I never touched villain in world of magic due to its unappealing nature there, and I’m sad to say that after starting a file to see what all the fuss was about here on AO, I can definitively say its pretty miserable. I want to suggest some minor changes that will hopefully make playing villain feel like a more tolerable experience to the average person:
Notoriety Decay
On paper a GTA style ‘wanted’ system is a good idea to stop evil players from just wreaking havoc across a server. In theory that is. In practice it’s sadly way worse. It’s a ticking time bomb. Doing anything related with ‘being a villain’ raises notoriety permanantly until you throw money at it to go down. What this means is you are essentially punished for partaking in the benefits of being evil, that is, sinking all kinds of ships, not worrying about fights in towns, etc.
Notoriety as a system should have some sort of Timer, where when you avoid the navys clutches for long enough it starts to naturally decay. It shouldn’t be as it is now, which is essentially ‘give away your money unless you want to be fighting pitched battles where the navy outlevels you’. Some are fine with these battles, but for many they are a nuisance, especially when trying to partake in the games other content, such as duels at munera garden.
I also think Navy ships should ignore Villain player boats when they are not on them. It’s annoying
Prison Timers
Keeping this one short and simple- Ten minutes is too long to be told you can’t play the game. It makes villain so unfun it’s almost comical. You max out your time in jail at as little as 40k bounty, which is only 10k above where the average player ends their playthrough at (30k fame/bounty~)
Prison timers should max out at 7 minutes, tops, and it should take hundreds of thousands of bounty to get there, not barely over 30k.
As well, criminal players hunting criminal players should not result in the loser being jailed. It doesn’t make sense for the navy to accept and pay bounties to wanted criminals, especially the most wanted criminals in the world. Reframe it as an additional area of assassination- after all evil players are bound to make enemies that would rather seem them dead then behind bars.
Whitesummit alternative: Tiberia
On my criminal file I found 3 major problems with criminal access to basic functions of towns.
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Criminal players who spawn on Ravenna have no means of repairing broken boats outside of the repair hammers which are slow and ineffective. Anyone who is actively being pursued with a hurt boat would most certainly be stuck on the island until their demise. Having a villanous, or even neutral shipwright at Tiberia can remedy this.
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Whitesummit, as the only criminal town, is an incredibly long winded journey for any non-assassin criminal player. Travelling halfway across the map just to upgrade your gear at a forge or buy arrows or bullets is a bit much.
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Assassin players can completely bar you from Whitesummit, if they so choose. If you’ve a bounty that they want, seeing as how they spawn there you can be hunted out of the gate. This is mostly anecdotal but there are multiple times I’d stop at Whitesummit to fix my boat only for an assassin player to spawn in, take the bounty from the board and immediately attack me, and because of how they won’t aggro assassin syndicate npcs, they are safe to retreat if they fail.
I think simply having Tiberia be a neutral/villain rep area with all the necessities would greatly improve the average evil players quality of life, giving them somewhere both at the top and bottom of the map to shop.
TL;DR changes if you don’t care for the long winded reasoning:
- Notoriety naturally decays if you commit no crimes for a period of time
- Tiberia, the town in ravenna, becomes a neutral/villain trading hub with a shiprwight
- Prison timers are reduced to 7 minutes max. Even if this brings executions faster, its preferable to being told you cannot play for ten minutes unless you have friends to free you.
- The climb to max prison time should be more forgiving, taking several hundreds of thousands of bounty to be stuck in jail for max time rather then just 40k bounty.
- Hunting Navy ships will ignore the players vessel when they aren’t on it.
- Being hunted by a criminal player won’t end in your arrest, only bounty loss.
I don’t expect people to agree with every change, but this is my best shot at trying to make villain less tedious to play. I want it to feel like an alternative way to enjoy the game, not ‘hard mode’.