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.
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.
The post is advocating for a Reputation System in a game to address current issues in PvP. The idea is that players who commit hostile actions (like killing, grave robbing, or attacking caravans) would lose reputation with the affected Node and its vassals, potentially making those areas hostile to them. This system would create clearer lines between allies and enemies, making PvP more structured and rewarding players who defend friendly caravans while discouraging senseless attacks. The author criticizes the lack of consequences for attacking friendly players or NPCs and highlights how the current PvP environment encourages "ganking" and griefing, which detracts from the experience. The author also mentions that without a reputation system or clear vassal structures, there's no way to create balance, and the PvP feels chaotic and unbalanced. They hope the game will address this issue but are unsure if it’s planned.
Arya_Yeshe wrote: » why so many words, let me ask chatgpt to summarize it The post is advocating for a Reputation System in a game to address current issues in PvP. The idea is that players who commit hostile actions (like killing, grave robbing, or attacking caravans) would lose reputation with the affected Node and its vassals, potentially making those areas hostile to them. This system would create clearer lines between allies and enemies, making PvP more structured and rewarding players who defend friendly caravans while discouraging senseless attacks. The author criticizes the lack of consequences for attacking friendly players or NPCs and highlights how the current PvP environment encourages "ganking" and griefing, which detracts from the experience. The author also mentions that without a reputation system or clear vassal structures, there's no way to create balance, and the PvP feels chaotic and unbalanced. They hope the game will address this issue but are unsure if it’s planned. I feel like a really complex reputation system would be a pain for Intrepid to develop and maintain. From a gameplay perspective, it could just end up causing a lot of discrimination and limit what players can do. The game should focus on letting people have fun and be free to do their thing, without constantly getting bogged down by bad reputation, NPC guards chasing them, or other penalties[/q] Gpt didn't do a good job. But you kind of lost me at this causing discrimination. You say people should be free to do what they want, but wouldn't this just play into the risk vs reward mantra Steven preaches? You should read the back and forth crow3 and I had, you could have a different opinion one way or the other.
Songcaller wrote: » Too many trolls. Simple reports in AoE2 get you disconnected from chat. No teamplay possible and the opposite team wins auto.
Veeshan wrote: » I think there need to be an exile system aswell for nodes like a mayor can elect to exile somone aswell if majority of citizens vote for it, should revolk their citizen ship for a period of time. Citizen chat can be unusuable at times due to spies too so kinda helps with that if u know who they are.