I wondered about a better place than "General discussion" for a rather developer related topic, but it wouldn't have fit better anywhere else... Either I can't make a post at all, or it is too specifically intended for a different purpose.
Reading Tua's blog about the Shikdrok's Crater project, I remembered that factions were planned to alter some attributes of NPCs, like whether they would offer a quest or not. I am curious now how far such dependencies would go. Would you ... trying to imagine an extreme ... have to expect NPCs being hostile, attacking you on approach, unless you have a specific minimum reputation in their faction? Like rogues guarding their home if you don't have, maybe, +20 in Evil or Chaos, whatever faction may exist which shall be related to a gang of rogues?
How much of that is planned at all, and maybe even already implemented in code, just lacking a sample dataset?
This feature might lead to different experiences when passing NPCs in a company, like one char being ignored, another greeted, a third attacked. If chars are organized in a game technical "Group", would NPCs have to make a decision based on something like the average of the group?