We need a revamp of the Wartag System from MO1 ! Here my recommendations

Anabolic Man

Well-known member
Sep 7, 2020
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Blacklisting Thievs and Grifers is an important Part of the Game. What have to be changed is the wartag System from MO1, which is not in game yet.
This time we get gambling games and Roleplayers want to use the Tavern to play those games and so on. My recommendation is the following.

Smaller Guilds should be able to wartag bigger Guilds without they getting a Massage,
in which they are asked whether they want to accept the war.


Bigger Guilds should be able to wartag a smaller Guild, but in this case they
should be asked whether they would like to accept the war.


It should take at least 8 hours before the declaration of war becomes active and every Guild Member should get a Massage !
The Guild XYZ have decided that we do not want you in our city, we give you 8 hours to leave the city, otherwise we will take it by force.

A small guild with less then 10 Members should be able to declare war on as many large guilds as they want. There shouldn't be a cap.

It would be bad for the game, if large PVP guilds could declare war on the smaller PVE and Roleplayer Guilds and if the war would become active immediatly. The same Rule should apply for blacklisting a Player but the TIme should be much shorter. The blacklisted Player should have 20 Minutes time to be able to trade his Stuff to a friend or put it in the Broker and sell it.

I think that the possibility of blacklisting individual griefers is
is completely sufficient. We not need to be able to Wartag small Guilds in a way it was possible in MO1 and i think that would harm the game.

I would rather like to see a Chaos/Order System like in UO. That we get different Factions which a Guild leader or Player without a guild could
join. Any player from a different faction should be flagged orange.
Behind the Player Name of a factionmember, the name of the respective faction should be shown in brackets.
Here's an example
Players who belong to a guild who own a keep should be shown purple to other guilds who own a keep [Koto] General Buttnaked (Tindremic Faction) and their names should be shown in orange color to the Members of a different Faction. [Koto] General Buttnaked (Tindremic Faction)

I will explain why and how we need a purple color further down in the thread.

If you join a Guild which is a Member of a Faction you should be forced to leave your faction, if you are a Member of another faction.
Killing Players from another Faction should give you Faction Points. Blue Healing should not be possible. Those Palyers should turn hidden grey.

Faction Members should be able to acquire various rewards, or there should be advantages if you are a member of this faction. Perhaps the horses in the stable could level faster, or special faction items should be able to be crafted that can only be worn by the special members of a faction. E.g. Armors in certain faction colors or something.

I think that any guild with a keep should automatically be at war with the other guilds that own a keep. Otherwise every PVP player would turn red at some point. The guilds with keeps should not be allowed to give each other murder counts.

There should be an indication for Guildmembers that are owning a Keep. SV could add an additional Color for Guildwars. Maybe this could be purple. Orange Players are allowed to be attacked in Towns. This should apply for the Members of Guilds with a Keep. These should not be allowed to give Murdercounts to other Guildmembers owning a Keep, but they should feel kinda save in the towns and should be able to make their trades, except they are hidden red aswell.

We need an alliance system and an alliance chat !

If two guilds that have a keep are in an alliance, then they should be flagged green and not purple. The difference between the purple and orange Flag should be, that the purple Players should not be possible to killed in town.

SV has to make the game a little more attractive for roleplayers. The PVP guilds should fight with the other PVP guilds and leave the PVE and Roleplayers alone.
Anyone should be able to kill any player, but there must be harsh consequences, and not every PVP player should turn red after a major battle.
Only a few players should be interested in getting red, becuase the punishment ist very hard. We need mechanics to avoid turning red, becuase red players tend to kill everyone, even the Players that are not interested in PVP, as once they can never turn blue again, becuase they have to many Murdercounts. Not every PVP Player should turn red !

That´s why we need the PVP Hotspots and this changes of the Flagging System as i recommended above ! Check this Thread !



Hotspot Dungens/PVP Hotspots and Raids.


-I think we need a Dungen Task NPC. Every few days this NPC should request items from a specific Dungen in order to acquire certain items. During this time, elite mobs should spawn in this weekly selected dungen, who can drop magical amulets / rings, or a rare Animal could spawn during that time that could be dominated. Then this specific dungen would be a hotspot for the PVP guilds at this point. The pvp guys would get their PVP Hotspot and could fight all day and the other dungens
would be exonerated. All Players entering the Hotspot Dungen should be flagged orange or grey and should not be able to give Murdercounts. There will always be shitters that dive noobs in dungens but maybe less during that time. I think that's important. Some PVE players want to farm their dungen in peace on the weekend without getting involved in huge fights and other players love the confrontations.
These hotspot dungens should change weekly to provide enough variety, so that players do not constantly farm the most lucrative dungen in their vicinity. That motivates to build a house close to the different dungens and to transport equipment to the different areas.
I personally loved the raid Dungen Events in Unlima Online. If you killed some Mobs a cadle light up at a shrine. Then the next wave of monsters spwned and every wave got harder and harder till the Boss spawned.


The rewards for killing the Boss were skills scrolls. +5 skill +10 skill +15 skill +20 skill points


There were no skill scrolls in Mortal Online, but there were magic rings and amulets that increased strength, dexterity, int and a specific skill up to 5 points. Then a player could increase the map cap of a Skill to 115 skillpoints, if he used 3 Rings. The boss of such a Raid Dungen should drop these rings and amulets.


These were the only items that could not be looted in MO1, becuase these were to rare and had to be recharged with magical energy after the death of a player and that cost a lot of gold.



What do you think ? Write your feedback in the comments.
 
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