Current reputation system is beyond broken. Right now the way its designed it encourages griefing and giving murder counts and not actual pvp.
Today I must have given 10 murder counts to some guy we were fighting with in vadda Bank area and that was just me other guildies gave him many as well. We naked rush him resetting his timer and dying to him sometimes on purpose to stack counts and get him expelled from vadda.
My recommendation is to change reputation loss to only effect murders occuring within a short radius of town. Encompassing the graveyard and the immediate surrounding to deter noob clubing and thats it. Any murders way out in the wilderness where there are no guards should be considered lawless areas and won't cause rep loss.
As it is if you kill someone in the middle of nowhere on meduli plains or deep in vadda forest you will lose rep not on where the kill was made but which priest they choose to spawn at. The system makes zero sense and is ripe for gaming.
If reputation loss only occurred relatively close to town it would encourage more people to pvp in the open world, keep the murder system and its current consequences but decouple it from rep loss when outside of town.
Also the reputation system should be expanded to include horses killed in town. Right now the meta is to be naked and fulminate people's horses at the bank or kill them with throwaway bone tissue longbow which cost nothing. Even if you die to guards it doesn't matter because you can res again in 120 seconds and do it again repeatedly just killing horses for days without longterm consequence.
Committing suicide should also count as actual suicide and not allow you to give murder counts. If you take a handle hit from someone accidentally just bank your gear and suicide and give them a count and rep hit.
Thanks for your consideration SV. Let's get the game toward encouraging actual pvp and less town jebaiting and horse sniping shenanigans.
Ps. Fix the vadda bank small characters can get behind bank counter and snipe people at the bank from stairs without getting guard aggro since there is no path for them to reach.
Today I must have given 10 murder counts to some guy we were fighting with in vadda Bank area and that was just me other guildies gave him many as well. We naked rush him resetting his timer and dying to him sometimes on purpose to stack counts and get him expelled from vadda.
My recommendation is to change reputation loss to only effect murders occuring within a short radius of town. Encompassing the graveyard and the immediate surrounding to deter noob clubing and thats it. Any murders way out in the wilderness where there are no guards should be considered lawless areas and won't cause rep loss.
As it is if you kill someone in the middle of nowhere on meduli plains or deep in vadda forest you will lose rep not on where the kill was made but which priest they choose to spawn at. The system makes zero sense and is ripe for gaming.
If reputation loss only occurred relatively close to town it would encourage more people to pvp in the open world, keep the murder system and its current consequences but decouple it from rep loss when outside of town.
Also the reputation system should be expanded to include horses killed in town. Right now the meta is to be naked and fulminate people's horses at the bank or kill them with throwaway bone tissue longbow which cost nothing. Even if you die to guards it doesn't matter because you can res again in 120 seconds and do it again repeatedly just killing horses for days without longterm consequence.
Committing suicide should also count as actual suicide and not allow you to give murder counts. If you take a handle hit from someone accidentally just bank your gear and suicide and give them a count and rep hit.
Thanks for your consideration SV. Let's get the game toward encouraging actual pvp and less town jebaiting and horse sniping shenanigans.
Ps. Fix the vadda bank small characters can get behind bank counter and snipe people at the bank from stairs without getting guard aggro since there is no path for them to reach.