parcels don't remove murdercounts don't be noob lolSo people too lazy to do the thing that would stop this from happening (parcels) and then are surprised that it is happening?
parcels don't remove murdercounts don't be noob lolSo people too lazy to do the thing that would stop this from happening (parcels) and then are surprised that it is happening?
RPK is a buzz word that is made up by non PvPers. It does not apply in this game.this is the problem with being an RPK guild, not with kran & gk
being an actual rpk clan is just not a feasible option for guilds that want to both murder anybody/everybody, and *also* participate in larger scale actual pvp conflicts.
murder guilds ought be *small*. A handful of murderers.
rpk guilds need to transform their playstyles *away* from rpking, and towards meaningful political conflicts & ideally, friendly pvp with other red guilds & even blues.
the root of the toxicity that games like MO and other full loot mmo's suffer from has always been players trying to dominate the competition out of the game to the point where it's not even fun for them to fight back.
it really *shouldn't* be played like that. You should be nearly as concerned that your enemies are having a good time as your allies. If they *aren't*, then that means the game will inevitably enter a tailspin of an anti-fun death spiral -- as players try to use underhanded tactics, ganking, griefing, etc, just to *win*, rather than *have fun playing the game*
For us red players it doesnt really hurt us. We will have rez players and dont die as much as the people we will be sending to walk 30 minutes back to town because they came outside of GZ to fight us but didnt make it back to safety in time.Yeah it's apparent a lot of people talking in this topic know so little about the game they have no real right to be. "You shouldn't have access to lawful areas an an unlawful". Agreed. I just think there should be more unlawful areas in the game than two. And that's what this topic is about.
And I'm a BLUE. Whose unlikely to ever go red. I just think the reds have a point here. They're effectively being shut out of most of the game. These changes are just going to prompt the worst of them to find more creative ways to grief as blues, and the rest to leave.
And you have to understand. If someone is stealing zombie heads from you at the graveyard and you kill them. You get a murder count. If someone kills your horse and you catch them later and kill them. You get a murder count. If someone is talking mad crap and you kill them. You get a murder count. If I knock down your house while your asleep, and you kill me for it, you get a murder count. If someone is the bandit king on their main, and you kill their alt, you get a murder count.
Are you guys starting to catch on here? There is no real war system in this game. If you start killing people, no matter how justified, you may go red. This change is bad for everyone whose good at killing and isn't willing to game the system. (Personally, I am willing to blue grief when I feel it's justified. And that's why I am unlikely to ever go red.)
How is it random to kill players? Im not killing people randomly I kill most people depending on the effort. Nothing wrong with that. I dont flip a coin to decide if I fight a player or not.RPK is a real thing. And I'm personally part of the ARPK community. But as one of the prominent ARPK guilds constantly tells their members "Grey does not mean bad. There are plenty of justifiable reasons to go grey. If you just kill anyone who goes grey we will kick you for being an RPK."
Harbingers seems to get it. Why can't the people in this topic?
How is it random to kill players? Im not killing people randomly I kill most people depending on the effort. Nothing wrong with that. I dont flip a coin to decide if I fight a player or not.
Its a term that a part of the community pushes but is not descriptive of whats going on.
RPKing = Random Player Killing. If you see a random player who has done nothing wrong to you, don't just run up and kill them. Ever. Don't do it. I'll have to kick you from the guild. If we allow one person to get away with that then every guild will recognize us as an RPK guild and start attacking us first. We're not here to kill everyone, we're a guild about waging wars against specific enemies.
We also have multiple friendly guilds that will stop working with us if we operate as RPKers.
So you can kill people we have deemed to be hostile. You can defend yourself. You can even kill someone if they start shit talking you, kill stealing, etc. But if you run around killing people because "it's fun" or "I wanted their stuff" or whatever, I'm going to have to remove you for the sake of everyone in the guild that doesn't want that kind of reputation.
it's funny to watch that video now when you know whole picture.Wolfzeit made a video showing Henrik's comment to that topic.
And you have to understand. If someone is stealing zombie heads from you at the graveyard and you kill them. You get a murder count. If someone kills your horse and you catch them later and kill them. You get a murder count. If someone is talking mad crap and you kill them. You get a murder count. If I knock down your house while your asleep, and you kill me for it, you get a murder count. If someone is the bandit king on their main, and you kill their alt, you get a murder count.
Personally though, I view ARPK as a valid playstyle, and RPK as a valid playstyle. If I wanted the game mechanics to handle RPKs entirely, I wouldn't play MO2. If you don't like RPKs, pick up a sword and become an ARPK. That's content.
How is it random to kill players? Im not killing people randomly I kill most people depending on the effort. Nothing wrong with that. I dont flip a coin to decide if I fight a player or not.
Down with PvP! Up with.. uh.. what else would we promote besides PvP?
Up with... uh.. domination and breeding..?
Yeah I don't know. PvE can be re-skinned a thousand ways along with other stuff that we've seen done better in other titles, MO2 has a strength in PvP content.
Today I stole the loot from someone's boss kill, taunted them for a second while they stared at me, and then ran away. Good thing we made being "red" so punishing that I can steal from you and you can't do anything about or I'll punish you for it. Who knew that SV could make one simple change and now trolling is win/win. I sure hope they don't enable people to get mad and try to kill me, that would be bad.
Don't be so weak just kill me don't worry being "red" isn't evil I promise.Kill right: see my previous post, solve this trolling on sense
A reputation system, between player/guild/kingdom, which allow you to declare player/guild/kingdom as enemies. Being enemies would allow you to free kill your enemy without it being considered RPK. However the set up is 2 hours delayed, thus the RPK can't just declare the woodcutting newbie as enemy before ambushing it. If people are real enemies, they can wait a "next time" before ambushing mercilessly each other.
I think "content" that requires specific situations to happen and has you otherwise do nothing isn't exactly great content. Feels more like the typical "Make your own content" bullshit that people spout when they defend a game that has no content.
Where is the risk and consequences for losing as a non player? Always see people that want the game easier for them saying the game should be harder for players that make the game have consequences.
Open world PvP is what makes this game have risk and consequences. People calling for consequences for red players are hypocrites.
Agreed. But there are a lot more ways to be an ARPK than sitting at a graveyard waiting for RPKs to come. You can kill them in the open world as you see them. You can target their assets. You can come clear graveyard when RPKs actually get called out etc. It's a role only as boring as you choose to make it.
And the reason for that is war systems with no restrictions damn near negate the point of any kind of reputation/murder count system. There were guilds in Darkfall that would just wardec every single guild in the game. By that point in Darkfall almost all veteran groups spent the majority of their time in the cities owned by their alliances. These guilds inhabited starter towns and preyed almost exclusively on newbs. The vets were too concerned with their wars against each other to bother making rooting griefers out of newb towns a major priority. I understand similar things happened with groups like GUTS in MO1.
So while I think a non-consensual war system is needed, it's going to have to be implemented very carefully to avoid letting griefer groups wardec every single newb group. And it's just simply not going to handle many of the justifiable reasons to kill someone.
No automatic system can account for all the factors of a situation like a player. Which is part of the reason ARPKs need to be a major part of the solution if you don't want newbs RPKed too frequently.
I think the world is too big for this. Responding to a call if you have to travel to it for 20 minutes just for them to be already dead or otherwise gone isn't exactly fun in my book and just a huge waste of time. I don't want to play a travel simulator.
Actively looking for PKs in the open world also seems to be mostly a waste of time, the chance to actually run in some are slim and them fighting and not running away as soon as they realize you aren't easy kills is even more slim.