The Deceit/Hythloth system was really unintuitive and kind of a pain in the ass to do, and honestly really only showed how good of a PvM-er you are and had nothing to do with actually being a paladin and killing red players. Plus there was a bit of a shortage of paladins on UOAC1, so I implemented something that would have less of a barrier to entry for paladins this time around if people wanted to become one. The new offset to being a paladin, however, was initially set to be having a 30 minute dungeon-triggered statloss that fires off anytime the paladin dies (from monsters, blue players, etc) as well as having a 120 minute dungeon-triggered statloss that fires off if the paladin is killed by a red. So while it would be easier to become a paladin, the offset would mean that if you died while farming, it might be a bit difficult for a bit getting back to your corpse. I thought this would be a fair trade off for the chance to be able to stat-pks + earn platinum, but folks didn't seem to care much for the idea so the 30 minute any death related dungeon-statloss aspect of paladins got removed, and the 120 minute pk-death dungeon-statloss became a 60 minute timer. Regarding the paladin probabation stuff: you now have to commit a murder in order to officially get kicked out of the paladin guild; everything else is varying lengths of probation where you still technically count as a paladin for the purposes of being able to still wear paladin stuff, but your damage doesn't count in PvP as "paladin damage" for the purposes of killing pks and earning platinum.