I wanna talk about the current standing system, its been definitely an improvement since the previous murdercount system that was really unforgiving towards certain playstyles.
Now for the sake of argument im going to explain how i think the standing system works.
1. So, basically if you are seen by any guard while being grey you will automatically lose standing with that faction.
This is perfect because you wanna preserve the cities from being a complete criminal shitshow like it used to be, killing horses left and right without any punishment and so on, i understand that this model will also encourage the thievery mechanics that will eventually be added and i think right now its a pragmatic choise.
2. You lose standing when a blue player that has been damaged and/or killed by you resurrects in a (blue) priest.
I personally consider this is not effective mechanic since there are playstyles that are forced to live in the wilderness and never ment to access vendors/bank unless you farm standing either by travelling and doing some "quests" or killing a few type of creatures.
Heres why i think its not effective, basically because it works as a tradeoff, you are giving away reputation per blue kill at expense of future time investment into standing farming.
So whats up here, is this tradeoff worth? it is supposed to be worth?
Is it worth killing any random blue for what is carrying? Most of the time its not, because people that actually transport items take certain degree of measures to prevent bad scenarios, people group up for safety.
You can't know if a blue kill its worth or not, cuz its a gamble a naked could be carrying hundreds of gold as it could be butt naked, this gamble is not worth considering the time investment you gotta do to recover that standing point.
So, i suggest that the bet is raised. How?
Do not automate standing loss when a blue respawns in a priest. Why?
Cuz you want to encourage people to do several things, you wanna encourage people to understand the safety of groups, you want to encourage people to fight, escape and stay alive not to just die and give a murdercount cuz shit and giggles.
Thats what people does, if you hit em and u can't kill em they can just call a friend to gank em and give u the MC anyways, not everyone does this but many do and this is bypassing the "fairness" mechanic.
What can you do to raise the bets, basically make an alive player criminal report system.
What will this do? Lets say you are hunting outside with a friend and u get jumped and someone kills your friend, now if you manage to stay alive and reach the safezone of a city that player that witnessed this criminal action should be able to talk to a town NPC and report these criminal actions, and give a murdercount to the greys he saw kill hes friend.
This way you are actually encouraging the affected (attacked) players to travel, escape, stay alive and report these actions. And not to just die for giving a murdercount. You are encouraging players to be an active asset of the towns law enforcement.
I allways liked many of Mortal's features that involved certain degree of diegetic content, the freedom of choise above mechanic conditioning the true and real SANDBOX core of Mortal.
By allowing blue players that have been killed to just spawn and give murdercounts you are not only conditioning playstyles but you are also forcing mechanics upon free-will. Give the chance to players for real involvement and not just cause and consequence.
Now for the sake of argument im going to explain how i think the standing system works.
1. So, basically if you are seen by any guard while being grey you will automatically lose standing with that faction.
This is perfect because you wanna preserve the cities from being a complete criminal shitshow like it used to be, killing horses left and right without any punishment and so on, i understand that this model will also encourage the thievery mechanics that will eventually be added and i think right now its a pragmatic choise.
2. You lose standing when a blue player that has been damaged and/or killed by you resurrects in a (blue) priest.
I personally consider this is not effective mechanic since there are playstyles that are forced to live in the wilderness and never ment to access vendors/bank unless you farm standing either by travelling and doing some "quests" or killing a few type of creatures.
Heres why i think its not effective, basically because it works as a tradeoff, you are giving away reputation per blue kill at expense of future time investment into standing farming.
So whats up here, is this tradeoff worth? it is supposed to be worth?
Is it worth killing any random blue for what is carrying? Most of the time its not, because people that actually transport items take certain degree of measures to prevent bad scenarios, people group up for safety.
You can't know if a blue kill its worth or not, cuz its a gamble a naked could be carrying hundreds of gold as it could be butt naked, this gamble is not worth considering the time investment you gotta do to recover that standing point.
So, i suggest that the bet is raised. How?
Do not automate standing loss when a blue respawns in a priest. Why?
Cuz you want to encourage people to do several things, you wanna encourage people to understand the safety of groups, you want to encourage people to fight, escape and stay alive not to just die and give a murdercount cuz shit and giggles.
Thats what people does, if you hit em and u can't kill em they can just call a friend to gank em and give u the MC anyways, not everyone does this but many do and this is bypassing the "fairness" mechanic.
What can you do to raise the bets, basically make an alive player criminal report system.
What will this do? Lets say you are hunting outside with a friend and u get jumped and someone kills your friend, now if you manage to stay alive and reach the safezone of a city that player that witnessed this criminal action should be able to talk to a town NPC and report these criminal actions, and give a murdercount to the greys he saw kill hes friend.
This way you are actually encouraging the affected (attacked) players to travel, escape, stay alive and report these actions. And not to just die for giving a murdercount. You are encouraging players to be an active asset of the towns law enforcement.
I allways liked many of Mortal's features that involved certain degree of diegetic content, the freedom of choise above mechanic conditioning the true and real SANDBOX core of Mortal.
By allowing blue players that have been killed to just spawn and give murdercounts you are not only conditioning playstyles but you are also forcing mechanics upon free-will. Give the chance to players for real involvement and not just cause and consequence.