

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. Thieves learned to simply steal while basically naked, so they risked little but time. They would choose targets who were close to the edge of town, so they could dodge the guards. 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. 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. 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. 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. This system used a single axis - indeed, a single byte - to track a player’s reputation. Players began at zero, or “neutral,” and a variety of actions in the game could move it up and down. 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.

In between were Noble, Dishonorable, Infamous, and more.
