PlaneShift
Gameplay => Wish list => Topic started by: Rageburst on December 08, 2003, 12:25:11 am
-
Reputation is something that would likely improve the virtual social environment of Planeshift. It is similar to what Morrowind and Freelancer have done so it can be improved upon and whatnot.
The idea is that depending on what you do in Planeshift (quests, who you kill, race you are, skills you pick,...), this affects your reputation with a guild, town, or even specific npc race. This reputation ranges from a scale of say -50 to 0 to +50.
A reputation of -50 with town would get the npc inhabiting it to automatically become hostile with you. Exceptions are important npcs like shop keeper. They will just simply not talk to you. However, a town guard will automatically attack you on sight, and not even consider prison. When a town guard dies, more will be generated so eventually, you will get worn down if you stay there.
A reputation of -40 to -20 will get guards to come to you and ask you to submit to them so they will drag you to prison. From here, you must pay the bail, or you can break out of prison if you\'re good at lockpicking.
A reputation of -10 to 0 allows you to buy basic items from shops, but other services are denied (you can\'t join a Thieves Guild for example).
A reputation from 0 and up will allow you access to better stuff. Certain weapons or equipment can only be obtained by having 50.
Here\'s the thing, you cannot have 50 in all reputations. If you join say the thieves guild and do their quests, your reputation will improve with them, but it will decrease your reputation with say the Royal Guards of Whatever.
Here\'s an example: (I took some of Morrowind\'s names since I\'m so unoriginal)
Guild reputation:
Thieves Guild:
--> Allies: no one.
--> Enemies: Assassin\'s Guild, Royal Imperial Guards
Royal Imperial guards:
--> Allies: Farmer\'s Alliance, Assasin\'s Guild, Royal Military
--> Enemies: Thieves\' Guild, Samurais, Wizard\'s Guild
Mining Guild: (neutral with everyone)
--> Allies: none
--> Enemies: none
.... and so on.......
If I start killing or stealing from npcs from the Assasin\'s Guild, I would also get the Royal Imperial Guards to hate me, but my reputation will improve with the Thieves Guild.
The thing about this proposal is that thieves will tend to stick with thieves rather than stroll about in town looking for their Imperial friends.... but this might be a good thing.
The human players can simply meet in a neutral place if they want to play together. Anyway, the idea is not straightforward as you can see, but I guess the best way to see an example is to play Morrowind and Freelancer.
-
idk reputations arent really a good idea. mainly because reputations are only usefull for NPCs, and planeshift wants to use minimal npcs. 2ndly reputations really restrict how you want to play and planeshift is all about open gameplay and doing what you want to do and discarding class restrictions and the such... :(
-
Good point.
I just thought it would be fun for a person to choose say a criminal lifestyle, and have the social environment act in response to it. However, perhaps this works better in a pvp setting.... fight for your own faction kind of thing.
-
I agree with reputations, but I think it would suck to have a Racial Reputation. In EQ many erudites killed NPC\'s in their own town for experience, and many hated ogres never harmed a hair on a human\'s head.
Maybe reputation based only upon who you kill, etc. so that if you kill a lot of town guards, they won\'t let you in to their city without a fight. Likewise, if you heal lots of people, they would be kinder because you did the opposite of trying to kill them...
With few NPC\'s though it wouldn\'t matter as much as in other games.
-
errr... what game are you talking about? :P
affecting reputation with a guild?
That might be hard to code since guilds are players-only ;)
-
Thats true, guilds are player only, so as charisma it will have no effect (probably)
That exists too in arcanum, -50 and 50 are good and bad, but they also have another bar for technology and magic, if you have bar to the magic side you cannot use technology stuff like the train. And if you have it to the technology side you cannot be target of magic nor magic potions.
-
reputation like in baldurs gate??
well its okey thougth i wouldnt care anyway.
-
Ah yes, as for the system itself - I don\'t like it
NPCs knowing reputation of every single traveler around?
Not very realistic.
Buying items from merchants should depend on one\'s charisma. Just my opinion.
-
Depends, if there is a \'wanted\' picture of you on all the walls of the town, the NPC will probably hear some rumors of you. Of course, i think a katana can show him that selling items to you is not a *so* bad idea :D
-
Aye, I know i posted something simillar somewhere in here, saying your reputation to NPC should be based mostly on thy charisma, but also if yer on \"wanted\" list...
Making it +1 -1 however would be a waste of coding time.
Rumors... probably only if you did a lot of bad or good, but not if t\'was just a few things. Knowing all those people along with their appearance descriptions (considering NPC might see someone for the first time) would be simply weird.
-
I don\'t think it\'ll be a waste of coding time. This can be a really nice feature: if you are on a wanted list, lawful merchants will be really reluctant to sell you something, neutral one will ignore just try to make a small profit and evil one can even give you some \'evil\' quests.
And i don\'t think it\'s so hard to code: a wanted_charisma_modifier in the db, a wanted list in each town and a few tests and the work is done. (of course, i don\'t say devs must make that for CB, of course that\'s better to focus on critical points then on esthetic features like this one)
-
My point is that you\'d become known enough if you\'d do a lot of stuff, no matter good, bad or neutral. But thing that every NPC would know reputation of every newbie around doesn\'t sound like a good idea to me.
You might change the reputation system however and make it seperete for good, evil and neutral things. That way you make 3 values, which added together would be showing how known are you. While compared - would show your reputation.
Still NPCs should know only those that have those bars on a very high level.
But like i said: just my opinion.
-
Depends, if there is a \'wanted\' picture of you on all the walls of the town
That was also my point. Even if some guards will have probably a better knowledge of these things. And i think reputations can have different scopes: (town for small things, world for bug things)
-
Originally posted by elscouta
Depends, if there is a \'wanted\' picture of you on all the walls of the town
That was also my point.
That\'s what i agreed with ;)
However there are a lot of details that would go for your reputation and make it different for every city. That\'s a lot of coding. Also different things you are being known for. In a village you might become famous for saving it, while in large city for being rich. So coding, coding, coding. And still it shouldn\'t be available for you unless you really are well known in the area.
-
Originally posted by elscouta
I don\'t think it\'ll be a waste of coding time. This can be a really nice feature: if you are on a wanted list, lawful merchants will be really reluctant to sell you something, neutral one will ignore just try to make a small profit and evil one can even give you some \'evil\' quests.
You\'ve got to be carefull with this, if you make it to much fun to be evil you might end up with a large amount of players only doing the evil stuff and that isn\'t really fun for the other players.
-
How can be being ignored by merchants a fun thing?
-
Perhaps it is not soooo realistic to know the reputation of every player, but suppose I start relentlessly killing thieves by the dozens, do you think I should be allowed to freely join them?
Anyway, since guilds are going to be run by players, reputation might not be such a good idea since it sorta restricts and complicates the game.
The context is obviously different in Freelancer where reputation is a major component of why it\'s so fun since it creates a sense of belonging. If you pirate, you\'re gonna have trouble with the bounty hunters and military, and vice versa.
-
Originally posted by Rageburst
Perhaps it is not soooo realistic to know the reputation of every player, but suppose I start relentlessly killing thieves by the dozens, do you think I should be allowed to freely join them?
well you answered that yourself I think...
Guilds are players-only so coded reputation won\'t work here.