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In between were Noble, Dishonorable, Infamous, and more. Your notoriety was shown to you via a title on your paperdoll: Great Lord or Lady for those at the top of the scale, and Dread Lord or Lady at the bottom. Players began at zero, or “neutral,” and a variety of actions in the game could move it up and down. This system used a single axis - indeed, a single byte - to track a player’s reputation. These problems were quite evident even during the beta test period for the game, and thus the beta testing introduced the first major revision to playerkilling in Ultima Online. Which then led to its own forms of entrapment! These healers weren’t doing anything that the game detected, at first, though later on criminal flags were spread by helpful actions. And, of course, all forms of indirect assistance in performing bad deeds went unpunished, leading to healers standing next to playerkillers and taking care of their wounds while they murdered freely. Playerkillers who murdered indiscriminately only a few screens away would then waltz into town and be under the protection of the guards a victim who came back for them could then be goaded into attacking back, which meant the guards would kill them instead. They would choose targets who were close to the edge of town, so they could dodge the guards. Thieves learned to simply steal while basically naked, so they risked little but time. A similar strategy is putting valuables under a stack of hides or something equally bulky and innocuous in your pack…Īnd this was the official guide! The player-written Ultima Online : Unofficial Strategy and Secrets was far blunter, with an entire chapter entitled “Staying Alive” with headings such as “Traveling in Groups” and “Trust No One.”Ĭriminal flagging quickly proved woefully inadequate.
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This not only conceals your valuables, but each container requires a separate Snooping check, increasing the chance a thief will be caught. Keep your really valuable possessions in bags - or even keep the bags in bags, layered three or four deep. The section on Pkilling in the original strategy guide for the game led with an explanation of the unfamiliar term: (Neither were many other terms, including “nerfing,” “powerlevelling,” and many others). Until Ultima Online the terms “PvP,” “PvE,” and “Pking” were not in widespread currency among gamers, because online gaming had been confined to a relatively small audience. Your spare gear was probably in a bank vault in town, but shrines themselves were outside of towns, so once you died, you were quite likely to get killed several times in a row. You would stand there watching, as a ghost - a gray-robed spectre - unable to protest in any way that others could understand, your every word transformed into “OoOoooOoOoo.” To be revived, you had to find your way to a shrine, where you would return to life - wearing nothing much. As long as you were within a town, this resulted in guards teleporting to their locations… and then they’d see the miscreant and kill them.ĭeath meant your corpse fell right there where it was, and would likely be utterly stripped of everything you had carried within seconds anyone could loot your corpse. If another player caught you while you were criminal flagged, they could shout “Guards!” (which most players put on a macro so they could do it with just hitting one key). If a town guard saw you while you were flagged, they slew you. When you did any of these, a “criminal flag” was placed on you which expired after a few minutes.
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