Fame / Reputation

  • After logging in multiple times just to get attacked by a group of players, then spawn camped, I started thinking of ways to make PvP more enjoyable at lower skill / infamy.

    I can’t really seem to get a lot done in the game because I keep getting sunk by larger groups or frankly, just better players. So what keeps players around that deal with this every login.

    How about some sort of Fame / Reputation track that is based off PvP. Let’s say that I have an Infamy level of 7, and someone kills me with an infamy of 50. The pirate with the higher infamy would LOSE a certain amount of Infamy based off the difference. Kind of like a penalty for attacking low “level” pirates. On the other hand, if the lower level pirate killed the higher level pirate, they would GAIN infamy.

    But here’s the kicker. Keep the infamy secret, so players don’t know what level they are attacking. I mean you can sort of guess, when a level 5 Reaper attacks a solo sloop, it’s a good chance their Infamy levels vary drastically.

    This system would do multiple things:

    1: It might make most Pirates of higher infamy, choose their targets more carefully. Allowing “younger” pirates to do quests and whatnot to gain infamy.

    2: It might encourage “younger” pirates to attack other players to hopefully gain infamy faster.

    So while it doesn’t actually remove the PvP frustration of just getting ganked all of the time, it might make people think twice about who they are attacking.

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  • @windspider
    But if Infamy is kept secret, why would anybody care ?
    And even if it's not a secret ... not everyone will care.

    Keep an eye on the horizon, have an exit strategy when you're going on land somewhere; if you don't want to be attacked don't do things that draw attention (e.g. world events, put up an emissary flag &c) or stay at one location too long.

  • It's not a pvp game it's an adventure game with pvp opportunity/risk surrounding a risk/reward pve environment

    Stats in this game can be very misleading and experience/time doesn't necessarily mean skill and neither does outcome from a stat perspective

    the design of the environment is for random interaction where anything can happen

    Nobody gets attacked quickly every session or even most sessions. It's not only far too random for that outcome but the intent/interests of pirates are far too different to all be one thing in that scenario.

    Those that claim they can barely get off the dock without conflict regularly are exaggerating and that exaggeration is what is preventing them from adapting to better their sessions.

    Losing is a part of the game for just about everyone but everyone is capable of adapting to where they get to play how they want most of the time, they just don't get to win all the time.

    For it to be true adventure it has to be truly random and inclusive so that anything can truly occur, sometimes.

  • @wolfmanbush

    We’ll put, maybe my experience has just been unlucky thus far.

    I haven’t played for very long, 4 times to be exact. 3 out of 4 times I have been ambushed or sunk by a reaper within 5-30 minutes of logging in.

  • @windspider said in Fame / Reputation:

    @wolfmanbush

    We’ll put, maybe my experience has just been unlucky thus far.

    I haven’t played for very long, 4 times to be exact. 3 out of 4 times I have been ambushed or sunk by a reaper within 5-30 minutes of logging in.

    it's understandable that it feels like a lot in an environment like this

    if you ever want to get into details and specifics of issues you are running into and want to go over efficiency strategy just let me know.

    if you have goals, they can be reached
    it might take a while, it'll take effort
    but if it's realistic then you can reach it
    sometimes it just takes some adjusting and adapting

  • I feel like the system wouldn't really stop the problem? Guess I'm a little dense.

  • It might make most Pirates of higher infamy, choose their targets more carefully.

    Real pirates wouldn't care. Loot is loot.

    It might encourage “younger” pirates to attack other players to hopefully gain infamy faster.

    But what is the reward for it?

    In the end, you have a system that will punish you for sinking "unknown' rep labeled ships if they are lower than you.
    Let face it...JUST because someone is a Reaper doesnt mean they are PvP hungry.
    I started a server alliance as a Solo sloop reaper with two Galleons. All because I asked.

  • This wouldnt be a bad idea, i feel like its lacking any reward or reason however, because just fighting high level players for the sake of raising infamy and nothing else, would give no reason to care what your infamy is. Then keeping your infamy hidden from you makes it impossible to even know where you stand, giving you even less reason to care where you stand on top of not having anything to come of it.

  • @goldsmen said in Fame / Reputation:

    This wouldnt be a bad idea, i feel like its lacking any reward or reason however, because just fighting high level players for the sake of raising infamy and nothing else, would give no reason to care what your infamy is. Then keeping your infamy hidden from you makes it impossible to even know where you stand, giving you even less reason to care where you stand on top of not having anything to come of it.

    any ranking/fame/reputation system is going to put someone like me in with hopping pvp crews and highly aggressive players which will show how flawed it is.

    I have a very significant amount of hostility (on paper)/ victories / combat in the books

    as a defensive fighter that larger leaves everyone alone that isn't hostile first

    I'm a benefit not a threat to new and inexperienced players even though my stats would suggest something different.

    That's why random and inclusive is so important and why these suggestions won't lead to accuracy or an environment that benefits from separating or marking people.

    There are far too many unique combat encounters to ever be able to accurately track with stats. There are fights where the aggressor could easily look like the defender and vice versa

  • @wolfmanbush

    I didnt mean the exact system they mentioned, but that the general concept of ranking how well a player does against others is a good idea, pitting them up against only people of their level would be flawed, and the way they proposed it is absolutely flawed and lacking. Just the idea of giving some form of ranking could be a good way to entice people to fight others who may be a tougher challenge for some sort of reward.

    Their basic proposed idea could be good, but the idea of destroying rep for fighting lower level players would just be annoying, because a lower level player coming after you would only benefit them if they win, and detriment anyone higher level... and not knowing where you or others stand is absolutely flawed, you would never know if your gaining or losing.

    Just the idea of being able to mark and note how well you have done in combat and possibly rewarding it would be a nice mechanic.

  • @goldsmen said in Fame / Reputation:

    @wolfmanbush

    I didnt mean the exact system they mentioned, but that the general concept of ranking how well a player does against others is a good idea, pitting them up against only people of their level would be flawed, and the way they proposed it is absolutely flawed and lacking. Just the idea of giving some form of ranking could be a good way to entice people to fight others who may be a tougher challenge for some sort of reward.

    Their basic proposed idea could be good, but the idea of destroying rep for fighting lower level players would just be annoying, because a lower level player coming after you would only benefit them if they win, and detriment anyone higher level... and not knowing where you or others stand is absolutely flawed, you would never know if your gaining or losing.

    Just the idea of being able to mark and note how well you have done in combat and possibly rewarding it would be a nice mechanic.

    the issue is that it treats it as a pvp game where everyone is on the same page

    this is an adventure game where some constantly are in pvp mode but most are playing adventure which includes a lot of pve and some pvp

    far too many different things going on for stats to capture the spirit of the encounter, people that play for the adventure part are different things on different days, sometimes it's a pve day, sometimes a pvp, sometimes both, lots of time "let's see what happens". Stats don't capture this, they can be an indicator of what the common session looks like but it doesn't tell the story

    Rewarding combat with features very often becomes an incentive to cheese sinks/kills if not on newer or inexperienced players just players that aren't skilled or interested in combat

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