[Rough Draft] Flavorful Reputation & Roleplay System

edited September 2017 in Suggestions?
Based on a discussion between me, EnablerThe, Sloth and Zauikurron on the official Absolver discord, this is a very rough idea.

We were discussing ways in this game to feel like a villain or a hero. It came out of a discussion about whether manhunt modes or punishments for deaths would be beneficial to the game.

I explained how I liked it if I challenged someone and bowed to them. That I liked that bit of roleplay. I springboarded off of that with saying that it'd be nice if NPCs reacted to emotes. The discussion that followed is what resulted in this thread.

I'm going to post a more thorough version of this same thing for easier reading by the devs.

Honor

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Honor can be a fickle thing. Morality systems often boil down in games to being simply multiple choice questions. That is NOT what this is. This is more like a reputation that you build, more so than actual morality. More the way you treat people than whether you are good or evil.

When I say 'honor', I mean treating your opponents with honor and respect and word traveling among the prospects that you are treating them like human beings rather than training dummies. Or, alternatively, 'dishonor', where you act more rogueish. Someone who doesn't care about frivolity and takes every opportunity to get ahead.

In other words; good manners versus bad manners.

Possible Ways to gain/lose honor

  • Bowing to a Lost Prospect gains you honor. The Lost Prospect will bow back to you. If you attack while they are bowing back, you lose honor.
  • Taunting a Lost Prospects loses you honor.
  • When a Lost Prospect taunts you and you interrupt him or her, you gain honor points.
  • Losing your temper and threatening someone loses you honor.
  • Reviving someone versus not reviving them (this can be tracked by dividing the amount of revives you've given someone versus how many people you've killed).

Benefits

The specifics of this idea is that this is purely a flavor aspect of the game. It's about encouraging you to roleplay either a hero or a heel. To create a narrative from how you act.

One thing that we thought of was rewarding players with differently colored 'Flash-Frames'/'Gold chain' colors. Like flashing you being green or blue. We also discussed the idea of providing color variations for feints. It's possible, though, that changing these colors provides too much incentive for bad manner against actual players.

Another way might be to give someone a modifier to their nickname, like "Honorable " or "Roguish ".

A more complex one would be how sometimes NPCs react to your presence in the world. Some acting impressed with how you treat their kind and initiating a bow before they fight you, others scoffing at your manners, or those who shake their fist at you in anger for disrespecting their comrades, or those who taunt you in good humor at seeing a kindred spirit. None of this changes whether they will engage with you; they all want to fight, kind of like in any other martial arts movie.

The changes are all very minimal. It's purely flavor and it's supposed to be way for you to see yourself more like a part of this world.

Comments

  • I don't really agree with your idea sorry, even tho it's a nice idea I don't think it's of much importance now plus people can exploit some of that by spamming the bow emote all the time before getting kicked in the face and let the other players "honor" points degrees. Also from games I have watched most people just go and play the match after awhile, bowing was a nice way of starting out but the higher level you get the less you start doing it, not because you honor the person less but just cause after game 200 you just start to forget about the emotes or get tired of bowing all the time and focus more on your game play and I don't think that should influence your repetition as a player. What I will say is if you want to implement a system that shows of honorable opponents I would rather say that people should have the ability to mark your opponent as honorable after a match (like league of legends old honor system) or just leave it, that way matching up with someone that has "honorable" badge in the loading screen actually means something and you know you will get a good match out of it, not a bow.
  • people can exploit some of that by spamming the bow emote all the time before getting kicked in the face and let the other players "honor" points degrees.

    That is accounted for. You bow specifically toward NPCs. You can do so towards PCs too of course, but that doesn't give you honor. What does give you honor, though, is resurrecting people.

    Also from games I have watched most people just go and play the match after awhile, bowing was a nice way of starting out but the higher level you get the less you start doing it, not because you honor the person less but just cause after game 200 you just start to forget about the emotes or get tired of bowing all the time and focus more on your game play and I don't think that should influence your repetition as a player.

    There's nothing dishonorable about refusing to bow. You're not deducted honor points for being to the point. You just gain points from using emotes in certain ways to communicate with the environment, to add to the cinematic feel of the game. But you don't have to do it. Nothing is lost if you don't do it. It's just a nice reminder or nod to the concept every now and again. A nicety.

    What I will say is if you want to implement a system that shows of honorable opponents I would rather say that people should have the ability to mark your opponent as honorable after a match (like league of legends old honor system) or just leave it, that way matching up with someone that has "honorable" badge in the loading screen actually means something and you know you will get a good match out of it, not a bow.

    That's a great idea! Though I personally don't mean the honor system to reflect skill. It's just meant to represent personality and provide texture to the game's lore.
  • edited September 2017
    I think some sort of reputation system would be neat-- I especially dig LordElrond's idea.

    Not so sure about interactions with NPCs having anything to do with it though-- other players sure, but your mission as an Absolver is to Absolve the everloving shit out of Lost Prospects in the first place.
  • I think that making it about honoring NPCs is the least likely to cause undue influence on an already rather pleasant atmosphere in the community. If you incentivize the community to be nice, it tends to get ugly, which I can tell from experience.

    I'm not as familiar with the story yet, but I figure that you can absolve lost prospects with wry frankness (dishonor) or a respectful send-off (honor). Or just being efficient (neutral).

    I do still like the idea, though.
  • edited September 2017
    I get the idea, it would make the PVE part more «lore frendly» and it will add more depth for the people who likes to RP.

    A good way could also be to add item (gears) that you can or can't wear because of your alignment/path. Those items would be purely cosmetic (no broken stats) and you could see at the first look if the prospect/absolver you meet is a friend or foe. And guess there will be still some surprises =)
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