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Reputation, Griefing & PvP Detailed in New Dev Post

Posted by Suzie Ford on Aug 15, 2017  | Comments

Reputation, Griefing & PvP Detailed in New Dev Post - MMORPG.com

The Wild West Online forum has a detailed post about both the Reputation / Fame System and how griefers and PvP will function in the game. The goal is, according to the post, to ensure that PvP remains unrestricted but simultaneously inhospitable to griefing, something that "plagues a lot of open world games".

Players begin with a neutral standing on the scale that ranges from 1000 negative to 1000 positive. Things they do in the game move their score one way or the other. Fame is how players perceive each other. Reputation is how "good or bad" a given character is. The two together create the entire picture of "who a player is" in the world. It influences how NPCs treat you. For instance, in "lawful aligned" towns, vendors may give "good" characters a discount while notorious bandits may have a rough time.

Titles are also assigned based on Rep and Fame: Outlaw or Scoundrel for negatively aligned characters or Lawman or Sheriff for positive alignment.

Players can also become Deputies in towns and are given free license to kill Bandits. Deputies can see a "hat icon" in black or white above each character's name. But being a Deputy has drawbacks too, most notably in the big gold fee or long quest series required to even become one. In addition, killing innocents has serious repercussions.

Those looking to walk the darker path can opt for Most Wanted status, technically how "rogue" you are in the world. Most Wanted players can have bounties on their heads and dying while Most Wanted means that all items carried are lost. Over time, the status will fade, or it can be hastened by going to Church to pray. The more negative a player's status, the longer it takes.

With regard to griefing:

When we started designing these systems we had two mutually exclusive goals: make a game with relatively unrestricted PVP while still making sure the game doesn't turn into COD deathmatch where all players shoot first and ask questions later. We feel that we have solved that by giving players a choice about how they will live in the world that carries actual in-game consequences.  

Sure, you can open fire on the first person you see, but you won't be getting many benefits from this because killing them won't cause them to drop any items (unless they've been recently mining gold, something we'll get into in another post before too long), yet you'll now have 'most wanted' status and risk losing everything you are carrying if you're gunned-down while marked with this status.

So being a kill-on-sight player is a double edged sword because you get the satisfaction of killing players, but you will also have to deal with the loss of all of your items when you are eventually hunted down and killed.

The path of crime and murder can be a fun role playing profession, and great rewards can come from it through robbing banks, caravans or gold miners -- but this path also carries great risks, and that's the choice you'll have to make each time you think about pulling the trigger.

Learn more on the Wild West Online site.

Thanks for the tip, Shelassa & WNxbadboy3!

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Suzie Ford / Suzie is the Associate Editor and News Manager at MMORPG.com. Follow her on Twitter @MMORPGMom

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