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RE: [MUD-Dev] Guilds & Politics
On Wednesday, December 10, 1997 7:19 AM, Ola Fosheim
Grøstad[SMTP:olag#ifi,uio.no] wrote:
> "Koster, Raph" <rkoster#origin,ea.com> wrote:
> >BUT any code system which attempts to judge human behavior is
doomed
> >to screw up. :P
>
> So... It didn't work?? Give us the gory details please!!! :)
>
> Ola.
Work, not work... whew. :P Tough question. Quickie overview:
It's probably the single least popular feature in the game. This still
comes out at 74% want to keep it whilst fixing any bugs.
It causes a lot of admin load, because people end up affecting their
reputations negatively accidentally, or through utter cluelessness
(got a letter today saying, "Honest, I had no idea that rummaging
through other people's bags would make others look down on me!")
A description of the system in place in UO:
There is a notoriety scale that goes positive and negative. Zero and
some range on the sides of it is considered anonymity.
Certain actions when taken will result in your "notoriety" rising,
others will result in its going down. Some of the actions change in
result depending on who the victim of the action was. Over time it
tends to sink to center. The value includes a base value plus a local
factor (which isn't very large).
Typical actions tracked include attacking, killing (this is tracked
separately from attacks), stealing, rummaging through other people's
belongings, setting off explosives, giving items to people, healing,
casting beneficial or detrimental spells, inciting fights, etc.
Visible effects of this include: prices in shops changing based on
your notoriety, up to and including the refusal of service; your title
changing; targeting in combat changing the highlight color so you can
tell whether the attack would have a positive, negative or no effect
(graphical system of course); NPC conversation and reaction based on
the stat; guards attacking or preventing access to certain areas and
thus to certain services, such as banking; difficulty in resurrecting
if your reputation is too low.
Additional side frills not directly related to this system but which
tie into it: excessive kills of individuals more innocent than
yourself will result in bounties being posted, with confiscation of
your goods; all player vs player kills are tallied on a local bulletin
board.
Benefits: the overall incidence of harassing or pointless pkilling
since all the above fell into place has dropped by a factor of at
least ten (clear out of our list of top issues, in fact). Players can
see those who are
Major issues: "Oops, I accidentally attacked my friend!" "Hey, my
friend and I want to attack each other to practice weaponry, yet our
reputations suffer!" "This guy broke into my house, but had a good
reputation, and I would damage mine if I attacked him" Plus, the top
playerkiller groups now are GOOD guys who self-righteously hunt down
anyone who has slipped slightly in reputation and kills them, because
that way they kill indiscriminately but still keep their reputation
up. This can be seen as a benefit, I guess, since it adds a lot of
teeth to the system :)
But the biggest problem of course: it's just another layer of game to
play. All the above can be manipulated (we do hide numbers on this of
course, but there is an overall title) and an expert player can play
the numbers. It also damages roleplay quite a lot since playing an
honorable rogue is very difficult, and it basically makes large scale
combat impossible right now (as it would ruin the reputations of
everyone in the battle).
However, do I believe it's better than nothing? Heck yeah.
-Raph
- Thread context:
- RE: [MUD-Dev] Guilds & Politics, (continued)
- RE: [MUD-Dev] Guilds & Politics,
Koster, Raph rkoster#origin,ea.com, Tue 09 Dec 1997, 15:26 GMT
- RE: [MUD-Dev] Guilds & Politics,
Koster, Raph rkoster#origin,ea.com, Wed 10 Dec 1997, 19:24 GMT
- RE: [MUD-Dev] Guilds & Politics,
Koster, Raph rkoster#origin,ea.com, Wed 10 Dec 1997, 21:44 GMT
- Re: [MUD-Dev] Guilds & Politics,
Stephen Zepp zoran#enid,com, Thu 11 Dec 1997, 00:03 GMT
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