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Guild system will end pking as we know it- make plans now

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Maurice Van Emburgh

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Feb 5, 1998, 3:00:00 AM2/5/98
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Don't bother getting worked up about PK hunting. PKs are going away as we know
them in the next week or two when the new reputation system comes online. The
reason for this is quite simple: if implemented like the reputation FAQ
describes, being a "murder" will be a truly difficult character to play. The
stat losses at death (note: there is no bounty-hunting sytem requiring
honorable+ players) are massive. 5 murders=5%, 10 murders=10%, 15 murders=15%,
20 murders=less than 20%. And you can loose stats back-to-back. Anyone who
kills a murder, regardless of notoriety, will cause the stat loss to the
murder.


If you are interested in player -vs- player combat, it will be primarily
through a guild. My suggestion is to now develop hyperspecialized characters
(Mage or Fighter, but not Mage/Fighter (warrior). Also, developing a character
(perhaps separately from your main one) with a skill like alchemy or
blacksmithy will be an asset and will help you get into the better guilds when
they start forming.
Guilds will also be useful for large scale dungeon hunts. It's amazing how
dangerous being in the dungeons is now as a single player. Kudos to Origin... I
think the recent changes in the dungeons is a fun, interesting improvement-
certainly one I never expected.

Alchemy (Greater Heal/Greater Explosion) is much more useful in my opinion now
that magic has been weakened and made harder to master.

Guild battles will be one or lost on having member-characters that are very
specialized, all fighting together.

That is, roughly speaking..

Fighter: 90+str/90+dex/20int (Use Greater Heal potions for healing if alone.)
Mage: 60str/40dex/100+int
Archer: 65str/90dex/50int

Most characters are "warriors".. Strength/dex/int attributes generally in the
60-80 range across the board.

If you are a PK I'd be working my way back to neutral right now, according the
the reputation FAQ there are no plans for a notoriety wipe. One day soon you
will find yourself labelled a 'murder' and you will suffer severe stat losses.
Convince your PK friends to move to neutral and to form a guild under the
formalized guild sytem.


Any comments?

-mve


David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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On 5 Feb 1998 05:46:31 GMT, m...@texas.net (Maurice Van Emburgh) wrote:

>Don't bother getting worked up about PK hunting. PKs are going away as we know
>them in the next week or two when the new reputation system comes online. The
>reason for this is quite simple: if implemented like the reputation FAQ
>describes, being a "murder" will be a truly difficult character to play. The
>stat losses at death (note: there is no bounty-hunting sytem requiring
>honorable+ players) are massive. 5 murders=5%, 10 murders=10%, 15 murders=15%,
>20 murders=less than 20%. And you can loose stats back-to-back. Anyone who
>kills a murder, regardless of notoriety, will cause the stat loss to the
>murder.
>
>

<snip>

>
>Any comments?
>

Actually, a clever pkiller group could actually do quite well with
the new system. You see, that murder count atrophies at a rate of 1
kill per 8 onliine hours (according to the FAQ). So, once a pkiller
reaches murderer level, he simply recalls out, goes to sleep while
leaving his character online, and starts playing the next night
without fear of attack until he initiates it. Let me illustrate a
possible scenario:

1) pkiller group sets up shop outside Despise. They each kill enough
people to reach murderer, and then recall out (say, 4 pkillers will
net around 7 or 8 kills before everyone has to recall out, assuming
that not everyone participates in a single kill).

2) They return to their base, and leave themselves online while going
to sleep/school/whatever.

3) When they come back, none of them are murderers, probably having
only 2 or 3 kills left on their tally.

4) They're still labelled as criminals, but since that flag is removed
upon death, they kill each other off (no stat loss on death without
being flagged as murderer, at least for now). When they're all
resurrected, they're now "innocents" according to the system.

5) As innocents, they can enter town and do what they want, until they
choose to pkill again. None of their victims will be able to touch
them, until they trip any criminal/murderer flags.

It's a bit tedious to do and will reduce the number of deaths, but the
ex-dread lords will no longer have to worry about retaliation and will
be able to enter towns after they clear their murderer/criminal flags.

NOTE: reputation is irrelevant to player interaction, being noted only
by NPCs. Notoriety as it is presently in the game may be transferred
into reputation, but Dreads won't have to worry about anything other
than paying more for their reagents.


Maurice Van Emburgh

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Feb 5, 1998, 3:00:00 AM2/5/98
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I agree, it is a major flaw to have murder atrophy via real game time. Even
more people will stay online 24/7 because of this. People typically only macro
new characters.. so at most that lasts for a few days.
I bet this will change to 1 real time day reduces 1 murder count.

Note, if an aggressor attacks someone who dies (as a murder) the victim will
have the option to report you for 1 count of murder. Pking of course typically
takes several characters ganging up on 1 character- such is the essence of it-:
they will all get 1 murder count added. I think that under this scheme, pking
as we know it will go away regardless. It's self-limiting.

-mve


______m...@netcom.ca______ says...

me

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Feb 5, 1998, 3:00:00 AM2/5/98
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<snip>


> Actually, a clever pkiller group could actually do quite well with
>the new system. You see, that murder count atrophies at a rate of 1
>kill per 8 onliine hours (according to the FAQ). So, once a pkiller
>reaches murderer level, he simply recalls out, goes to sleep while
>leaving his character online, and starts playing the next night
>without fear of attack until he initiates it. Let me illustrate a
>possible scenario:


No they can't, not unless they use illegal macros. After a certain period of
inactivity (30 minutes??), they will automatically be logged off of UO.

Draddog

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Feb 5, 1998, 3:00:00 AM2/5/98
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> Of course, a pkiller will just stick a book on a macro key, spend all
> night macroing, and still be ready to murder some more the next day.

Actually this will not work. I was macroing for ths first time the other
day with some trainging, and about an hour later (I forget the time) i
got a message saying that if I did not do something in the next five
minutes I would be logged off. It was a system message like the Server
going down in X minutes message.Strekvlam Drake


David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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Macros are commonly used to keep your character online. I don't do it
often myself (and consider the use of macro programs to be cheating),
but last night I left a new character on Sonoma with a piece of paper
holding down the Hide macro key. 8 hours later he was still merrily
Hiding away (got the skill up to 55%).
Leaving yourself perpetually online is child's play. Go down to the
training dummies in Britain late at night sometime...everyone there is
using macros to stay online while they sleep. Bards do it as well.
It's especially easy if you have no compunctions about using one of
the above macro programs (which most people do not).
So yon pkillers will do their dirty work, recall back home, and
start their macros up pounding at a training dummy or whatever
(assuming there isn't a specific skill they want to raise). Next
morning they'll check in, see if all is well, and then leave them on
while they go to work or school. When they're ready for action that
night, they'll be free to either do some limited pkilling, or better
yet do some monster hunting for that night and let the murder count
wear off completely. While they do so, they'll be free from threat of
retaliation from their victims.
There is no magic solution to pkilling. You don't want it, play
another game. They'll always be a part of Ultima Online.

David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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I'm surprised people aren't familiar with the "put a piece of paper
in the macro key" trick. How do you think the majority of GMs in the
game right now got their stars? By leaving their characters pounding
away at a target dummy all night long (or in some cases for as long as
the server stays up, if they're raising a skill like Spirit Speak or
Hiding). All of the combat skills raise Strength and Dexterity, Hiding
raises Dexterity quickly, and Spirit Speak still seems to raise
Intelligence.
I consider this to be in a grey area...OSI frowns on it because it
increases lag, but has said they support the use of macros in general.
Macro programs, however, are definitely cheating.

On Thu, 05 Feb 1998 08:30:35 -0500, Draddog <dra...@draddog.com>
wrote:

TBerq

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Feb 5, 1998, 3:00:00 AM2/5/98
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In article <34d95cd7...@news.supernews.com>,
______m...@netcom.ca______ (David Thompson) writes:

>2) They return to their base, and leave themselves online while going
to
>sleep/school/whatever.
>>>>>>>>>>>>>>>

Oh yes, this is what "I" want to find, these guys standing there while they
sleep, a few quakes and they have stat loss. heheheheh Perfect.

A good use for these quake scrolls I've been collecting.

Daniel


Kaguya

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Feb 5, 1998, 3:00:00 AM2/5/98
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m...@texas.net (Maurice Van Emburgh) wrote:


>I agree, it is a major flaw to have murder atrophy via real game time. Even
>more people will stay online 24/7 because of this. People typically only macro
>new characters.. so at most that lasts for a few days.
>I bet this will change to 1 real time day reduces 1 murder count.

If a person is going to be a murderer, they should live with
it. Murders don't just 'dissappear' after so many hours/days. So, if
they are going to have murders fade away, it should be longer than one
day, or eight hours...


----------------------
Kag...@sk.sympatico.ca
----------------------

Kay-Yut Chen

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Feb 5, 1998, 3:00:00 AM2/5/98
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> There is no magic solution to pkilling. You don't want it, play
>another game. They'll always be a part of Ultima Online.
>

There is, a no PK switch. It is not an in-game solution though.


Kay-Yut

David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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On Thu, 05 Feb 1998 17:52:36 GMT, kag...@sk.sympatico.ca (Kaguya)
wrote:

>m...@texas.net (Maurice Van Emburgh) wrote:
>
>
>>I agree, it is a major flaw to have murder atrophy via real game time. Even
>>more people will stay online 24/7 because of this. People typically only macro
>>new characters.. so at most that lasts for a few days.
>>I bet this will change to 1 real time day reduces 1 murder count.
>
> If a person is going to be a murderer, they should live with
>it. Murders don't just 'dissappear' after so many hours/days. So, if
>they are going to have murders fade away, it should be longer than one
>day, or eight hours...
>

Quote from new Reputation system FAQ:

[begin quote]

What will stop murderers from macroing their character on-line for
hours at a time in order to lower their Murder Count?

Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
to kill 3 times per real-time day and still remain innocent, which
falls well within acceptable limits.

[end quote]

3 a day is acceptable, eh? Heh...

>
>----------------------
>Kag...@sk.sympatico.ca
>----------------------


David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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I meant within the game. A no PK switch is obviously not going to
happen (it would require a fundamental re-working of the entire game),
so I don't consider it to be an option.

On Thu, 05 Feb 1998 19:12:02 GMT, kych...@hpl.hp.com (Kay-Yut Chen)
wrote:

Coppage

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Feb 5, 1998, 3:00:00 AM2/5/98
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If we don't want pking, why can't we try to do something about it?
Why should we just stop playing?

Kay-Yut Chen

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Feb 5, 1998, 3:00:00 AM2/5/98
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On 5 Feb 1998 20:29:24 GMT, cop...@aol.com (Coppage) wrote:

>If we don't want pking, why can't we try to do something about it?
>Why should we just stop playing?

Because OSI is never going to put in something like a no-pk switch?

I think when other online RPGs are out, everything but PKs fled to
these other games, then OSI will respond.

Right now, they don't care as long as you are still paying.


Kay-Yut

K. Laisathit

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Feb 5, 1998, 3:00:00 AM2/5/98
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In article <34D9BEFB...@draddog.com>,

Draddog <dra...@draddog.com> wrote:
>
>Actually this will not work. I was macroing for ths first time the other
>day with some trainging, and about an hour later (I forget the time) i
>got a message saying that if I did not do something in the next five
>minutes I would be logged off. It was a system message like the Server
>going down in X minutes message.Strekvlam Drake

It depends on how you do you macro-training. If you use the standard
method (i.e., jamming the last skill macro kill), the server will
disconnect after 5 minutes. If you use external macro to send the
keyboard command, then the server will never detect macro cheat.

You can use EZMacro, for example, to send out numerous loops of the
following sequence. Hide <wait 12 seconds> Sprit speak <wait 12
second> repeat.

Later...
--
-------------------------------------------------------------------------
K I R A T I L A I S A T H I T kir...@u.washington.edu

K. Laisathit

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Feb 5, 1998, 3:00:00 AM2/5/98
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In article <34da1e3e...@news.supernews.com>,

David Thompson <______m...@netcom.ca______> wrote:
>
>Quote from new Reputation system FAQ:
>
>[begin quote]
>
>What will stop murderers from macroing their character on-line for
>hours at a time in order to lower their Murder Count?
>
>Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
>to kill 3 times per real-time day and still remain innocent, which
>falls well within acceptable limits.
>
>[end quote]
>
>3 a day is acceptable, eh? Heh...

Statue of limitation. It works both way, IMHO. There are quite
a few antis who hunt great lord mules of pkers at the moment.
Again, the statue of limitation applies to these antis when
they get around to whack those mules. They are also less
inclined to login in absentia just to clean the murder tally.

David Thompson

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Feb 5, 1998, 3:00:00 AM2/5/98
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On 5 Feb 1998 22:33:20 GMT, kir...@u.washington.edu (K. Laisathit)
wrote:

>In article <34D9BEFB...@draddog.com>,
>Draddog <dra...@draddog.com> wrote:

<snip>

>It depends on how you do you macro-training. If you use the standard
>method (i.e., jamming the last skill macro kill), the server will
>disconnect after 5 minutes. If you use external macro to send the
>keyboard command, then the server will never detect macro cheat.

You don't need to use EZMacro, just jamming the key works fine. I
did it last night with a newbie on Sonoma, stayed on for 8 hours
hiding just by sticking a piece of paper in my F10 key.

Zur

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Feb 5, 1998, 3:00:00 AM2/5/98
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(______m...@netcom.ca______) David Thompson enlightened us with:

> Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
> to kill 3 times per real-time day and still remain innocent, which
> falls well within acceptable limits.
>
> [end quote]
>
> 3 a day is acceptable, eh? Heh...

It may sound like a lot, but considering how many PKers actually
kill on an average dungeon run, sticking to 3 or less a day would be
pretty discouraging. And hardly worth the hours of macroing to undo
the "damage"...

--
~^v^~ ::: Urisk ::: ~^v^~
~^v^~< MailTo:jab...@vgernet.net >~^v^~
c h a o s . c o n t r o l
http://www.geocities.com/Paris/Metro/4997/

J Greely

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Feb 5, 1998, 3:00:00 AM2/5/98
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David Thompson wrote:
> 1) pkiller group sets up shop outside Despise. They each kill enough
> people to reach murderer,

Counter: I create a newbie, run him over to the entrance of despise,
be annoying, insta-res whenever they kill me, and report them each
time. They'll either hit Murderer in ten minutes, or they'll start
ignoring me, at which point I've won. If enough people do the same,
they'll be surrounded by naked newbies when the avenging army of
light comes in to kill them, and we'll all start wrestling them to
interrupt their spells.

-j

Mike

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Feb 5, 1998, 3:00:00 AM2/5/98
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Couple of my friends have found these guys at town macroing away.
Let me say, those macroguys probably were REALLY angry when they returned
to their computers because they had lost a housekey AND rune to their
house!
AND alot of reags to cast recall... ;)
Lesson: DO NOT use macroprograms/weights over keyboard if you have ANYTHING
valuable.

Thinker

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Feb 5, 1998, 3:00:00 AM2/5/98
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Sure, but who is going to leave their character on-line to atrophy for 8
hours at a time? That would seem to undo any possible benefits of pking...

Cheers!

Thinker

David Thompson <______m...@netcom.ca______> wrote in message
<34d95cd7...@news.supernews.com>...


>On 5 Feb 1998 05:46:31 GMT, m...@texas.net (Maurice Van Emburgh) wrote:
>
>>Don't bother getting worked up about PK hunting. PKs are going away as we
know
>>them in the next week or two when the new reputation system comes online.
The
>>reason for this is quite simple: if implemented like the reputation FAQ
>>describes, being a "murder" will be a truly difficult character to play.
The
>>stat losses at death (note: there is no bounty-hunting sytem requiring
>>honorable+ players) are massive. 5 murders=5%, 10 murders=10%, 15
murders=15%,
>>20 murders=less than 20%. And you can loose stats back-to-back. Anyone who
>>kills a murder, regardless of notoriety, will cause the stat loss to the
>>murder.
>>
>>
>
><snip>
>
>>
>>Any comments?
>>
>

> Actually, a clever pkiller group could actually do quite well with
>the new system. You see, that murder count atrophies at a rate of 1
>kill per 8 onliine hours (according to the FAQ). So, once a pkiller
>reaches murderer level, he simply recalls out, goes to sleep while
>leaving his character online, and starts playing the next night
>without fear of attack until he initiates it. Let me illustrate a
>possible scenario:
>

>1) pkiller group sets up shop outside Despise. They each kill enough

>people to reach murderer, and then recall out (say, 4 pkillers will
>net around 7 or 8 kills before everyone has to recall out, assuming
>that not everyone participates in a single kill).
>

>2) They return to their base, and leave themselves online while going
>to sleep/school/whatever.
>

Kelly McWethy

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Feb 6, 1998, 3:00:00 AM2/6/98
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David Thompson wrote:

> On Thu, 05 Feb 1998 17:52:36 GMT, kag...@sk.sympatico.ca (Kaguya)
> wrote:
>

> >m...@texas.net (Maurice Van Emburgh) wrote:
> >
> >

> >>I agree, it is a major flaw to have murder atrophy via real game time. Even
> >>more people will stay online 24/7 because of this. People typically only macro
> >>new characters.. so at most that lasts for a few days.
> >>I bet this will change to 1 real time day reduces 1 murder count.
> >
> > If a person is going to be a murderer, they should live with
> >it. Murders don't just 'dissappear' after so many hours/days. So, if
> >they are going to have murders fade away, it should be longer than one
> >day, or eight hours...
> >
>

> Quote from new Reputation system FAQ:
>
> [begin quote]
>
> What will stop murderers from macroing their character on-line for
> hours at a time in order to lower their Murder Count?
>

> Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
> to kill 3 times per real-time day and still remain innocent, which
> falls well within acceptable limits.
>
> [end quote]
>
> 3 a day is acceptable, eh? Heh...
>
> >

> >----------------------
> >Kag...@sk.sympatico.ca
> >----------------------

Hmmm, maybe if we kill 3 OSI employees a day... after all, it's an acceptable
rate.


Greg

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Feb 6, 1998, 3:00:00 AM2/6/98
to

This is truly inspired thinking !!

If I REALLY want to punish someone under the proposed new system, I
wont kill them - I'll get them to KILL ME and my friends as many times
as i can ...

I am REALLY looking forward to the time when I can kill one or two
looters/thieves/assholes a day without too much consequence ...

Greg
Gresh on Catskills ... etc.


J Greely <jgr...@corp.webtv.net> wrote:

>David Thompson wrote:
>> 1) pkiller group sets up shop outside Despise. They each kill enough
>> people to reach murderer,
>

Jim Driscoll

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Feb 7, 1998, 3:00:00 AM2/7/98
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>Quote from new Reputation system FAQ:
>
>[begin quote]
>
>What will stop murderers from macroing their character on-line for
>hours at a time in order to lower their Murder Count?
>
>Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
>to kill 3 times per real-time day and still remain innocent, which
>falls well within acceptable limits.
>
>[end quote]

Hmm, what's the current limit on insta-res? I think it should be
three or four (isn't it now six?) if the limit will be three per day.
Otherwise a single theif (or other harrasser) who won't go away will
make me a murderer.

Jim the now-expert swordsman

Kevin Mayville

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Feb 7, 1998, 3:00:00 AM2/7/98
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Criminals cannot report their killers.

Jim Driscoll

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Feb 8, 1998, 3:00:00 AM2/8/98
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On Sat, 07 Feb 1998 11:25:03 -0500, Kevin Mayville
<kmay...@worldnet.att.net> wrote:

>Jim Driscoll wrote:
>>
>> Hmm, what's the current limit on insta-res? I think it should be
>> three or four (isn't it now six?) if the limit will be three per day.
>> Otherwise a single theif (or other harrasser) who won't go away will
>> make me a murderer.
>>
>> Jim the now-expert swordsman
>
>Criminals cannot report their killers.

OK, so that solves the theif problem. What of the continuous
harrasser? Someone who want to just mess with someone else creates a
newbie char. Then, that person runs around saying insulting, tauting
things. If killed, he res's and repeats. So what happens?

Jim

Kaguya

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Feb 8, 1998, 3:00:00 AM2/8/98
to

______m...@netcom.ca______ (David Thompson) wrote:

>Quote from new Reputation system FAQ:
>
>[begin quote]
>
>What will stop murderers from macroing their character on-line for
>hours at a time in order to lower their Murder Count?
>
>Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
>to kill 3 times per real-time day and still remain innocent, which
>falls well within acceptable limits.
>
>[end quote]
>

>3 a day is acceptable, eh? Heh...

If Ultima Online is supposed to mimick society, I sure would
HATE to live in that society. Three murders a day per PERSON is
acceptable! Hmmmm... :)


----------------------
Kag...@sk.sympatico.ca
----------------------

Kevin Mayville

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Feb 8, 1998, 3:00:00 AM2/8/98
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Actually, when you put in the conversions, it's about 3 murders per 12
UO days, plus the time it takes to commit them, per *group* of pkers,
since you can report every single person that damaged you during the
fight.

Also, this section of the system emphasizes why they need to put in a
stat penalty for death. As it stand now, you're jumped by pks, and
recall to safety. You immediately find a friend (or a house), get rid
of all your stuff, and let something kill you. That way, you get to
report all of the pks that actually did something to you, and lose
nothing.

Kevin Mayville

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Feb 8, 1998, 3:00:00 AM2/8/98
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Gul'Gadar of Baja wrote:

>
> Kevin Mayville <kmay...@worldnet.att.net> wrote:
>
> >
> >Also, this section of the system emphasizes why they need to put in a
> >stat penalty for death. As it stand now, you're jumped by pks, and
> >recall to safety. You immediately find a friend (or a house), get rid
> >of all your stuff, and let something kill you. That way, you get to
> >report all of the pks that actually did something to you, and lose
> >nothing.
> you don't need to die to report them. Just to be hurt and not to have
> healed back to full health. So if Bob attacks Jim with one swing of
> his halberd, then Jim has until he is fully healed to report Bob. So
> he could recall and report straight away.
> But if u die, then you can report anytime u like.

I'm pretty sure this is incorrect, since what you're reporting is a
murder. If you don't die, there's no murder to report, n'est-ce pas?

Simon F. Lacey

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Feb 9, 1998, 3:00:00 AM2/9/98
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Kaguya (kag...@sk.sympatico.ca) wrote:
: ______m...@netcom.ca______ (David Thompson) wrote:

: >Quote from new Reputation system FAQ:
: >
: >[begin quote]
: >
: >What will stop murderers from macroing their character on-line for
: >hours at a time in order to lower their Murder Count?
: >
: >Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
: >to kill 3 times per real-time day and still remain innocent, which
: >falls well within acceptable limits.
: >
: >[end quote]
: >
: >3 a day is acceptable, eh? Heh...

: If Ultima Online is supposed to mimick society, I sure would
: HATE to live in that society. Three murders a day per PERSON is
: acceptable! Hmmmm... :)


Absolutely. And if a gang of say 8 PKs rotate kills, so that 4 attack a newbie
while the others heal, they could probably manage 6 kills as a group a day.
I doubt that in this current environment many PKs get that many kills per
person/day. And if I were doing this I would have 2 characters and rotate
them. Keep at least one online 24/7 in the PK house macroing some useful skill
so as to boost stats/skills and work down the murder count.
Perhaps even get 2 accounts and run the macroer on an old 486 computer while
playing the active PK on a PII 300.

Gul'Gadar of Baja

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Feb 9, 1998, 3:00:00 AM2/9/98
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Kevin Mayville <kmay...@worldnet.att.net> wrote:

>
>Also, this section of the system emphasizes why they need to put in a
>stat penalty for death. As it stand now, you're jumped by pks, and
>recall to safety. You immediately find a friend (or a house), get rid
>of all your stuff, and let something kill you. That way, you get to
>report all of the pks that actually did something to you, and lose
>nothing.
you don't need to die to report them. Just to be hurt and not to have
healed back to full health. So if Bob attacks Jim with one swing of
his halberd, then Jim has until he is fully healed to report Bob. So
he could recall and report straight away.
But if u die, then you can report anytime u like.

----------------

Gul'Gadar
Miner in the Minoc Mountians
Baja shard

Rich Scott

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Feb 9, 1998, 3:00:00 AM2/9/98
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>
>: >Quote from new Reputation system FAQ:
>: >
>: >[begin quote]
>: >
>: >3 a day is acceptable, eh? Heh...
>Perhaps even get 2 accounts and run the macroer on an old 486 computer while
>playing the active PK on a PII 300.

If enough murders accumulate the person goes red permanently.

A normal group of dreads goes through dozens of innocents on a single
dungeon visit.

No way they could handle 3/24 hours. So they will become more and more
hunted.

They need to toss Notoriety completely. My question also is my Evil
Lord who has 0 PKs and is Evil because of a total fricking bug, will
he be red forever now?


----
Richard Scott (rsc...@premtec.com)
Senior System and Database Administrator
Premiere Technologies, Inc - http://www.premierecom.com
----
"There are only two industries on this planet that would use a term like "user" for its customers:
the computer industry and the drug cartels."

Gul'Gadar

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Feb 9, 1998, 3:00:00 AM2/9/98
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Kevin Mayville <kmay...@worldnet.att.net> wrote:

>Gul'Gadar of Baja wrote:
>>

>I'm pretty sure this is incorrect, since what you're reporting is a


>murder. If you don't die, there's no murder to report, n'est-ce pas?

Please read the FAQ Like I did

A revelent section

How do I "report" a murderer?
If you are an Innocent, any time you take damage the player who
damaged you is recorded on your Murderer List. "Damage"
includes spells like curse and paralyze. If you happen to die
while damaged, you have the choice to report each character who is on
your list, even if they aren't currently logged in. Reporting a
murderer has the effect of increasing the murderer's Murder Count by
1.
(How the reporting window will function has not been announced)
How long do I have to report a murderer?
Your Murderer List clears whenever you each full health. If you
die at any time while still damaged from an attack by other players,
you will be able to report anyone on your Murderer List.
What is the definition of "full health"?
"Full health" is defined as having full hit points and not being
under the effect of any spells that have adverse effects
(paralyzation,
weaken, etc.)

What is an Innocent?
An Innocent is any character who is not one of the following:
Criminal
Murderer
Aggressor (to you)
In an opposing guild (to you)


The FAQ is at


http://www.skypoint.com/~bob/uo/
-----------
Gul'Gadar
Of Minoc, Baja
Miner, Blacksmith
ship for hire
ICQ 2022327


Kaguya

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Feb 9, 1998, 3:00:00 AM2/9/98
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Kevin Mayville <kmay...@worldnet.att.net> wrote:

>Gul'Gadar of Baja wrote:
>
>> you don't need to die to report them. Just to be hurt and not to have
>> healed back to full health. So if Bob attacks Jim with one swing of
>> his halberd, then Jim has until he is fully healed to report Bob. So
>> he could recall and report straight away.
>> But if u die, then you can report anytime u like.
>
>I'm pretty sure this is incorrect, since what you're reporting is a
>murder. If you don't die, there's no murder to report, n'est-ce pas?

You need to DIE to be able to report a murder, but if someone
else has injured you during the firght, you can report them as well.

Still, I feel THREE is far too many.


----------------------
Kag...@sk.sympatico.ca
----------------------

The Archer

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Feb 9, 1998, 3:00:00 AM2/9/98
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I have no guild or players that I play with regulary.
Is there a some special guild switch or do you just not report the
others when you fight.
On Sun, 08 Feb 1998 23:54:54 GMT, kag...@sk.sympatico.ca (Kaguya)
wrote:

>______m...@netcom.ca______ (David Thompson) wrote:
>
>>Quote from new Reputation system FAQ:
>>
>>[begin quote]
>>

>>What will stop murderers from macroing their character on-line for
>>hours at a time in order to lower their Murder Count?
>>
>>Nothing. But at losing 1 kill ever 8 hours, a PKer would only be able
>>to kill 3 times per real-time day and still remain innocent, which
>>falls well within acceptable limits.
>>

>>[end quote]


>>
>>3 a day is acceptable, eh? Heh...
>

> If Ultima Online is supposed to mimick society, I sure would
>HATE to live in that society. Three murders a day per PERSON is
>acceptable! Hmmmm... :)
>
>

>----------------------
>Kag...@sk.sympatico.ca
>----------------------


Kevin Mayville

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Feb 9, 1998, 3:00:00 AM2/9/98
to

> >I'm pretty sure this is incorrect, since what you're reporting is a
> >murder. If you don't die, there's no murder to report, n'est-ce pas?
>
> Please read the FAQ Like I did

I did. You need to read it more carefully.

> A revelent section
>
> How do I "report" a murderer?
> If you are an Innocent, any time you take damage the player who
> damaged you is recorded on your Murderer List. "Damage"
> includes spells like curse and paralyze. If you happen to die
> while damaged, you have the choice to report each character who is on
> your list, even if they aren't currently logged in. Reporting a
> murderer has the effect of increasing the murderer's Murder Count by
> 1.
> (How the reporting window will function has not been announced)
> How long do I have to report a murderer?

> Your Murderer List clears whenever you each full health. ****If you
> die**** at any time while still damaged from an attack by other players,


> you will be able to report anyone on your Murderer List.

(Emphasis mine)

Gul'Gadar

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Feb 10, 1998, 3:00:00 AM2/10/98
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The way I read it was
"if you get hurt you have until you heal fully to report someone"
"if you die you have as long as you like"
I'm confused


Kevin Mayville <kmay...@worldnet.att.net> wrote:

>(Emphasis mine)

-----------

Jae Gardiner

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Feb 12, 1998, 3:00:00 AM2/12/98
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Of course 1 Kill per 8 hours negated means that the 3/day killer needs to
spread them out so they are 8 hours apart. I don't think it is reasonable
to think that PK's play 24/7. Reality (like sleep) would suggest 1 or 2
kills per character per day.

Todd Gardiner

Dennis Heffernan

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Feb 13, 1998, 3:00:00 AM2/13/98
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Jae Gardiner wrote in message ...


If their ISP will allow it, a PK will leave his character logged in
24/7, and macroing to build skills and stats the whole time.

Dennis F. Heffernan UO: Venture/Vesper(Catskills) df...@worldnet.att.net
Montclair State University #include <disclaim.h> CompSci/Philosophy
"I guess my work 'round here has all been done."
-- The Devil, "The Garden of Allah", Don Henley

striker

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Feb 13, 1998, 3:00:00 AM2/13/98
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Dennis Heffernan wrote:

> Jae Gardiner wrote in message ...
> |Of course 1 Kill per 8 hours negated means that the 3/day killer needs to
> |spread them out so they are 8 hours apart. I don't think it is reasonable
> |to think that PK's play 24/7. Reality (like sleep) would suggest 1 or 2
> |kills per character per day.
>
> If their ISP will allow it, a PK will leave his character logged in
> 24/7, and macroing to build skills and stats the whole time.
>

Be nice to be able to kill those Blue looters and Annoying Blue peoplewho are
jerks. I'm tired of having to take trash from rude blues cause
I don't want to go evil.. I can't wait for this to be implemented myself.
Sure Pkilling will still happen. But not on the scale it is now. Most of the
pkillers are killin 20-50 players a night easily.

Striker


Kelly McWethy

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Feb 15, 1998, 3:00:00 AM2/15/98
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Jae Gardiner wrote:

> Of course 1 Kill per 8 hours negated means that the 3/day killer needs to
> spread them out so they are 8 hours apart. I don't think it is reasonable
> to think that PK's play 24/7. Reality (like sleep) would suggest 1 or 2
> kills per character per day.
>

> Todd Gardiner

Don't forget the 5 free kills though... doubtless that is going to be
exploited in SOME fashion.


RDYER

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Feb 16, 1998, 3:00:00 AM2/16/98
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I play on napa and have no life. I am a good guy, but notice most pkers
playing much more then the average 1-2 hours a day. Infact its more like
5-10 hours. I can name 10-20 pkers that seem to be online all the time. I
know some of them allow others to play there characters so that the truely
are online and playing 24/7. and if you think of how many good pkers are
on a shard that 10-20 number covers the strongest and most widely known on
each shard some more but none less.

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