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I agree that reds should not be able to enter guard zones, basically from a simple roleplay perspective. That's why I have to comment on your post.
Now, your arguement is that Fel is an unstable land, and that makes perfect sense. I agree with it. But, what doesn't make sense is still having guards in an unstable environment.
[/ QUOTE ]From my viewpoint, it still makes sense to have guards in an unstable area. Consider that even the most rag-tag haven for thieves in many movies still have guards to protect the people who are around, stop the bar fights, et cetera. Thieves are still able to roam freely, murders and muggers are able to play it safe, but when someone acts up, they get in trouble.
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Faction content! (This is just but one simple idea). Factions which control a specific town can choose whether or not their town is a guardzone or not. Reds or no reds. Totally up to the faction who controls it. This would make total sense from a roleplay point of view.
[/ QUOTE ]Well, except that this still puts it as a Red vs. No Reds thing, and in Felucca, it shouldn't be. Guard zone vs. no-guard zone, I'd be fine with, but I think in Fel, Reds should be fine in towns. And no, I definitely don't have a red at the moment.
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The way it is now, is senseless. Reds are murderers. They should be frowned upon in any guardzone that is supposed to have a sense of security.
[/ QUOTE ]But why? Sure, they're murderers. But why would the guards care? It's not like they're being paid to protect the city from murderers. They're being paid to protect the people in the city. They understand that what goes on in the wider world is a more harsh environ.
Let's put it this way... It's possible to go red through non-PK actions in Felucca. That's part of the reason that the system was changed to what it is now. Let me define PK as those who attack other players wantonly and without abandon. If I fight back against a PK and start fighting his blue healer, and that healer somehow goes blue during the fight (oh god, the number of times that has happened...), I take a murder count. That happens frequently (ie: anyone who PvPs regularly), and voila, you're done for and a murderer.
Felucca reflects the more "player justice" beginnings of UO. I'm not sure why there's a sudden surge of people wanting to be super duper safe in the cities there, because there's plenty of stuff to do outside of Felucca. Heck, I'm not sure why anyone would feel compelled to bank in Feluccan towns. If factions were stronger, it would make sense, but right now the faction system is a joke.
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I know the whole champ spawn thing rather skews it all, but if your scarfing up 120 scrolls I have a hard time feeling sorry for anyone who goes red even defending from blues. Risk vs. reward and all that crap.
[/ QUOTE ]Okay, well, again, what difference does it make that the reds are allowed in town? None.
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I'm not saying I'm against a whole notoriety revamp.....just sayin that the way things work now, if you want scrolls, be prepared to go red.
[/ QUOTE ]It could use a revamp, but really, there's no need for strong consequences for going red in Felucca anymore. I mean, honestly, the fact that you can be attacked anywhere in Felucca and are restricted to a small portion of the game world (remember, no Malas, Tokuno, Ilshenar, or Felucca for a red) is punishment enough.
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If they were ever to do anything with factions again, I'd like to see town control include the "security" factor.
[/ QUOTE ]I'd love to see them make factions viable again. It would certain be interesting.