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Reputation is either 0, a negative number, or a positive number. Every player starts with 0 reputation.Different actions can effect your reputation in different ways. There could be perks or consequences to different reputations. (Maybe even titles). An example of how this can be used - if someone decided to be a "bad" person. (outlaw, so to say). Then for example, killing other players would give them negative rep.Lets say for example, that at -500 rep you are no longer allowed to use Town storage, and that at -2000 rep, the city turrets will shoot at you if you come into range. (just some extreme examples)But the idea is that rep can give players and option to be "good" or to be "bad". Both positive values could have things that they "unlock" at certain values, and same thing with negative values, so both sides of the spectrum would have incentive to go that path. Careful consideration would need to be made before implementing to prevent exploit of the system.
Then for example, killing other players would give them negative rep.
@Jane the tutorial mentions it but nothing specific and it makes me think it will be a very basic concept wereas i would like something much more advanced.
I would like to see reputation be area located. There are good places and bad places. example is a pirate hideaway vs a safe town. maybe this can be done by taxes when crafting. if u craft in a town that you do not have good rep in, you pay a much higher price