Yes, the suggestion comes from a perspective that is consistent with our lore and role in Nave. The guards, flags, are all symbols of Tindremic imperial oppression.I don't know why it took me long to click on to this...but just realized this is some weird roleplay fantasy the ZEAL guys want Mo to be. To be able to freely live their weird cleansing roleplay from MO1, in MO2 without hassle.
However, we are and will remain a very small minority on the server that seeks to cleanse the vast majority of Mortals. Despite the simplistic heathen assumptions, if we were to get what we seek, Nave would be a much more difficult place for our mission to succeed. All of our activities would no longer be shielded by an arbitrary flag mechanic. Is that not obvious?
I've played both sides of the spectrum.
Played with GUTS for years, and we had our own form of player derived justice to keep Fabernum ours and safe for friends and allies...though our methods of player derived justice was murder, griefing and ultimatums(aka we'll blow your shit up and priest camp you for eternity). In that context, it certainly worked, for over half a decade in fact.
I also was there turning RPK into loot bags on Steam release, and all player derived justice did, was slow down the noob slaughter. RPK would just run to their walls and log off, until we left. Then log back on and continue their title farming, until we returned later or the next day. It worked while people were online willing to hand out justice, but when people were offline it allowed most of RPK to farm dreadlord titles.
I get it, you want to ride around on your desert/jungle horses, slay the nakeds/low geared, spamming your silly repentance spam macro, and have minimal consequence for it. Just be honest about it mate.
Yes. We do want to ride around and slay, we do want to spread the message of the gods and the benefits of repentance. You are very perceptive . You miss on the conclusion though. Nothing prevented that in MO1. Nothing will prevent it in MO2. We are talking about something slightly different, and when you see it, you may rejoice.
Your story about RPK and Guts is interesting. I don't imagine anyone wants a game where people aren't able to murder and fight over stuff and things. I think you're saying that it was challenging to protect new players. That there were ways for RPK to outmanuever you and accomplish their task. Guts was very effective at using the flagging mechanics and guardzones to their advantage, so I'm sure you have plenty to offer about the drawbacks and benefits. Yet, you don't seem to see that you used griefing as a tactic to control an area and that tactic might have something to do with the mechanics. Keep in mind, the tactic of having multiple characters, one with a thousand murdercounts, and one with 3 won't be available.
Last edited: