Author Topic: Request: Reputation  (Read 627 times)

Offline Zaelkaer "Allfather" Vampyre

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Request: Reputation
« on: November 01, 2013, 11:37:48 pm »
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.
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Offline Vlad "Aquilla" NightStalker

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Re: Request: Reputation
« Reply #1 on: November 02, 2013, 12:58:03 am »
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.
LOL
Better implement next rules:
- "Bad" reputation players pays additional  tax - 10 awd from rep cleaning :)
-  And wear the shackles untill rep maked "good" )))))))

Quote
Then for example, killing other players would give them negative rep.

LOL, Killed  gamer automatic get negative reputation and pay tax - buying clone for continue play. LOL


PS "Bad"/Good reputation nothing change in game. So, headache implement.
« Last Edit: November 02, 2013, 01:00:23 am by Vlad "Aquilla" NightStalker »
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Offline Event "Janе" Horizon

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Re: Request: Reputation
« Reply #2 on: November 02, 2013, 01:03:19 am »
The tutorial already indicates that there will be a reputation based penalty.
'bad people' will not be allowed in various areas (e.g. will be targeted by the turrets).
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Offline Zaelkaer "Allfather" Vampyre

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Re: Request: Reputation
« Reply #3 on: November 02, 2013, 02:39:49 am »
@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.


@Vlad i don't think it should have anything to do with awd. It would definitely change something if someone who had -1500 rep was able to access the "black market" where there is a variety of equipment available for use/purchase that 90% of the other players cannot because they have a positive reputation. And those with positive reputation would be able to also have some kind of bonus options if they were at some value. Gaining rep and losing rep would be a slow process/difficult process meaning it would take effort to achieve either high positive rep or low negative rep


(whether high or low rep, every day the rep would slowly go towards 0, the higher away from 0, the faster it would go towards 0) - idea.


examples of actions that give bad rep:
attempt to hack a terminal (doesnt exist ofc, idea)
kill player that has no bounty
kill player in pvp3 or less (pvp 4 and above being outside of the jurisdiction of the cities)
idk what else, much room for imagination


examples of " " " good rep:
kill player with bad rep (bad rep players can get automatic bounty placed by the city making it legal (and encouraged) to kill these "criminals")
idk what else lol


just needs some thinking for further ideas. Is a concept with close to limitless possibilities
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Offline Event "Janе" Horizon

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Re: Request: Reputation
« Reply #4 on: November 02, 2013, 03:08:06 am »
@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.
The tutorial states: "Gates will also block any undesirable persons from running through by using turrets".
This indicates to me that DL have a definite definition of what an undesirable person happens to be.
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Offline Zaelkaer "Allfather" Vampyre

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Re: Request: Reputation
« Reply #5 on: November 02, 2013, 04:30:47 am »
Request still stands.


In that scenario i'm curious as to where that undesirable person would revive. If they are banned from one city they would probably be banned from all cities, so.. something is missing. Will have to wait and see DL finish their planned work and then adjust/remove/or add the current/new Ideas/Requests.
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Offline dale "dalewj" ofj

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Re: Request: Reputation
« Reply #6 on: November 02, 2013, 12:05:30 pm »
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
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Offline Jarod "Brickwit" McBrickerton

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Re: Request: Reputation
« Reply #7 on: November 04, 2013, 04:55:14 am »
I didn't see this thread until after I replied in the factions thread, but what I remember seeing is that something like this is already planned. I forgot all about what the tutorial says about reputation, but it seems to me like the mention of the gates makes it impossible for low-rep players to enter cities that have them while cities without gates can be entered by avoiding the turrets. I also wonder if only the larger cities will have their turrets programmed for friend-or-foe attacks, making outposts and small cities the only options for the reputation-impaired.
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Offline The "Fifth" Entity

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Re: Request: Reputation
« Reply #8 on: November 04, 2013, 08:14:49 am »
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
This!
If u make reputation (of individual player) influence the reputation of an area... this would be a smash hit!
This would make all areas dynamic, the normal neutral town where "criminals" like to hang out would over time "take on" their collective reputation and become "evil". Turrets there would become inert, and eventually take on the reverse stance - start attacking players with "different reputation" (in this case, positive reputation).
Just imagine war campaigns to clean up a whole area that's "gone bad", or has become "too nice and innocent"...


The biggest problem here is reliable reputation system. Anything i can come up can be misused or faked somehow.  :-\
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Offline Jarod "Brickwit" McBrickerton

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Re: Request: Reputation
« Reply #9 on: November 04, 2013, 03:56:04 pm »
I'm thinking that reputation would be built by NPC quests more than anything else or you'll definitely have the problem of players determining others' reputation with malicious intent. This, of course, requires a whole system of NPCs, quests, instances, and a lot more detailed sub-systems than what we've already seen.

But if they are willing and able to implement such a system, players would start with neutral reputation for all groups/factions and be able to start doing quests/missions for all of them until it gets too high with one of them. At a certain cutoff point - where a player has gained too much reputation with, for example, a "good" group - he/she could no longer do quests/missions for the opposing group(s)/factions(s). Only by not doing more quests/missions for the first group for a while (thus, letting your reputation with that group dwindle) could a player begin to start "working" for the opposing group(s)/factions(s). With "good," "neutral," and "bad" (and more) groups/factions a rather dynamic and flexible reputation system could be set up.
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