My recollection of perma-grey.
If you stole from another person, no matter what the outcome you would turn "perma-grey".
"Perma-grey" would result in the following:
- If you stole an item, and it was undetected, then you would remain blue. However, if you were attacked by anybody you would be "able to be attacked" (look at the UO Options, click on the Reputation System button, and note that "criminal" and "can be attacked" are defaulted to the same colour."
-If you were killed, by anybody, in this manner then your ghost and corpse would be criminal, therefore you would be unable to be ressurected for 2 minutes.
- If you stole and item, and it was detected, then you would go criminal for 2 minutes. If the 2 minute criminal timer wore off then you would remain in the "can be attacked" state to the person you stole from until death, whereby the 2 minute criminal timer applies again.
-Similarly to the first option, you would remain blue to the public at large except for if they attacked you, in which case you would turn "can be attacked" to whoever attacked you.
At the moment it appears that you go perminently "can be attacked" to anyone you steal from, which I believe to be inaccurate.
How perma grey operated, and why it doesn't operate now.
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Re: How perma grey operated, and why it doesn't operate now.
The only thing here that doesn't mesh with what I believe our system is currently is that you are only perma-gray to your victim, not to everyone else. The difference between the can-be-attacked flag and the criminal flag is that when you are perma gray, you are not a criminal.Mens Rea wrote:My recollection of perma-grey.
If you stole from another person, no matter what the outcome you would turn "perma-grey".
"Perma-grey" would result in the following:
- If you stole an item, and it was undetected, then you would remain blue. However, if you were attacked by anybody you would be "able to be attacked" (look at the UO Options, click on the Reputation System button, and note that "criminal" and "can be attacked" are defaulted to the same colour."
-If you were killed, by anybody, in this manner then your ghost and corpse would be criminal, therefore you would be unable to be ressurected for 2 minutes.
- If you stole and item, and it was detected, then you would go criminal for 2 minutes. If the 2 minute criminal timer wore off then you would remain in the "can be attacked" state to the person you stole from until death, whereby the 2 minute criminal timer applies again.
-Similarly to the first option, you would remain blue to the public at large except for if they attacked you, in which case you would turn "can be attacked" to whoever attacked you.
At the moment it appears that you go perminently "can be attacked" to anyone you steal from, which I believe to be inaccurate.
Are you saying that the perma-gray state is persisting after the thief has been killed?
Re: How perma grey operated, and why it doesn't operate now.
Yes, it would seem the perma-greyness exceeds the 120 second criminal timer which occurs once a perma thief dies.
So, it continues after death.
So, it continues after death.
Re: How perma grey operated, and why it doesn't operate now.
While I do not know that this is a bug here. On another T2A server, there was an issue with getting guardwhacked and perma-grey. Anyone guardwhacked would resurrect perma-grey to the person that they had stolen from before and were freely killable a second time.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: How perma grey operated, and why it doesn't operate now.
That sounds similar to what occurs on this shard...