The new rep change is crazy

Teknique

Well-known member
Jun 15, 2020
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New players starting out would experience their first taste of danger meeting these reds. I was one of them... Tindrem was a perfect place to learn the game. There was a great starting area and yellow tag to learn the ropes... Tindrem was a perfect size too. The game wasn't too difficult to learn either. I loved the lore and crafting depth but the combat was straightforward. swing right, left, stab, Overhead strike.

Reds had to go through the slums to get into the graveyard. Smaller towns could be overrun by reds if there were enough of them. ES would roam through bakti in a huge zerg. Most of the blues loved to fight them and try to get their loot.

It used to be a true hardcore, no place was really safe, afraid to lose your stuff at all times, (theivery also lol...) items had true value, extreme happiness and sadness. Outside of the world was even scarier but fun with a group of people. I remember my first trip to the razorbacks!!

Bakti was a great spot for pvp as well. NWO defended the city, greys and reds circling outside. It was a great gameplay loop. With the 4 character slots I was able to be the attacker and the defender.

It was easy to find fights in most cities. I fought blues and reds in Meduli. Roamed the world on a hybrid... movement and combat was very smooth.
Magic wasn't overly complicated. Necro was pretty cool to move the loot around and death hand,

No rep was needed. The rule was you can kill 5 people before you are a murderer. If you are a murderer, the guards in town will attack you, and anybody else in the town can attack you as well. This is already dangerous enough. Spam guard call was annoying lol..
With the strategic guard placement, there were places to enter without them catching you. Reds lived outside. There were also guild priests to resurrect without statloss, Most guilds would build close to town anyway, like OMNI keep near Tindrem.

YOU WERE NEVER SAFE. And that was the true value. Here is how the game play went.

Choose a character type, (fighter) (mage) (craftsman) (tamer) (theif) Certain amount of skill points so you were not a jack of all trades. 4 character slots (loved this!!)
Spawn in the game, go through tutorial unharmed, enter Tindrem, find bank and npc vendors. explore town, find graveyard, enter graveyard. (60 percent chance theres a fight there)

Either fight the walkers or watch the chaos of reds and greys. Perfect stimulation for all build types besides tamer and craftsman..
You either die from the criminals or walk out with heads.
If you're lucky, you could snag a Steel Spear from the loot bag of a red player(thanks lyfender)
Sell the heads or respawn. Make money eventually to buy better weapons. Start chatting with players. Maybe look outside the gate and explore a little. Train skills in graveyard, buy books, learn about lore and skills,

Get some loot from the criminals to get a gear set. use gear set to fight more criminals or npcs. Risk losing gear set outside, or stay in a safe town. Graveyard is dangerous... Making money means risk, join a guild, explore outside with them, risk your gear outside. enter a keep, can live there or in town, explore other towns, die many many times. max out skills and make new accounts.

Wonder what it is like to play as a criminal. make a red dedicated account. Start in tindrem again, repeat loop, only kill 4 people (3 to be safe) . accidently kill 5 people, turn red. You are now trapped in the graveyard. Wait out the timer, die or sneak out. Bring red friends into the graveyard, try to leave graveyard and trade gear to blue accounts,

I loved MO1
Yeah I don’t know why things needed to get complicated with rep. I guess it could have created some content if there were more than 2 factions that mattered. At any rate all we really needed is the same system as mo1 maybe with a 48 hr offline burn.
 
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Dalam

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Dec 5, 2022
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Reminds me of a now-dead mmorpg that started out by marketing itself as a return to the old glory days of pre-Trammel Ultima Online, and heaps of UO fans flocked to it.

Then, just before release, it completely changed course and gave some weird reasoning that made no sense. That one decision sealed its fate, in my opinion.

That game was Legends of Aria.

I would say it's a cautionary tale that all current and future mmorpg developers should take heed: Never stray from your original vision, and never betray your target audience.

That video was pretty interesting. Wish I played that game when it was active. I wouldn't say MMORPG developers shouldn't stray from their original vision, just not radically.

MO though cannot be accused of anything like this. Their first game died off. I played before the dawn expansion and honestly when I last looked at how far it came I was amazed. It was like a combination of an RPG with age of empires plus modular houses (need them here also) and lots of other stuff like crafting best character creation etc. Yet it was doing so badly population wise (look at steam charts). Which is ok, it's a niche. But the company also needs to earn something from it (just assume 400 people were paying for sub, go to glassdoor and see how many salaries they could pay considering taxes). This game was doing worse than other games of it's time in the same niche are doing NOW in 2025.

Yet in MO2 they didn't make safe zones, they didn't make opt-in pvp. They doubled down on blues until most of them left (together with their money ofc). Yet people still accuse SV of making the game too carebear. Bro this is the only game where griefers and PKs are the actual carebear. They want 0 consequences and people to just sub, grind I don't know how many hours to get a steel set and then just walk in it so they can zerg them with other 5 fully geared giga-sweatlords. Can you people stop dreaming about dirty cloth lootbags and respect the vision-keeping of the devs, and maybe have a little vision for the game yourselves?

Yeah guard towers sucked. I was expecting actual patrols on the roads back then. Also -30 standing sucks. I was expecting guild standing based on members activity also. The devs need to be encouraged to go from a free for all Chivalry with premade teams and some crafting slapped on to it to a full massively multiplayer online ROLE PLAYING game. And it might just do that if it stops catering to no-consequence RPK carebears.
 
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