Reputation Loss and PvP in Mortal Online 2: A Delicate Balance

Rollz

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Nov 8, 2024
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Mortal Online 2 thrives on the intensity of player-versus-player (PvP) combat. Its open-world sandbox design is built around risk, conflict, and emergent gameplay, where every encounter can shift the balance of power. But with the Reckoning Expansion’s rework of the Nation Standing system—particularly the steep -30 reputation penalty for murder reports—players are grappling with a new tension between freedom and consequence.​

Nation Standing Rework: A New Layer of Accountability​

The Reckoning Expansion introduced a major overhaul to the reputation system, expanding the Nation Standing scale from -100 to +100 to a more granular -1000 to +1000. This change allows for more nuanced tracking of a player’s standing across different nations and clades. Crucially, it also introduced differentiated penalties based on the severity of criminal actions:​
  • Being reported for murder now results in a -30 Standing loss.​
  • Being sighted by guards as a criminal causes a -5 Standing loss.​
This shift is designed to reflect the gravity of murder in the game’s lore and society, but it has sparked concern among PvP-focused players. In a game where combat is not just encouraged but essential, such a heavy penalty can feel like a deterrent to engaging in the very gameplay that defines Mortal Online 2.​

PvP: The Lifeblood of Mortal Online 2​

PvP isn’t just a feature in Mortal Online 2—it’s the foundation of its identity. The game’s ecosystem is shaped by conflict, and its most thrilling moments arise from unpredictable player interactions. Three key systems amplify this dynamic:​
  • Relics: These powerful artifacts spawn in the world and become instant flashpoints for conflict. Guilds and solo players alike race to claim them, sparking skirmishes and large-scale battles that ripple across the server.​
  • Invasions: Periodic PvE events like Tagmaton incursions force players to band together—or clash over control of the battlefield.​
  • Dungeon PvP: Deep within the game’s labyrinthine dungeons, players fight not only monsters but each other. These high-risk zones are rich with loot and danger, making them prime arenas for ambushes, duels, and guild-on-guild warfare. Undercroft shouldn't be the only wilderness dungeon, but all them except sewers.​
Together, these systems ensure that PvP is not just viable—it’s vital. They create tension, reward skill, and drive the game’s economy and politics. Penalizing players too harshly for engaging in this core gameplay loop risks undermining the very spirit of Mortal Online 2.​

Finding a Middle Ground: Suggestions for Improvement​

To preserve the game’s brutal charm while respecting the lore-driven reputation system, a more flexible approach could be adopted:​
  • Contextual Penalties Based on Location: A -30 reputation loss may be appropriate in high-security zones like towns or near guard towers, where law and order are expected. But once players venture into the wilderness—far from civilization—the penalty should scale down. In remote areas, a -5 loss would better reflect the lawless nature of the frontier and encourage open-world PvP without excessive punishment.
Territory-Region-Map-Zoomed.jpgBlue areas around towns would be the -30 rep loss, just an idea.
  • Reputation Recovery Through Tasks: Players should have meaningful ways to rebuild their reputation. Increasing the gain from tasks and daily tasks tied to reputation recovery would give players a path to redemption without feeling trapped by a single mistake.

Conclusion: PvP Must Be Protected, Not Punished​

Mortal Online 2’s strength lies in its brutal, unpredictable PvP. The reputation system should enhance this experience—not stifle it. While the Nation Standing rework adds depth and realism, it must be balanced with the game’s core identity. Players need room to fight, conquer, and survive without fearing disproportionate punishment.​
 

ElPerro

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Jun 9, 2020
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Henrik really killed the game with the rep loss changes. It might have been smart to do it launch, but right now the vast majority of the population are pvpers. There never were a hoarde of pvers waiting for a safer game to play, they moved on a long time ago.
 

Emdash

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Sep 22, 2021
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Henrik really killed the game with the rep loss changes. It might have been smart to do it launch, but right now the vast majority of the population are pvpers. There never were a hoarde of pvers waiting for a safer game to play, they moved on a long time ago.

It's sad that I waste so much time here and now on discord posting shit that nobody listens to, but they have a chance to somewhat rectify this with the caravan change. If they don't have at least some changes + more vision by the time my sub comes back up, I'm waiting til they do heh.

It's never been a pve game tho yea. How boring. More outlaws!
 
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Dalam

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Dec 5, 2022
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Mortal Online 2 thrives
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This whole reputation thing and zones is getting so darn annoying already. The problem is simple. You die in PvP you loose 5hours worth of gear and progress, do that 4-5 times and the game becomes unfeasible to play for the vast majority of players.
So you either: add some reputation system to limit those events, opt-in PvP either via some in-game mechanic or PvE/PvP servers, or just remove full loot altogether.
I totally agree... the game has probably the best combat system of any MMORPG. But make people play it ffs. Not fight wheelchair bandits in bone tissue next to Fab because oh well it takes like 6 hours for a regular player to get a competitive steel set back.

Mortal Online 2’s strength lies in its brutal, unpredictable PvP. The reputation system should enhance this experience—not stifle it. While the Nation Standing rework adds depth and realism, it must be balanced with the game’s core identity. Players need room to fight, conquer, and survive without fearing disproportionate punishment.​
Apart from the big guilds and roaming PK groups which basically are almost 0 risk, the rest of the game's population retention is in spite of not because of the PvP. I played those games all my life. Most people go to the PvE servers where they can. Best PvP I ever seen Wurm Online, most of the playerbase is on PvE (and that alone is more than MO2 has online right now). That game had everything... true RvR. People built fortifications, moats, ship caves. You could lockpick, steal. You could also commit crime against same kingdom. You could rob people's houses as well as their bodies. Like Mortal this was initially the only way to play the game. Now everyone plays PvE. Most former PvP players play PvE. This MUD style combat with dated graphics, that no one heard of, with a grind on the PvE servers that is literally unimaginable to the MO player (imagine making an impeccable quality sword in 1hour) has the same player count as Mortal (assuming like another 400 from epic) or maybe more. To add to this I made this computer to run that game before the graphics update and I have more FPS in the last gen graphics in Mortal than that.
 
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Tasu

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May 21, 2022
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Yea game needs more red zones and blue zones around newb locations. There should be no red zones at keeps, meteors, forests and areas far from towns, or areas u can build houses. Blue zones around bandit camps, guard towers, between close towns, etc,