A Developer’s Guide to Fixing the Justice System: Part 3 - Guards That Actually Guard, True Consensual PvP & The Brown Status Fix

WeAreAllMortal

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Jan 5, 2025
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Fix #4: Make NPC Guards Dispense Actual Justice Instead of Kneejerk Reactions​

Guards That Actually Guard: Turning the Fake “Empire Protection” Into Reality

Currently, entering “guarded” regions in MO2 gives you a reassuring but utterly false message:
  • "You have entered an area guarded by the Tindremic Empire."
  • "You have entered an area guarded by the Khurite Tribes."
No, you haven’t. Not in any meaningful sense. These areas are not truly guarded—at best, there are a few stationary NPCs, which criminals simply learn to avoid, and at worst, the gankers control even these so-called safe zones through sheer numbers. If the game is going to pretend these areas are protected, then let’s make it actually true.

How to Implement Functional Guard Systems:

✅ Roaming NPC guard patrols – Guarded territories should have patrolling NPC units that move unpredictably through the entire territory, not just on roads near major towns. This makes it more difficult for criminals to operate freely without risk and provides normal players with a real possibility of escape. These guards should:
  • Be numerous enough to create an actual deterrence.
  • Call for reinforcements if they witness a crime.
  • Pursue criminals at least as far as Outlaw NPCs currently do.
✅ Stationary guards that call for backup – Guards posted at towers should be linked to other guards and call for reinforcements if they are attacked.
  • If a tower guard is attacked and drops below 50% HP, he should summon reinforcements from the nearest surrounding towers and road patrols—even if they are hundreds of meters away.
  • Each tower needs at least two guards—one to fight, the other to remain on watch, ensuring that an area never becomes completely unguarded.
  • To prevent abuse, guards only call for help if an attacker commits fully to the fight, avoiding easy exploits where griefers just tag a guard and flee to bait out reinforcements.
✅ Patrolling guards between towers – Every stretch between guard towers should have patrolling units, ensuring that outlaws don’t simply weave through gaps between static guards.

With this system, criminals would no longer waltz through "guarded regions" without a care. They’d have to pick their moments carefully, knowing they could be spotted, hunted down, and held accountable for their actions.

The Combined Effect: A Fully Tunable System

✔ If crime is too rampant, increase penalties (higher restitution costs) or increase the number of guards, aggro radii, and pursuit distances. ✔ If crime is too rare, reduce penalties or scale back the guard presence and aggro radius. ✔ The entire justice system can be adjusted without breaking anything else—because unlike SV’s usual toggle-switch fixes, this would be modular and scalable.

This is how you keep both PvP and PvE players engaged. This is how you build a sustainable game world.

Fix #5: Use Local Grey to Regulate Consensual PvP—Remove It from the Justice System

Right now, local grey is a disaster for the justice system. It overcomplicates mechanics and introduces unnecessary inconsistencies. Instead of simplifying crime and punishment, it creates a tangled mess of arbitrary rules that make justice unpredictable and exploitable.

However, for consensual PvP, local grey is actually perfect! It allows players to fight and loot each other without justice repercussions—which is exactly what it should be doing, as long as both parties agree to the terms.

The Fix:

✅ Local grey should apply only to structured PvP situations—never to justice cases. ✅ All non-consensual PvP should be handled through the justice system. ✅ No more convoluted “temporary criminal status” mechanics overriding real crime tracking. ✅ A simple, clear duel system to facilitate voluntary PvP.

How to Make Local Grey Work Properly for Consensual PvP:

✔ SV should add a “Request Duel” hotkey to the interface, alongside a “Request Deathmatch” option. ✔ The Duel option would initiate a fight to Mercy Mode. ✔ The Deathmatch option would allow a fight to the death—with full loot enabled. ✔ Players should be able to quickly accept these requests via hotkeys or UI prompts. ✔ An “Auto-Accept” toggle should be included to streamline small group fights.

For Mercy Mode duels, the system will simply prevent players from striking a fatal blow. If a player attempts one, a message will appear informing them that it’s not possible under the current duel parameters.

The Bottom Line:

Local grey isn’t the problem—the way it’s used is.For consensual PvP, it’s the perfect tool.For non-consensual PvP, it should be scrapped in favor of proper justice mechanics.

SV, implement this properly, and you’ll fix half the justice system’s problems overnight.

Fix #6: Introduce Brown Status for Ex-Cons with Outstanding Bounties

A "red" player should remain a criminal until their crimes are paid for—but what happens after that? Right now, there’s no distinction between an active criminal and an ex-criminal with outstanding bounties.

The Fix:

✔ Introduce a "Brown" status for former criminals who have fully atoned but still have open bounties. ✔ Only bounty hunters can attack them freely, as to them they are local red—to everyone else, they are treated as blue under the justice system. ✔ Prevents healers from unknowingly aiding a bountied ex-criminal by clearly signaling that healing a Brown player will turn them local grey to bounty hunters.

Without Brown status, ex-criminals appear as normal blues to bystanders, creating unintended consequences. A well-meaning healer might unknowingly aid a bountied ex-criminal, not realizing this would flag them local grey to bounty hunters. This puts them at risk and gives the ex-criminal an unintended advantage in combat.

For full details on how Brown status integrates into a functional bounty system, see the thread: Sparring, Not Exploiting—Fixing Duels, Wars & Relic Free-For-All, Local Grey Revisited, and The Suicide Nonsense.

Final Verdict: A True Justice System for Mortal Online 2

This isn’t just about ‘fixing’ the justice system. It’s about making Mortal Online 2 the game it was meant to be—brutal, immersive, and, above all, fair. Right now, it’s only brutal.
By implementing these fixes, we create a sustainable, fair, and immersive justice system where: ✔ Justice tracks crimes and punishes criminals properly.Reputation tracks faction standing and rewards loyalty—but never erases crime.Guards actually enforce law instead of acting like mindless turrets.Structured PvP and faction wars become viable without game-breaking exploits.
 

Inai

New member
Feb 16, 2024
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Wow, really good writeup. Please consider posting this on the MO2 reddit as well. SV/Henrik really need to take this much more seriously than they have been. To me it seems like Henrik is only thinking about providing more valuable pvp opportunities (like relics) to pvp players and that this alone will fix the entire issue.
 
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