Reputation system with NPCs

Suggest and discuss new ideas for Dangerous Rays
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Applejaxc
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Joined: Sun Apr 06, 2014 7:11 pm

Reputation system with NPCs

Post by Applejaxc » Sun Apr 06, 2014 8:27 pm

Actions taken against friendly or neutral NPCs should affect how your character is treated by all NPCs met within X number of chunks/zones/areas (whatever terminology refers to each unique section of randomly-generated terrain). Like Skyrim, your reputation should only fluctuate when there are witnesses; if you slaughter a survivor community but someone gets away, they'll warn everyone about you. If you slaughter a troupe of bandits on behalf of a survivor community, they will tell travelling NPCs/survivors within X areas about you. The more heinous your crimes or selfless your deeds, the more areas away news will spread. So if you save Jimmy from a well and then shoot his family, everyone within a short X distance will know that you're a well-diving hero but at X + Y distance everyone only knows that you're a murderer.
If your character continues to perpetuate terrible crimes that don't leave witnesses, some kind of word will spread (slower than if you leave witnesses) warning everyone of someone that's a mass-murdering psychopath. Continuous, mass crimes will cause NPCs globally to become suspicious, then paranoid, then shoot-and-ask-questions-later. Not only would your character's actions affect this, but if too many bandits are within an area that you're new to, you'll be treated with suspicion (which will either dissipate as you kill bandits or worsen as you become one yourself).

Since this game is STALKER-influenced, new NPCs (that you don't yet have a reputation yet) should greet you with a threatening, "Lower your weapon." If you approach them, they might (if unarmed) drop their stuff and/or run, or open fire on you, if you refuse to appear non-threatening.

the tl;dr is:
A system where you are realistically rewarded for good deeds and punished for bad ones.



FractRacer
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Location: East of France

Re: Reputation system with NPCs

Post by FractRacer » Mon Apr 07, 2014 8:45 am

Hello,
I agreed with this reputation system, all bad actions (all actions against gentle NPC) will give some bad points, while good actions (eliminating montsers, help some NPC, arrest -or killing- murderers) will give good points. The player can see evolve his perso like he is playing.
FractRacer.

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Applejaxc
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Re: Reputation system with NPCs

Post by Applejaxc » Fri Apr 11, 2014 8:16 pm

FractRacer wrote:all bad actions [against good NPCs] will give some bad points
Your particular phrasing interested me. Like real life, good needs don't travel nearly as far or as quickly as bad ones, even if they're just rumors. Thusly, there should be a disproportionate disparity between the travel distance and amount of reputation loss for bad deeds as there should be for bad ones.

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insane
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Re: Reputation system with NPCs

Post by insane » Sun Apr 27, 2014 10:35 pm

I think having a bad reputation should make the horrible people more likely to hang with you, and a good reputation make the more respectable folk talk with you.

Sort of like Fallout 2's, except a bit less blatant.

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Edarius
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Re: Reputation system with NPCs

Post by Edarius » Tue Apr 29, 2014 3:58 pm

Always disliked the reputation systems based on random encounters. Imagine yourself as a survivor for one second; a random stranger kills your two friends but you manage to escape. Are you really going to spend time traveling town to town to warn people that "A guy with a leather vest and an AK47 killed my friends on the road between X and Y"? How could those people recognize him anyway (or any of the other bandits)? What if he changed his clothes or he found a nice silenced M4?
I know it's an attempt to simulate the reputation somehow, but I really don't like this approach.

The reputation is based on relations between regular actors, not between random strangers on a road. You should take example on Civilization or Warband for it (not World of Warcraft, please). The reputation also needs to be based on your renown: you can be a good or a bad guy, but if no one knows you, no one cares. And you can choose to increase your renown or to remain anonymous, depending on what you want to do, depending on where you are, simply by choosing how you interact with people. Your idea should be used for the renown, not for the reputation, and only based on the interactions with the factions/towns (never with random strangers).


TD;DR :
• The renown depends on:
- the number of interactions with factions (questing, trading, chatting, playing cards/dices or drinking, spending time around), the size of the faction, etc.
- your own strength (the value of the loot your trade, your efficiency in quests, the gear you have
- your choice of being anonymous or not (using different nicknames, changing clothes, hiding your face, avoiding contact with people)

• The renown can spread with rumors if you start being famous (your idea with the regions, Applejaxc)

• The reputation is subjective:
- there is no absolute good or bad action; you either help, fight against or remain neutral with each faction
- being friendly with a faction brings a good reputation with it and the factions on its side and a bad reputation with their enemies

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