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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Have people's social rating be an indicator of how NPCs should treat them.
ArchivedUser
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So the idea here is that if there were a social toxicity prevention mechanic similar to that of Overwatch's voting system, where every day you can rate your interactions with people, and your vote is limited to a few people to the match, the very edge cases where someone was very cool, or very negative would stand out, and those people would begin to climb the social rating ladder or fall down and be negatively scored.
There are probably flaws in how the concept would carry over from overwatch to say an MMO, but it would effectively make your personal interactions with people, and your overall social perception a perceivable part of the world through the NPCs and anchor you into being either nice neutral or negative.
It could totally be gamed, but in aggregate you would find that how you treated people in the game would also trickle down into how NPCs feel about you. Maybe doing a couple quests would improve this attitude or maybe it would take a lot of quests in the entire node to shift this attitude etc.
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I guess it could potentially be a good idea, but I'm not sure on how it would be integrated: would your vote only influence NPCs? Keeping it limited to NPCs and make it solvable with quests would honestly make it kinda weird, as they should also react this way to evil characters, whose players do nothing wrong community-wise; and is it even allright to make bad player-to-player interactions "amendable" simply by doing NPC quests? In this case, since they affect other players, they should be redeemable through some kind of public utility service, to avoid mixing up "player stuff" with other stuff related to the in-game world. But, as a developer, how would you regulate it in that case?
Also, most importantly, how do you prevent people from abusing the system? Limiting the amount of votes one player can give would not solve the situation, as entire guilds could downvote the same person.
They could have a reputation system that plays into elections and the like based off of player feedback. This could help players understand who they are electing or trading with.
The other system could be a good/evil system that's based off of in-game choices that influences how NPCs interact with the player.