The new rep change is crazy

Sally

Active member
Dec 2, 2023
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Dude, thats a complete crappy idea !
Why do you kill another player ? The answer is : To obtain his resources, their stuff... You dont kill other players on a full loot game just for the sake of it... you kill FOR THE LOOT !

If I cannot bank on a nearby town, how the heck am I going to loot them ?
So, you suggest I travel, for example, to Tindrem... Kill like 3 people over there, and then head all the way back to Kranesh just to drop loot at Bank...and then return to Tindrem to kill one other player, and then go back again to Kranesh to loot ?

Maybe I decide to kill people in Morin Khor... I kill 2 people there, and then I need to head ALL THE GOD DAMN WAY BACK to Kranesh to drop the loot...and then I travel again to Morin Kor...and so on ?

The stupidest thing ever !

Whats the problem in waiting for the criminal timer, go inside a town and BANK, and then leave ?
How lame it is to prevent reds from coming to towns...
People may GANK the reds if they go to town... just make it so that if someone heals the Red inside town, they go GRAY... Simple to FIX !
Dont need to destroy the gameplay 100% just to prevent some rare reds that keep attacking people inside towns with mages healing them without going crim...


This was supposed to be a HARDCORE GAME... Stop trying to make players life easier, god damn it !
Theres not even THIEVERY... You blues should be happy already.
Screw this reputation crap change... And screw all the guards ideas everywhere, guards guards guards everywhere, even outside towns,..,., HOW I HATE THIS.. Argh.

I Miss february 2022.... MO2 was GREAT on those times.
Today its almost a big Trammel. No wonder why the game is so empty.
First; How dare you suggest i'm blue. I've murdered hundreds of people, and i play with zero rep in tindremic provinces.

Second, the point is this: right now, you have a lot of fence sitters, who like to murder people but are still blue.

Why is that a problem? Because the blue label becomes pointless.

If i see a blue name, i have no idea if they're going to attack or not. With this change, i could pretty safely bet they would not attack.

You could argue this makes the game less dynamic, as it gives you less to think about; and i agree. But when i look from a beginner's perspective, i can see why this distinction becomes helpful. It lets them know who they can potentially trust.

Also, if your issue is distance travelled, don't play in areas where you have to travel far? "But then i won't be able to go to those area!"; build a house. Store your stuff. Transport it. Yes, it will be more difficult, that is the consequence.

ALSO; you still have the other province. So.. You're not completely locked out.

Even from an immersion standpoint, it doesn't really make sense that murderers are commonplace on the streets. Not saying it has to be super realistic, obviously.. But WHO are the good guys? The blue label as it is currently isn't enough.

This change makes it very obvious who the nice players are; who the bad players are.

I say this from a position of being fine with the way it currently is, but i also don't really care if they change it. I just don't think it is all bad.. Just a lot of fake reds who can't handle a little difficulty.

I'm just surprised people are so averse to a little extra challenge; you'll actually find it is quite fun playing with no rep. You have to really know the game to do it well. Once your rep is gone, you'll be free to murder indiscriminately also.. It is actually just a shackle, and this change will set you free. You'll enjoy it when you don't have to think about rep anymore.
 

manure

Active member
May 7, 2022
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First; How dare you suggest i'm blue. I've murdered hundreds of people, and i play with zero rep in tindremic provinces.

Second, the point is this: right now, you have a lot of fence sitters, who like to murder people but are still blue.

Why is that a problem? Because the blue label becomes pointless.

If i see a blue name, i have no idea if they're going to attack or not. With this change, i could pretty safely bet they would not attack.

You could argue this makes the game less dynamic, as it gives you less to think about; and i agree. But when i look from a beginner's perspective, i can see why this distinction becomes helpful. It lets them know who they can potentially trust.

Also, if your issue is distance travelled, don't play in areas where you have to travel far? "But then i won't be able to go to those area!"; build a house. Store your stuff. Transport it. Yes, it will be more difficult, that is the consequence.

ALSO; you still have the other province. So.. You're not completely locked out.

Even from an immersion standpoint, it doesn't really make sense that murderers are commonplace on the streets. Not saying it has to be super realistic, obviously.. But WHO are the good guys? The blue label as it is currently isn't enough.

This change makes it very obvious who the nice players are; who the bad players are.

I say this from a position of being fine with the way it currently is, but i also don't really care if they change it. I just don't think it is all bad.. Just a lot of fake reds who can't handle a little difficulty.

I'm just surprised people are so averse to a little extra challenge; you'll actually find it is quite fun playing with no rep. You have to really know the game to do it well. Once your rep is gone, you'll be free to murder indiscriminately also.. It is actually just a shackle, and this change will set you free. You'll enjoy it when you don't have to think about rep anymore.

Man... For christ sake... Make it so that if a blue kills one person, he becomes RED for at least 8 hours per murder count, or even 50 hours per count... It doesnt matter to me.
WHat Im talking about is the fact we wont be able to ENTER TOWN anymore due to this pathetic reputation change !!

I have absolutely no problem in being red... WHat I want is to be able to bank the stuff I loot in any town I visit.
I can be attacked by anyone while inside town...it doesnt matter...I accept that. I can avoid the risks by being smart enough to hide myself in the alleys.

What is pathetic is NOT BEING ABLE TO ENTER TOWN anymore because of a massive loss of reputation whenever killing one single player.
Is it so hard to understand ?
 

Dalam

Member
Dec 5, 2022
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Every attempt to make the current game more casual-friendly is both not enough to retain non-hardcore pvpers and it's causing a lot of discontent among the PvP.

Just make a PvE server with maybe some rules for opt-in PvP and make the current server old school with no guard towers. This is the only way to keep a source of income and keep their promise to the PvP crowd.

I am actually tempted to say just forget the PvE option and let the game run its short lifespan, as most blue players left the game long ago. But the game is simply an amazing game: nice gameplay, nice graphics, seamless world. It would be such a shame if it went quiet. It deserves a boost in its finances so it can continue to be maintained and improved.
 

Sally

Active member
Dec 2, 2023
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Man... For christ sake... Make it so that if a blue kills one person, he becomes RED for at least 8 hours per murder count, or even 50 hours per count... It doesnt matter to me.
WHat Im talking about is the fact we wont be able to ENTER TOWN anymore due to this pathetic reputation change !!

I have absolutely no problem in being red... WHat I want is to be able to bank the stuff I loot in any town I visit.
I can be attacked by anyone while inside town...it doesnt matter...I accept that. I can avoid the risks by being smart enough to hide myself in the alleys.

What is pathetic is NOT BEING ABLE TO ENTER TOWN anymore because of a massive loss of reputation whenever killing one single player.
Is it so hard to understand ?
I'm saying it isn't a HUGE deal; but you're acting like it is the end of the world.

Oh no.. You'll have to go a little further than you used too? Wow, that is terrible...

I can tell you've never played without rep, you seem terrified by a mild inconvenience.
 

Rahz

Active member
Jul 19, 2022
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Mostly played as a solo Blue since I never just attack new/ ungeared players. I have been Red for a good while tho thanks to fake blues and last time I played it was75% in the wilderness areas.
1. The change solves the fake blue issue, as Sally mentioned. This is an important change since hitting a fake blue first, even if they're already lobbing arrows at you will count as a crime. Having those players not be blue anymore will be huge.

2. As a red you should have a hideout as is. It shouldn't really be the "beginner playstyle" imo.
Cities could maybe get some black market sports nearby that lets Reds still use the market/bank from outside the city-walls for some sort of fee. Would keep Reds out of cities but not completely screw them over if they go red before completing their builds.

3. How are the NPC guard towers a problem? They guard like what? 0.5% of the map? I see the problem with huge guild cities everywhere since those provide WAY more safety for the players playing around them... but those few guardtowers along the roads (who but newbies uses the roads anyway?!) should not be a problem if you know the map.

The biggest problem I see with this change is that you pretty much gotta have a hideout/base as a Red and Basebuilding might just be the single worst part of the game. Huge grind, barely working, insanely dangerous. Hated it every time.
This in turn favors zergs.
For the Player build red priests:
I allowed everyone to resurrect at my base but i absolutely get why most people don't. A lot of reds will actively make it harder for you to build a base they themselves are using .Some of them really suffer from terminal supranasal dysfunction.
 
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Slarti Bartfast

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Mar 6, 2022
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Every attempt to make the current game more casual-friendly is both not enough to retain non-hardcore pvpers and it's causing a lot of discontent among the PvP.

Just make a PvE server with maybe some rules for opt-in PvP and make the current server old school with no guard towers. This is the only way to keep a source of income and keep their promise to the PvP crowd.

I am actually tempted to say just forget the PvE option and let the game run its short lifespan, as most blue players left the game long ago. But the game is simply an amazing game: nice gameplay, nice graphics, seamless world. It would be such a shame if it went quiet. It deserves a boost in its finances so it can continue to be maintained and improved.

I'm on the side of adding more challenge and identity to reds with the rep change. Was just gonna mash emote buttons for posts I like but had to step in here.

DO NOT DO THIS. This is why I ended up here and it will ruin the game just like it did with WoW. WoW made PVP optional... and you know what happened? Everyone just turned it off when they were pveing/gathering... and then there was no one to fight small scale (which often could turn into larger battles as people called friends in). I've watched "making a server PVE with option to flag" ruin an entire server community in WoW. To do that here would simply end the absolute niche this game has that you cannot get anywhere else b/c every other damn game is PVP optional.

As to the rest of this thread... weird to hear reds asking us to keep the game hardcore but then saying it's too hardcore for them with the rep change. 🤣 Irony.
 

Teknique

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Jun 15, 2020
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I'm on the side of adding more challenge and identity to reds with the rep change. Was just gonna mash emote buttons for posts I like but had to step in here.

DO NOT DO THIS. This is why I ended up here and it will ruin the game just like it did with WoW. WoW made PVP optional... and you know what happened? Everyone just turned it off when they were pveing/gathering... and then there was no one to fight small scale (which often could turn into larger battles as people called friends in). I've watched "making a server PVE with option to flag" ruin an entire server community in WoW. To do that here would simply end the absolute niche this game has that you cannot get anywhere else b/c every other damn game is PVP optional.

As to the rest of this thread... weird to hear reds asking us to keep the game hardcore but then saying it's too hardcore for them with the rep change. 🤣 Irony.
Good to see a dedicated PVE player still understand that the hardcore PVP is what makes mortal, mortal. A very rare breed indeed
 

Gnidex

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Feb 2, 2022
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Tbh, seeing reds in town was the cringiest shit i've ever seen in a PK gankbox game.
 

Shadowmist

Member
Dec 19, 2021
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Oh man, come on.. Stop this non sense...
How come my red life is any easy ?
Have you ever played a red or you just wonder how it is ?
Let me tell you how EASY my playing life is :

1- There are guards everywhere, on the roads, in graveyards, toxai paths, the whole jungle area of Moh Ki to Vadda...
2- I am RED, so whenever I go to a town, i need to hide, go in the alleys and pray for noone to see me, because when im spotted, they GANK me...Im easy prey in towns
3- There are countless bounty hunters that come from nowhere, wherever I am.
4- I cant ress anywhere near when I die, because every goddamn guild out there is selfish enough to not let us use their red priests !!
5- When Im roaming the world, often im spotted by big guilds that come like a swarm of bees against me, its usually like 10x1
6- I need to keep working reputation, which is a complete bore
7- Guards will kill my pets in the wilderness, because believe it or not, there are GUARDS in the wilderness!!!

Seriously man... You have all kind of protection while being blue.. countless of advantages.. And yet, you re still not satisfied !!
This is Mortal Online, god damn it.. its not some kind of trashy Elder Scrolls Online where you dont lose anything and risk absolutely nothing!!

Play it properly !
Stop begging for the Devs to make it easy for you

What's funny is you make it sound like you played no part in this and like there was no way for you to prevent being red. Obviously you have been killing people, innocent or otherwise and this is the price you must pay for it.

You have the option to fight in the wilderness or war dec if you don't want rep loss. You have the option to go to lawless camps or make your own house/city to stash your gear and you even have the option to rob players without even killing them if it's only about taking their stuff. And didn't they even say the new outpost fights were reploss and MC free?
YOU chose this, it didn't happen to you.

It's really, really easy to avoid being red if you don't want to, but if you want to fight anyone you see at all times you've got to pay the price.
It kind of bothers me how many seem to define player interaction as killing only, and pvp as fighting ANYONE you ever see everywhere all the time, but refuse to do it in the wilderness areas where you're free from consequences and can do this to your hearts content.
Like, the solutions are all there but you just don't want to do adhere to them, just like I don't enjoy being murdered.



With all this being said, my suggestion would be to have rep loss scale with the victim rep amount. This means players who fight a lot will tend to have lower reps, and can therefore kill each other more often with a more managle rep upkeep, but players who are perma blue and have accumulated high rep will be an "expensive" target to kill.
It also makes thematic sense that murdering someone with high rep would upset the empire more.



Heck, why not even take it one step further and design items that turn anyone below a certain rep threshold local grey to you.
Let's say the Tindremic empire offers 3 war contracts:

Guard 25G - While in your inventory players with negative Tindremic rep turn local grey to you
Hunter 50G - While in your inventory players with Tindremic rep lower than 50 turn local grey to you
Vanquisher 100G While in your inventory players with Tindremic rep lower than 150 turn local grey to you

The kicker would be that these items could be sold back to vendors for at least half their buy value, so if someone tried to kill you while wearing one of these contracts but you kill them instead, you can cash in the rewards of vendoring all these contracts, which as a bonus would turn into a nice gold sink in the grand scheme of things.
Everybody wins.
 
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Emdash

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Sep 22, 2021
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Hi. I have considered playing MO again since I upgraded my gpu, but I still have issues with aspects (obv.)

I again pose the question to people: why do you support heavy rep PK penalties? Why does it bother you for red / low rep people to be in town? If they are killing people constantly, I can understand, sort of, but just to visit the market or whatever?

What about the response to the fact that when you say war decs or live in the wilderness that there WILL be people who do just that and do it successfully; however, those people will band together and 'zerg.' There is no life for the small scale bandit. If a small scale bandit is killing people and comes into town, it's very easy to get him in various spots. At some point, it will become a shit where you eat scenario. I believe guards are necessary to create a semblance of order, but I don't see why you guys want guards / law to push people into zergs.

There are obviously positives as well from this change, like random PKing will decrease for some people, but I prefer to look at what I see as the largest impact, and that is that the big zerg guilds will be able to PK people and smaller 'oppressed' players will not. I used to be on the meaningful pvp train until I realized that was the endgame.
 
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Shadowmist

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Dec 19, 2021
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Hi. I have considered playing MO again since I upgraded my gpu, but I still have issues with aspects (obv.)

I again pose the question to people: why do you support heavy rep PK penalties? Why does it bother you for red / low rep people to be in town? If they are killing people constantly, I can understand, sort of, but just to visit the market or whatever?

What about the response to the fact that when you say war decs or live in the wilderness that there WILL be people who do just that and do it successfully; however, those people will band together and 'zerg.' There is no life for the small scale bandit. If a small scale bandit is killing people and comes into town, it's very easy to get him in various spots. At some point, it will become a shit where you eat scenario. I believe guards are necessary to create a semblance of order, but I don't see why you guys want guards / law to push people into zergs.

There are obviously positives as well from this change, like random PKing will decrease for some people, but I prefer to look at what I see as the largest impact, and that is that the big zerg guilds will be able to PK people and smaller 'oppressed' players will not. I used to be on the meaningful pvp train until I realized that was the endgame.
Murder should be a choice, and should have consequences, and historically this game has punished murder very little. In fact, there used to be almost no reason NOT to kill people at all, meaning anyone who didn't was falling behind. Why farm anything when you can just kill the people who do?
If I see another player I like there to be tension, like is he gonna attack or is he friendly, but for the longest time seeing someone basically meant you were about to be attacked.

The rep change is a good thing and a step in the right direction, but it may still need some tweaking for sure.
The people who are crying say they want to fight without limitations and when you tell them that's what the wilderness is for they say "but I don't wanna go there..." Like ok???
????
 

finegamingconnoisseur

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I'm on the side of adding more challenge and identity to reds with the rep change. Was just gonna mash emote buttons for posts I like but had to step in here.

DO NOT DO THIS. This is why I ended up here and it will ruin the game just like it did with WoW. WoW made PVP optional... and you know what happened? Everyone just turned it off when they were pveing/gathering... and then there was no one to fight small scale (which often could turn into larger battles as people called friends in). I've watched "making a server PVE with option to flag" ruin an entire server community in WoW. To do that here would simply end the absolute niche this game has that you cannot get anywhere else b/c every other damn game is PVP optional.

As to the rest of this thread... weird to hear reds asking us to keep the game hardcore but then saying it's too hardcore for them with the rep change. 🤣 Irony.
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.

 
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Rudakov

Member
May 31, 2020
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HAhahahah , change is good . Finaly rats that can kill only noob blue players at bandit camp will be punished . If you want PVP go in outlaw lands , where not noobs play . Or drop wardeck and kill your enemies . Change is fair , and its really positive to a game .
 
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Emdash

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Sep 22, 2021
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Murder should be a choice, and should have consequences, and historically this game has punished murder very little. In fact, there used to be almost no reason NOT to kill people at all, meaning anyone who didn't was falling behind. Why farm anything when you can just kill the people who do?
If I see another player I like there to be tension, like is he gonna attack or is he friendly, but for the longest time seeing someone basically meant you were about to be attacked.

The rep change is a good thing and a step in the right direction, but it may still need some tweaking for sure.
The people who are crying say they want to fight without limitations and when you tell them that's what the wilderness is for they say "but I don't wanna go there..." Like ok???
????

I was probably one of the first people asking for an open pvp area. Altho, I would make open pvp areas everywhere outside of a certain distance from town. The idea of flag systems, to me, is to protect people in towns. It does kind of govern pvp outside of town, in that you can auto-attack people who are already red, but I would prefer a system that was about choosing whether to be: a noncombat / open pvp, and maybe something in the middle. Then, have the flag system interpret that.

The issue is that, yes, murder should be punished. Yes, in Mortal, people kill you because that's the easiest thing to do, but historically flag systems have made little difference in that. The thing should be that fostering an environment of non-killing should offer a reward. You should be able to build a peaceful utopia and profit, and it's just not like that.

Like, you say that there is the wilderness, so in the wilderness, it's back to just kill everyone regardless? When you are around town, you are like... maybe I can lure this guy into the wilderness and KILLEM?

They have identified a problem, for sure, but trying to fix this problem led to so much crap (haven, even) and it's still not gonna be fixed because, as I said, guilded people are gonna come thru on their red alts and mop people then go into a nearby stronghold. Which is cool, but there should be different kinds of guilds, ideally the punishment for killing someone should be how it ripples through the sandbox world. If the dude you killed was someone nobody liked, then nobody is gonna care too much. If the person was well-liked and useful, the population should come out to protect you.

It is much more immersive to have people coming out to help you than to have some lictor porting in and derping someone out. It's funny, but it's not good gameplay.

You guys will, again, see the effects of this change. Reminds me of the time jack said, "moving casting isn't gonna help mages kite" haha. Sometimes you just gotta wait n see. I feel like, not to sound like a prick, but I feel like the things I have said have been borne out by time, and I believe they will continue to be. MAYBE IT'S TIME for me to make another voiced critique of MO2 on YT hue.

Peace tho, glad it's cool for you now.
 
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pooternackle

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Mar 21, 2021
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So I just came back to try out the "expansion" (calling this an expansion is laughable btw, but that's another story). I had no idea that this change was implemented and I killed two groups of two and found out I've basically bricked my character for the foreseeable future.

Instead of engaging with this game's joke of a task system for hours upon hours to get back to positive rep, I think I'm just gonna tap out of the game all together. I've been playing off and on since beta, usually coming back for couple of months after a new large patch, but this is just so short sighted and anti-pvp I think I'm done. Even if they reverse the change or reduce the rep penalty, the fact that they thought resetting everyone's rep to 100 (out of 1000!) and giving them a 30 rep hit per MC was a good idea makes me lose complete confidence in SV as a dev studio.
 
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Teknique

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So I just came back to try out the "expansion" (calling this an expansion is laughable btw, but that's another story). I had no idea that this change was implemented and I killed two groups of two and found out I've basically bricked my character for the foreseeable future.

Instead of engaging with this game's joke of a task system for hours upon hours to get back to positive rep, I think I'm just gonna tap out of the game all together. I've been playing off and on since beta, usually coming back for couple of months after a new large patch, but this is just so short sighted and anti-pvp I think I'm done. Even if they reverse the change or reduce the rep penalty, the fact that they thought resetting everyone's rep to 100 (out of 1000!) and giving them a 30 rep hit per MC was a good idea makes me lose complete confidence in SV as a dev studio.
120 murdercounts for the price of 4, I feel like you got a really good deal.
 

pooternackle

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120 murdercounts for the price of 4, I feel like you got a really good deal.
The thing about it is I could almost see this change as acceptable - maybe even an improvement - if the three largest blue towns in the games weren't tied to the same rep system. Like, Fab blues could go hunting in Meduli for no penalty at home and viceversa. That kind of change would actually build community while encouraging pvp/protecting local noobs. But as it currently stands, you do any pvp in the most populated blue part of the map, you're done.

Just absolutely wild that this got the green light, but apparently whatever whim Henrik has gets implemented.
 

Teknique

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Jun 15, 2020
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The thing about it is I could almost see this change as acceptable - maybe even an improvement - if the three largest blue towns in the games weren't tied to the same rep system. Like, Fab blues could go hunting in Meduli for no penalty at home and viceversa. That kind of change would actually build community while encouraging pvp/protecting local noobs. But as it currently stands, you do any pvp in the most populated blue part of the map, you're done.

Just absolutely wild that this got the green light, but apparently whatever whim Henrik has gets
Yeah, missed opportunity to put meduli and mohki and stuff on separate factions, silver lining at least we have a bunch of useless factions that don't do anything like shinar kipouiouiouiouio, BETTTTT huegar, sarducaan empire, and kallard
 
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Starz

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Apr 7, 2021
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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
 
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