Reputation:

Everyone starts with 0 Rep, and each alignment (good/evil) gains and loses rep and rep ranks in the exact same manner, and porportion.
(Blues have to keep killing reds to keep their blue status and
+/- 50 rep required for Lightblue/Yellow
+/- 200 rep required for Purple/Orange
+/- 350 rep required for Blue/Red
If you kill someone who has neutral or “good” rep, you will lose (or gain negative) reputation, and if you kill someone with Negative rep, you will gain positive reputation. When you initiate PVP and PK someone outside of the drop level range, on the lower end (Ex: level 50 attacks and kills a level 25), you will gain negative rep, regardless of the lower person’s alignment/rep. This will increase the amount of negative rep gained when you pk a neutral or “good” player (lowering your rep even more), and it will offset the positive rep you gain when you pk an “evil” player.

Rep gains are increased depending on level, meaning pking a level 23 at level 25, will give less bad rep/more good rep, then pking a level 20 at 25 would. This means if a level 50 kills a level 15 “evil rep” player, they would lose actualy rep as if they had Pked a neutral player, instead of gaining it, and those who PK in their level range lose/gain rep much slower.
This would prevent high levels from greifing a low level “evil” rep player without any sort of penalties, and rewards players who PK an “evil” player with a much higher level then they.

Rep gains also are subject to the rank of rep the player you pk is, with the exception of Neutral, which will cause a loss of rep equal to if you pked a Light Blue. This means if you PK a Red rep player, you will gain more rep then if you had pked a yellow, the same holding true for pking a Blue instead of a lightblue.

With this, “evil” alignment players are semi protected from harassment by high level “good” alignment players, players who gank/greif are quickly penalized unless they do so with great moderation, while PVPing in the drop range is rewarded with slower rep loss/greater rep gain. And Pking a rival alignment player will result in greater reward.
ROM KilltheGM Runes of Magic Reputation / PVP system
Colored names:
I think that the color of players’ names should reflect their reputation. If a player has Yellow rep, their player name should be yellow for everyone to see, and Blue rep players should always have a blue name, visable to every player.
This allows for players to gauge the threat another player might be to them. If a yellow names player is nearby, you know they haven’t PKed too much, and might leave you alone, while if you see a red name you know the player makes a living from PKing and you’ll likely be next, then red = dead mentality can kick in; you either run away so they don’t kill you, or you can attempt to attack them instead, and hope you kill them instead of them killing you.

Bonuses:

Bonuses are always nice.
Evil aligned players should get a damage bonus, and a slight defence reduction, scaling according to your reputation rank (Highest for red, middle for Orange, and Low for yellow). Evil Aligned should get a bonus that increases drop rate of players that they PK by 5% scaling by Rep rank to 20%.

Good aligned should get an HP bonus, and a small debuff in defence versus Evil aligned players, also scaling according to Rep rank. (Blue highest, purple middle, lowest for Light blue) Good Aligned should get a bonus that reduces their drop rate when PKed by 5% scaling by rep rank to 20%

This is to reward choosing an alignment.

Criminal Buff:

The initiater of PVP (whoever attacks first), should be given a Criminal buff, this buff will cause city gaurds to attack the player untill it wears off. Lasts 5 minutes only. This is to prevent a possible ganker that does not have negative rep from entering cities.

Hunter Buff:

If a Blue rep player initiates PVP with an evil aligned player, they gain a Hunter buff. This buff replaces the criminal buff, which would otherwise prevent the Blue player from entering town. Lasts 5 minutes.

Guards:
Guards at the entrances to major cities should be the current level 75 elites, however other guards should be toned down in power. Still elites, but have some of them have levels equal to the zone they are in (like 25/25 for Varanas)
Guards should have classes and similar class abilites to players, allowing for types of melee, ranged and Magic guards, with possiblity of dual classing. Certain types/type combinations should guard specific Towns. Varanas guards could be Knight/Scout or Knight/Mage, Silverfall guards already look like they’d be Rogue/scout combos (however they are not).

Having both of these will allow for interesting and entertaining Red vs guard battles that other players can join. High level “evil” players should be able to take out a few guards, but end up weak enough that players have more of a chance to fight back then they would. This protects the towns still, but gives evil aligned players an interesting option.

Also, guards should only attack orange and red rep players, not yellow. This allows a period of “redemption” where the player can still be attacked by players, but still be able to quest ect.

Nemesis:
If open world PVP isn’t enabled, then all nemesis should be attacked able without PK flagging. PKing a Nemesis should not add or subtract from your rep as long as they stay as your nemesis (which will be untill you’ve killed them as many times as they have killed you).

Open World PVP:
I’m not sure on this yet. On the one hand, it would allow for more PVP to take place. However, on the other, it may cause more griefing from players who are still in the neutral rep. I’d like to dispence with PK flagging altogether and have open world PVP, but I’m not sure if the players would make it work or if they would just cause more ganking/griefing.

PK drops:
Neutrals should have a low drop rate to each other in the game, 10%
Blues and Reds should have the exact same drop rates to each other, up to 50% at Red and Blue.
Good and Evil alignment have a 5% Drop rate to neutrals, scaling depending on rep rank up to 30% . This is balanced out by their bonuses. Reds have a 30% drop rate to neutrals but gain a total 30% chance to get drops, while Blues have a 10% drop rate to neutrals, and 10% to get drops. The bonuses counter each other when a Red versus a Blue, equalizing drop rates.

This promotes choosing an alignment, and doesn’t penalize either side too much.

Bandit Camps:
Spread throughout the world in less traveled areas (ex. by the mountains), there should be small camps with 1 to 3 NPCs only accessible to players with orange or red rep. Each camp may have a daily bulletin (made only for the evil aligned players) and various different NPCs for each camp, one may have a general Vender and an AH merchant, while another has only an armour vender and a house fairy. These venders overprice their items slightly, but pay more for items sold to them. Each camp will have 1 or 2 low level elite guards (lets say, level 15 in Varanas) which aggro Neutral and good alignment players on sight. This gives a small amount of protection for evil rep players from harassment/camping.

This is to separate the Reds from the Neutrals, creating relatively safe zones for Merchanting, ect. It makes it hard on reds, but doesn’t prevent them from enjoying the PVE part of the game

Prison:
To prevent endless ganking, griefing and spawn camping, and to reward those who defeat reds with a small repreive, all Red, Yellow and Orange Rep players should have a possible chance to go to an instanced prison when Pked or killed by gaurds instead of the spawn point. The length required to stay is determined by your rep rank, red being the longest stay there. All evil sligned players can go to this prison, and it is open PVP, so you can bide your time PVPing other evil aligned players who have been caught. This PVP does not affect rep and all gear is repaired at the end. After prison, you gain positive rep by 50, 100, and 150 according to your rank: yellow, orange and red respectively.
This helps prevent spawn camping reds, and penalizes Gankers harshly, while giving PVP enthusiasts a chance to PVP others like them

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Runes of Magic Reputation / PVP system, 5.5 out of 10 based on 2 ratings
pixel Runes of Magic Reputation / PVP system

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