Sparring, Not Exploiting—Fixing Duels, Wars & Relic Free-For-All, Local Grey revisited, and The Suicide Nonsense

WeAreAllMortal

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(Because clarity, folks. Clarity!)

1. Local Grey Returns—But Only for Sparring!

Local Grey had potential—it was just implemented disastrously. Instead of turning innocent bystanders into legal prey, it should have been a tool for structured PvP. In fact, it already functions that way—the mistake was extending it to the justice system, where it has only served to complicate and confuse an already messy set of rules.

As it currently stands, local Grey isn’t about balance, or “defending oneself”—it’s about shielding criminals from the full weight of justice. A red already has the freedom to attack anyone he pleases, and when pursued, he has every means to fight back. He can run. He can fight. He can even choose to spare his attacker with mercy mode. Yet, for some baffling reason, Local Grey swoops in to shield him from the one additional inconvenience he might be saddled with—another murder count.

The very idea that a hardened killer should be granted a free pass for murdering his own pursuers is as absurd as a fugitive pleading self-defense from the police in court—and getting away with it. But such is the logic of Local Grey, a system designed not for justice, but for coddling murderers. If we follow this logic, Myrland may as well start handing out participation trophies for murderers. Perhaps they should get an official apology from the guards for the inconvenience of being chased? So let's reserve local grey for where it actually serves a useful purpose!

How It Works Under This Fix:

Sparring partners & guild training fights will become Local Grey, to each other obviously, because that's what local grey is (no third-party involvement).
No accidental murders—just clean, controlled knockdowns via mercy mode.
No guards interfering—since Local Grey isn’t criminal status, just a temporary sparring flag.
No collateral damage to random bystanders—only those actively engaging are affected.

This also prevents the undesirable scenario where a player goes grey just to duel—only for some opportunistic bystander to exploit the proposed new "mercy mode = surrender" mechanic and walk off with their gear. Under this fix, Local Grey finally serves a purpose—protecting consensual PvP from outside interference, instead of being a nonsensical legal shield for criminals.

This ensures real fights remain deadly, while sparring stays structured without convoluted mechanics. Justice is restored, and PvP is improved.

And why restrict this dueling mechanic to towns when it could revolutionize PvP everywhere?


Expanding Duels & Tactical PvP Zones: A Real Solution to Structured Combat

One of the biggest problems in the current system is that players are forced into criminal status just to engage in structured combat. The system doesn’t allow for safe, lawful, or even organized PvP outside of town, meaning the only way to have a proper fight is to go grey. This is absurd.

How We Got Here – A History of Backwards Thinking

  1. Players need a way to spar, train, or even just have structured brawls.
  2. No such system exists, so they go grey to make it happen.
  3. The devs realize this is a problem—law-abiding players are being forced into criminal status against their will.
  4. Instead of fixing the root cause, SV does what SV does best: they “fix” it by watering down the consequences of crime.
  5. This makes the justice system meaningless, and we end up in the broken mess we have today.
It’s like saying:
"A game that crashes repeatedly is intended to crash, because that’s what the game does. Therefore, the crashes are a feature, not a problem."
No, the problem is the problem. The only way forward is to fix it properly.

The Solution: Tactical PvP Zones & a Proper Duel System

We need two things:
  1. An expanded dueling system that allows group duels without unnecessary grey status.
  2. PvP Zones that automatically toggle duel mode, ensuring that mass combat (like relic fights) doesn’t wreck the justice system.

1. An Expanded Duel System (Now for Town & Wilderness!)

The current dueling system is limited to one-on-one fights in town, which is too restrictive for proper PvP training, guild skirmishes, or even just two people settling a grudge in town like civilized murderers.

We need:
Group Duels – Multiple players challenging each other at once.
Hotkey Challenges – No fiddling with menus; just target and press a key to send duel requests.
Duels Anywhere – Town, wilderness, keeps—anywhere two consenting players agree to fight.
Clear Combat Modes – Players can toggle between:
  • Sparring Mode (to Mercy Mode Only)
  • Duel to the Death (Full Combat Mode)
Local Grey for Duels Only – No criminal records, no guard interference, just structured fights.

How It Works: Two Distinct Challenge Actions

Instead of a generic "Duel Request," players now have two hotkeyable challenge actions, to which the other can respond as detailed:

🔹 Challenge to Friendly Duel (Grey):

✔ If accepted, both players become Local Grey to each other only (not to bystanders).
✔ Fight goes to Mercy Mode only, with no full deaths or looting.
Guards will not interfere.

🔹 Challenge to Hostile Duel (Red):

✔ If accepted, both players become Local Grey to each other only.
✔ Fight is to the death, with full loot rights.
Guards still do not interfere (this is a consensual fight).
No Murder Counts are issued.

🔹 Decline Duel (Blue):

✔ Nothing happens. No status change, no problem.

Why This Fix is Essential

Removes accidental kills in duels.
Allows PvP training in town, wilderness, and keeps.
Eliminates pointless guard interference in consensual fights.
Maintains clear player intent—no “surprise” full-death duels.
Makes structured PvP and dueling finally functional.

But What About Exploits?

Some might wonder, “Can’t people abuse this to kill others in town?”
No, because:
100% Consensual – Both players must agree to the duel. No one gets dragged into PvP unwillingly.
No Murder Counts, No Forced PvP – You only fight if you accept. No accidental criminal flags.
Local Grey Applies ONLY to Duel Participants – Bystanders cannot interfere or exploit this. No healing, no cheap shots, no opportunistic beatdowns without turning open grey—and promptly getting obliterated by the guards.
No More Mage Bombing the Bank for Laughs – Under the proposed system, guards no longer execute players for minor offenses, but murder is still murder.
A mage who decides to get creative with AoE in the bank? The guards don’t tackle him—they cut him down on the spot and ship his sorry ghost straight to Prison Island, where he can reflect on his life choices during a brief yet highly inconvenient stint of hard labor.

Terribly inconvenient, I know. But hey, the game already has a simple fix for that—
Don’t mage bomb the damn bank!


Final Verdict:

This ensures that towns don’t become meaningless guard-zones, but also don’t devolve into lawless slaughterhouses. It also keeps out-of-town PvP structured and immersive, without forcing players into universal grey just to duel.
Now, everyone wins—from guilds training in the Steppe, to duelists resolving grudges in Tindrem’s market square.

Final Refinement: The Duel System with Auto-Preferences

In addition to the two distinct challenge types, players can now set automatic responses for each type of duel, removing unwanted popups and keeping combat fluid.

New Player Settings Options:

🔹 Friendly Duel Requests (Grey Mode – Duel to Mercy Mode Only)

Always show a confirmation window (default).
Always accept automatically.
Always refuse.

Duels to the Death (Red Mode – Full Loot)

Always show a confirmation window.
Always accept automatically.
Always refuse (default).

Why This is perhaps not Essential, but it sure is Nice to Have!

No more spammed duel popups—players control when and how they engage in PvP.
Passionate Duelists can auto-accept friendly fights—perfect for sparring or PvP training.
Defaults protect players from unwanted duels to the death—newbies and risk-averse players won’t get baited into fights they don’t want.
Crystal-clear UI:
  • Red Border & Font for Hostile Duels (Full Death & Loot).
  • Green Border & Font for Friendly Duels (Mercy Mode Only).
 
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WeAreAllMortal

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⚔ The Perfect PvP Setup: Two Seamless Options

Players now have two ways to organize large-scale battles, without forcing a single rigid system (SV, take notes!).

Option 1: Auto-Accept Duels for Large Battles (No Special Zone Required)

Everyone pre-sets their preferences to auto-accept the agreed duel type (friendly or hostile).
Challenges are issued in seconds—just spam duel requests at the opposing team, auto-accept kicks in.
Easy confirmation—if the enemy turns Local Grey, they’re properly flagged and ready to rumble.
No guard interference, no MCs, just pure combat.
Works anywhere, anytime, no extra mechanics needed—PvP just happens.

✅ Ideal for:
  • Guild-on-Guild sparring.
  • Casual large-scale PvP events.
  • Mixed-team scrimmages (even if unguilded).

Option 2: Temporary Keep-Centric Lawless Zone

The guild keep owner activates a lawless mode for a designated time.
A clear countdown warning appears for any outsiders who might wander too close. They have 20 to 30 seconds to decide if they want to join the fun or not.
Player-owned houses within the perimeter (belonging to non-allied players) are excluded from the lawless zone—but only for their owners!
➡ This allows house owners to access their property without being forced into combat.
➡ Prevents abuse where guilds could gank unrelated house owners by activating the zone.
Upon entering the lawless zone, house owners have 30 seconds to reach safety indoors (or 2 minutes for larger zones). Inside their house, they remain neutral.
Upon stepping outside, the reverse applies—they have 30 seconds to leave the zone entirely or be flagged as a combatant.
If a house owner engages in combat, they are fully flagged for the duration—leaving the zone (via their house or otherwise) does not instantly remove the flag. The 5-minute PvP cooldown still applies.

Once inside, no MCs, no interruptions, no duel spam—just raw warfare.
No need for individual challenges—anyone in the zone is fair game.
Ensures absolutely no outside interference.

✅ Ideal for:
  • Massive war simulations (50+ participants).
  • Serious large-scale training grounds.
  • Guild tournaments or special PvP events.

Why This Is Superior to SV’s Usual ‘One-Size-Screws-All’ Approach

Offers two flexible and functional choices instead of forcing a single, flawed mechanic.
Doesn’t break the criminal system—keeps PvP fights structured, not chaotic.
Completely prevents accidental MCs—no more “whoops, I accidentally murdered my sparring partner.”
Scales from small 1v1 duels to full-scale guild battles effortlessly.
Easy to implement—uses existing duel mechanics, just with smart QoL updates.

This is an absolute game-changer for both structured PvP and spontaneous warfare.

Tactical PvP Zones – Fixing the Relic Hunts & Guild Wars

Right now, mass PvP scenarios like relic fights are a disaster for the justice system. Everyone should be able to fight freely, but the game treats every relic hunter as a random criminal, which makes no sense.

The Fix:
Temporary Lawless Zones – Same mechanic as the Keep-Centric Lawless Zones described above. Anyone entering a relic hunt area is automatically flagged for PvP, after a timer alert, without criminal penalties.
No Accidental MCs – If you’re in the zone, you’re fair game, but you’re not a criminal for fighting there.
Guild Keep War Zones – Guilds can temporarily mark their keep as a PvP zone for battles & training.
Exit Grace Period – When entering a temp PvP Zone, players get a warning and 20 seconds to turn back, so no one gets an involuntary local grey flag just for crossing an invisible line.

No one should be forced into criminal status just for playing the game. This is a controlled, structured system that ensures PvP happens where it should, without wrecking the laws everywhere else.

Conclusion: A Justice System That Finally Makes Sense

This is how you fix the justice system without ruining PvP. Instead of forcing players into crime just to fight, we give them the tools to fight properly. No more meaningless MCs, no more broken Local Grey, and no more "oops, I accidentally went grey and now I have to grind my way back to blue."

Duels work properly.
Guild training and sparring is easy.
Relic fights happen as intended.
Crime is still crime, PvP is just PvP.
The justice system is finally worth a damn.

It’s time for a real fix, not another half-baked band-aid.


SV, if you care about justice, immersion, and not having banks look like medieval crime scenes, these are the changes you need. Make it happen.

 
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Teknique

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Kaemik. I figured out the solution to your red problem. While not directly related to this thread it’s as follows.

- add additional bounty hunter to town outskirts for red players
- reputation is only gain able by a successful bounty hunt
- bounty hunt issues a search warrant for properties owned by a player (doors can be opened)
- a player with an outstanding search warrant is teleported outside of any houses with a closed door that they do not own
- healing a player with an outstanding search warrant results in reputation loss if engaged in combat with the bounty hunter
- if warranted player is in combat with a bounty hunter (the flagging system theoretically can do this) attacking the bounty hunter results in severe reputation loss
- all players with positive reputation reset to 5
- all players with negative reputation reset to -5
- remove race specific reputations and set all to +- 100

-having negative reputation turns you red within the empires sphere of influence with the message “these lands regard you as a murderer and you may be hunted down in your house like a rabid dog”

- off line murdercount timer increased to 48hrs (system needs more reds to work)
 
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WeAreAllMortal

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If Reds Are Taking Bounties on Each Other, Let’s Do It Right

If reds are going to take bounties on each other, the logical place for bounty task givers is in red towns and neutral hamlets—not just awkwardly loitering outside blue cities like some dodgy back-alley deal waiting to happen.

Reworking Red Bounty Givers

Where They Should Be Located:
✔ Red towns – e.g., Rash'Kel (one of several hypothetical new red cities), Kranesh, etc.
✔ Neutral hamlets – The ones with priests and merchants already present.

What Needs Fixing: ❓ Remove those absurd outlaw spawns in hamlets!
What’s the point of a neutral hamlet if players are immediately jumped by aggressive NPCs when they go near the vendors? Let players actually use these places as safe-ish waystations instead of turning them into death traps.

Why This Makes Sense: ❓ Hamlets = Wild Frontier – Bounty brokers could believably operate in the shadows here.
⚔ Immersive Bounty System – No plopping NPCs at blue town outskirts like some half-baked MMO design, even if that is par for the course in MO2.
✔ Consistent World-Building – Reds policing reds is fine, but SV needs to implement it in a way that actually fits the game world. Otherwise, it’s just another lazy, tacked-on mechanic that breaks immersion.


Proposed Bounty System Mechanics

The Case for a "Brown" Status: Open Bounties on Ex-Criminals

The following assumes SV implements a fully functional justice system, incorporating the proposals outlined in this and other related posts. For a deeper dive into the restitution mechanics that underpin this system, see my previous post:
["A Restitution System: Rewarding the Prey and Balancing the Hunt"]

Once a criminal has atoned for every murder—either through gold or labor—they should no longer be marked as a red-name outlaw. However, what happens to the bounty slips still floating around on their head?

A Proposed Brown Nameplate System:
A player who has fully paid their dues (no outstanding murder counts) but still has open bounties appears brown instead of red.
This is a universal justice status, visible to all.
Only bounty hunters can attack them freely; to everyone else, they enjoy the same protections as blues.

Why a Brown Status?
✔ This is to avoid the problem with healers aiding what appears to them to be a blue player, but is in fact an ex-red, who has absolved themselves of their red status, but still has a bounty open on their head. The brown status makes this perfectly clear. Thus, if a blue player heals the brown, the blue player will become grey (criminal). Without the brown status, a blue healer would not necessarily know that they are aiding a criminal with a bounty.
✔ Encourages actual bounty hunting mechanics → Keeps bounty hunters active without making ex-criminals permanent targets for everyone.
✔ Avoids unnecessary complexity → Bounty expiry mechanics can still function without additional flag juggling. This keeps the system fair, immersive, and mechanically sound. Players redeem themselves through restitution, but justice still allows their past to catch up with them.


Bounty Expiration: The 24-48 Hour Rule

Justice delayed is justice denied. If a bounty hunter wants to claim their prize, they have limited time to do so.
Any open bounty on a fully reformed player (now brown) must be resolved within 24-48 hours.
If no bounty hunter claims the kill or manually deletes the bounty, the bounty slip self-destructs.
This ensures that past crimes aren’t an indefinite death sentence, while still allowing hunters a fair window to act.


Healing & Assisting Brown Players

Just because a player is no longer red doesn’t mean they should have a free pass in combat.
If a healer aids a brown player in combat against a bounty hunter, they are flagged grey just as if they'd aided a red player.
This prevents exploitative tactics (i.e., friends chain-healing bounty targets), while avoiding unfair penalties for unwitting helpers (because they are no longer unwitting under this system, thanks to the brown status, everyone knows they are potentially aiding a criminal).


Guards & Brown Players: No Immediate Engagement

Brown-status players are not criminals—they are ex-criminals with unfinished business.
Guards do not attack browns on sight like they do reds (and in our proposed system, reds are KOS to guards—because a justice system simply cannot function correctly any other way).
In fact, guards will defend brown players against attacks from other players (except bounty hunters), treating them just like a regular blue player.
However, if a bounty hunter initiates combat in a guard zone, and the brown retaliates, the guards will not intervene on behalf of the brown, the way they would if a blue were to attack a blue. This dynamic mirrors the current blue-on-red dynamic in cities, where blues (not just bounty hunters) can attack reds on sight in cities, without guard intervention for either side.


Or Keep It Simple? The Case for No Post-Redemption Bounties

While the brown system prevents criminals from slipping away too easily, it also introduces additional mechanics—new rules, new flags, new interactions.

The simpler alternative?
The moment a red player fully atones, they immediately return to blue status and all open bounties are wiped.
No lingering manhunts, no extra flags—just clean slates for those who pay their dues.
This approach prevents endless bounty hunting and ensures that crime doesn’t stain a player permanently. Under the new system, this is not only reasonable but immersive; after all, if a criminal has compensated their victims and done their time, why should they still be subject to a bounty hunt?

Finalized Bounty System: The Core Rules

Bounties only apply to active criminals (reds).
If you’re a red, you’re fair game.
If you’re blue, you’re safe.
No half-criminal states, no ambiguity.

Reds remain red until every last crime is atoned for.
Killing a red is always legal, but only bounty hunters get paid for it.
Everyone can attack a red, but only hunters have an incentive to do so.

Two possible outcomes for post-restitution bounties:
  1. "Brown" System: Limited-time bounty status after full atonement (24-48 hours).
  2. Simple System: All bounties are erased once restitution is complete.
    Both options preserve justice while preventing abuse—the difference is whether bounties linger post-restitution or end immediately.
    Either way, the system remains harsh, immersive, and rewarding—without turning into an eternal death spiral.
 
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WeAreAllMortal

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Addressing the Problem of Criminals Locking Themselves Inside Houses

One of the more frustrating tactics employed by bounty targets is the act of locking themselves inside houses or keeps, effectively making it impossible for bounty hunters to reach them. While Tek’s suggestion of teleporting the criminal out is, with all due respect, quite immersion-breaking, we have a far more fitting solution that remains within the game’s mechanics and enhances the experience for everyone involved.

Solution: Breaking Down the Door and Turning the House into an "Unsafe Zone" During the Bounty Hunt

Instead of relying on an out-of-place teleportation mechanic, bounty hunters will be equipped with a door ram—another tool issued by the bounty “hunter” NPC (thank you, SV, for your ever-so-clear naming conventions: the NPC is a “bounty hunter,” and so are the players who take on the bounties. This really clears things up for us, doesn't it? No ambiguity here at all!) along with the tracking bird. This handy door-breaking tool allows them to force their way into houses and keeps occupied by criminal players. Here’s how it works:

The bounty hunter (the player, not the eponymous and confusingly named NPC, who is technically a bounty task master, not an actual "hunter"—but hey, who needs clarity in game design?) provides both the birdie and the door breaker. Upon discovering that their quarry has barricaded itself inside a house or keep, the hunter (again, that’s the player, not the NPC… honestly, who’s naming these things?) targets the door of the building and right-clicks on the door breaker in their inventory to begin the process. The door-breaking takes about 10 seconds. While an animation would add some flair to the experience, it’s not strictly essential.

Once the door is "broken," it cannot be closed again for 5 minutes. A broken door skin that lasts for this duration would be a nice touch, but not absolutely necessary for functionality.

Now, here’s where the real fun begins: the moment the door-breaking process starts, the entire house becomes an "unsafe zone" for the criminal inside. This is where the mechanics get interesting, as the criminal is no longer able to log out in the usual 10-second window. When the door starts being broken (and let’s face it, that’s going to be an impossible-to-miss racket), the criminal will have two choices: confront their pursuers or retreat to a well-crafted hiding spot within their home, and start a 2-minute logout process, which turns the bounty hunt into a high-stakes game of hide and seek. The beauty of this is that while the criminal hides, the bounty hunter has a full 2 minutes to locate and apprehend (well, why be so dainty about it: kill) them.

With the logout timer extended to 2 minutes (just like in any unsafe zone), the hunter now has ample time to search the house and apprehend the criminal before they can escape. This creates a truly thrilling, high-tension scenario, where the criminal must think fast—will they confront their pursuers and fight it out, hide and hope to logout before the hunters find them, or will they bolt for the nearest exit and try to make a run for it?

Decoupling Reputation from the Justice System

Reputation in Mortal Online 2 must be completely decoupled from the justice system, and this was addressed in great detail in our post titled "Reforming MO2's Justice System: Balancing Freedom, Fairness, and Immersion." It’s a lengthy read—16 pages to be precise—so we can certainly understand if some of the finer points were missed along the way. However, the issue of reputation isn’t a small nuance, but a core aspect of the proposed changes.

Reputation, being a player-to-NPC mechanic, governs NPC interactions based on the player's actions toward non-player characters or factions. This stands in contrast to the player-to-player dynamics that the justice system is intended to regulate, such as crimes like theft or murder. As such, reputation must no longer factor into the justice system’s functioning if we are ever to have a truly functional justice system. Consequently, discussions about how much reputation should be gained or lost in relation to crimes are no longer relevant to the discussion at hand.

By decoupling the two, we create a clearer, more focused system where consequences for criminal actions are tied directly to actions between players, notably forcing non-consensual pvp on other players, rather than to NPC-based reputation. This approach ensures that justice becomes fair, immersive, and mechanically sound.
 
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Teknique

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While your posts are lengthy and hard to read I feel my ideas address the problems better and more simply. Apologies if I miss things you’ve already addressed

Specifically teleporting outside of houses.
This is for people hiding in OTHER peoples houses. Now if we can make those be broken down, then I suppose but my system is far simpler by having them just be removed when the door is closed. Now your idea could work better in the sense that it won’t tip off the murderer however how can they code breaking down a door that the murderer does not own. I guess the same way by detecting the “trespass”

You mentioned making red towns safer, which would be necessary to not have people perma camping the bounty hunter npcs. Having them on town outskirts attempts to address this.

Local grey doesn’t do me much good if I’m trying to solo bounty hunt. Which is why intervening in a bounty hunt should be seen as murdering a police officer and come with harsh penalties for the faction.
 
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WeAreAllMortal

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By decoupling reputation from the justice system, we create a clearer, more focused structure where consequences for criminal actions are tied directly to actions between players. Non-consensual PvP, especially when unregulated, quickly devolves into a simple gankfest—a chaotic and unbalanced mess. The role of the justice system is to regulate this non-consensual PvP, ensuring that players who engage in criminal behavior face consequences that fit the crime. These "punishments" aren’t just about penalty—they are an integral part of what makes the game engaging.

The fun of the game doesn’t come from being free of risk, but from the risk itself. Just like getting killed by monsters or getting ganked by another player can be fun (yes, it can be fun, and many would agree it often leads to hilarious moments), the justice system’s consequences should be just as exciting and engaging. No one complains that dying to mobs isn’t fun. The challenge, the tension, and the unpredictability that comes with the possibility of death is what makes the game enjoyable. And the same principle applies to the new justice system—the fun of being a criminal lies in the risk of being caught.

Imagine the excitement of sneaking through a house, knowing the bounty hunters are closing in, or the thrill of outsmarting them as you try to hide and make your escape. It’s not about creating tedium or frustration for the criminal, it’s about turning the chase into an exciting, high-stakes scenario. After all, isn’t the risk of losing all your gear to a monster or another player what makes the game fun? If we were to remove that risk, the tension would vanish, and the game would lose a core element of its excitement.

The punishments in our justice system aren’t intended to make the game tedious or boring. They’re a challenge—just like any other risk in the world. The real enjoyment comes from embracing that risk, whether you're the one dishing out the justice or the one on the receiving end of it. Being a criminal in our system isn’t about making the game a drag; it's about the thrill of the chase, the excitement of possibly losing everything, and the unpredictable outcomes that make Mortal Online 2 feel alive and engaging.
 

WeAreAllMortal

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While your posts are lengthy and hard to read I feel my ideas address the problems better and more simply. Apologies if I miss things you’ve already addressed

Specifically teleporting outside of houses.
This is for people hiding in OTHER peoples houses. Now if we can make those be broken down, then I suppose but my system is far simpler by having them just be removed when the door is closed. Now your idea could work better in the sense that it won’t tip off the murderer however how can they code breaking down a door that the murderer does not own. I guess the same way by detecting the “trespass”

You mentioned making red towns safer, which would be necessary to not have people perma camping the bounty hunter npcs. Having them on town outskirts attempts to address this.

Local grey doesn’t do me much good if I’m trying to solo bounty hunt. Which is why intervening in a bounty hunt should be seen as murdering a police officer and come with harsh penalties for the faction.
Regarding your point about hiding in other people's houses, our door-breaking mechanic works just as well in these situations as it does for the fugitive's own home. We specifically addressed perps hiding in their own houses in our previous reply, since that's where the locking mechanic is naturally in place, but your point about other people's houses is also covered. The bounty hunter can break down the door to any house a fugitive is hiding in, regardless of ownership, ensuring a consistent and immersive mechanic.

It seems like there may be some misunderstanding here, as the mechanic works seamlessly across all types of homes, and no immersion-breaking involuntary teleportation—practically a kind of reverse griefing mechanic, but even less immersive and prone to potential exploits—is necessary.
 
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