A. No, the colours are fine as they are for now: “Basic Principles of the Signalling and Killing System in Mortal Online 2”
B – There’s a serious risk of abuse depending on how it’s done; I’ve no doubt the girl with red hair would almost certainly always be in the right, but I’m not so sure about the others
C – There’s a serious risk of abuse here too. You leave your guild and cut off contact with others, or make sure you don’t have any, and then you farm this stuff with your mates or act like a scammer – no, that’s too much. You want to stop the Reds from being resurrected by priests? No, that’s abuse
C1. If they’ve just been killed, a timer of a few seconds might be okay, but it’s still an exploit.
D – You’re suggesting ‘Trump walls’ for the dead. No, sorry – you’re dead and maybe blue, but you’re still from an opposing team; I don’t want you here – out! Or you’re just blue; I don’t want you here – out! That might be too much of an exploit.
"B – There's a serious risk of abuse depending on how it's done; I've no doubt the girl with red hair would almost certainly always be right, but I'm not so sure about the others."
Is this some kind of reference to SAO? Even if they won't be able to abuse it any more than they already are. I don't think you can relax at all in this game when you see a stranger.
"C – There's a serious risk of abuse here too. You leave your guild and cut off contact with others, or make sure you don't have any, and then you farm this stuff with your mates or act like a scammer – no, that's too much. You want to stop the Reds from being resurrected by priests? No, that's abuse."
«D – You're suggesting 'Trump walls' for the dead. No, sorry – you're dead and maybe blue, but you're still from an opposing team; I don't want you here – out! Or you're just blue; I don't want you here – out! That might be too much of an exploit».
Interesting situation: attacking players under mobs is fair, attacking one with three players is fair, Attack a player standing within 2m of a guard from a distance outside the guard's aggro or status detection range is fair. In all these cases, players lose their loot and time. But punishing a player-killer by taking away their time after killing them is unfair and abusive. The player-killer, as the initiator of the battle, should have a unique status, separate from other players in PvP mode.
"C1. If they've just been killed, a timer of a few seconds might be okay, but it's still an exploit."
No, that's unacceptable. Because of a player-killer, I can lose 20 minutes to an hour of my time. Why should the player-killer be punished for a few seconds? Hundreds of people left the game because they went into dungeons, farmed resources there, and were killed at the exit (because there was only one exit, and the developers didn't see the problem and didn't consider multiple exits (places from which you can only exit)) or near towns (because of Henrik's absurd vision, who believes that the town zone shouldn't be safe and PvP should take place there, not on 95% of the map).
Regarding the player status color system, I'd prefer to customize the colors myself, as is done with the chat. Recoloring a criminal's nickname in a mob-like gray color in a game with tons of darkening and highlighting is a brilliant solution. They could have simply made his nickname transparent, so I'd be sure I wouldn't see it.
I like the idea of factions forming based on their location and interests. Like the Meduli-Bakti rivalry: each zone had its own enemies and allies, with Meduli's killer players hunting in the Bakti area, while those players hunted in Meduli.
Each region should have its own crime counter, allowing a player to be a criminal in one region and a good neighbor in another. If a player has declared an area their hunting grounds, they should be clearly marked as an enemy in that region. Even with a positive reputation in the city, they should face suspicion and mistrust from other players.
Regional loyalty, mob faction loyalty, and active status are different things; they shouldn't be overshadowed by alternative information.
Regional Loyalty – Color may be used
Criminal – Player has more than 10 kills/assists against neutral players in the region. (*Kills of other criminals, active player killers, guild enemies are not counted.)
Neutral – Player has less than 10 kills/assists against neutral players in the region* and less than 10 kills/assists against players with Criminal status in the region.
Military – Player has more than 10 kills/assists against players with Criminal status in the region and less than 10 kills/assists against neutral players in the region.
Social – Color may be used
Party Member, Guildmate outside the group, Ally
Essentially, this is the player's potential threat based on their recent actions in the region. It doesn't guarantee anything, but it provides information for consideration. The character's nickname color should not change due to a change in active status.
Faction Loyalty
This is the guards' attitude toward the player based on actions that affect their loyalty. I see no reason to differentiate their status from other players. The main thing is that they see the guards as enemies, and loyal players as protectors.
Active status is the icon in front of the nickname, not the color.
Law-Abiding, Combat, Criminal