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Reputation System for Nodes

VolgarisVolgaris Member, Alpha Two
Game needs a Reputation System.

If a person kills, grave robs, attacks a caravan of a citizen of Node ABC that person loses reputation with that Node (and any node in that nodes vassal chain.), all the way to the point that those Nodes can become hostel to that player w/o that player needing to become corrupted.

This would help with the chaos of the current PvP and draw more clear lines of who is friend or foe. Name plates need to be more clear for this to be fluid. Displaying the Guild, Node, Vassal Chain, Religion ect...

As it is there's no clear line of friend or foe in PvP leading to this get rich through ganking scheme.

This would give more incentive to defense friendly node caravans, players, ect. And less incentive to attack friendly node caravans. Right now the attack has very little to lose if played right. The idea is for the attackers to go to Nodes not in the Vassal chain and attack caravans there. W/O Vassals being in the game there's no way to know how this will actually work. W/O a reputation system the punishment for attacking friendly peoples/things is too low.

How many times have you been killed by someone from your own Node? Or how many times have you looted from someone from your own Guild?

This was quickly brought up in the pirates interview but wasn't focused on, which is strange because this is (as I see it) a core issue making people stop testing. It's a grief fest because it's a world of small tribes and big tribes leading to unbalanced team death matches.

If the current iteration of PvP is the desired end state for the game I want nothing to do with it. Which is okay with me I'll play something else. I still hope for success for the game either way. But I don't see success for the game if the PvP isn't brought under control.

Is something like this planned? I might have missed it, I haven't been able to keep up with as much news as I wanted.

Comments

  • OtrOtr Member, Alpha Two
    The game will not protect but let players remember who acts in an unfair way and track them.
    Being in a guild and playing with the guild has advantages.

    There used to be an Enemy of the State which now redirects to
    https://ashesofcreation.wiki/Reputation

    On Discord @Talents said that Enemy of the State was removed.
    https://discord.com/channels/256164085366915072/257283936756039680/1216147841786056754
  • CROW3CROW3 Member, Alpha Two
    I think this would create NPC-like factions, separating the nodes from players. I get what you’re trying to accomplish, but nodes are meant to be more dynamic based on player interactions.

    If the idea is to create a function to punish looters and prevent looting, maybe something like a log of which player looted your corpse (in a non-pvp event) that you could ‘turn in’ to the bounty system - which would put that person’s name on a bounty hunter’s list/radar. So that player transgression evokes player consequences.
    AoC+Dwarf+750v3.png
  • VolgarisVolgaris Member, Alpha Two
    edited January 25
    @Otr Thanks! I looked that over but it's hard to guess what they mean by it. And also the note there saying it hasn't been confirmed. The idea if done right could really ease this current crap state the pvp is in.

    @CROW3 I wouldn't say it'd make it a NPC-like faction. But actually have the Guards in that Node protect the citizens that have a good reputation of that Node from those that have a bad Rep with that Node. I do like the idea of a log to know who killed and looted you so you can hire bounties. But bounties being an unknown system could just make things worse.

    I hope @StevenSharif talks about this at length sometime in one of his streams or interviews.
  • CROW3CROW3 Member, Alpha Two
    Volgaris wrote: »
    @CROW3 I wouldn't say it'd make it a NPC-like faction. But actually have the Guards in that Node protect the citizens that have a good reputation of that Node from those that have a bad Rep with that Node. I do like the idea of a log to know who killed and looted you so you can hire bounties. But bounties being an unknown system could just make things worse.

    Well, let's say two guilds Spades and Hearts are warring over control of a node. Hearts has control of the node, but over time, Spades slowly gains ground - killing Hearts liberally, stealing their goods, starving them from gathering spots and POIs alike. All during this campaign Spades' members are losing rep in the node, and once they take control of the node by pushing Hearts out, they all have a poor reputation with the node. In that sense, the node isn't a player run entity anymore, it's like Stormwind in WoW - never accepting of orcs taking control and running things. That's what I mean by NPC faction.

    AoC+Dwarf+750v3.png
  • VolgarisVolgaris Member, Alpha Two
    CROW3 wrote: »
    Volgaris wrote: »
    @CROW3 I wouldn't say it'd make it a NPC-like faction. But actually have the Guards in that Node protect the citizens that have a good reputation of that Node from those that have a bad Rep with that Node. I do like the idea of a log to know who killed and looted you so you can hire bounties. But bounties being an unknown system could just make things worse.

    Well, let's say two guilds Spades and Hearts are warring over control of a node. Hearts has control of the node, but over time, Spades slowly gains ground - killing Hearts liberally, stealing their goods, starving them from gathering spots and POIs alike. All during this campaign Spades' members are losing rep in the node, and once they take control of the node by pushing Hearts out, they all have a poor reputation with the node. In that sense, the node isn't a player run entity anymore, it's like Stormwind in WoW - never accepting of orcs taking control and running things. That's what I mean by NPC faction.

    As Spades pushes Hearts out of the area and into Hearts Node zone or AOR this would really be the time when Spades should start a war with that Node if they haven't already. This might get more people in to help Hearts or more to help Spades. A success Node war (of the correct type, they're still adding those) should reset the Node's reputation, so Spades wouldn't be hostel to the Node anymore. So it'd never be an NPC faction. Giving an even reputation battle ground for both Hearts and Spades. But until then Spades would be hostel to that Node's guards. Maybe some Spades decide to not attack people from the Node so they can 'spy' on the Node (easier as an alt). This reputation value could be tied only to the player or to the guild or both. After reading more on the wiki I kinda get the sense this was something they were aiming for and might still be, it's likely phase 3 stuff.

    The current War system (and well many systems) not really being fleshed out it's hard to say what would really strike the correct balance. Wars should be so short and shouldn't start so quickly, they should be a weekend long or week long event that disrupts the zone and surrounding ones.
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