Patch 79 - Jan 2,2009 - Notoriety fixes, Stealing, Stat Loss

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Derrick
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Patch 79 - Jan 2,2009 - Notoriety fixes, Stealing, Stat Loss

Post by Derrick »

  • The stat/skill loss penalties have changed to the OSI formula, of 9% at 5 short term murders, 20% at 20 or more short term murders.
  • When you steal from a blue player and are not "completely successful" you will become immediately grey to the victim and if they attack you, they will remain blue to you. If you attack them you will be eligible for a murder count.
  • If you are completely successful, you will still receive a perma-grey flag if the victim was an innocent, but will remain blue to the victim until they attack you, at which point they will be grey (attackable) to you, and you will not be eligible for a murder count upon their death.
  • A thief who is attacked by a victim due to a perma grey flag and when the attacker remains blue to him will not auto defend, and will therefore not receive a murder count upon the victims death unless he explicitly attacks the blue.
  • Players who criminally kill another player and are eligible for a murder count will no longer be eligible for subsequent murder counts if the player they aggressed resurrects and re-attacks the murderer.
  • Potion Kegs will have owners, and the owners of the potion keg will be able to see the contents of the keg without having to re-identify the keg.
There were some inconsistencies and errors in the notoriety system that were corrected in this patch. With the changes to the stealing system it's critical for thieves to know if they are committing a criminal action by attacking a player, even in self defence. If a thief receives a murder count he will be suspended from the thieves guild until his Long Term count is zero again.
  • If you aggress a player with a Blue notoriety hue, you will always be eligible for a murder count, unless that player is a thief.
  • If a player does not have a blue hue, you will never be eligible for a murder count for attacking him.
  • If a player is attacking you and remains blue to you, it is criminal for you to defend yourself. This should now only happen in the stealing scenario, and will no longer happen to PK's who's victims have resurrected and re-attacked the murderer.
  • If you have aggressed a player and made yourself eligible for a count, and that player is healed to full health before he dies, and you do not re-aggress that player after that point, you will not be eligible to receive a murder count if he dies.
Related information on web:
Reputation FAQ: Thievery
Reputation FAQ: Murderers
Guide to understanding the new Murder System
Potion Kegs

Related threads in our forums:
Subject: Thieving Changes Live On Test.
Subject: stat loss
Subject: Newb Statloss Questions

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Cpt Spaulding
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Re: Patch 79 - Jan 2,2009 - Notoriety fixes, Stealing, Stat Loss

Post by Cpt Spaulding »

I like the looks of these changes already...

Especially the one where it limits players abilities to give counts after a full heal and no combat.
Merchant and pirate were for a long period one and the same person. Even today mercantile morality is really nothing but a refinement of piratical morality.

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BloodyBandage
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Joined: Fri Feb 08, 2008 12:53 am

Re: Patch 79 - Jan 2,2009 - Notoriety fixes, Stealing, Stat Loss

Post by BloodyBandage »

"The stat/skill loss penalties have changed to the OSI formula, of 9% at 5 short term murders, 20% at 20 or more short term murders."

Should prove to be a great change to rebalance the blues, oranges, and pks.

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