Beware! It's Ary the forum necromancer. :p
I've got some more stuff to talk on this matter, some of which I planned to talk about earlier but forgot about. In this post I'll be bringing up certain issues regarding the uncommon loss of honor, win imbalance and negative VP as well as negative stats. As most of you know, those are issues I'm facing personally, but I got to ponder on their meaning and purpose as well as design flaws. I'm not complaining about my current bad combat situation which I'm working on to fix it, rather I'm challenging the purpose of those parts of system for possible future improvement of currently flawed system.
Loss of honor
In here I will raise the issue of uncommon loss of honor, the slow leech of it from unnoticeable source, or should I say sink. We all know the usual ways of how one can lose honor, however there is one interesting way that many don't know about, losing honor in case of losing the fight. Yes you might lose honor when losing fight, but that isn't noticed by many because in order to lose honor in such way there are some prerequisites. First off, this doesn't apply to losing the fight in attack (at least not when I try it although ancient announcements claim otherwise but it might be so because I'm at -3500 honor), because amount of lost honor is calculated from the amount of honor gained by other player and since players can't gain honor in defense, neither can you lose it in failed attack. Second requirement is the one that makes this hard to notice, because the attacking player needs to have less sword balances and/or (not so simple confirm which one exactly is the case, announcement says it's only for wins but some people state it has to do with total recorded fight ratio) less total amount of balance outcomes (sword balances + sheath balances) than you. It's time to check original announcement regarding this mechanic in order to understand the purpose it is intended to fulfill.
From that simple conclusion follows. It was intended as a measure to prevent stronger players from aiding weaker one, in other words train. Whole combat system initially was conceived not to allow training and grinding we see and do today, and sure as hell not to encourage any altruism related to combat. Such things are unthinkable in MD we play today. So far that mechanic isn't fulfilling it's purpose, it's incapable to be any sort of punishment for those specified actions, in addition to fact that it doesn't work when you attack and lose (99% sure it doesn't happen as far as I recall) as well as honor ain't used for determining alliance leadership anymore.
Secondly this mechanic just like many other assumes that player is strong by number of sword balances. We all know that's a terrible way of determining such thing due to ability to stage fight outcomes and control the amount of fight outcomes that get recorded by system and ability of achieving perpetual balance which effectively freezes your fight outcome recording result in theoretical possibility of player being the strongest in realm and yet having the balance of 100/100 or 0/0 if he uses WP.
Finally, this mechanic has no active purpose, sure it can be semi-damaging to honor-farms by possibly disabling their heat dumping abilities with priests but if honor-farm is aware of this mechanic, it can be easily countered in number of ways (won't disclose them) even if honor-farm has the biggest win difference in whole game by tapping into uncommon sources of honor. In addition, this is the only method that can make your honor drop further once you delve under -500 honor. Possibly discouraging player who got himself into this position further from combat aspect of the game and adding additional punishment to his current position.
My suggestion is to either reword this mechanic or concept around it in way that it is able to fulfill given purpose. I also suggest that there be implemented bottom honor cap at -500, because really there is no point in further punishing the player in prolonging his bad position.
Win imbalance
How currently system works, this situation is simply unseen in day to day play. Only the newbs and honor-farms will enter this position, everybody else will avoid it like plague because of so many downsides when entering it and because of ability to stage the balance ratios due to ability to control the fight outcomes (the fact that sword balance for one player doesn't mean sheath balance for another and the other way around). I'm perceiving that entering into win imbalance was meant to be inevitable and spontaneous for "stronger" players, like having winning and losing cycles, but that is definitely not the case. System allows you to absolutely avoid it. Balance is useful and being under balance is useful too. But there is no individual benefit in being the above balance. The designed benefit of it was, that if you are above balance, you are stronger player, something that isn't possible in current game. This results in lack of win deviation. For example delving under balance eventually became so powerful that many nerfs were applied such as reduced heat gain from excessive honor, capped lost fights difference, stat damage for too high lost fights difference, while being above balance has no such downsides because being in there has no individual benefits.
If you have thing such as win-loss balance, it's only natural that you have deviations on both sides, it's both expected and and meant to happen yet due to design flaws it doesn't. Whole balance thing is a mess compared to original intention. This is just an observation about it, players won't really like the change to what it should be from what it is, people like to train, being friendly and helpful to each other and to be able to control the system. However such concepts seem to be important to Mur. But fact is that system built and designed with specific workings in mind, we clearly see today that it doesn't operate as such.
Negative VP (and stats)
In here I'm talking about receiving negative VP, with emphasis to having personal VP under zero. You all know, or should know how you get it, so lets focus on effects of it. (You can refer to mechanical meaning of VP somewhere in this topic.) Once you gain negative VP it is subtracted from your current personal VP pool. This is okay thing, it's mirrors and counterbalances the gain of by same means. However, you can lose more VP than you have, thus putting you in negative. This is where problem lies because you are then unable to buy weapons and armor as well as recruit and upgrade creatures. If you receive gigantic amounts of it, you can be stuck in there for quite a while, paralyzing you from some essential combat related actions. This is extremely dangerous for new player (mainly fresh inexperienced MP5 or allied MP4) where such problem can easily lead to immense frustration and distaste for combat in individual. Basically if you have some millions of negative VP, you are newb, you don't have lifestealers and you don't have big strong veteran friends or if you are in totally remote timezone and your life schedule prevents you from being online when players who have the power to help you out with your problem are playing, then you are in world of a hurt. Additional problem is it that it is very likely the case that you didn't got it due to being careless, but by being bullied, which can possibly lead to receiving more and more of negative VP. If somebody wants to force negative VP on you, there isn't much you can do to prevent it.
Now I beg the question, how can you lose something that you didn't have in first place? Does the secret MD VP banker come to you and tell you: "Boy you owe 20mil VP, Aramory and other places no longer accept your MasterCard, btw nor does your barren soul and other creatures you have and want to upgrade". This sort of system behavior just punishes player way more than it should for no real reason or purpose. VP is the only stat in whole MD which you can have negative and yet it is being counted as negative! (Negative stats I'll talk about bellow, but they aren't used as such. I also heard a rumor about shop item that can throw your temporary Ve into negative potentially killing your creatures at start of combat, but I can't confirm this claim, so rumor it is and if it be true then it would be bug.)
I suggest that negative VP is reworked so that it doesn't go below personal zero, meaning no negative personal VP. I don't see it fair, as well as many other people, that somebody with ability like Eon can come by impose such a punishment to anybody he wants with a mirror ritual spell, simply because you can't counter it or prevent it. If you don't want to remove negative personal VP, you at least should remove negative VP gain from being hit by mirror ritual because there is no way you can defend from that. No countermeasures or preventive measures exist! So it is a problem. Third solution would be, implement preventive or counter measures for such action, but still HOW DO YOU LOSE THAT WHICH YOU DON'T HAVE?
Negative stats
As follow up to negative VP, are negative stats, you all know how it works and why it works that way and the purpose of it. Let me repeat the purpose of losing stats, just to be clear. Losing stats has a purpose as a counter reaction to gaining the stats, therefore satisfying the laws of balance. What happens when your stats drop below 0 and you suddenly have negative stats. Nothing, in fights it is counted as if you had no stats, it's not counted as negative! But you can still keep losing stats even though you are under zero. Meaning it will be increasingly harder for you to get out of this already bad situation, it disables your ability to grow, further punishing player way more than it should, as well as possibly frustrating and making him lose interest in combat. This obviously leads to following questions. How can you lose that which you don't have? Why punish a player so much?
I suggest that players shouldn't be able to lose more stats than they have, in other words it stops at 0 and doesn't go below. After-all negative stats have no impact and no beneficial purpose on mechanics, only to severely punish player by making him harder to gain stats due to possible high accumulation of negative stats. Again, one should not be able to lose that which he doesn't have nor his playing experience should be punished in such extreme manner.
Since I touched the subject of stats, I want to bring up one more thing. When player registers for game, all of his 9 base combat stats are initialized to 0 even before any of it is gained by story mode, is there any specific reason for other stats, such as the ones used by tools, not being initialized to 0 as well?