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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.
Ideas for Players Killers and Corruption system : Reputation system
ribhaal
Member
Hi,
I have a lots of interests for Ashes of Creation, it looks like the game I dream for a while, I didn' play Alpha, I just watched online content and there is only on system that I'm not fond off : Player Killers and corruption.
I know the game is still in development, but at the moment I don't like the way PK abuser are handle, firstly because it's not role play. I don't like the idea of debuff (loosing stats) for the corrupted player, I don't like the idea of loosing stuff (or it should be for everyone and that's sound terrible), I don't like the fact that you are visible on the minimap as a target. All of theses system are not roleplay.
I do understand the need to discourage player kills, because we all want a good experience of pexing/farming... but in the same time, it would be awesome to be able ton play an evil character who bully others and kill at will. And I see several ways to narrow this kind of behaviour. And doing so, create a new way to enjoy the game.
Here my ideas :
Each node have a reputation, when a player do bad actions (in regard of society) in a node territory, his reputation to this node decrease (proportionnaly to the evilness of his action). If you kill a non pvp player, you will loss rep, if you kill the samme player twice in a row you will loss even more rep the second time. We can imagine a scale of rep loss, for example, just an attack (without killing), will be less rep loss than a murder...
We can also imagine a reputation system whith quests or acts (like saving someone or resurecting a non party (and no friend/guildies player), donation to the city...) who increase rep, and quest or act that lower rep (stealing, killing, intrusion or if you are a part of a siege against a node you will loose tons of rep....).
And reputation could affect many things in the game like the price of items in pnj store, the reaction of pnj, the reward you get from quest, it could open you services (buy a house, a field, have employee...) in a city. And if your rep is too low, some services won't be accessible, some quest wont be accessible, the price will be higher. And we could imagine that, up to a point of low rep, guard will be hostile, a bounty could be put on your head, new quest appears for others players for hunting you but without a redspot on the minimap. And for the worst PK, we could imagine that some Paladin order or vigilante pnj will be send to hunt you. And once they kill you it could be xp loss, gold loss, 15min ban...
If the drawback of a low rep is needed to discourage people to kill other players, it could be also a way to open a new way to play. I'm not sure for this part but we could imagine that only low rep player in a node could access to some quests (like murdere, steal), and be able to build thief guild or so. And during siege node, assassin could be send to kill core pnj in the node for example.
I'm not sure if we should encourage to much low rep play style but that's sound way more roleplay and I'm sure that the vast majority of the community will be glad to help/protect and chase evil player most of the time.I find these idée way more immersive that just a hard debuff and red target on the back for evil character.
There is a lot of potential for a reputation system in this game.
Thanks for reading, I'm not fluent (at all ) in english and try my best to be understandable.
I have a lots of interests for Ashes of Creation, it looks like the game I dream for a while, I didn' play Alpha, I just watched online content and there is only on system that I'm not fond off : Player Killers and corruption.
I know the game is still in development, but at the moment I don't like the way PK abuser are handle, firstly because it's not role play. I don't like the idea of debuff (loosing stats) for the corrupted player, I don't like the idea of loosing stuff (or it should be for everyone and that's sound terrible), I don't like the fact that you are visible on the minimap as a target. All of theses system are not roleplay.
I do understand the need to discourage player kills, because we all want a good experience of pexing/farming... but in the same time, it would be awesome to be able ton play an evil character who bully others and kill at will. And I see several ways to narrow this kind of behaviour. And doing so, create a new way to enjoy the game.
Here my ideas :
Each node have a reputation, when a player do bad actions (in regard of society) in a node territory, his reputation to this node decrease (proportionnaly to the evilness of his action). If you kill a non pvp player, you will loss rep, if you kill the samme player twice in a row you will loss even more rep the second time. We can imagine a scale of rep loss, for example, just an attack (without killing), will be less rep loss than a murder...
We can also imagine a reputation system whith quests or acts (like saving someone or resurecting a non party (and no friend/guildies player), donation to the city...) who increase rep, and quest or act that lower rep (stealing, killing, intrusion or if you are a part of a siege against a node you will loose tons of rep....).
And reputation could affect many things in the game like the price of items in pnj store, the reaction of pnj, the reward you get from quest, it could open you services (buy a house, a field, have employee...) in a city. And if your rep is too low, some services won't be accessible, some quest wont be accessible, the price will be higher. And we could imagine that, up to a point of low rep, guard will be hostile, a bounty could be put on your head, new quest appears for others players for hunting you but without a redspot on the minimap. And for the worst PK, we could imagine that some Paladin order or vigilante pnj will be send to hunt you. And once they kill you it could be xp loss, gold loss, 15min ban...
If the drawback of a low rep is needed to discourage people to kill other players, it could be also a way to open a new way to play. I'm not sure for this part but we could imagine that only low rep player in a node could access to some quests (like murdere, steal), and be able to build thief guild or so. And during siege node, assassin could be send to kill core pnj in the node for example.
I'm not sure if we should encourage to much low rep play style but that's sound way more roleplay and I'm sure that the vast majority of the community will be glad to help/protect and chase evil player most of the time.I find these idée way more immersive that just a hard debuff and red target on the back for evil character.
There is a lot of potential for a reputation system in this game.
Thanks for reading, I'm not fluent (at all ) in english and try my best to be understandable.
0
Comments
Riverlands not is the only region with Nodes. People will just travel to Nodes far from their main Node to grief and PK others, and back to their main Nodes without consequences. There will be scenarios where a Node will have zero influence from the other.
Rogue • Empyrean • Nova Ordem • youtube.com/@TebTarget
Maybe the reputation system could rely on other cities, town or local authorities if there is no node system in the rest of the world.
And we could also conceive some aera (few), far and wild, without local authorities were KP can occur without consequences.
I think a reputation system, based on local autorithies in each area could still be a better way to deal with KP than the actual system.
Rogue • Empyrean • Nova Ordem • youtube.com/@TebTarget