(Because clarity, folks. Clarity!)
As it currently stands, local Grey isn’t about balance, or “defending oneself”—it’s about shielding criminals from the full weight of justice. A red already has the freedom to attack anyone he pleases, and when pursued, he has every means to fight back. He can run. He can fight. He can even choose to spare his attacker with mercy mode. Yet, for some baffling reason, Local Grey swoops in to shield him from the one additional inconvenience he might be saddled with—another murder count.
The very idea that a hardened killer should be granted a free pass for murdering his own pursuers is as absurd as a fugitive pleading self-defense from the police in court—and getting away with it. But such is the logic of Local Grey, a system designed not for justice, but for coddling murderers. If we follow this logic, Myrland may as well start handing out participation trophies for murderers. Perhaps they should get an official apology from the guards for the inconvenience of being chased? So let's reserve local grey for where it actually serves a useful purpose!
✔ No accidental murders—just clean, controlled knockdowns via mercy mode.
✔ No guards interfering—since Local Grey isn’t criminal status, just a temporary sparring flag.
✔ No collateral damage to random bystanders—only those actively engaging are affected.
This also prevents the undesirable scenario where a player goes grey just to duel—only for some opportunistic bystander to exploit the proposed new "mercy mode = surrender" mechanic and walk off with their gear. Under this fix, Local Grey finally serves a purpose—protecting consensual PvP from outside interference, instead of being a nonsensical legal shield for criminals.
This ensures real fights remain deadly, while sparring stays structured without convoluted mechanics. Justice is restored, and PvP is improved.
And why restrict this dueling mechanic to towns when it could revolutionize PvP everywhere?
We need:
✔ Group Duels – Multiple players challenging each other at once.
✔ Hotkey Challenges – No fiddling with menus; just target and press a key to send duel requests.
✔ Duels Anywhere – Town, wilderness, keeps—anywhere two consenting players agree to fight.
✔ Clear Combat Modes – Players can toggle between:
✔ If accepted, both players become Local Grey to each other only (not to bystanders).
✔ Fight goes to Mercy Mode only, with no full deaths or looting.
✔ Guards will not interfere.
✔ If accepted, both players become Local Grey to each other only.
✔ Fight is to the death, with full loot rights.
✔ Guards still do not interfere (this is a consensual fight).
✔ No Murder Counts are issued.
✔ Nothing happens. No status change, no problem.
✔ Allows PvP training in town, wilderness, and keeps.
✔ Eliminates pointless guard interference in consensual fights.
✔ Maintains clear player intent—no “surprise” full-death duels.
✔ Makes structured PvP and dueling finally functional.
No, because:
✔ 100% Consensual – Both players must agree to the duel. No one gets dragged into PvP unwillingly.
✔ No Murder Counts, No Forced PvP – You only fight if you accept. No accidental criminal flags.
✔ Local Grey Applies ONLY to Duel Participants – Bystanders cannot interfere or exploit this. No healing, no cheap shots, no opportunistic beatdowns without turning open grey—and promptly getting obliterated by the guards.
✔ No More Mage Bombing the Bank for Laughs – Under the proposed system, guards no longer execute players for minor offenses, but murder is still murder.
A mage who decides to get creative with AoE in the bank? The guards don’t tackle him—they cut him down on the spot and ship his sorry ghost straight to Prison Island, where he can reflect on his life choices during a brief yet highly inconvenient stint of hard labor.
Terribly inconvenient, I know. But hey, the game already has a simple fix for that—
Don’t mage bomb the damn bank!
Now, everyone wins—from guilds training in the Steppe, to duelists resolving grudges in Tindrem’s market square.
✔ Always show a confirmation window (default).
✔ Always accept automatically.
✔ Always refuse.
✔ Always accept automatically.
✔ Always refuse (default).
✔ Passionate Duelists can auto-accept friendly fights—perfect for sparring or PvP training.
✔ Defaults protect players from unwanted duels to the death—newbies and risk-averse players won’t get baited into fights they don’t want.
✔ Crystal-clear UI:
1. Local Grey Returns—But Only for Sparring!
Local Grey had potential—it was just implemented disastrously. Instead of turning innocent bystanders into legal prey, it should have been a tool for structured PvP. In fact, it already functions that way—the mistake was extending it to the justice system, where it has only served to complicate and confuse an already messy set of rules.As it currently stands, local Grey isn’t about balance, or “defending oneself”—it’s about shielding criminals from the full weight of justice. A red already has the freedom to attack anyone he pleases, and when pursued, he has every means to fight back. He can run. He can fight. He can even choose to spare his attacker with mercy mode. Yet, for some baffling reason, Local Grey swoops in to shield him from the one additional inconvenience he might be saddled with—another murder count.
The very idea that a hardened killer should be granted a free pass for murdering his own pursuers is as absurd as a fugitive pleading self-defense from the police in court—and getting away with it. But such is the logic of Local Grey, a system designed not for justice, but for coddling murderers. If we follow this logic, Myrland may as well start handing out participation trophies for murderers. Perhaps they should get an official apology from the guards for the inconvenience of being chased? So let's reserve local grey for where it actually serves a useful purpose!
How It Works Under This Fix:
✔ Sparring partners & guild training fights will become Local Grey, to each other obviously, because that's what local grey is (no third-party involvement).✔ No accidental murders—just clean, controlled knockdowns via mercy mode.
✔ No guards interfering—since Local Grey isn’t criminal status, just a temporary sparring flag.
✔ No collateral damage to random bystanders—only those actively engaging are affected.
This also prevents the undesirable scenario where a player goes grey just to duel—only for some opportunistic bystander to exploit the proposed new "mercy mode = surrender" mechanic and walk off with their gear. Under this fix, Local Grey finally serves a purpose—protecting consensual PvP from outside interference, instead of being a nonsensical legal shield for criminals.
This ensures real fights remain deadly, while sparring stays structured without convoluted mechanics. Justice is restored, and PvP is improved.
And why restrict this dueling mechanic to towns when it could revolutionize PvP everywhere?
Expanding Duels & Tactical PvP Zones: A Real Solution to Structured Combat
One of the biggest problems in the current system is that players are forced into criminal status just to engage in structured combat. The system doesn’t allow for safe, lawful, or even organized PvP outside of town, meaning the only way to have a proper fight is to go grey. This is absurd.How We Got Here – A History of Backwards Thinking
- Players need a way to spar, train, or even just have structured brawls.
- No such system exists, so they go grey to make it happen.
- The devs realize this is a problem—law-abiding players are being forced into criminal status against their will.
- Instead of fixing the root cause, SV does what SV does best: they “fix” it by watering down the consequences of crime.
- This makes the justice system meaningless, and we end up in the broken mess we have today.
No, the problem is the problem. The only way forward is to fix it properly."A game that crashes repeatedly is intended to crash, because that’s what the game does. Therefore, the crashes are a feature, not a problem."
The Solution: Tactical PvP Zones & a Proper Duel System
We need two things:- An expanded dueling system that allows group duels without unnecessary grey status.
- PvP Zones that automatically toggle duel mode, ensuring that mass combat (like relic fights) doesn’t wreck the justice system.
1. An Expanded Duel System (Now for Town & Wilderness!)
The current dueling system is limited to one-on-one fights in town, which is too restrictive for proper PvP training, guild skirmishes, or even just two people settling a grudge in town like civilized murderers.We need:
✔ Group Duels – Multiple players challenging each other at once.
✔ Hotkey Challenges – No fiddling with menus; just target and press a key to send duel requests.
✔ Duels Anywhere – Town, wilderness, keeps—anywhere two consenting players agree to fight.
✔ Clear Combat Modes – Players can toggle between:
- Sparring Mode (to Mercy Mode Only)
- Duel to the Death (Full Combat Mode)
How It Works: Two Distinct Challenge Actions
Instead of a generic "Duel Request," players now have two hotkeyable challenge actions, to which the other can respond as detailed:
Challenge to Friendly Duel (Grey):
✔ If accepted, both players become Local Grey to each other only (not to bystanders).✔ Fight goes to Mercy Mode only, with no full deaths or looting.
✔ Guards will not interfere.
Challenge to Hostile Duel (Red):
✔ If accepted, both players become Local Grey to each other only.✔ Fight is to the death, with full loot rights.
✔ Guards still do not interfere (this is a consensual fight).
✔ No Murder Counts are issued.
Decline Duel (Blue):
✔ Nothing happens. No status change, no problem.Why This Fix is Essential
✔ Removes accidental kills in duels.✔ Allows PvP training in town, wilderness, and keeps.
✔ Eliminates pointless guard interference in consensual fights.
✔ Maintains clear player intent—no “surprise” full-death duels.
✔ Makes structured PvP and dueling finally functional.
But What About Exploits?
Some might wonder, “Can’t people abuse this to kill others in town?”No, because:
✔ 100% Consensual – Both players must agree to the duel. No one gets dragged into PvP unwillingly.
✔ No Murder Counts, No Forced PvP – You only fight if you accept. No accidental criminal flags.
✔ Local Grey Applies ONLY to Duel Participants – Bystanders cannot interfere or exploit this. No healing, no cheap shots, no opportunistic beatdowns without turning open grey—and promptly getting obliterated by the guards.
✔ No More Mage Bombing the Bank for Laughs – Under the proposed system, guards no longer execute players for minor offenses, but murder is still murder.
A mage who decides to get creative with AoE in the bank? The guards don’t tackle him—they cut him down on the spot and ship his sorry ghost straight to Prison Island, where he can reflect on his life choices during a brief yet highly inconvenient stint of hard labor.
Terribly inconvenient, I know. But hey, the game already has a simple fix for that—
Don’t mage bomb the damn bank!
Final Verdict:
This ensures that towns don’t become meaningless guard-zones, but also don’t devolve into lawless slaughterhouses. It also keeps out-of-town PvP structured and immersive, without forcing players into universal grey just to duel.Now, everyone wins—from guilds training in the Steppe, to duelists resolving grudges in Tindrem’s market square.
Final Refinement: The Duel System with Auto-Preferences
In addition to the two distinct challenge types, players can now set automatic responses for each type of duel, removing unwanted popups and keeping combat fluid.⚙ New Player Settings Options:
Friendly Duel Requests (Grey Mode – Duel to Mercy Mode Only)
✔ Always show a confirmation window (default).✔ Always accept automatically.
✔ Always refuse.
⚔ Duels to the Death (Red Mode – Full Loot)
✔ Always show a confirmation window.✔ Always accept automatically.
✔ Always refuse (default).
Why This is perhaps not Essential, but it sure is Nice to Have!
✔ No more spammed duel popups—players control when and how they engage in PvP.✔ Passionate Duelists can auto-accept friendly fights—perfect for sparring or PvP training.
✔ Defaults protect players from unwanted duels to the death—newbies and risk-averse players won’t get baited into fights they don’t want.
✔ Crystal-clear UI:
- Red Border & Font for Hostile Duels (Full Death & Loot).
- Green Border & Font for Friendly Duels (Mercy Mode Only).
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