Social and PvP follow-ups
- Status
- Backlog
- Milestone
- First alpha test
- Area
- ServerClientGame design
- Priority
- low
- Updated
What #131 left for later, roughly in order of use to the alpha:
- An ignore list (per character, at the gateway) and a GM view of the report queue
(
report/<ms>/<char>in thesocialtable) forgm-tools. - NPC guards attacking murderers in town zones (
townsfolk), and murderers' spawn: they start in Aquais but can't stay there. - Long-term counts and bounties (UO's), a murderer's visible count, a statloss on death while red.
- Murder counts for attackers handed to another region before the victim died (rare: battle pinning keeps a fight together for 10 s).
- Preventing (not only refunding) keg blasts on the young.
- Guild halls and guildstones, guild vaults, the alliance channel's own tab, then the lord and vassal layer (#77).
- Party loot sharing modes (round robin) and a shared party map marker.