What's the point of the criminal system when it doesn't work?

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Wollkneul

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May 28, 2020
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Increasing penalties doesn't work. All it did was force people to be murder hobos if they want to PvP. Once you are a murder hobo you kill everyone because there is no longer a limit to not kill players.

It doesn't work because penalties are not actually increasing. The difference between killing 100 blues and 200 blues is non existent. In both cases you are not going to be able to enter a town and in both cases other players can kill you without penalties for themselves.
There is no incentive to stay away from killing 300 or 400 blues, or even more
 

SilentPony

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Nov 27, 2021
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It doesn't work because penalties are not actually increasing. The difference between killing 100 blues and 200 blues is non existent. In both cases you are not going to be able to enter a town and in both cases other players can kill you without penalties for themselves.
There is no incentive to stay away from killing 300 or 400 blues, or even more

While we are discussing blues and new players, can we please separate the two into separate categories? While I may agree that new players should have an option to avoid PvP for a while, I see no reason to defend blue players in general. Yet people often substitute "killing someone" and "killing noobs in graveyards", "forcing PvP" and "camping new players until they leave the game", etc.
 
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Tzone

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May 16, 2021
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It doesn't work because penalties are not actually increasing. The difference between killing 100 blues and 200 blues is non existent. In both cases you are not going to be able to enter a town and in both cases other players can kill you without penalties for themselves.
There is no incentive to stay away from killing 300 or 400 blues, or even more
Game is a PvP game to a vat majority. If you increase penalties for playing the game then people will quit the game.

As a PvP game which this game is only surviving because PvPers interest then thats a death sentence to get rid of your base content of the game.

I dont think it really matters if a noob dies because if they dont have the mentality to survive being killed by a vet then they wouldnt survive down the road when they die and actually lose something of value.

Most griefers in games are blue players. You equate PvP as murder which its a video game and very silly to think that way. Game should have conflict and challenge which is brought in by PvP. The way Guardzone huggers play is strange to me as why log in, you arent getting any content out of the game.

People want everyone to sit in a circle and join hands to have a very boring game. Thats not what the dedicated players want and increasing penalties makes the game boring as you are not allowed to PvP. That means people wont play and the subs will stop.
 

Jatix

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Sep 30, 2020
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The issue with this criminal system is it doesnt even work as intended.

You could be a relatively lawful tridermic citizen, with 5 rep left. Out on a quest in enemy territory, at a dungeon in Khurite area. A big fight could break out with another guild over the dungeon. I definitely wouldn't call this murder. If your guild happens to attack first and is the ones to go 'criminal' you could get a ton of murdercounts and standing loss. At an area that should be fought over, far away from lawful areas.

Now, these people in enemy territory could happen to all home priest back to Meduli and give standing loss there. Bam. You are now perma banned from Tindremic area. Terrible system.

If SV wants to commit to making an annoying system to promote people not losing standing, w/e. But they at least need to make it functional. You cant have different standing per area and stuff if you can lose standing in the area you didnt kill anyone. and because the whole system i ngeneral heavily promote not having conflict, they need to make areas that you cant lose standing as hot places to fight over.

This is pretty unacceptable when the game comes out in a month. Being open pvp is the main draw for this game. 99% of people who dont want open pvp will rather play a different game. But this game heavily promotes not pvping.
 
Jan 23, 2021
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The core of the discussion is around mechanics that only one game has ever successfully resolved. Not getting this right drives players away and once that happens, there is almost no chance to get them back.

There is nothing wrong with players who want to PvP being able to engage with anyone they come across, whether the target is willing to engage in PvP or not. Games like NW that only allow this through a flagging system miss the entire point behind having PvP in the wild. Being a potential target is what makes venturing in the wild more thrilling. Otherwise the trip becomes something you do while watching Netflix on another screen.

However, getting killed over and over again isn’t engaging. It doesn’t matter if it’s PvP or PvE. No one would be playing this game if it was the recently dead killing players over and over again in the GY, or if bears/wolves were sitting right outside of every town and new players only had a small chance of sneaking out and returning with their harvests. I think the majority of the player base can agree with this. Just like I think the majority of the player base can agree that if two guilds are at war with each other, there should be no consequences in standings for killing each other. Similarly, players should not log into this game thinking they can wander the world protected from other player’s misdeeds.

In my opinion the solution to this dilemma is to make the system much more nuanced. If you are roaming the world seeking PvP, any encounters with others doing the same should result in very little change in standings for either group. You are, after all, effectively dueling at a larger scale. However, if you come across someone who is not out roaming, the penalties for engaging them should be a bit stiffer. As should be the penalties if those not out looking for PvP decide to actively engage in some. Engaging players in a somewhat protected area (such as the GY), should be stiffer yet, and killing players repeatedly at spawn points should carry severe penalties. Not prohibited mind you, just costlier.

In reality, this is the approach that Eve took. It wasn’t just the security status of the sector you were in that dictated the risk vs reward aspects of the game. In Eve you would be flagged as a criminal for looting other people’s wrecks, but unless it happened in front of a ‘guard’, only the victim could do anything about it. There were companies that focused on high-sec wars (often being anonymously hired) to harass others that the ‘guards’ were never get involved in. There were other companies who routinely paid rewards for random players to kill others engaged in various activities, rewards high enough to cover any costs when the ‘guards’ did step in. You could even seek revenge against someone who killed you, regardless of the security status of the sector, for a certain period of time. It wasn’t perfect, but it certainly provided an environment that was never safe from other players killing you and taking your stuff, but one where risk vs reward was scaled and known.

That’s the type of system MO2 needs.
 

Tzone

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May 16, 2021
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Literally contradicting your self, but still refusing to admit your wrong. Sorry reading your posts are a waste of time I'm just going to block you now.
Why do you guys get so salty and toxic. You are just looking for excuses to allow you to ignore entire arguments. People here are actually trying to have a discussion you are trying to not have one.
 

Tzone

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May 16, 2021
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If they had forced war decs then people would have a huge carrot to stay positive rep. Right now PvP is just a bunch of people hiding in GZ and watching their friend die because he went grey.

So many people abusing the enable crim actions setting to stop friendly fire and to not go grey when they are abusing the guardzone.

Most of the PvP guilds (actual PvP guilds not guardzone huggers) would stay positive rep in order to war dec and fight in town.
 
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