Criminal system improvements

Bloodmasked

Member
Jan 25, 2022
64
66
18
Explaining differences in the system I would suggest to the existing criminal system and why.

I propose removing blue/grey names so that you cannot tell who is a criminal/murderer just by looking at them. Players should have to witness crimes themselves and not just attack people just because they are grey name. They can learn players guild/reputation and judge them accordingly.

Players should no longer get murder counts or reputation loss. This would be a good change because currently murder counts and reputation make PVP unfun because parcels are time consuming, red priests are a far away walk.

Losing access to blue towns makes it needlessly difficult to socialise in the game. Until Terrority Control is added and further updates, murderers should be able to live in the NPC towns and not have to rely just on houses and strongholds. The houses and strongholds are not a suitable replacement in their current form and only serve one area of the map where you place them at.

All players can enter town with exception to those who have attacked someone or healed a combatant/pet who has attacked someone. This would be a timer you can see on your HUD, preventing you from using town as an easy escape route when you fight near town.
 

TheOxMan

Active member
Apr 11, 2022
115
32
28
Not a fan of this suggestion for a number of key reasons.

One big reason is that criminals in towns means they can overhear your conversations and try to plan around killing you.

It should be possible for a red player to get into a blue town imo in the future with use of some kind of stealth skills but not before that.

Hopefully in the future they add some skills that mask your identity for a couple minutes to an hour, or until revealed through a blue skill or something but if not i think red should just be barred from blue towns and cities and given more of their own.

Red towns need buffs though and I think there should definately be some areas in those towns that red players can go and be protected from eachother and from outsiders.

I suggested a lot of stuff in regards to this and murder counts recently, but even without going into all of that i think it would be cool if a criminal could get reputation in a red town/city and with a high enough reputation they would get protection from in town gang member npc's

That way you would have environments to socialize in more freely without having to worry about being killed by other criminals.

I am not one of those people who think "you did the crime so do the time".

That said I do think criminality and being a murderer should be a path that you choose and i think that path should bare fruit that fits its archetypes.

Really not very engaging of an experience if the only difference between playing a good guy or a bad guy is that you kill people randomly and they dont.

I get what you are saying about the short term, but I dont think its as simple as you think.

Not a good idea imo to take steps in the opposite direction from attaining a good balance between criminal and law abiding people just to appease a few people in the short term.