Reactions to Infamy

Post » Mon May 02, 2011 9:16 pm

It seems in previous games that it doesn't matter what type of crime you commit you get the same type of infamy. I don't think guards should treat you the same if you have for example: a.) Stolen an apple from a store (possible by accident when just innocently trying to talk to the shop keeper!) and b.) Going on a mass killing spree and taking out a whole town.
So I think it would be good to have two types of infamy one for crimes and maybe one for fear. Then you wouldn't just get the generic "I've seen you type before....." or "I got my eye on you....."
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lolly13
 
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Post » Mon May 02, 2011 9:16 pm

I think there should be even more than two types. Guards should be very dynamic in their assessment of the severity of crimes.
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Elina
 
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Post » Mon May 02, 2011 7:49 pm

No more psychic guards.
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Rach B
 
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Post » Mon May 02, 2011 6:27 pm

I think there should be even more than two types. Guards should be very dynamic in their assessment of the severity of crimes.


One thing that always bothered me is that I went through the Gray fox/dark brotherhood quest chains and never ONCE got a bounty on me, so why do the guards treat me like any other character who did those crimes but did have bounties on them? Seems to me they need a notoriety guage just just an infamy gugage which would be known by other criminal.

Notoriety = how widely known your crimes are

Imfamy = how famous you are to other criminals
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Robert Bindley
 
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Post » Tue May 03, 2011 3:05 am

Four fame types rather than two, would be much better.

Fame- Most everything awards Fame, even a witnessed and reported murder would award some fame (but more infamy). How recognized you are (Multiple levels)
Honor - Fame gained only through Heroic or self-sacrificing actions.
Infamy- Fame gained through Severe crimes. The antithesis to Honor.
Roguishness - Fame gained through petty crime.

With Radiant Story, it would be relatively simple to make the basis for a system that identifies the player through these parameters. Radiant Story Draws upon your two highest skills to generate content, I don't see why it also couldn't react to the Level of Fame you have, plus your highest subfame score.

For example you have a low fame score, but high Roguishness, Certain people (Lower class) treat you as that "Dashing Rogue", guards scoff at your presence but aren't necessarily hostile. Certain padfoot tasks can be acquired

Being high fame and high Infamy would then result in being pursued relentlessly. Since everyone knows who you are (High Fame) and your tendency to be an overall cancer on society(High Infamy) Few are willing to Parlay, fewer even willing to simply let you walk amongst civilized men. I think that's a situation that warrants seemingly "Psychic Guards", since at high fame, you can assume you're recognized through the entirety of the land.

So yeah, overall I've been in support of a better realized "Criminal Underworld" type of game in TES titles. I feel that differentiating between something like Murder, and the theft of an apple, should be treated as differently as they are, but I doubt in this age, such a dynamic system could be implemented well.
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David Chambers
 
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Post » Tue May 03, 2011 6:37 am

Morrowind had a type of infamy meter. Minor crimes like theft of food would get you a fine from the guards or jail time if you refused. The fines and jail times increased the longer you went without paying your fines. Greater crimes would be received with mandatory jail time(I think) and greater fines along with the threat of immediate execution. In time if your bounty became high enough not only would guards go straight for the kill, you would be under the threat of bounty hunters. At that point bandits and other criminals will no longer attack you as you would be considered one of them. I hope Skyrim has an advanced version of this system.
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Angelina Mayo
 
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