Original Document by: by Shard Lead Counselor Rmageddon; edited by Xena Dragon Guide to understanding the Murder System in Renaissance The first thing one must understand is that there are two murder count numbers that are recorded by the game. A short term and a long term count. When you are reported for murder your short term count goes up by one as does your long term count. 1. The short term murder count decays at one per eight hours, and if you have over 5 of them, you will have stat loss if you res. This short term murder count does not effect the long term murder count. 2. The long term murder count accumulates exactly the same way as the short term one (if you get reported for murder the counter goes up one). These counts decay at one per 40 hours instead of one per 8 hours. Once you have 5 long term counts, your character will be red, but this counter has nothing to do with stat loss. It only makes your character red. Note that the long term murder count will always be equal to or higher than your short term murder count. This means that if you will suffer stat loss when you res you must be red, but being red does not always mean you will suffer stat loss when you res. Confused ? Read on... With both of those counters defined, I want to show an example how someone that murders frequently will really wind up being red very very long, even though he can res without stat loss. Lets look at an example of a murderer that kills 5 people in a row, then attempts to just sit out 8 hours to get rid of one short term kill before he kills again. A Murderer Scenario: Note I am using exact hours to make this scenario simple, things in game can effect the actual hours to make the murder count decay a little faster or slower than 8 hours and 40 hours, but not by too much. You might want to use 10 hours instead of 8 per short term murder count to be on the safe side. Also keep in mind if you are currently working on decaying a murder count, if you kill again the current murder count you were working on gets reset to full and you recive the new murder count on top of that. 1. Player murders 5 people in a row and player is red (ressing will cause stat loss). Short term counter is 5 (40 hours to get to 0 count, 8 hours to be safe to res) Long term counter is 5 (200 hours to get to 0 count, 40 hours to be blue) 2. Player waits 8 hours to get rid of a short term murder, player is still red. Even though the short term counter is below 5, the long term counter is still 5 and keeps him red. Short term counter is 4 (32 hours to get to 0 count, is safe to res) Long term counter is 5 (192 hours to get to 0 count, 32 hours to be blue) 3. Player murders a player. Player is still red (ressing causes stat loss again) Short term counter is 5 (40 hours to get to 0 count, 8 hours to be safe to res) Long term counter is 6 (240 hours to get to 0 count, 80 hour to be blue) *note the 8 hours you put toward this count up in #2 above is wasted because you added another murder count. 4. Player waits 8 hours to get rid of a short term murder again so he can res without stat loss. You can see that even though the short term counter fell back to 4, the long term count is really racking up the hours, just one kill has made a major difference in the long term count compared to scenario 2 above. Short term counter is 4 (32 hours to get to 0 count, is safe to res) Long term counter is 6 (232 hours to get to 0 count, 72 hours to be blue) 5.Lets run the scenario one more time to watch the long term counter. Player kills someone again (ressing causes stat loss again) Short term counter 5 (40 hours to get to 0 count, 8 hours to be safe to res) Long term counter 7 (280 hours to get to 0 count, 120 hours to be blue) As can be seen, compare scenario 5 above with scenario 1. In both instances, the player is a murderer and has only 5 short term murder counts that only need 8 hours to be safe to ressurrect. But because this person has continued to kill and add more 40 hour long term murder counts to the long term counter, this person is going to be red for a long time. Instead of waiting 40 hours to become blue, he would now have to wait 120 hours because of his accumulation. If you plan to be red, be very sure of your murder counts. Stat Loss Formula (100.0 - (4.0 + (ShortTermMurders / 5.0))) / 100.0; Resurrecting With 5 Short Term Counts : 5% Resurrecting With 10 Short Term Counts : 6% Resurrecting With 20 Short Term Counts : 8% Resurrecting With 30 Short Term Counts : 10% Resurrecting With 40 Short Term Counts : 12% Resurrecting With 55+ Short Term Counts : 15%
I remember somewhat differently.. That after the 3rd time of ping ponging between red and blue, you become a perma red. (old OSI days) I dont know if RunUO takes this into account differently.
Doing a thread An Corp because I can't find an actual concrete answer to the question: How many times do you have to turn red before you are permanently red? Does perma red exist here?