About Townkilling

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Hicha
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Re: About Townkilling

Post by Hicha »

Smalls14 wrote:
Downs wrote:you die because the Pk is out of the guard zone when the damage hits you.

its usually done with explosion or purple potions
good theory, and it may be true for at least some of the deaths. however, I have witnessed myself get attacked with a spear-wielding maniac inside the bank with the NPCs right beside me, and they would not call guards. I let him take me down to ~10 hp before I called guards. I also attacked another player (with bare fists) in the Minoc tavern right beside the whole slew of NPCs in there just to test it out. They did not call guards on me either (I didn't kill the guy :P )
I should probably mention that these deaths weren't on my thief, so no I was not perma grey
You must just be lucky; I was guard-whacked the other day because I forgot I was in war mode and tried to open someone's paperdoll who was inside a building half a screen away.
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Mikel123
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Re: About Townkilling

Post by Mikel123 »

If you're not in the line of sight of an NPC, they will not call the guards because they don't see the crime!

There are some oddities about line-of-sight in UO, and it's very counterintuitive in some places - you think it should be there but it's not, or you think it shouldn't be but somehow NPCs appear to "see through walls", etc. It definitely pays to know where examples of each of these lie.

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Downs
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Re: About Townkilling

Post by Downs »

Don't take this as im 100% sure of it, but i THINK if an npc doesnt witness the initial attack, theres a period of time where guards can be called, then they cant.

I really have no idea if that refreshes with every hit, and it doesnt explain the guy that had frenzied ostards pking the townsfolk
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Guyver990
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Re: About Townkilling

Post by Guyver990 »

hiicha wrote:
Guyver990 wrote:Now I have an occational guard command with my macros. I know that won't necessarily keep me murder-proof but maybe it will help . . . and maybe it will give me a few extra items/gold we I check in every so often. :lol:
I usually have something like this in the beginning of my macro

If hits <= 99
say "guards"
Cast Gheal
Wait for target
Target self
pause 1.00
End If

That way I'm not annoying anyone else with guard spam, and it'll work as soon as you lose 1 hp (you could switch out with a bandage as well.) Granted if they're using multiple explosion pots, you're prob gonna die anyway.

That's my code too . . . well, the beginning part anyway. I haven't worked on magery yet :)

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Arcott Ramathorn
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Re: About Townkilling

Post by Arcott Ramathorn »

I think townie pks have a code...Goes something like this..."If that newb has GUARDS in his macro, I must log on my town pk and kill him"

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archaicsubrosa77
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Re: About Townkilling

Post by archaicsubrosa77 »

chumbucket wrote:Of course Lamer plays here. He townkills. I don't know if he fights retarded AI in a dungeon though or retarded real I in Bucs though.
retarded is too much of a challenge for him
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platypus
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Re: About Townkilling

Post by platypus »

NPCs will only call guards if you are within their LoS when the criminal action is performed. You can cast explosion on a player, run around a corner before the damage hits, equip wep after damage hits and walk up next to the player/kill them right next to an NPC and you won't get guard whacked. Players can still call guards on you during the initial 20 seconds or whatever, but NPCs will only call guards once. I always laugh when I see people explosion potting an AFK player, since the method I detailed is so much faster and more efficient.

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Derrick
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Re: About Townkilling

Post by Derrick »

Downs wrote:Don't take this as im 100% sure of it, but i THINK if an npc doesnt witness the initial attack, theres a period of time where guards can be called, then they cant.
This is correct, npc's are notified when a player would see the "You see XXX attacking YYY", if they don't see that, they will not call guards for a fight already in progress, they don't know who started it.
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