Jump to content
Sign in to follow this  
Skarn

Reputation System

Recommended Posts

This is food for thought from the DayZ Mod days, to present.
Here it is. Of course there could be thresholds set, caps & limits, more features blah blah, it's just an idea to encourage positive game development, and see if it could be a good system.

System:
----------
All characters start at 0

Positive Impacts:
Bandaging / Helping other players that are injured
Handcuffing/Detaining "negative" players
Killing "Negative players"

Negative Impacts: 
Killing neutral/positive players
Stealing from dead/wounded players
Killing handcuffed/detained players

Effects:
----------
The effect for positive reputation:
Zombie detection range/alertness decrease
Animals detection range/alertness decrease (when added)
Chance to have random positive "buffs" IE A thirst reduction of 10% for an hr. 

The effect for negative reputation:
​Zombie detection range/alertness increase
Animals ​detection range/alertness increase (when added)
Chance to have random negative "debuffs" IE Increased hunger of 10% for an hr

Of course negative effects would not kick in until the player drops to very low numbers, as would be the same for positive effects. Of course caps/delays would need to be placed on actions, etc.  Eventually a "Bandit" would have to balance their murder lust, on positive actions to keep themselves in a nice "gray" playable area. As well gives positive players the ability to "act out" if they fil the need.

This idea is based off the assumption impacts of psychology in regards to harming other human beings, as well as the effects of survival. It is unnatural to be born a murderer, thus, as a murderer "bandit" delves down that road they should be met in game with a "simulation" of effects that they then must learn to balance to prolong their own survival, as would be the same for a positive player. IE A man shoots a handful of people, he then must live with that on his mind, it changes him over time, he can redeem himself, or continue down that road of madness, but with more and more weight on his mind & body.

Don't get me wrong here I enjoy my share of KOSing, camping, newb hunting, etc.  But for the sake of the Standalone, improving where the mod fell short, and crumbled in many areas, I believe a system like this is needed, less the cycle be repeated eventually the game will become something it was not intended to become, just based on the freedom to allow certain forms of gameplay with no positive/negative game reaction. It is not a survival "sim" if we are not forced to survive ourselves, and our actions.

 

Edited by Skarn

Share this post


Link to post
Share on other sites

This discussion has been here time and time again, punishing players for playing in a certain way is a very bad idea- just because someone wants to be a bandit doesn't mean they should be debuffed for it.

  • Like 1

Share this post


Link to post
Share on other sites

There is still the problem of "Negative" players spamming bandage (rags are easy to make cause shirts are common) to become "positive". People always find was to exploit things.

Share this post


Link to post
Share on other sites

I just killed a good guy and now I feel thirsty. Realistic? No. Then it shouldn't be added.

Share this post


Link to post
Share on other sites

I think it should be added, and it should be possible for other players in your server to View your Rep from all the other servers u were on and the things u did, but what i do disagree with is it affecting how u play, It should just be a number that explains how u play, but it should not Increase/Decrease Animal and Zombie dection, and it shouldnt give u Good/Bad buffs.

Share this post


Link to post
Share on other sites

You basically just suggested the current Humanity system in the mod with benefits or detriments to zombie detection, animal detection, and stat debuffs.

 

Kindly go shove a cactus up your rectum.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×