Fixed In 5 Steps Or Less: Reputation & Murder

Mortalitas Immortalis

Active member
May 29, 2020
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The Peoples Republic of Talusia

The Subject: Reputation & Murder


This series of feedback posts are collectively meant to be easily digestible, 5 steps or less processes to fix the respective system of Mortal Online 2 being critiqued.

t;dr No complex powerpoint or video needed, ez <= 5 step plans to fix MO 2.

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The Steps


  1. Remove Murder Counts. Flag players red if they are negative reputation relative to their current zone instead.
  2. Flag players as Criminal when crossing from a negative reputation zone to a positive reputation zone.
  3. Share Reputation across all characters on an account.
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The Index

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Embuscade

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Feb 11, 2021
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C'est un sujet assez controversé ; j'apprécie l'audace de cette proposition et je vais beaucoup y réfléchir.
 

Dargelar

New member
Nov 1, 2021
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I agree and have been waiting for such an improvement for a long time. In this game, all combat advantages are given to PVP bandits. A neutral or clan player must first identify an opponent before acting, and since attacking (without losing damage) in this game is possible earlier and further than the character information is displayed, players who attack everyone always have the first-shot advantage.
I disagree about the removal of "Murder Counts"; players who profit from killing and robbing other players under favorable conditions should bear the risks. This game has a very low TTK, and a "backstab" is almost 80% win rate with minimal risk. Such kills should be different from regular PVP or inter-clan wars.

I completely support the shared reputation per account. Regarding the account, I'm in favor of it being like in BDO – one account nickname (last name) with internal nicknames for characters (which can be displayed optionally), a shared bank for all characters with a shared email. All this transferring of items from one character to another is such a waste of time.

- A player gaining negative reputation as a killer should stand out from other players. If necessary, a third party should have no doubt who is worth helping in a current battle.
- A player gaining positive reputation should also stand out from other players.
- Introduce a purchasable item from a bounty hunter that allows you to banish PK souls (with a rating below x) within a 50-meter radius to a location bound to a totem. For example, buy such an item in Pash and kill a PK in the Bedia district, banishing them to Pash.
Or simply have the item impose an x-minute respawn penalty; that's probably even better.

Let the territory owners themselves set the minimum threshold after which player characters become killers and are highlighted in a different color. The owners of the territory should also have the right to a full or partial indulgence of crimes (let this be a bargaining resource) on their territory.
 

Embuscade

Member
Feb 11, 2021
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1. I’ve got the gist of the system in mind, and removing it doesn’t seem to me to be incompatible with the idea continuing as it is.
2. No, it doesn’t need to be a specific colour or a disco ball for that – we just need to be able to see the blood still on it despite the change of kit, and for the character’s body to be dirty. No, and anyway, that’s really taking the mick – it’s the same policies that made New World/Aternum rubbish.
3 If I want to do some PK every now and then, account sharing would still be a right pain, and besides, it wouldn’t solve the problem of tryhards – they’d just buy brand-new accounts and others solely for PvP, so it’s not a good idea, Now that there are several characters, what kind of line are you trying to sell when you say that we’re making life unbearable for the die-hard veterans who are still loyal to the games? It’s a sure-fire way to lose that core of dedicated players.



@Dargelar, what are your thoughts on whether the city should be Red or Blue by DemonMan on yt?
1-.I agree and have been waiting for such an improvement for a long time. In this game, all combat advantages are given to PVP bandits. A neutral or clan player must first identify an opponent before acting, and since attacking (without losing damage) in this game is possible earlier and further than the character information is displayed, players who attack everyone always have the first-shot advantage.
1a- .I disagree about the removal of "Murder Counts"; players who profit from killing and robbing other players under favorable conditions should bear the risks. This game has a very low TTK, and a "backstab" is almost 80% win rate with minimal risk. Such kills should be different from regular PVP or inter-clan wars.

3- I completely support the shared reputation per account. Regarding the account, I'm in favor of it being like in BDO – one account nickname (last name) with internal nicknames for characters (which can be displayed optionally), a shared bank for all characters with a shared email. All this transferring of items from one character to another is such a waste of time.


2-
A- A player gaining negative reputation as a killer should stand out from other players. If necessary, a third party should have no doubt who is worth helping in a current battle.
B- A player gaining positive reputation should also stand out from other players.
C- Introduce a purchasable item from a bounty hunter that allows you to banish PK souls (with a rating below x) within a 50-meter radius to a location bound to a totem. For example, buy such an item in Pash and kill a PK in the Bedia district, banishing them to Pash.
C1- Or simply have the item impose an x-minute respawn penalty; that's probably even better.
D- Let the territory owners themselves set the minimum threshold after which player characters become killers and are highlighted in a different color. The owners of the territory should also have the right to a full or partial indulgence of crimes (let this be a bargaining resource) on their territory.


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.
 

Dargelar

New member
Nov 1, 2021
20
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3
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.
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"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
 
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Starz

Member
Apr 7, 2021
68
28
18
Reputation should be deleted to be honest, it was fine with just red blue and grey.