March 5, 1999 wrote:Pulled this off of Stratics today:
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The Future of PvP: Comments from the Dev Team
The following was recently posted on the Comments from the Dev Team
section of the Update Center. I know many of you who have taken
special interest in not only the proposed changes to the "blue PK"
problem, but also the latest comments from Designer Dragon concerning
in-town fighting will find the essay, which was written by the Dev
Team, not only interesting but informative.
Of Blue PKs, Townfighting, and You
Quite a furor started up on the various discussion boards today when
measures were discussed that we are taking to make towns a safer
haven. In addition, there's a lot of discussion going on around the
measures we're going to take to reduce antisocial behavior in
Britannia.
We want to make clear that we regard player-vs-player combat as an
important part of the Ultima Online experience. We feel that it can be
a fun pastime, that it can provide great challenge, and that it also
allows the online society to develop in interesting ways, allowing
greater scope for roleplay.
That said, we are working towards reducing the amount of playerkilling
in UO. In particular, we are targeting the so-called "blue PKs"--those
who kill whilst flagged as a blue innocent, thus surprising their
victims, and then macro away time online in order to keep their murder
counts low enough to remain blue. We feel that this conscious
circumventing of the reputation system cannot continue.
To that end, we are instituting a new tracking layer on the reputation
system. In addition to tracking reports on an 8 hour timer, we will
track them on a 40 hour timer as well. We will base stat loss on the 8
hour timer, but we will base going red on the 40 hour timer. This
means that when a player receives his fifth murder report, he will
remain red for 40 hours of play time, instead of 8. We have been
passively tracking these figures on the public shards for some time
now, and have enough data to be able to tell that a large number of
the blue PKs will be caught by this additional tracking layer, and
made red. If these measures are not sufficient, we intend to keep
tightening up. The next obvious step would be to make the stat loss
count decay at 40 hours as well. In addition, we will be tracking the
number of times a player goes from red to blue, and players who
exhibit a pattern of doing this will be made permanently red. This
will take effect next update.
A few other minor things will go in next update to better channel PvP
activity. Order members will now highlight blue to other Order
members, and Chaos members will appear blue to other Chaos members.
Shoving past someone while stealthy will make you visible. Lastly,
partly in preparation for someday making towns safe, but also simply
because of crowding and performance issues in towns, we will be
disallowing summoning of creatures in towns.
In the future (but not in the next update) we intend to add a far more
robust system for consensual player-vs-player combat. Players should
expect scoring systems akin to those that we have been testing on the
Abyss, the ability to capture cities, and large-scale warfare between
factions that are major players in UO's ongoing plot. Guild warfare
will receive an update as well, making it easier to declare war and
also to determine guild standings. Once these changes go in, we will
also make towns a safe haven for all players.
In addition, of course, as we've previously mentioned, the Abyss will
be returning permanently, with new features.
We hope that these changes will make UO a more enjoyable experience
for everyone: the devotees of playerkilling and the pacifists alike.
-The UO Dev Team
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