Player vs Player (Mechs)
From Sanctuary Shard
There are a variety of ways in which player vs player conflict is initiated and resolved on Sanctuary; including a dueling system, a guild PvP system and RPCSS.
This implementation is the easiest to implement and therefore allows us the option to dedicate resources to changes things as we get some more real game experience as to how RPCSS will effect players day to day role-play. We intend to do a review of our player vs player options in October.
We consider ourselves to be a role-play shard with PvP, we are not a "PvP Shard". PvP is intended to be part of the shard storyline progression. Players are expected to role-play before PvP conflict and followed the documented rules of engagement. For an overview of PvP on Sanctuary please read more ..
9/1/19: The dueling system that comes with Serv UO is too integrated into other system to be easy to implement. Another design will be considered. Until then, there is no way to fight on Summer Isle or Underhill unless you are both in the same guild.
Players may call down a death curse on other player which has the possibility of causing a long term need to heal after their next PvP battle with that same person. When a death curse strikes it will limit the character from healing after a death for 24-72 hours.
This system is still in design and we are considering implementing ways to effect this with Spellweaving, as well as having the command will give murder point(s). (8/14/19)
PvP on World Map
Noble House/Guilds who are at war with each other can PvP. At war players appear in orange/red to each other making it very clear as to potential outcome of RP conflict. For those players who do not like PvP, we feel this is a fair "warning" and compromise.
- Guild leaders have control over who they flag as at war. Guildmasters will be able to declare who is an enemy on the guild master tab of the guild stone, and the other guild will have to accept.
- This option will be backed up and supported by the RPCSS system which will flag two houses as being "at war" when their armies are in conflict. This means that a guild leader can not refused the "at war" challenge once the other guild's armies are at their door step.
All other individual conflict between individual players can be resolved via the dueling system above.
9/9/19: Temporary Guard Implementation on Cuivienen
The UO client will "query criminal actions" for any harmful action between players on the World Map, unless they are in guilds set as ally or enemy. This is a client side restriction and can not be changed. Please consider turning off "query before performing criminal actions" under the reputation system tab of the option window of the client.
The UO client will flag anyone who performs a harmful action on Cuiveinen as grey to their target, and their target only. We can not change this, however being gray does not last very long, and has no further ramifications unless you are in a guard zone, because Sanctuary does not consider this to be a "criminal act".
When you are in a guard zone, you will be flagged as a criminal, and your target has 15 seconds to call the guards. The guards will take a few seconds to arrive, but when they do its an insta-kill. (This is on the list of to be fixed first.) The criminal act will be cleared in 2 mins, and you will be blue again.
Killing another player on Cuiveinen, regardless of location, or guild status, will never flag you as murderer, that is disabled on Sanctuary.
Rules of Engagement
The shard Rules of Engagement are created in combination with staff and players and are reviewed on a regular basis. The RoE applies to combat between warring guilds on the World Map. Failure to adhere to the rules may result in players being "banished" to Summer Isle for a period of time. Read More ..
The primary player vs player conflict on Sanctuary happens between Noble Houses and their NPC armies. Our custom designed system, RPCSS, is a web based solution that allows guilds to manage and direct armies against other guilds/noble houses.
Noble House (Guilds) will have the ability to place guards in the populated areas of the towns they control, and armies in the other areas (hexes) they control. Guards will be able to be summoned much in the same way that old school guards were.