"Reputation" - What Does it Mean


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Goblin Squad Member

@Nihimon Thanks. I reread the relative parts of the Blog. One thing still a little confusing.

Blog wrote:

settlements gain benefits from keeping a high alignment and reputation requirement for membership, so players who lose these qualities may have more limited options for where to go for training, trade, and crafting[/blog]

Blog wrote:
Characters with low reputations may also find they're not wanted in certain places. Settlements can set a minimum reputation to enter the city; players who don't meet the requirement are warned, and become trespassers if they continue to enter. Settlements may also be selective about permitting players with low reputations to join, since maintaining a high minimum settlement reputation is key to building several prestigious and useful structures.

It looks, to me, like the settlement's members must be of a certain reputation to get/keep certain facilities running. Why would the settlement care what the rep of visiting characters is if they pay to train there? I do see that they can set visitor rep lvl to what they want, but won't some settlements let anyone with money in?

Goblin Squad Member

Bringslite wrote:


It looks, to me, like the settlement's members must be of a certain reputation to get/keep certain facilities running. Why would the settlement care what the rep of visiting characters is if they pay to train there? I do see that they can set visitor rep lvl to what they want, but won't some settlements let anyone with money in?

Well... I'd imagine quite a few settlements have their line of who they want to sell weapons and skills to. Sort of a player nation security thing. Low rep essentially means the person kills indescriminantly without warning. You don't want to sell a skill for 100gp, then have the guy use that skill to steal 10,000 from you later.

Goblin Squad Member

What Onishi said :)

Goblin Squad Member

I think this is probably also an important factor in keeping visiting characters from getting the best abilities:

Goblinworks Blog wrote:
The fee is important, because each hall offers a limited amount of training (there are only so many instructors to go around), and the settlement probably doesn't want guests swooping in to take all the training from a building they made to support their members.

Goblin Squad Member

Good point, Dario. I'm hoping that there's some way to give timely discounts to individuals. I'd like to be able to trade a Training Discount to someone without having to wrestle with the UI to reduce the price when that character is going to train and hope nobody else gets the reduced price as well.

Goblin Squad Member

Nihimon wrote:
Good point, Dario. I'm hoping that there's some way to give timely discounts to individuals. I'd like to be able to trade a Training Discount to someone without having to wrestle with the UI to reduce the price when that character is going to train and hope nobody else gets the reduced price as well.

If you are in charge of such things and want to give a discount without the hassle of the UI, can't you just get the $$$ from the treasury for your ally's discount?

Goblin Squad Member

There will probably be ways to specify different price points for different CCs, or even named individuals.

Goblin Squad Member

Nihimon wrote:
There will probably be ways to specify different price points for different CCs, or even named individuals.

Well that would fix that! =D

How about rep trading between alts. Anyone hear anything about ways to stop that?

Goblin Squad Member

I believe to give somebody rep, you must sacrifice your own rep.

Goblinworks Blog wrote:
Any player that hurts you shows up on your enemies list. This list allows you to salute or rebuke the enemy (granting or reducing reputation, at the cost of your own).

I say 'I believe' because while I see no room for other interpretation, and I think I remember a dev confirming it worked this way somewhere (the reason given being the possibility for abuse), some believe this is not the case.

Goblin Squad Member

I believe there's also a limit on how much you can transfer this way in a given time period. Like how the PVP flags say "You gain rep up to a daily limit"

Goblin Squad Member

@Kakafika and Dario

Good deal. If salute was a 1 for 1 trade and there was no limit, we might see nasty players trading rep between alts just for access to training etc.

Goblin Squad Member

1) I see reputation like the little plus to the right of each post. Enough characters give you a "plus" your character gains a benefit. (Apparently that doesn't work here in the threads.) The analogy would be more accurate if there were also a "minus" next to the plus.
2) Reputation is a character variable with in-game effects. A character's reputation can be altered by players through their characters, but I do not believe that it is a measure of "player" quality. To be that the game would have to have mechanics to adjudicate player intent over their actions (not possible) or GW would have to devote employees (or assigned moderators from the community) to make that judgment (not likely at this time).
3) I see reputation as an extension of Knowledge(local). As has been discussed in threads on anonymity, reputation would be one way you could be recognized even if the other character (or NPC) has never met you. It is sort of a play on an old saying, "If a robber robs in the woods, will anyone hear?"
4) As has been said, a settlement wants to have many characters with high reputations to make sure that services provided in those settlements which require a high settlement reputation keep operating. This keeps money flowing into the settlement to help pay the upkeep. This is sort of like having celebrities from the local film shoot repeatedly eating at a local dinner. The dinner becomes more well known and more people will come to that dinner.
5) Reputation can be valuable to characters trying to collect bounties. The more reputation your character has it might be easier to track that character down.

PFO is a game character interaction. This will naturally generate a sociological environment, a society. There will be characters you will loath, characters you will envy, and some you will just not care about one way or another. Reputation, I believe, will be an in-game measure of where your character fits into that society.

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