We got a new feature that uses a timer to help with marking a player a hostile for everyone else. Defense of Another When a player without a CrimeStat is attacked without provocation (and the friendly-fire threshold is broken), the attacker will be seen as hostile by all other players and AI for the duration of the hostility timer associated with the attack. The more sustained the attack, the longer the timer. The timer is paused should the attacker be engaged by another player to prevent turning non-hostile mid-combat. This allows us to remove the Aggravated Criminal Assault crime which was a stop-gap measure, but which we found to be unfair in the case of accidental friendly-fire as it would give the attacker a lasting CrimeStat. With this new system, the attacker is able to be attacked just the same, but the state is temporary and should the attacker leave the area for a time it is forgiven. Also, criminals are no longer given the same amount of leeway to commit friendly-fire on innocents as non-criminals. Not sure who asked for this, but I guess it's useful for when a single person starts a fight against a group. But since we now have something that detects that you're in combat now and has a timer associated with it, where are we at on the issue of the combat logout timer?