predefined list of resource types, including, for example:
    • Basic Materials: Granum, wood, leather.
    • Intermediate Materials: Pig iron, cotton.
    • High-Value Materials: Steel, bloodsilk, cronite.
    • The game does not verify the value of looted items; it’s entirely up to the victim to choose what they believe is fair.
  • Red’s Decision:
    The red is notified of the victim’s request and must decide whether to provide the requested resources.
    If the red deems the request unreasonable, they may choose not to pay, leaving the restitution unresolved.
    Reds must deliver the requested stacks to the taskmaster in a red town to clear their record.

Towards a Fairer Justice System​

This refined justice system ensures balance, fairness, and immersion in Mortal Online 2. By empowering victims to choose restitution while giving reds flexibility in their path to redemption, we create a dynamic system that rewards thoughtful play and meaningful consequences.


 

WeAreAllMortal

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How Reds Might React to Justice Reforms

1. Will Reds Focus on PvE Areas Like Dungeons?
Reality Check:

Reds already target PvE players in high-risk zones like dungeons, where the distraction of NPC monsters makes players vulnerable.
The rework doesn’t encourage this behavior—it’s already their modus operandi.

Impact:
The number of reds engaging in such tactics will shrink because higher consequences will discourage casual griefers.
Hardcore reds who accept the risk will still operate in these areas, but their numbers and frequency of attacks will diminish.


2. Will Reds Stop Ganking Just Outside of Guard LOS?
Reality Check:

Again, this behavior is already common. Reds prey on players just outside guarded areas, knowing that guards won’t pursue them.
The rework won’t stop this tactic entirely but will make it far less appealing.

Impact:
Higher consequences for being red—such as jail, penal colonies, and stricter guard mechanics—will deter all but the most determined griefers.
Reds who persist will need to carefully weigh the risks, making ganking less of a casual pastime and more of a deliberate choice.


Key Difference: A Smaller, More Elite Red Population
The justice reforms won’t stop griefing or non-consensual PvP entirely—that’s not the goal. Instead, they will:
  • Elevate the Risk-Reward Dynamic:
    Reds will think twice before engaging in criminal acts, knowing the potential consequences.
  • Filter Out Casual Griefers:
    Players who currently grief for fun, without much thought, will find the consequences too steep and abandon the playstyle.
  • Preserve Hardcore Reds:
    The remaining reds will be those who truly embrace the challenge of living outside the law, restoring the prestige of being a notorious outlaw.

Conclusion
In essence, nothing truly changes for lawful players in terms of the threats they face—reds will still target them in the wild and at dungeon entrances. However, the frequency of these encounters will drop significantly, and the reds who persist will have earned their infamy by overcoming real challenges.
It’s a win for balance and immersion.
 

WeAreAllMortal

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Addressing Feasibility Concerns

We understand that implementing a robust justice system might sound like a monumental task at first glance, but the reality is far more manageable. While the system we’ve outlined is rich and nuanced, its implementation would be comparable to a small to medium-sized game mod rather than a massive overhaul.


World-Building Requirements

1. Jails in Towns:

  • Many towns already have unused buildings that could be repurposed as jails with minimal effort.
  • Adding jail cells and a jailor NPC is a straightforward addition, leveraging existing town layouts.
2. A Single Penal Colony:
  • The penal colony could be placed on a newly created prison island, avoiding the need to displace existing real estate.
  • This would be a self-contained area, designed to fit into the game world without disrupting its current balance.

Mechanics Are Already in the Game

The proposed system doesn’t require inventing entirely new mechanics; instead, it builds on existing tools:
  • Resurrection Mechanics:
    The system for teleporting players to specific priests already exists and can be repurposed for jails and penal colonies.
  • Taskmasters:
    The framework for resource collection tasks (wood chopping, mining, etc.) is well-established and can easily be adapted for penal labor.
  • Guard KOS System:
    Guards already have the ability to attack players based on reputation or criminal status. Expanding this to include proactive KOS for reds is a simple extension.

A Manageable Undertaking

This isn’t about reinventing the wheel; it’s about rearranging existing components to create a more immersive and balanced justice system. For a development team that has already demonstrated the capacity to create complex systems, this is entirely achievable.

The Big Picture

By implementing this system, Star Vault would:
  • Address long-standing frustrations with the justice system.
  • Enhance the game’s immersion and balance.
  • Restore the intended purpose of red towns and lawless areas.
  • Create a richer, more rewarding experience for both lawful players and outlaws.
In essence, the effort required is minimal compared to the benefits gained. It’s a logical next step in the evolution of Mortal Online 2—and one that aligns perfectly with its unique, player-driven world.


 

WeAreAllMortal

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TL;DR version: A New Justice System for MO2

The current justice system in Mortal Online 2 is ineffective, allowing criminals to exploit reputation mechanics and guards’ limited oversight. This leads to rampant griefing, a lack of meaningful consequences for crimes, and the underutilization of red towns as outlaw havens.

Key Problems:
  1. Reputation conflates NPC relationships with justice, letting criminals avoid penalties.
  2. Guards only act on crimes they witness, leaving victims unprotected.
  3. Reds dominate blue zones without incentive to relocate to red towns.
  4. Player-driven justice is insufficient, favoring mega-guilds and leaving smaller players vulnerable.

Proposed Reforms:
  1. Meaningful Consequences:
    • Reds face stricter penalties like jail time for greys and penal colony labor for reds, visible to players in-game.
  2. Restitution System:
    • Victims can request specific resources from criminals as compensation, promoting fairness and accountability.
  3. Rebalance of Red Zones:
    • Reds are encouraged to live in red towns by removing the option of residing in blue ones, as guards will attack reds on sight in blue zones.
  4. Immersive Justice:
    • Criminals are jailed or sent to penal colonies, creating tangible consequences and enhancing immersion.

Why This Matters:
  • Balances freedom and consequence, preserving MO2’s non-consensual PvP identity.
  • Revitalizes red towns as true outlaw hubs while restoring blue zones as safer havens.
  • Elevates hardcore outlaw play while weeding out casual griefers.

Feasibility:
The implementation leverages existing game mechanics, requiring minimal new assets (e.g., a penal colony and jails). It’s a feasible enhancement for a more immersive and fair MO2 experience.