The hitter cap has been removed. This means the system should run essentially the same as it has in the past. For newer players, it means that a character may be hit by any number of other characters, where there has been a cap in place for some time, which limited the number of attacks a character could receive. Note though that the attack timer is still in play, which means a player cannot attack the same character multiple times in a 12 hour period.
It should also be noted that this change is being used on a probationary basis. We will see how it plays out and determine if we want to keep the feature this way moving forward.
We decided to lift the hitter cap due to the offline AI settings, which have been sufficiently tested and debugged up to this point. With AI settings configured the correct way, solo characters (who don't have a faction or bloodline to rely on), should be able to flee pretty regularly from fights, which should make tracking them down and killing them sufficiently difficult enough to give the player time to respond to attacks.
Characters with faction and bloodlines to rely on configured the right way should be even better protected, as AI settings allow for them to defend each other even when players aren't around - including following a teleported target to another location for the sake of protecting said target. This should drastically even the playing field, especially with existing protective measures in place, such as fortresses and traps. People just need to rest together (in the same area) or hunt together (in the same area).
If you have any questions about how the AI system works, feel free to ask them on the game discussions forum. Alternatively, feel free to test out the AI settings to really get a good idea of how they work, as they may be integral at various points to either keep your character alive or at least stand a chance at retaliation.
Please report any strangeness or bugs with this system immediately, if you come across them.
It should also be noted that this change is being used on a probationary basis. We will see how it plays out and determine if we want to keep the feature this way moving forward.
We decided to lift the hitter cap due to the offline AI settings, which have been sufficiently tested and debugged up to this point. With AI settings configured the correct way, solo characters (who don't have a faction or bloodline to rely on), should be able to flee pretty regularly from fights, which should make tracking them down and killing them sufficiently difficult enough to give the player time to respond to attacks.
Characters with faction and bloodlines to rely on configured the right way should be even better protected, as AI settings allow for them to defend each other even when players aren't around - including following a teleported target to another location for the sake of protecting said target. This should drastically even the playing field, especially with existing protective measures in place, such as fortresses and traps. People just need to rest together (in the same area) or hunt together (in the same area).
If you have any questions about how the AI system works, feel free to ask them on the game discussions forum. Alternatively, feel free to test out the AI settings to really get a good idea of how they work, as they may be integral at various points to either keep your character alive or at least stand a chance at retaliation.
Please report any strangeness or bugs with this system immediately, if you come across them.