social status/non combat related activities

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January 14, 2012 at 4:30 pm #11534
Avatar of ksungjune
ksungjune
Player

It will be great if there will be some interesting contents that endgame non-violent oriented players can compete each other as well as gathering properties and wealth. For example, high quality clothes and jewellries that are made of expensive rare materials, but without any combat related effects. Maybe these kinds of items can raise up social reputations or influences by increasing such stats if such stats can exist in Dawntide.
Higher social status may result in accessibility to special vendors in capital cities selling special social items like house decorations, trophies, medals, mount decorations etc.
The reason I suggest these kind of contents is because,
Endgame non-combat players will usually result in gathering lots of wealths and end up with nothing to do rather than keep gathering more wealth which they already have more than enough, which results in repetition and boredom.
Just like pvpers want to compete each other, social players can compete each other in more clear way with these kinds of contents, just like we all do in various ways in our real life.
Unfortunately I have no experience in Dawntide gameplay except watching Youtube, so my suggestion is already in game contents I guess. (I saw jewelcraft in the skill window in Youtube.)
And of course, not to mention that players can enjoy both pvp/social contents and compete in both ways, and in many aspects those two contents can be related each other.

  • This reply was modified 125 days ago by Avatar of ksungjune ksungjune.
  • This reply was modified 125 days ago by Avatar of ksungjune ksungjune.
January 14, 2012 at 6:03 pm #11537
Avatar of GMPathy
GMPathy
GameMaster

I am trying to come up with a player social rating system that would encorporate peoples hostility, but possibly there could be a way to also add a player trading feedback system that ties in with this.

For example give each player a “alignment score” of 0 to 1000 which would start at 500.0 being neutral. This score would be displayed on your character screen but not be viewable by anyone else. This score would be used to measure a players alignment by the server, as well as for the creation of a a few lists that players would be able to view in NPC towns.

Each time a player completes a trade outside of faction, either for goods or money the players would be able to offer the option of clicking the +ve feedback box during the trade. This would affect the players alignment score by +1 or by +0.5 for each trade, and only once per player per day. This would minimise the option of abuse, as you could only use +ve feedback button once per day AND for players not in faction, possibly this could be extended to allied players too.

Over time traders would be gaining score to their alignment with the obvious cap of 1000.0+ alignment. This woudld take 1000 voted from other players to achieve at a rate of 0.5 per trade, so setting the level could be the hardest part. Players would also be able to not score OR offer a -ve score if they feel the price was unreasonable or the player was not polite during negotiations, with similar rules for positive feedback.

Now for PK activity I would like to tie in a similar system but with a stricter penalty for each PK, as obviously any gained materials could be used in trade to negate the -ve penalty for a PK. If each trade offers the possibility of gaining reputation, the negative score would be more likely to be -10 points for each PK, or possible even greater so before too long the player would be approaching 0 on the alignment scale.

This system means that players have a way to recoup negative score by possibly starting to craft and earn back reputation, but if the score got too low NPC’s would refuse to interact. Perhaps once below 250 in reputation the NPC’s would charge more for basic goods and the crown market would charge slightly higher rates. If a players alignment drops below 100 NPC’s would not speak and guards become attack on sight.

Attacking NPC’s or guards would also offer a -ve score to alignment possibly as high as -50 to make it a real issue for player, not including any faction penalties already in game.

By having this system players can then be rated server wide for their “reputation or alignment” which is obviously valuable for a trader and for bragging rights for a PK. To make this visable to others without actually showing a score I would recommend the player portrait that has a border on a colour scheme.

Players would start with an alignment of yellow/orange and could work towards whichever end they choose or ballance it at that level by their activities, or choose to ignore it altogether if they wish. If a player is always trading they can be forgiven the odd PK, perhaps in defence or just out of fun as their positive feedback will allow them some margin to play with. A very heavy trader would soon reach a GREEN status from good feedback, whereas a PK would rapidly achieve a RED status due to lots of negative score from killing innocents. Add to that the possibilty of 2 unique portrait colours of GOLD and BLACK. GOLD would mean achieved 1000.0 in positive alignment and NEVER having any negative feedback or losing any score for any reason. The BLACK colour is reserved for PK’s that have 0.0 alignment score and have NEVER gained any +ve feedback through sales.

Obviously this gives all players an option to view by targeting, and without any other method, how likely they are to be attacked, or to get a good trade. This means if you see someone approaching you in the wilds you can see by their portrait if you need to run for the hills. It offers crafters and gatherers a little idea of whether they are about to be attacked if they see the opposition coming.

On top of these systems for measuring there “could” be noticeboards in NPC towns, or even guidl halls that display a number of specific information for players to search, or aspire to achieve:-

Crafting/Trading Boards – Would be able to search the boards for a list of the top 10 alignment rated crafters of each proffesion, and also their faction. Possible even add to this system a method of placing purchase orders. This means that most “MASTER CRAFTERS” will be have to worry about getting and maintaining a “gold” rating. You could even add a “total number of sales” value to this, so that players can also see who is the most active, and maybe look for someone ranked lower to get a better price. Competition is good in crafting, and I see adding this to the alignment system as a valuable way to let crafters compete.

The WANTED list – Would display a list of the LOWEST alignment players, the highest ranking players would all be alignment 0 very quickly so as a further method of ranking there would be a weekly kill score recorded. Kills would only account for unique kills outside of factional wars. This would deter PK’s from hunting the same player over and over to gain points as after teh first kill in a week it would not count. It would also allow anyone access to who is a PK and how deadly they are, and for the PK community a way of ranking ability and a position of aspiration to be the BEST, which is what all pvp players realy want to know.

I have also toyed with a few other systems and ideas relating to alignment such as PVE content but I am not sure if it should be included, things like killing world bosses, and completing PVE quest chains.

I see this sort of “Lifetime” system far better than a temporary flagging system. It makes players accountable for their actions, as well as offing factions some idea of players before recruiting them. Some factions may decide to have an open alignment policy, and others may be more strict such as mercenaries demanding a neutral to 0 rating or PK hunters demanding 1000.0 rating before joining.

This is all about finding a system that is valuable, flexible (ie you can alter it by your actions) and measures the LIFE of a character, Obviously the boards in towns would alter weekly or monthly but a player alignment would measure the lifetime record.

I also considered a score system that was endless with the starting point of 0 and allowing players to work into the + or – direction as they please with no limits, I went away from this system as people would actively start to compete to see how far they would push in one direction. This would be fine if the game was not an MMORPG but some players may start out completely combat orientated and a year down the line train to be a crafter. Only recent activity relating to skill build is relevant so felt this system may be more accurate.

I have also mentioned some form of insurance system in other threads, and feel that this can be tied in with the above systems without directly impacting on it, but implimentation of insurance is a little more complex due to fluctuating resource prices.

VERY IMPORTANT, THIS IS A THEORY AND IS NOT A FACT> I am working on this as a minor project during the downtime phase with the hopes that the dev team pay it some attention. Many players are concerned regarding full loot pvp rules and I am trying to use these systems as a method to soften the hardcore appearance of this rulseset. I would like all players to have the ability to make a “judgement” of others if they can see them and target them, allowing them to make a decision to attack or run. The alignment idea has been expanded from that original concept.

January 14, 2012 at 6:05 pm #11538
Avatar of GMPathy
GMPathy
GameMaster

Sorry for so much text, I have tried to break it down into sections. Some is copy pasted directly from a word document I was creating, so may seem a little out of place.

January 14, 2012 at 6:20 pm #11541
Avatar of ksungjune
ksungjune
Player

No, thank you for detailed explanation of your idea. And I like 99.9% of those idea too.

January 14, 2012 at 11:28 pm #11544
Avatar of LordWiese
LordWiese
Player

I support this-Legolan

January 15, 2012 at 12:02 am #11545
Avatar of Bastiat
Bastiat
Player

One thing I fear, GMPathy, is that I don’t want trade relations to be too dependent on NPC activity. I think NPCs should offer a basic economic service in NPC cities, but otherwise, the economic centers should be player controlled in player cities.

I think Dawntide could learn a lot from SWG in the non-combat side in terms of player vendors/shops, player city trading mechanics, and non-combat-related crafter content (clothing, furniture, for instance).

January 15, 2012 at 12:48 am #11547
Avatar of GMPathy
GMPathy
GameMaster

Bastiat I completely agree with your sentiments regarding economy, hence why players only gain alignment if a PLAYER gives them +ve feedback during trade. It is not really about getting any benefit from NPC’s, rather a penalty for those that choose to heavily PK and do nothing positive for the community. The NPC’s would only adjust their prices or refuse to interact if a players actions has caused them to be flagged server wide as criminal, ie very low alignment score.

There is likely to be player vendors, in addition to the crown market vendors, and players could possibly even set up these facitilities to ONLY trade with positive alignment, or even on trade with factionmates and allies.

The reasoning behind suggesting crafting and trading offering a +ve alignment shift is because by trading and interacting a player is doing a service to the community and should be measured and rewarded for being pro-active. Killing players outside of war does nothing positive for the community and is a selfish activity so should be penalised for that in soem way. Players can, if they wish, use this system to their advantage and craft a little, PK occasionally and have no negative affects with NPC’s but they must “utilise” the system to manage their alignment.

It is possible for a player to be a PK, and also a huge trader without impacting too heavily on their alignment. As an example a player kills another for fun and takes an alignment hit of -10 points. They loot the corpse sell the proceeds to 11 individuals who all offer +ve feedback on the trades. The net result is a +ve alignment score, as they have managed to sell on the proceeds at fair and reasonable prices OR possibly they are a popular trader within the community for another reason. The +ve and -ve checkbox’s simply need adding to a trade window, and nobody will ever know if people used them or not until the trade is complete.

I have also considered a further option for faction leaders to set up possible “faction objectives” that they can use to award players reputation bumps, much like daily quests in some other games. A leader may set up a “gather 100 hides” mission for members to take on, and once completed and deposited in a specific waregouse the player would be awarded a small reputation jump, maybe 10 points or so. These things could be preset objectives and values so that the level of alignment shift is still controlled by the mechanics/devs. This sort of system could be used as rewards for PVE activity in game, rather than XP or itemisation.

January 15, 2012 at 2:29 am #11548
Avatar of Bastiat
Bastiat
Player

“It is possible for a player to be a PK, and also a huge trader without impacting too heavily on their alignment. As an example a player kills another for fun and takes an alignment hit of -10 points. They loot the corpse sell the proceeds to 11 individuals who all offer +ve feedback on the trades. ”

That sounds totally messed up. The net result of killing a player in good standing shouldn’t be able to put the killer in better standing. This mechanic has the words “please abuse me” written all over it. (PK guild just trades with each other to get positive rep after killing someone, or they simply trade bogus resources, etc.)

  • This reply was modified 124 days ago by Avatar of Bastiat Bastiat.
January 15, 2012 at 9:37 am #11550
Avatar of GMPathy
GMPathy
GameMaster

Bastiat as I said in my original post you would only recieve +ve feedback from people outside of your faction and possibly alliances also. You would also be restricted as to how often you could give the same person feedback in trading. If there is no way at all to recoup -ve feedback then people will not be able to ever defend themselves succesfully from attack. Also the numbers are not set in stone, just examples. If a player only gains 0.1 from a positive feedback and -10 points for a PK they would need 100 +ve feedback to recoup EACH pk, which is both very time consuming and unlikely to be possible from the loot of one kill.

You can build in many more systems to deter abuse of the system, and tbh why abuse a system with NO REWARDS. The only thing you can gain from being GREEN/GOLD reputation is perhaps a listing on the vendor ratings, and the only penalty for being RED/BLACK is that everyone will know you are a PK or you may want to be server number one. People should be able to PK AND HIDE THEIR INTENTIONS, as this would be a legitimate use of mechanics. They would be having to offset any negative community action, such as PK, by multiple positive community actions just to maintain alignment score.

The system SHOULD NOT penalise people or reward people, this was very important from my viewpoint when designing the systems. It is not about saying you can or cannot do something, it is more about offering players some information about other members of the community and allowing them to use that information to make their own decisions about how they interact with them. There are some penalties in this system, but they are not too harsh or irreversable, so it is fair to players that actually drop their score to a red level, that then wish to alter their playstyle at a later date without having to reroll a character.

Sandbox games should be about choice, and I think this system of alignment scoring does nothing other than offer MORE choices, rather than less. By setting in game laws you remove options for people to have playstyle which would have a negative impact on the whole game.

Also this is just thoery, and mainly on the forums for people to judge, offer opinion and hopefully improve it to a point where levels of abuse are minimal. I would like PK penalties to be high, so that if you wish to become RED its simple enough and returning to a more neutral score is difficult. Likewise I would like gaining reputation to become difficult so that players who achieve a 1000.0 alignment will do so through good business practice and worthy behaviour in the game world. People will remember an “asshat” (no offence intended to anyone, but they exist) from a chat chanel who berates new players or generally is unfreindly and not offer them good feedback when tradin as a result.

I want this system to encourage community as much as anything.

I look forward to feedback from Catnips, I was expecting him to be the first critque as I know how he feels about such systems and methods of abuse.

  • This reply was modified 124 days ago by Avatar of GMPathy GMPathy.
January 15, 2012 at 6:22 pm #11555
Avatar of GMPathy
GMPathy
GameMaster

Just some additional things I have considered regarding alignment shifts and possible content for players, please remember this is all theory and just me “thinking out loud” for the sake of possibly getting some feedback or further suggestions.

PVE quests offer some form of alignment shift in addition to NPC faction reputation.

Being added to a players ignore list would add a negative alignment shift. (out of faction and alliance)

Being added to a players friends list would add positive alignment shift. (out of faction and alliance)

World boss mobs would have a positive alignment shift for all players in group.

Donations of goods to the crown, quests for reputation and alignment shift.(planks bricks mortar and cloth)

Selling a boat to a non faction/alliance member gives positive alignment shift. Also possibly a way for players to offer +ve feedback for ferry services.

Faction leader set objectives for any player to complete, costing factional gold to set and chosen from a preset list, the faction receives the produce. Lumber Production, Leather Production, Plank Production, Brick Production, House Building, Ship Builing. These would cost MORE THAN HE PURCHASE VALUE OF THE GOODS to set up and would be completed and rewarded by depositting goods in a designated faction building.

Thief type activities (pickpocket, lockpicking, stealth attack on player) would offer additional negative alignment shift, and doubled when in any town location with laws in place. (subject to these systems being in game)

Possibly add looting of a corpse a further negative alignment shift above and beyond a PK shift.

Lots of these ideas are subject to mechanics in game being available such as pick pocket or selling a boat but these could always be added through patching post launch. Personally I would encourage the dev’s to consider GM run events or serverwide activties that could also be rewarded for participation for player, things such as a charity week, or a local plague or a city under seige from npc mobs. While these type of events are time consuming to organise, and would have to be staggered over time for avrying timezones this sort of activity can spark long term player run content.

It is my opinion that an alignment system can offer a new kind of end-game beyond the factional pvp which will be one form of content. If the scoring system is broad enough there could be plenty of scope for players to find plenty to do beyond achieving the skill cap. This could allow the devs to make the skill cap releatively simple to achieve and yet make alignments a VERY slow and long “grind” if players want to follow it as a path. This could offer many months of content if the alignment score was perhaps based on a 1000 point swing either side of 0. Also add in a decimalised system, so that players can earn in 0.1 intervals. With this system being completely voluntary in terms of participation there is no requirement for players to actively participate. The more depth that is added however the more complex it becomes to offer visual indictors via portrait colouration. I would rather keep any visualised scale as simple as possible.

I appreciate some people like rewards for achieving things, and there is potential scope for things such as tabbards or capes based on alignment, personally I dont approve of this sort of reward as it implies people should be working towards them. However I am not the majority, and at the end of the day it would not do any harm if they were items with no associated stats. This sort of thing can also be added at a later date through patching if it was a unique item such as a badge, tabbard or even a deed for a standard to be placed inside a home.

  • This reply was modified 124 days ago by Avatar of GMPathy GMPathy.
January 17, 2012 at 8:26 am #11598
Avatar of Agrinja
Agrinja
Player

When I see a conversation like this, I’m always reminded of the United States Old Wild West. Now i’m not a particular fan of Westerns, but I believe its a good genre to bring up in this case. You see in the movies, half the time the lawmen were just as crooked as the outlaws, in “civilized” towns the lawmen are respected, regardless how crooked they are, they are the law, while outlaws have their own little hovels where they are greatly respected and admired and also where lawmen will not receive a warm welcome.

I guess the point I’m trying to make here is in any genre, being a brigade is very VERY profitable but perilous life. Greater the reputation for ruthlessness and murder, the greater the reward for a posse to run that outlaw down and collect on the bounty, but also the greater affection of his own factions people. Not to mention the infamy of a PK leads to greater band of murderous cutthroats as opposed to the unknown thug. Same with the “law-abiding citizen” greater his standing, the more likely the whole town would be outraged by his death, therefore the greater the risk.

Also, consider a Robin Hood type brigade, still loses rep for stealing, but nothing like a murderer if he holds the player up, takes some gold and sends the victim on his merry.

Lets be clear, I’m a care bear as most in the PK genre would call me, I’m not a fan of PVP unless there is a reason like war, and even then, war would only be my last resort after all other measures have failed. However I accept that life in an actual Dawntide world is hard, brigades on the road, goblins and orcs looking for a new meal, weather ruining crops, and taxes owed to a Lord. So what I am saying is there should be HARSH consequences for murder, mayhem and other atrocities, but making sure as in a real Dawntide world there would be a safe haven for those guys as well. Not just factional owned territory but PC neutral territories for bad guys and good guys, though they do not have to be in essence “good or evil” places.

So I like the idea you have, but I should think the most effective implementation of the reputation system is making it modular. Even war should affect this system, to your home area, killing opposing faction would make you loved, while the opposing faction would hate you more. Let a faction have its own reputation be affected by the actions of their members. So factions of brigades and pirates will quickly form red, traders and craftsmen green, mercenaries, ship crews and nomads whichever way depending on their actions, and if a new member joins, their association would affect their personal reputation.

However a major event, like a massive invasion of orcs or demons or whatever, and depending on the contributions over any faction, if a band of brigades sacrificed to save the greater whole of the community, they should get a chance during these times to redeem themselves and try a new tactic. Keeping their options open, or say a wealthy Naval Captain betrays the armada and flees before a major battle, he ad his crew become shunned.

Just spit balling the ideas out there, I know none of this is in game. Thanks for reading! :)

January 17, 2012 at 9:20 am #11599
Avatar of Bastiat
Bastiat
Player

I agree with what you say, Agrinja. I hope that the “alignment” dynamic GMPathy talks about is actually quite… dynamic. Like you say, it should be a holistic look at your actions towards every faction and give you an opportunity to shape the identity of your character. If it is just a stale numbers-over-time gag, then it is just going to be an NPC “snag mechanic” that players will suffer through to make player diplomacy work. That is, if faction alignment is something worth generating and tallying at all, it should actually be a worthwhile and substantial part of your guild’s/character’s interests to drive decision making (good faction aligned guilds/characters should have an incentive in serving the interests of the faction through their activities, not simply having good standing in order to kill non-faction members or something).

Also, a snag with your Wild West analogy is that it wasn’t, in reality, really wild at all. That’s just how Hollywood made it for entertainment. On the whole, it was actually a remarkably orderly setting.

January 17, 2012 at 10:23 am #11600
Avatar of GMPathy
GMPathy
GameMaster

Bring on the ideas and debate, thats what forums are really all about… so even if people want to stomp all over it in protest I really dont mind. I am sure the devs have eyes experienced enough to decipher the wheat from the chaff.

January 17, 2012 at 2:42 pm #11602
Avatar of Draconan
Draconan
Player

Pathy I’m disappointed, normally you have such good ideas.

Alignment systems are nasty imo. There are always more negatives than positives. I was surprised that in your post you said ‘Some factions may decide to have an open alignment policy, and others may be more strict such as mercenaries demanding a neutral to 0 rating or PK hunters demanding 1000.0 rating before joining.’ Those that hunt PKers are also going to have negative scores, no successful PK hunter would be able to have a positive score. At least you didn’t suggest that killing -ve aligned players gives +ve (That is just way way to abusable).

If this game is going to be mainly player trade over NPC trade then a players actual reputation will mean more than a system reputation either way. If a player makes high end gear and sells for a good price word will travel, and people will still buy off him regardless of how many players he has killed, they will just insist on meeting in safe zones (well the wise ones will anyway).

January 17, 2012 at 3:18 pm #11603
Avatar of GMPathy
GMPathy
GameMaster

There were numerous reasons behind trying to create this alignment system, from allowing the pvp players to rank themselves, to allow players to know the most active PK’s, to finding a reputable crafter, for factions to restrict faction entry on previous history etc. I wanted one universal scoring system for both combat and community actions. While I agree it is almost impossible to create a system that is not able to be abused, the answer was to make the idea unattractive and time consuming.

“Those that hunt PKers are also going to have negative scores, no successful PK hunter would be able to have a positive score”

You can evade this by simply making the negative score penalty higher for players killing someone with a +ve alignment. So a PK would have a low alignment score, and killing players with a better score would be more detrimental than a PK getting killed by a player with a superior alignment score.

I am not sure the system is even required in game, but felt that it would be a usefull way to track player behavior and allow for things like a wanted list and GM crafter lists in NPC towns. If there was a list of the top 50 Wanted players (lowest alignment score) then players can find out who they are prior to ever engaging with them. Possibly even make players on that list Kill On Sight for guards, and vendors will simply not interact. All pvp players like to think they are the best, and this system allows for some form of evidence.

So not only does a system like this offer pvp players “epeen” but it offers the crafter/pve community a little information on who to run away from :D

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