Player influenced Reputations

Post » Sat Jul 25, 2009 7:00 am

I would love to see a player influenced reputation system. For example, say you catch someone picking your pocket. You would then be given the option to tag the individual as a "dirty thief". Now they wouldn't have the thief reputation as a result of being tagged as one a single time. It would take x amount of tags for them to earn the reputation. This could have natrual effects on your playing experience. This could also apply to players choose to be helpful, say someone patches up a wounded or crippled player for free. You could then be given an option to tag them as volunteer medic. It would probably be wise to have these reputations expire in x amount of months ensuring that you, you can redeem yourself of your negative reps and making you need to keep up the good work to hold on to your good reps. Bonuses for reputations would be welcome.

I know I already posted this on another thread but it just seemed more appropriate here because the thread it was originally on was crusty ass and old. And this is a pretty specific topic as opposed to the thread "What do you want in the game"(Or whatever).... ;)
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Jessica Stokes
 
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Post » Sat Jul 25, 2009 3:02 pm

I fear this can be abused by big gangs (or plainly speaking, a large group of people who stick together).

Don't get me wrong, I like the idea that you can say that someone is a thief/murderer or that someone is helping lots of people, I just think that there is a big chance that many people can group up to ruin others reputations (face it, the Internet is full of these people...).


//just aside, (if stealing is in the game) I think if NPC notices someone stealing the rep for that person will decrease much, as well as him being attacked (where there are guards to see him). Image
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Joe Alvarado
 
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Post » Sat Jul 25, 2009 10:13 pm



Right but that's why you would only be given the opportunity to tag another player with the reputation when it would be appropriate i.e. catching someone in the act of theft you would be given the option to tag them as "dirty thief" or if you catch em nailin a mutie hoker you could tag em with "mutie mater", not just tag em whenever you feel like it wheather its true or not. And if you get caught in front of a group of 30 and they all decide to tag you with the reputation and you get the rep in one foul swoop, tough balls thats how reputations are formed...
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CORY
 
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Post » Sat Jul 25, 2009 7:15 am



Reputation? Or false title?

What stops people from doing this?

30 Enclave give their New ally (lvl 1) the Reputation: Brotherhood Destroyer, when he hasn't even seen one of us!

Sorry dude, i don't like this.

If you don't like what im sayin'.

Too bad! MUAHahAhaahah1!!!1 :lol: :twisted: Image
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Jay Baby
 
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Post » Sat Jul 25, 2009 7:06 am



Reputation? Or false title?

What stops people from doing this?

30 Enclave give their New ally (lvl 1) the Reputation: Brotherhood Destroyer, when he hasn't even seen one of us!

Sorry dude, i don't like this.

If you don't like what im sayin'.

Too bad! MUAHahAhaahah1!!!1 :lol: :twisted:
I don't see how you aren't understanding what I'm saying. You couldn't abuse this system. You would only be able to tag people with reputations when it applies. For the option of tagging someone as "brotherhood destroyer" they would actually have to do something like idk destroy the brotherhood for the option to tag them with the reputation. You couldn't do it whenever you wanted for no reason the game would decide when to give you the option... People I swear PLEASE read the entire post before blurting non-sense... :lol:
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Pumpkin
 
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Post » Sat Jul 25, 2009 5:03 pm

Why give them the option? I mean why not automatically assign the rep? Like you wouldn't want to spread this info, you just happened to bring up that JohnyBoy27 was eating ghoul flesh when he already had full health and 0 hunger (LMAO... Gnarly Nibbler). That kind of thing. One funny thing you could do is be a gossiper. You would see something taboo being done and then you can bring it up with NPC bartenders. You could only do this like 5 times per instance. You will eventually get the rep as a gossiper for this though. People may be more reluctant to tell you things then.

I like this...its kind of fun. A lot more interesting than a simple Karma system or a faction rep. It should be in addition to rather than a replacement.

Lets see how many I can think of...
Gnarly Nibbler -eating ghouls
Cannibal Kathy- eating people
Wasted Wastelander- addiction
Rat Hat- fashion crime lol (maybe black with brown)
Gracious Gambler- loses frequently in games of chance
Mausoleum Fetish- visiting a ghoul prosttute
Gossiping Gabby- gossips
Cattle catcher- stealing and eating brahmin
Mousy miner- Laying out random mines (and other traps) to kill random players for xp All I want for Christmas is APA and a gauss rifle.
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Anthony Rand
 
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Post » Sat Jul 25, 2009 7:27 am



Finally someones gettin into the spirit of this thread all. It'd b awesome to look at your buddy's info and see all the hilarious cool or embarrassing reps they have. Plus this is an mmo and I think this would be a nice fusion of mmorpg and an existing feature in the fallout universe. And the reason I think you should be given the option to apply it to another player is that if it's your friend who does something bad you might not wana tag em with the negative rep and therefore the word would not be spread that they're gay for ghouls or eat outta the trash "dumpster diver", bam! Another one... Bam!
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Andrew Tarango
 
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Post » Sat Jul 25, 2009 6:57 am

A reasonable idea, but needs refinement in my eyes.

I think all reputations should be a (hidden) numericial sliding scale, like karma and affecting and affected by the character's karma.

As an example instance, a player witnesses another character stealing something, they then have the option to 'mark' that character as a "thief" and possibly as an enemy (Only for their own 'reputation tracker'). They're also given the option of adding their (numerical) counter into a party/alliance reputation tracker (i.e. if the rest of the faction/guild/party/alliance already considers the thieving character a friend, it is harder to turn the group's opinion around. Note that this should be done slightly differently for players from NPCs.
This can be done for any 'faction' that the player is allowed a say in, not just their specific party/guild (presumably membership to those abominations is mutually exclusive)

Characters or groups with mutual postive relations can share or 'spill' reputations at a reduced rate (again, slightly different mechanisms for PCs compared to NPCs).




Oh, any can we please keep the Brotherhood/Enclave fanboyism to a minimum, please? It's not 'breaking character' if the game hasn't even been released yet... :roll: Why do games studios have to fight and die? War, war never changes : (

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Richus Dude
 
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Post » Sat Jul 25, 2009 7:09 pm



Right, I think that the good old fashion Fallout style reputation system should still apply to NPCs. And something like being caught thieving would give you a different rep than being caught thieving from one of your own guild members. And none of these reputations should force any player character into reacting a specific way torwards anybody. It just lets you know the kind of player they are and lets you decide...
So say you catch them stealing and it's not the first time theyve been caught, it's the 35th. You tag em as a thief, now PCs who check out there stats are gona find that they steal and it may make them decide they don't wana roll with this guy or they were thinking of hiring them to watch there valubles while they go questing... probably not so much now.

As far as overall karma that could definately be left strictly to the sliders. And your right this would need plenty of refinement.

reputation ideas:

1. "Guild Hopper"- Someone who trys to become a member of multiple opposing guilds.

2. "Granny Smith(apple) - Your green on the outside white on the inside" A ghoul or mutie that is grouped with mostly humans and rarely assosciates with his own kind. :mrgreen:

3. "Wastelands funniest home videos"- Lots O' groin shots.

4. "Glowy McGlowinstien"- Your always radiated and it's starting to piss your buddies off.

5. "A Girl!!!"- You always get special treatment from male players because your a girl playing this game, its not fair! And your friends agree.

6. 'Qiuck draw"- You rarely let anyone get the first shot off.

7. "Embassador"- You meet and greet planty of Players from a wasteland not of your own.
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Dalia
 
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Post » Sat Jul 25, 2009 10:45 pm



I think you may have missed my point in that good RP Games should try and treat PCs and NPCs with as much commonality as possible.


now PCs who check out there stats are gona find that they steal and it may make them decide they don't wana roll with this guy or they were thinking of hiring them to watch there valubles while they go questing... probably not so much now.

I also tried to bring up that it might not be such a great idea for the whole world to know you're a thief just because one place does. Why do games studios have to fight and die? War, war never changes : (

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Charles Weber
 
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Post » Sat Jul 25, 2009 9:21 pm

I think you may have missed my point in that good RP Games should try and treat PCs and NPCs with as much commonality as possible.



I'd have to disagree. At this stage of technology it's just impossible to do so. AI is nowhere near human intelligence and this fact is glaring in an MMO. An MMO should have more focus on PCs much more so. And if theres a system that an AI can't keep up with that doesn't mean you shouldn't do it. If the Ai could somehow keep up with this great but I doubt it would be on the same level, thats the only reason I suggested 2 different systems for PCs and NPCs. You can do much more with system where a human is behind the wheel as opposed to an NPC. In the case of an MMO you don't have to let AI limitations put a damper on your ideas.

I also tried to bring up that it might not be such a great idea for the whole world to know you're a thief just because one place does.


This is true. Maybe your reputation for "thief" or whatever can only be viewed in an area where you earned the rep. And definately wouldn't be if one person saw you do it, I never said anything close to that. Good point though it would be crazy if the whole world new your reputation.
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Chad Holloway
 
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Post » Sat Jul 25, 2009 10:17 am



I did read. You did not state that, you just said you could tag him as a "Dirty thief" Nothing more. What your saying is gonna be quite a lot of work to make i bet. I dunno, personally, i wanna stick with NPCs.
But we'll see if this is implemented. Image
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Hilm Music
 
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Post » Sat Jul 25, 2009 9:52 am



I did read. You did not state that, you just said you could tag him as a "Dirty thief" Nothing more. What your saying is gonna be quite a lot of work to make i bet. I dunno, personally, i wanna stick with NPCs.
But we'll see if this is implemented.

Fair enough. And i don't think it would be too difficult to implement, in reality it would probably take an amount of effort similar to the effort needed to implement the reputation system in the original fallout. Behind the scenes it's all numbers and triggers. These guys are the best with that stuff.
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Jordyn Youngman
 
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Post » Sat Jul 25, 2009 3:25 pm

Interresting idea.
As i understand it, you're suggesting that if player A does action B, X amount of times, they get a reputation pinned on them?

Isn't this much like the Title system of Warhammer Online?

The only difference i can see is that this system would show ALL titles put on you (when deserved)?

I'm not sure if you're referring to other players being able to make up the title, or if you are referring to a fixed title system where action B done X times grants you "Title".

If chosen by other players:
This would require two things:
    - That after action B has been done X amount of times, it's first come first serve in regards to granting that title, or the pinned player would end up with too many for 1 thing :S
    - That there would have to be a system in place to ensure the title is well-connected to the action. (Either a well-structured word recognition software, or an elaborate drop-down menu)
    (i.e. avoid having been titled "Paper-cutter" for drinking out of the toilet 100 times)

If chosen fixed system (with a tad of player fun attached)
    - Titles were pre-chosen, and would become more "severe" the more times the action is performed.
    (i.e. drink from toilet 100 time "Personal Porcelain Janitor". 1000 times "Sticky tongued", 2500 times "Someone else must have used it before he drank at some point"(subtitle))
      - Elaborate drop-down menu from which other players could select a title. to avoid 1000 with the same title, several menues to mix-and-match, a bit more complicated, but more fun. I Think :)
    - Player could chose which title to be shown under his character name. But all titles would be shown when another character shows info on that character.
And of course, the more severe a title gets, the less severe titles dissapear. ^^
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priscillaaa
 
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Post » Sat Jul 25, 2009 1:53 pm

Isn't this much like the Title system of Warhammer Online?



Sorry, never played it.


I'm not sure if you're referring to other players being able to make up the title, or if you are referring to a fixed title system where action B done X times grants you "Title".



Simply performing the action wouldn't stick you with a reputation, someone would have to actually see you performing the action then they would be given the option to confirm that they saw you stealing. Say after you catch them attempting to pick your pocket, up in the corner of your GUI it says "Tag: Dirty Thief". All you have to do is click the tag and it tallys +1 to that specific rep and takes 'x' amount of times of players tagging that rep for them to earn it. You would be limited to tag the rep once per time you witnessed them performing the action.
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Rob Smith
 
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Post » Sat Jul 25, 2009 5:17 pm



Seems slightly clumsy imo, all too automated and black and white.

My suggestion would be not too different from 'spotting' an enemy in Battlefield 2 and related games. For those unfamiliar with this, in that game's context pressing the "report" button calls a menu with selectable options such infantry, armour etc for the player to mark for the benefit of their allies and themselves. With an aiming feature, this tag can locked onto a character.
Running off your idea of the game doing the detecting of the action, the game would shortlist the applicable options. I also think that this would also go better with individual and faction reputations as well as an oppurtunity to contribute to a global rep. In your thief example hence the player might have the options of
-"dirty thief" (denouncing to either faction and world)
-"enemy of my enemy" (marking player as a partial ally if they're stealing from a marked foe) or
- a lesser thief marker, marking the stealing character as untrustworthy/unfriendly to the player and their faction but otherwise ignoring the crime.

Contributions to global reputations would be weighted, so a player tagged as stealing can't be untagged easily by his six 'guild' buddies, especially if they too have counts towards thief repuations.



And equally I'd have to disagree with your statement. The technology and systems exists, even if a full implementation has not. A good example some of the more die-hard gamesas guys might not like so much is actually Fallout 3's and its technological predecessor Oblivion's engine(s). NPCs are treated very similarly to the player character in many regards, and in an object oriented programming structure this would actually be an easier and more natural approach. Obviously an MMO would have to dynamic and handle a multitude of factors and changes, but I think it is entirely technologically possible. Obviously a bit more information regarding the Earthrise engine might be helpful here.
The effort of creating and constantly running all these scripts in considerable, but not so a pure technological problem but rather a problem of manpower and costs of computer capability (which is related to technology, given, but distinct.) Why do games studios have to fight and die? War, war never changes : (

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Kevin S
 
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Post » Sat Jul 25, 2009 12:33 pm

This seems like a system most people would just ignore. However a moderator influenced reputation system would be more appreciated. For example people would just post on forums and general in game chats (if implemented) and a paid moderator would.. oh wait thats a terrible idea. Well I guess we're just a couple of problem solvers
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WYatt REed
 
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Post » Sat Jul 25, 2009 11:44 am

monsterrob88, this is a great, great idea. I've never seen this implemented in a game before and I think it has a lot of potential. Essentially, it's an extension of the existing FO1/2 reputation system, but now instead of being fueled by a static game engine, it's fueled by the game's player population, within the constraints of the game's predefined reputation statuses.

Here's an idea I had, which is an extension of yours. If you get a bad reputation, it should be possible for players to do favors or good deeds for other players. If they perform the good deed, the other player would then be prompted with the option to partially remove the other player's negative reputation. Or not. But the player who did the good deed could then mark the other player as a scammer if he decides not to help with his reputation. I'm not sure I worded that so great, but hopefully you get the idea.

Again, I have to say, this is a brilliant idea and gamesas should be paying attention to this thread!
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Rach B
 
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Post » Sat Jul 25, 2009 6:24 pm

Welllllllllllllll at lvl 1 an Enclave dosent even need to see a brotherhood to know he could fvck em up
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Czar Kahchi
 
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Post » Sat Jul 25, 2009 11:14 am



Thank you. Glad to see enthusiasm for new ideas. And IMO you worded what you were trying to say just fine, I see what you are getting at and an equal but opposite end of the reputation system would be a must. A way to speed up the process of ridding yourself of negative reputations would add that much more depth

Contributions to global reputations would be weighted, so a player tagged as stealing can't be untagged easily by his six 'guild' buddies, especially if they too have counts towards thief repuations.


I never suggested anyone at anytime could untag your negative rep without you having to earn the un tagging, so you wouldn't need to worry about some guy getting together with his buddies and getting rid of his bad rep in a matter of seconds.
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Samantha Jane Adams
 
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