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Author Topic: More rational reputation  (Read 1156 times)

avv

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More rational reputation
« on: February 02, 2011, 12:07:23 pm »

The current method of getting rep has nothing to do with sense. You can do bad things and then pay it back by doing good things.
This suggestion tries to gear the reputation so that good rep actually means you have done something for the community and its members. I'll keep this as short as possible, further info will be provided by request.

Each faction has a quartersmaster that hands out free munitions, sets of stuff to all members twice in a real world week. The items depend on your rank. The overall item quality depends on faction wealth.

You can raise your rank by checking in the quartermaster and showing you haven't lost your gear. You can also raise your rank by providing services to the faction.
Services are giving certain items, crafted - not farmed. Or doing special "profesion service". This means that you go to the quartersmaster and offer your help. Your crafting cooldown rises by 2hours and your faction receives profesional service points depending on your profesion. These service points are usable by all members for free and they are divedid in doctoring, repairing or upgrading. So if someone has broken metal armor, he can go to the quartermaster and have his armor repaired, but it reduces the faction's pool of profesion points. Profesion points represent that your char has worked for hours in the faction's factories or hospitals. But instead of actually doing it, the action only exists as cooldown and dialogue. Non-members have to pay for these services, which raises faction's wealth.
When you give items like raw materials and top tier gear, you raise your rank but you also raise your faction's wealth. Faction's wealth determines how good the weekly free munitions are for everyone. Even if you got highest rank but your faction is poor, you'd end up just having 2nd tier equipment while if it was rich, you'd get 3rd tier stuff. TC town products like gold and uranium could give faction rep aswell and raise the faction's wealth.

Selling crap and first aiding locals no longer gives rep since it doesn't help anyone.
If you spend too much profesional points and constantly lose gear, the guartermaster denies your access to them until you have paid them back by working. 
Attacking and killing fellow members should have irreversible consequences and permanent loss of rank&rep. All members are automatically greentagged.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Lexx

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Re: More rational reputation
« Reply #1 on: February 02, 2011, 12:26:22 pm »

Quote
You can raise your rank by checking in the quartermaster and showing you haven't lost your gear.

So I let him give me items and place them somewhere where they never will get lost (tent, as example). Later I pick it up again to go to the quartermaster again.

Quote
This means that you go to the quartersmaster and offer your help. Your crafting cooldown rises by 2hours and your faction receives profesional service points depending on your profesion

So every two hours you check in into the character account and do this with the quartermaster.

Beside all this, free items are never good. Also if everyone can get stuff from these "profession points" what prevents me from trolling everyone else in the faction with taking lots of stuff to reduce the "profession points" drastically? If you want to limit them per character: What prevents me from making lots of alternative characters, joining the faction and do it then? And: What prevents players from taking lots of items from the "profession points" but don't do any of these crafting stuff? Additionally: If I am no crafting character anyway, I don't care about the cooldown. But if I am someone who crafts a lot by default, it harms me a lot.
« Last Edit: February 02, 2011, 12:28:08 pm by Lexx »
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Haraldx

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Re: More rational reputation
« Reply #2 on: February 02, 2011, 12:33:51 pm »

I don't like something in this... Like, now I have a single char - he is a small guns user, merc leader and a trader in the same time. I don't need crafting, because I can farm useless stuff and trade them. If your idea is implented, I can't get any reputation. I'll be honest - I've went scavenging for Junk/Wood/Ores only 3 times in a total. I've gained about 6k caps in no time, just trading, all I have crafted is 2 10mm pistols and 3 mausers, all this stuff is later used for low tier quests (get radscorp tails, kill the guy Hammilton wants, kill some raiders etc.) but I have never crafted anything to sell it, not even talking about that, I can't craft any mid or high-tier stuff, because I don't have a build for such things. This idea just somehow doesn't work together.
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avv

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Re: More rational reputation
« Reply #3 on: February 02, 2011, 12:56:01 pm »

So I let him give me items and place them somewhere where they never will get lost (tent, as example). Later I pick it up again to go to the quartermaster again.

That's right. But instead of another set of items, you get more rank.

Quote
So every two hours you check in into the character account and do this with the quartermaster.

It benefits everyone, so why not. You help the faction and players in it, you deserve to be paid back.

Quote
Beside all this, free items are never good.

They aren't free. You purchase them by going along the rules of the faction. You purchase them by reducing your own freedom.

Quote
Also if everyone can get stuff from these "profession points" what prevents me from trolling everyone else in the faction with taking lots of stuff to reduce the "profession points" drastically? If you want to limit them per character: What prevents me from making lots of alternative characters, joining the faction and do it then? And: What prevents players from taking lots of items from the "profession points" but don't do any of these crafting stuff? Additionally: If I am no crafting character anyway, I don't care about the cooldown. But if I am someone who crafts a lot by default, it harms me a lot.

If you spend more than provide, the services are denied. The profesion points would regen naturally, players can just boost it. Crafter doesn't have to do faction service, but he can if there's nothing else to craft. It's just a benefit for crafter chars. The whole point of the service points was to offer a way for players to quickly find someone to repair their stuffs or doctor them. Currently it's damn hard to find someone to do this in regualr basis without using alts.

I don't like something in this... Like, now I have a single char - he is a small guns user, merc leader and a trader in the same time. I don't need crafting, because I can farm useless stuff and trade them. If your idea is implented, I can't get any reputation. I'll be honest - I've went scavenging for Junk/Wood/Ores only 3 times in a total. I've gained about 6k caps in no time, just trading, all I have crafted is 2 10mm pistols and 3 mausers, all this stuff is later used for low tier quests (get radscorp tails, kill the guy Hammilton wants, kill some raiders etc.) but I have never crafted anything to sell it, not even talking about that, I can't craft any mid or high-tier stuff, because I don't have a build for such things. This idea just somehow doesn't work together.

The thing is: you don't deserve rep unless you do something that actually benefits someone. It just doesn't make any sense that you first burst someone to death, take his stuff and then sell 100 ropes.
Actually it doesn't matter how the rep system works as long as the main principle is that you get rep by helping players somehow.
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Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
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