YOu mention the exact reason I quit MO1...Could never get any advancement. As soon as you left town someone took everything. Every time...was not fun....Looking forward to MO2's vision with great hope.
Henrik's exact response today is how I felt back when this happened on MO1. Its crazy it took this long and a whole other game... to realize this was a bad mechanic. But I am glad to see it be fixed and maybe we can keep way more of these new players for long term. This game is very unique and I think it has potential... but if we kill off our player base like in MO1 it will just slowly die out and become an extremely niche game like MO1. I've also been glad to see more people willing to just help in town... I think the playerbase has matured and realizes that keeping every single secret in the game is not a good strategy. Because it alienates parts of the community from being able to progress. I mean today I was in town and someone just talked to me about how he made bows and what materials and percentage sliders... In MO1 good luck getting some random stranger to do that, even in guilds sometimes this info was kept secret. Love the content, keep it up.
Im a new MO player but I dont really agree that people should be so open with their 'secrets' as they are. MO2 seems to reward experimentation quite a lot and if you are just given the answers you will not understand how/why thats the answer which will then later mean you have no clue what to do if you dont have the exact same scenario(same materials or w/e) but you really need to make a decent bow to go out and hunt or fight. I definitely think its good that people explain how things work, to get iron you need to mine this, then you can grind/extract with that or this etc. What I dont think is good is telling someone that they should put the ore into a furnace with a 1000:500 ratio of catalyst(100% made up example) to get the best result, or the best bow is made out of this and that material at x% because it just creates lazy people who cant think for themselves and expect to get any and all answers served to them over the help chat. Its already gotten so bad that you can frequently see people asking questions that they could have figured out on their own faster than it took them to type the question, like "do you get more exp by crafting armor with extra materials or not?".... why not just try it out and see?
@@TheHuffur I disagree with this mentality... Because not every single player is going to sit down and try 50491918471 different combinations to find the best thing. I get secrets being kept for like super high end stuff... But when you first start and the first sword you craft is 90% worse than the vendor sword? Then you're just thinking... Why is this so crap? Because the game doesn't explain - not all materials are good for making swords, like pig iron. How many times have you heard someone make pig iron and try to make a weapon? Then on top of that the game doesn't say hey you make shit stuff unless you have 70 skill in the crafting, lores, and individual recipes. It's not intuitive in the slightest. And it leads to more frustration because newer players just think crafting is shit or requires something they can't get ahold of. Iunno MO1 was awful, people weren't even willing to tell other people how to make Molarium armor let alone how to make steel or Cronkite or messing...
@@moveit124 Sure but you are missing the point im making, I think its good to explain the basic mechanics, explaining skills and lores fits into that. Giving someone the most optimal way of refining ores and best possible combination of materials for a sword is a different thing though. Knowing the basics its very easy to experiment your way to a answer which often enough is better than the one given in help chat. The part about the sword and pig iron is imo a good example, anyone asking about making a weapon with pig iron would be told that it makes terrible weapons, dont use it and now that player might never even experiment with it. Pig iron can make ok hammers and even axes, its not a useless material for weapons. Its heavy though.
I'm of the camp, any secrets I find are worth sharing. If I'm gunna beat someone it's going to be from skill, not because I know sliders better than someone else but that's just me.
I like the changes.. I'm a semi PK'r myself and I think PKing around blue cities should have hard draw backs. I do hope to get some lawless cities with guards - so these top PK guilds don't just have the red cities for them selves
its honestly crazy to me, i dont understand guilds like content for example, sit outside a city and grief new players...... are they specifically trying to kill the game? happens in all pvp games. its like if you really love a restaurant and love eating there so you decide to sit outside and scream at everyone who wants to come in, people will leave and the restaurant will shut down, hurting you as well as them.
Obviously anyone with a brain needs to realise you need to have at least some kind of anti-griefing mechanics for the long term health of the game. The same people who would be happy just ganking and griefing new players would be the same people months/years on complaining there's barely anyone playing the game anymore and wondering happened when they likely caused at least a good portion of the reason. Sometimes compromises need to be made.
Obviously, there is a difference between "healthy" PvP, that is challenging and "toxic" griefing, that is just annoying. From a company, that puts *a lot* of energy in wiggling winkies, I expect them to put the same energy in distinguishing between these two behaviours. The MurderCount now is a very clumsy tool. Suggestions: If there is an appointed battle between two guilds ("at sunrise across the creek") both guilds could place a banner and each player who touches (clicks) the banner (and swears allegiance) is excempt from counting towards the mc for 30 minutes. If the battle lasts longer, repeat. Killing a player, who has just (less than x minutes, x:= 5) ressurrected at a priest, is ganking and should be punished severely. Killing a player who is traveling naked and with nothing in inventory and equipment (or summed value less than x silver) is ganking and should be punished severely. Killing the same player more than x times in an hour is ganking and spps. Simple technical solutions to dampen a severe issue. I really wonder, why SV did not come up with it (or something similar). Ah, fish-decoration consumed all available time and energy of course!
Good change. There is a difference between pvp and ganking noobs. The ones who are mad about it are the noob gankers. And the pvpers won't mind having their own area more or less. Love the content man. Party hard.
There should be consequences to griefing. New players were just getting shit on out the gate from any starting town...thats how you kill your game. This was a good move.
If your new to the game I totally see how this change just seems like a blanket good change to punish pvp/griefers. The issue though is that this change doesnt do that. Since there is no way to avoid MC's reliably, this change will punish people who want to remain blue in towns but also PVP. For me for example I like to go grey and initiate fights in meduli on people who. I also want to clarify that having above 5 murdercounts is riddiculously easy (healing my friends in a group fight will give me 5+ mc's in 15 minutes) and that people who are writing off all the complaints as griefers are missing the point. I will get a murder count killing someone in GK and also a murdercount killing someone in tind graveyard, So why would I ever go far away from town to pvp? People who are above 5 MC's will almost always have above 5. All this has done has extended the time it takes for them to walk out. Changing the camps for example. I think its also important to understand that people who want PVP are not the same as people who are griefers. I for example litterally never fight new players in the graveyard but the moment I mention a complaint about this change I am labled a griefer. Despite only PVPing in sections of the map Id say are appropriate to fight in (sewers, bandit camps, dungeons, lawless towns and camps) I know the MC system will eventually account for lawless locations, But im already at 25 murder counts and even with offline ive accepted ill always have above 5 MC's. The walk is only like 25 minutes as well so its really not too bad especially if you have taming and find a horse on the way. (walk to tind to horses is 10 minutes then 5 minutes riding back soi My issue with the red priests being moved isnt about allowing griefing or pvp. Its the fact the change was made before we have player priests or a better MC system. I personally am just tired of things being balanced based on features not actaully implemented. I think the new players dont realize what this change actually means, A lot of these people havent even gotten really funny setup or geared up and the only pvp they have experienced is ganks. But this system hurts the honest pvp players 10x more than it hurts the griefers. If anything its going to push those half and half players into being pure red players
Red players were finally given consequence to their actions, and its basically a long walk..the horror. The rats in this game have the thinnest skin I have ever seen.
You can tell who the noobs are in this chat LOL, well for "murderers" and "griefers" as they call them this has changed nothing lol, I'm at 450 Murder counts and I kill everyone on sight. Kids like this Doughnut guy are too stupid to understand how that poor implementation of yet ANOTHER half assed mechanic is an issue. When the crim system literally bugs out and there is no working wardec system. This punishes the "lawful" pvpers more than anyone else in the game lmao been loving the people begging me not to kill them now as idgaf
I need to say that im a newcomer, and can mis- or not understand some things yet. But because of some facts your comment feels like, you know, just unability to accept that your own chosen playstyle became more difficult(despite of fact this change seems fair enough), rather than really objective point. Again, i can be wrong, but i feel so. These facts is: I see here some other comments from MO1 players and pvp players who accept and even like this change. So then, why, if it so terrible, regarding to your words? Also i multiple times heard about ressurection is possible right now, here is spiritualism school, i even saw resurrection scroll in Haven. So its completely not clear why you say that we not yet have "player priests". And even you said that it is really not too bad, 15-25 mins to get yourself back. So, in my logic it is way more meaningful game-changer for griefers who want to slay anyone on sight just.. because ¯\_(ツ)_/¯, and not for healthy pvp'ers.
I'm gonna say something that will piss some people off but are safe travels, going afk without a risk outside towns and carrying large amounts of valuables between towns without interruptions really what you want from this game? That's exactly the appeal of the game, every player you see might be out for your stuff or even just your blood 😁 like it or not but murderers "griefers" and rpkers play a valuable role in this game. Without them there would be no tension, it would be just another mmo with light pvp. ome guilds would not even exist because they are based on crime hunting. Obviously there is a wrong way of doing it like closing off cities and graveyards, farming newbies and priest camping. So I think all I want to say is that murderers and such should get some support because right now red priests get spawncamped by people putting houses there and good luck getting into lawless towns because big guilds kill everyone there. I'm all for punishing murderers and it beeing a difficult life to have but something needs to be changed about the red priests.
I like the change. Game should be focused on group pvp, guilds pvp etc. Ganking is still possible, but you can't resurrect everywhere. The game world is huge. It needs more population than MO1. Gankers anyways need more people to gank, so suck it up gankers. You can't have everything.
These nerfs for PKs are the only way there is (if any) to keep a wider playerbase, and not make people quit after getting perma ganked. Also you still can PvP as much as u want in lawless areas without punishment.
At first as a pk I was mad. Now after dying a few times and knowing where the priest are im ok with it. Theres are alot more priest around the world now. So dying near a blue town is punishing dying in the open world is less. Also as a above 5 mc player it now requires you to have more game knowledge. Knowing the closest horse spawn or ghost running to a better spot to revive somewhere more ideal. Also it will make it so that red players make little red villages near these priest. Essentially removing from the town to grief and making you have to actually pk around resources. The only worry I have is that blue players will avoid pvp wich is the fun in this game. If you are doing a bandit camp and another group shows up you fight for it now they might not cause 1 fight can be 5 mc+ and make your life alot harder. Overal the main complainers are the ones who want to log in and have some fights. Wich usually means killing pets and ganking noob at graveyard. Lastly I think its only an early game solution, once the red players have what they need they will just come to the towns to grief anyway. Die gear up at house and come back. Just wont be naked shortie griefing anymore. Afterall being a pk is still the easiest way to get mats and gold, let someone else do it for you....
PKs are not the problem.. the Problem are PKs that kill new players or ppl that are weaker over and over. TBH this isnt PvP its just sad.. I used to be a PK back in UO and iff i killed a pray and he came back and i see he was a newbie he even got his stuff back.. I want to have cempetition.. else i could play PvE ;) and being a Murderer hase to have big consequencess.. good change @henrik
There's also a usually a very large majority that's silent about issues and would almost certainly favor the red priests being moved away. Toxic player behavior shortens the life of the game, you need new players to replace the player attrition that typically happens over time for a game. A healthy amount of PVP is best for the game and keep it interesting and not becoming a SIM PVE building game or turning it into a nasty game.
I can understand why this was in place but it feels like it is being balanced more towards noobs/non-PvPers. Sure I have some complaints about it, but this just means red players should still have a way to play. We can start by maybe adding more red towns and/or other factions. I probably would be more content with this decision if the following would happen. 1. Allow us to share our strongholds with guilds. I don't understand why it is that zerg guilds can take keeps and it is guild shared but a simple stronghold can act like an HQ for smaller guilds is not even an option. 2. Add priests to strongholds/houses. This would also require limitations on where we can build strongholds (which whatever that is fine). But it allows us to be able to regear ourselves with a proper home in case our reputation gets tanked. Because losing rep and gaining murder counts is definitely easy to do in this game. 3. Start us off with 10 points before we get 0 murder counts or give us 5 murder counts to spare and at least 10 rep to start with. As mentioned before murder counts is one thing that can be burned off with time but reputation doesn't even give you a warning as to when guards will KOS you and this is bad for new players when they learn the hard way that all they did was PvP with an enemy guild and now they can't even enter a town with no game knowledge on how to get back up and running. 4. More ways to gain rep than just fucking Parcels. Seriously, let's consider options where it doesn't always involve transferring parcels to other blue towns. 5. More Red towns and/or more options for red friendly open world retreats. Let's be honest there's only two red towns because we no longer consider Jungle Camp and Cave Camp a red town anymore due to blue priests (which is fucking stupid btw) or allow us to gain rep with bandits so we can enter their bandit camps and trade with them. This also means that people that are blue players with no rep from bandits should get KOSed by them allowing red players to retreat in those camps in a pinch. Perhaps a thieves den, risar camp you can enter, etc etc.
i support the idea of curbing toxic behavior thats bad for the game. However, i dont play anymore because my guild has lost interest due to the time gate for dying. PVP isnt worth it anymore, and playing as a pacifist isnt fun.
i think the red priest removing was the best thing they could do to help stopping so much griefing and zerking new players and i mean if you kill someone in real you get punished so why not get punished ingame for the crime if you want to be a player killer
If they didn't make the change then people just spawn close by and keep running back to the fight in waves and makes pvp less impactful. I like the change.
Only murderers hate the priest change, captain obvious out. Meaningful PVP is meaningful, griefing simply isn't lol. It's almost like the "Elite" of MO doesnt want new people. So yes, good change, stop griefing and make PvP meaningful. You wanna kill naked people, go play rust neckbeard.
Its easy to make anti-ganking mechanics, you just have to put guards on certain farming spots, not random bandit camps but elaborate interesting areas and you have to put lore and a reason why the guards are there. I have played mmorpgs from hardcore to themepark for decades i know what makes a good game and MO2 is filled with bad design choices and lack of understanding of mmorpg mechanics. I'm an expert in mmorpgs but sadly neither rich nor an expert at programming. Subs are a mistake and Henrik made enough cash in sales to keep the lights on for awhile.
you dont want to grifers ? remove mounted combat 0 FUCKING MOUNTED ARCHERS AND MAGES there you go just saved the game if you donty want geifers. their is a reason this wolf guy is on horse back killing stuff because its easy
Every lawless town should have red priests, 2 red priests on this insanely giant map just makes me not even want to bother with this "full loot pvp sandbox" mmo. Whats the point in even killing someone when you get hardly anything out of it and its so aggressively punishing. Seems like they're just bending the knee to people begging for this game to be a pve game so they will pay their sub. Also, all this is going to do is hurt players who play in small groups since big groups / guilds can just revive their friends to send them out to grief people. Really dumb short sighted change that hurts the whole point of the game.
yep im at 5 murders and it takes like 6 hours for you to lose 1. this game is legit pve. i cant just be like yea ill fight that guy its like IS IT WORTH IT does he have 100000000 ore on him otherwise no. not how i seen open world pvp tbf
You start considering, if a fight is worth it? But you just want to fight anybody anytime without thinking? And if you have to think and consider the consquences of your actions, you don't like it anymore? Interesting!
@@michelaushamburg6766 i dont like that they want the game to be pve you get reported as a murder 5 times and you cant play the game pretty much. so 5 kills = boring great LOADS of pvp. but dont worry i can just kill your horses thats what i do now
you cant talk about "griefing" in sandbox game. mostly every negative karma action must be griefing right? killing pve craft players must be griefing or stealing their stuffs from backpack looting blue corpses etc.. i dont understand what he is talking about? blue players should group up against red players. DONE! simple solution look at the Ultima Online we all missed that kind of sandbox mmo experience.. RP friendship epic battles between citizens vs PKs.. this is the real soul of a sandbox mmo. pushing back the PKs from cities will punish only small groups and solo players both side
Man, why you say you don't know if its good or bad?, when its obvious its good, the proof is MO1, PVP abuse is what killed that game, who wants to get into a game when you have ZERO chance to progress? and also listen to teenagers mocking you in the process?... NOBODY, and this comes from a person who loves PVP by the way
Red players are finally given consequences to their actions, which in reality boils down to a long walk...and they lose their minds. This community has some of the most thin skinned pvp players I have ever seen. Shit like what happened in MO 1, the walling off of MK, constant camping of new players, is the EXACT REASON that new world was changed to a PVE game. PVP players are some of the most risk averse players I have ever seen. Enjoy the cardio reds, eventually red priests will be totally removed.
Since they have no guild building content just empty keeps and broken chests why stop at just priests. Put bankers, stable masters, vendors and anything else needed to give these massive zergling guilds something to keep them playing.
YOu mention the exact reason I quit MO1...Could never get any advancement. As soon as you left town someone took everything. Every time...was not fun....Looking forward to MO2's vision with great hope.
Henrik's exact response today is how I felt back when this happened on MO1. Its crazy it took this long and a whole other game... to realize this was a bad mechanic. But I am glad to see it be fixed and maybe we can keep way more of these new players for long term. This game is very unique and I think it has potential... but if we kill off our player base like in MO1 it will just slowly die out and become an extremely niche game like MO1.
I've also been glad to see more people willing to just help in town... I think the playerbase has matured and realizes that keeping every single secret in the game is not a good strategy. Because it alienates parts of the community from being able to progress. I mean today I was in town and someone just talked to me about how he made bows and what materials and percentage sliders... In MO1 good luck getting some random stranger to do that, even in guilds sometimes this info was kept secret.
Love the content, keep it up.
Im a new MO player but I dont really agree that people should be so open with their 'secrets' as they are. MO2 seems to reward experimentation quite a lot and if you are just given the answers you will not understand how/why thats the answer which will then later mean you have no clue what to do if you dont have the exact same scenario(same materials or w/e) but you really need to make a decent bow to go out and hunt or fight.
I definitely think its good that people explain how things work, to get iron you need to mine this, then you can grind/extract with that or this etc. What I dont think is good is telling someone that they should put the ore into a furnace with a 1000:500 ratio of catalyst(100% made up example) to get the best result, or the best bow is made out of this and that material at x% because it just creates lazy people who cant think for themselves and expect to get any and all answers served to them over the help chat.
Its already gotten so bad that you can frequently see people asking questions that they could have figured out on their own faster than it took them to type the question, like "do you get more exp by crafting armor with extra materials or not?".... why not just try it out and see?
@@TheHuffur I disagree with this mentality... Because not every single player is going to sit down and try 50491918471 different combinations to find the best thing.
I get secrets being kept for like super high end stuff... But when you first start and the first sword you craft is 90% worse than the vendor sword? Then you're just thinking... Why is this so crap? Because the game doesn't explain - not all materials are good for making swords, like pig iron. How many times have you heard someone make pig iron and try to make a weapon?
Then on top of that the game doesn't say hey you make shit stuff unless you have 70 skill in the crafting, lores, and individual recipes. It's not intuitive in the slightest. And it leads to more frustration because newer players just think crafting is shit or requires something they can't get ahold of.
Iunno MO1 was awful, people weren't even willing to tell other people how to make Molarium armor let alone how to make steel or Cronkite or messing...
@@moveit124 Sure but you are missing the point im making, I think its good to explain the basic mechanics, explaining skills and lores fits into that. Giving someone the most optimal way of refining ores and best possible combination of materials for a sword is a different thing though. Knowing the basics its very easy to experiment your way to a answer which often enough is better than the one given in help chat.
The part about the sword and pig iron is imo a good example, anyone asking about making a weapon with pig iron would be told that it makes terrible weapons, dont use it and now that player might never even experiment with it.
Pig iron can make ok hammers and even axes, its not a useless material for weapons. Its heavy though.
I'm of the camp, any secrets I find are worth sharing. If I'm gunna beat someone it's going to be from skill, not because I know sliders better than someone else but that's just me.
I like the changes.. I'm a semi PK'r myself and I think PKing around blue cities should have hard draw backs. I do hope to get some lawless cities with guards - so these top PK guilds don't just have the red cities for them selves
its honestly crazy to me, i dont understand guilds like content for example, sit outside a city and grief new players...... are they specifically trying to kill the game? happens in all pvp games. its like if you really love a restaurant and love eating there so you decide to sit outside and scream at everyone who wants to come in, people will leave and the restaurant will shut down, hurting you as well as them.
Sadly this is true. Good thing reds get aswiped
The answer is easy there is nothing much else to do in MO other than PK.
Obviously anyone with a brain needs to realise you need to have at least some kind of anti-griefing mechanics for the long term health of the game. The same people who would be happy just ganking and griefing new players would be the same people months/years on complaining there's barely anyone playing the game anymore and wondering happened when they likely caused at least a good portion of the reason. Sometimes compromises need to be made.
Obviously, there is a difference between "healthy" PvP, that is challenging and "toxic" griefing, that is just annoying.
From a company, that puts *a lot* of energy in wiggling winkies, I expect them to put the same energy in distinguishing between these two behaviours.
The MurderCount now is a very clumsy tool.
Suggestions: If there is an appointed battle between two guilds ("at sunrise across the creek") both guilds could place a banner and each player who touches (clicks) the banner (and swears allegiance) is excempt from counting towards the mc for 30 minutes. If the battle lasts longer, repeat.
Killing a player, who has just (less than x minutes, x:= 5) ressurrected at a priest, is ganking and should be punished severely.
Killing a player who is traveling naked and with nothing in inventory and equipment (or summed value less than x silver) is ganking and should be punished severely.
Killing the same player more than x times in an hour is ganking and spps.
Simple technical solutions to dampen a severe issue. I really wonder, why SV did not come up with it (or something similar). Ah, fish-decoration consumed all available time and energy of course!
The red priest changes is fine. People need to learn to adapt.
Good change. There is a difference between pvp and ganking noobs. The ones who are mad about it are the noob gankers. And the pvpers won't mind having their own area more or less.
Love the content man. Party hard.
its a good change.. there i decided it..
ps:i am loving the pk tears in the official mo2 discord crying about this
Thank you for all of your hard work on all these videos. I appreciate all of your hard work.
There should be consequences to griefing. New players were just getting shit on out the gate from any starting town...thats how you kill your game. This was a good move.
If your new to the game I totally see how this change just seems like a blanket good change to punish pvp/griefers. The issue though is that this change doesnt do that. Since there is no way to avoid MC's reliably, this change will punish people who want to remain blue in towns but also PVP. For me for example I like to go grey and initiate fights in meduli on people who. I also want to clarify that having above 5 murdercounts is riddiculously easy (healing my friends in a group fight will give me 5+ mc's in 15 minutes) and that people who are writing off all the complaints as griefers are missing the point.
I will get a murder count killing someone in GK and also a murdercount killing someone in tind graveyard, So why would I ever go far away from town to pvp?
People who are above 5 MC's will almost always have above 5. All this has done has extended the time it takes for them to walk out. Changing the camps for example. I think its also important to understand that people who want PVP are not the same as people who are griefers. I for example litterally never fight new players in the graveyard but the moment I mention a complaint about this change I am labled a griefer. Despite only PVPing in sections of the map Id say are appropriate to fight in (sewers, bandit camps, dungeons, lawless towns and camps)
I know the MC system will eventually account for lawless locations, But im already at 25 murder counts and even with offline ive accepted ill always have above 5 MC's. The walk is only like 25 minutes as well so its really not too bad especially if you have taming and find a horse on the way. (walk to tind to horses is 10 minutes then 5 minutes riding back soi
My issue with the red priests being moved isnt about allowing griefing or pvp. Its the fact the change was made before we have player priests or a better MC system. I personally am just tired of things being balanced based on features not actaully implemented.
I think the new players dont realize what this change actually means, A lot of these people havent even gotten really funny setup or geared up and the only pvp they have experienced is ganks. But this system hurts the honest pvp players 10x more than it hurts the griefers. If anything its going to push those half and half players into being pure red players
Red players were finally given consequence to their actions, and its basically a long walk..the horror.
The rats in this game have the thinnest skin I have ever seen.
You can tell who the noobs are in this chat LOL, well for "murderers" and "griefers" as they call them this has changed nothing lol, I'm at 450 Murder counts and I kill everyone on sight. Kids like this Doughnut guy are too stupid to understand how that poor implementation of yet ANOTHER half assed mechanic is an issue. When the crim system literally bugs out and there is no working wardec system. This punishes the "lawful" pvpers more than anyone else in the game lmao been loving the people begging me not to kill them now as idgaf
I need to say that im a newcomer, and can mis- or not understand some things yet. But because of some facts your comment feels like, you know, just unability to accept that your own chosen playstyle became more difficult(despite of fact this change seems fair enough), rather than really objective point. Again, i can be wrong, but i feel so.
These facts is:
I see here some other comments from MO1 players and pvp players who accept and even like this change. So then, why, if it so terrible, regarding to your words?
Also i multiple times heard about ressurection is possible right now, here is spiritualism school, i even saw resurrection scroll in Haven. So its completely not clear why you say that we not yet have "player priests".
And even you said that it is really not too bad, 15-25 mins to get yourself back. So, in my logic it is way more meaningful game-changer for griefers who want to slay anyone on sight just.. because ¯\_(ツ)_/¯, and not for healthy pvp'ers.
I'm gonna say something that will piss some people off but are safe travels, going afk without a risk outside towns and carrying large amounts of valuables between towns without interruptions really what you want from this game? That's exactly the appeal of the game, every player you see might be out for your stuff or even just your blood 😁 like it or not but murderers "griefers" and rpkers play a valuable role in this game. Without them there would be no tension, it would be just another mmo with light pvp. ome guilds would not even exist because they are based on crime hunting. Obviously there is a wrong way of doing it like closing off cities and graveyards, farming newbies and priest camping. So I think all I want to say is that murderers and such should get some support because right now red priests get spawncamped by people putting houses there and good luck getting into lawless towns because big guilds kill everyone there. I'm all for punishing murderers and it beeing a difficult life to have but something needs to be changed about the red priests.
I like the change. Game should be focused on group pvp, guilds pvp etc. Ganking is still possible, but you can't resurrect everywhere. The game world is huge. It needs more population than MO1. Gankers anyways need more people to gank, so suck it up gankers. You can't have everything.
People who say SV hates PvPers seem to mix up PvP and RPK
These nerfs for PKs are the only way there is (if any) to keep a wider playerbase, and not make people quit after getting perma ganked.
Also you still can PvP as much as u want in lawless areas without punishment.
Those against, are the minorities. Crime should be punished. Now you have to pick and choose, not just gank any naked player for funsies.
At first as a pk I was mad. Now after dying a few times and knowing where the priest are im ok with it. Theres are alot more priest around the world now. So dying near a blue town is punishing dying in the open world is less. Also as a above 5 mc player it now requires you to have more game knowledge. Knowing the closest horse spawn or ghost running to a better spot to revive somewhere more ideal.
Also it will make it so that red players make little red villages near these priest. Essentially removing from the town to grief and making you have to actually pk around resources.
The only worry I have is that blue players will avoid pvp wich is the fun in this game. If you are doing a bandit camp and another group shows up you fight for it now they might not cause 1 fight can be 5 mc+ and make your life alot harder.
Overal the main complainers are the ones who want to log in and have some fights. Wich usually means killing pets and ganking noob at graveyard.
Lastly I think its only an early game solution, once the red players have what they need they will just come to the towns to grief anyway. Die gear up at house and come back. Just wont be naked shortie griefing anymore. Afterall being a pk is still the easiest way to get mats and gold, let someone else do it for you....
I’m a PK, I’ve always been in MO1 the same. I still think it’s a great idea. People saying it’s bad are probably the same that would kill the game.
PKs are not the problem.. the Problem are PKs that kill new players or ppl that are weaker over and over. TBH this isnt PvP its just sad.. I used to be a PK back in UO and iff i killed a pray and he came back and i see he was a newbie he even got his stuff back.. I want to have cempetition.. else i could play PvE ;) and being a Murderer hase to have big consequencess.. good change @henrik
As a guy thats gets murdered more than i do murder, i not really dislilke this change.
But i can understand the ongoing rage from the pvp community xP
thats not pvp community, its the griefing community kids who are the most butthurt about this change
Its needed.
There's also a usually a very large majority that's silent about issues and would almost certainly favor the red priests being moved away. Toxic player behavior shortens the life of the game, you need new players to replace the player attrition that typically happens over time for a game. A healthy amount of PVP is best for the game and keep it interesting and not becoming a SIM PVE building game or turning it into a nasty game.
I can understand why this was in place but it feels like it is being balanced more towards noobs/non-PvPers.
Sure I have some complaints about it, but this just means red players should still have a way to play. We can start by maybe adding more red towns and/or other factions.
I probably would be more content with this decision if the following would happen.
1. Allow us to share our strongholds with guilds.
I don't understand why it is that zerg guilds can take keeps and it is guild shared but a simple stronghold can act like an HQ for smaller guilds is not even an option.
2. Add priests to strongholds/houses.
This would also require limitations on where we can build strongholds (which whatever that is fine). But it allows us to be able to regear ourselves with a proper home in case our reputation gets tanked. Because losing rep and gaining murder counts is definitely easy to do in this game.
3. Start us off with 10 points before we get 0 murder counts or give us 5 murder counts to spare and at least 10 rep to start with.
As mentioned before murder counts is one thing that can be burned off with time but reputation doesn't even give you a warning as to when guards will KOS you and this is bad for new players when they learn the hard way that all they did was PvP with an enemy guild and now they can't even enter a town with no game knowledge on how to get back up and running.
4. More ways to gain rep than just fucking Parcels.
Seriously, let's consider options where it doesn't always involve transferring parcels to other blue towns.
5. More Red towns and/or more options for red friendly open world retreats.
Let's be honest there's only two red towns because we no longer consider Jungle Camp and Cave Camp a red town anymore due to blue priests (which is fucking stupid btw) or allow us to gain rep with bandits so we can enter their bandit camps and trade with them. This also means that people that are blue players with no rep from bandits should get KOSed by them allowing red players to retreat in those camps in a pinch. Perhaps a thieves den, risar camp you can enter, etc etc.
i support the idea of curbing toxic behavior thats bad for the game. However, i dont play anymore because my guild has lost interest due to the time gate for dying. PVP isnt worth it anymore, and playing as a pacifist isnt fun.
i think the red priest removing was the best thing they could do to help stopping so much griefing and zerking new players and i mean if you kill someone in real you get punished so why not get punished ingame for the crime if you want to be a player killer
If they didn't make the change then people just spawn close by and keep running back to the fight in waves and makes pvp less impactful. I like the change.
Like some others have said, ganking is not pvp. And there are more places to pvp now, they should be happy
Why the hell was Cave Camp Red Priest removed. Absolute joke for hold handing PvErs
Definitely a good thing IMO.
Only murderers hate the priest change, captain obvious out. Meaningful PVP is meaningful, griefing simply isn't lol. It's almost like the "Elite" of MO doesnt want new people. So yes, good change, stop griefing and make PvP meaningful. You wanna kill naked people, go play rust neckbeard.
Can you rez at your own house?
Its easy to make anti-ganking mechanics, you just have to put guards on certain farming spots, not random bandit camps but elaborate interesting areas and you have to put lore and a reason why the guards are there.
I have played mmorpgs from hardcore to themepark for decades i know what makes a good game and MO2 is filled with bad design choices and lack of understanding of mmorpg mechanics.
I'm an expert in mmorpgs but sadly neither rich nor an expert at programming.
Subs are a mistake and Henrik made enough cash in sales to keep the lights on for awhile.
you dont want to grifers ? remove mounted combat 0 FUCKING MOUNTED ARCHERS AND MAGES there you go just saved the game if you donty want geifers. their is a reason this wolf guy is on horse back killing stuff because its easy
What wtf what happened.
@@WolfszeitYT some people just want to rant on some random bull crap🤣
Every lawless town should have red priests, 2 red priests on this insanely giant map just makes me not even want to bother with this "full loot pvp sandbox" mmo.
Whats the point in even killing someone when you get hardly anything out of it and its so aggressively punishing. Seems like they're just bending the knee to people begging for this game to be a pve game so they will pay their sub.
Also, all this is going to do is hurt players who play in small groups since big groups / guilds can just revive their friends to send them out to grief people. Really dumb short sighted change that hurts the whole point of the game.
yep im at 5 murders and it takes like 6 hours for you to lose 1. this game is legit pve. i cant just be like yea ill fight that guy its like IS IT WORTH IT does he have 100000000 ore on him otherwise no. not how i seen open world pvp tbf
You start considering, if a fight is worth it? But you just want to fight anybody anytime without thinking? And if you have to think and consider the consquences of your actions, you don't like it anymore? Interesting!
@@michelaushamburg6766 i dont like that they want the game to be pve you get reported as a murder 5 times and you cant play the game pretty much. so 5 kills = boring great LOADS of pvp. but dont worry i can just kill your horses thats what i do now
you cant talk about "griefing" in sandbox game. mostly every negative karma action must be griefing right? killing pve craft players must be griefing or stealing their stuffs from backpack looting blue corpses etc.. i dont understand what he is talking about? blue players should group up against red players. DONE! simple solution look at the Ultima Online we all missed that kind of sandbox mmo experience.. RP friendship epic battles between citizens vs PKs.. this is the real soul of a sandbox mmo. pushing back the PKs from cities will punish only small groups and solo players both side
Man, why you say you don't know if its good or bad?, when its obvious its good, the proof is MO1, PVP abuse is what killed that game, who wants to get into a game when you have ZERO chance to progress? and also listen to teenagers mocking you in the process?... NOBODY, and this comes from a person who loves PVP by the way
Red players are finally given consequences to their actions, which in reality boils down to a long walk...and they lose their minds.
This community has some of the most thin skinned pvp players I have ever seen.
Shit like what happened in MO 1, the walling off of MK, constant camping of new players, is the EXACT REASON that new world was changed to a PVE game.
PVP players are some of the most risk averse players I have ever seen.
Enjoy the cardio reds, eventually red priests will be totally removed.
Since they have no guild building content just empty keeps and broken chests why stop at just priests. Put bankers, stable masters, vendors and anything else needed to give these massive zergling guilds something to keep them playing.
Enjoy that cardio.