I think really the biggest question we all have is, what constitutes a murder? I think that we all want ways to kill our enemies without repercussions.
For that reason consenual wardecs seems like an awful idea.
Lawless zones need to come in. Outside the sphere of influence of towns people should be fair game. If someone is hated within khurite territory for example they should go red when in the sphere of influence.
Could even take it a step further and flag entire guilds as criminal if they're taking on a huge amount of murder counts.
You should have strong incentive to flag for a faction on an individual and/or guild level in order to access meaningful (not shitty) rewards. Of course you should be able to kill members of the opposing faction.
War declaration as already stated needs to come back and it needs to be limited to keep bearing guilds or something.
The system that we have now is so just so basic really it doesn't feel like a lot of thought went into it at all. The same is true of MO1's system, it wasn't good.
I agree with Anthius on a lot of points but you can obviously take this logic and use it to justify crazy things.
"War takes territory away from other players, it causes them to lose their dedicated time in the game and fractures relationships. You should have to deal with the consequences of your actions. You should have to siege through multiple guards and everything should be walled off.".
Still I think Anthius hits the nail on the head with points about reds in town and guards protecting them being kind of lame.
Hi Teknique long time no see.
Yeah i like what you are saying.
Well non consensual wardecs need to have mechanics that will help guilds to stop em or have alternatives" otherwise its a zerg competition like it was in MO1 prior to wardec revamp, it used to be that when the wardecs were non-consensual a group would push out of the town or even the game to another group, and you don't want that to happen, maybe yeah contesting a town and so on but there has to be a lot of mechanics supporting that system.
I think the lawless zones should be anything that its not in the domain of the sight of factions (and players). I suggested an alive player report system because brings law to the wilderness but also brings the need to stay alive and not to just die and give a murdercount, the very fact that you can just die and give a murdercount defeats the purpose of the game.
With an alive player report system i can even imagine town bounties to be a thing.
Then yeah, players not only need an incentive for making justice for their town they also need the town to support them this is absolutly true and im not talking about KOS town list and carebear shit like that, talking about player involvement.
I don't really think Anthius is hitting any nail by wanting to penalize murderers with statloss. Look the standing system right now, primitive as it is at least has the very fundations of certain degree of interaction with the enviroment to restore standing. So right now its not like reds don't have any punishment whatsoever and its absolutly wrong they enter the city, murderers have to farm standing to enter a city, its not free (and if you ask me its a really high price to pay). So as a murderer right now you are actually paying in time and effort for accessing a town its really straight forward if you ask me.
My initial suggestion was to make player interaction regarding the law system to encourage players to stay alive and report criminals, this generates another degree of player involvement and in the right direction. Giving tools for the ones that work for a town instead of punishing the criminals with dumbass timesink mechanics.
I like the idea of regioalal Murdercounts. Players of a town should play together and defend their town and Kingdom against invading hordes of barbarians or form a group an go on a crusade to cause trouble in another city or Kindom.
What i don´t like is that some cities share the same reputation. Every City should have it´s own reputation and players should not be able to report the murder in another town if thy click spawn homeprist.
Puinishment for murderers need to be hard but we need many ways to prevent murdercounts for the PVP Players.
Factions (CHaos Order) like in Ultima, so the towns have their own factions being in war with the other factions. Being a member of a faction should give you benefits. Faster leveling horses in the stable. Speacial gear that can be obtained for a special currency. This could be a Lionshield or a special horse armor that can only be equipped from faction members.
I think every member of a guild owning a Keep should be in war with every member of a guild owning a Keep and those players should be shown hidden red to each other, so they can´t give murdercounts to each other.
I think that a guild that conquered a city should be able to blacklist various guilds and individual players. It should be possible to declare various players and guilds to be outlaws. This means that they cannot award any murder counts in the territories claimed by the guilds.
Very true, you want the law to be made by players and not a keep owning guild with guards KOS lists, thats just afk playing the game, is flexing for you.
Yeah some years ago i made an extensive thread in MO1 forum suggesting a reputation system based on cities-player reputation. The general idea was that each town had their own law system so criminals wouldn't be so penalized with an unified law system.
Which is happening rn, with only 2 factions you get penalized by several cities at the time, which is not necesarilly wrong but hey there has to be more ways to get standing up if that the case.
I'd prefer for each town to have their own law system, their own criminals archive" and i can see how an alive player report system could work towards that aswell. Imagine a player that lives near Meduli witnesses criminal actions and he manages to stay alive and report those actions in Meduli, its only fair that the Meduli town aknowledges that report and that it only affects that region.
Continuing with the thread suggestion. Its easy, if theres people that witnessed criminal actions in the wilderness and they manage to report it is what it is. Then its up for the criminal to make sure he/she ain't reported as it is up to the witness to get into town, now theres a lot of things that could happen in-between and thats the beauty of it.
I allways liked the realistic approach of the game, in terms of diegesis. Lets say you are hunting pigs in Meduli and you see a shady veela watching at you, someone you've never seen. I rather get to the conclussion this dude is a criminal by myself instead of a sign on hes forehead saying THIS MOFO IS CRIMINAL RUN. And its precisely how it is right now, its beautifull cuz you are making the player get involved in the world, to remember that veela.
Now its up to SV to make new players to absolutly understand hows the criminal system, so people ain't over confident in certain situations.
I don't understand how people get so upset about not seeing a red-nickname when watching a murderer, is it nostalgia? Maybe they want to have a red nickname for feeling special, wouldn't know.
Now i don't support guards KOS list because i believe in what players do for their region instead of NPCs. I do agree that towns should give the players tools for doing justice without getting murdercounts, but it has to be well designed cuz u don't want to empower a side too much either.