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I wasn't suggesting GW should change the red(hostile, no rep/alignment changes), yellow(neutral, rep/alignment changes), green(friendly, can't attack accidentally) structure(Lee or Stephen posted it somewhere), but to make it actually graphically meaningful(at least the hostile part) at a character level. I guess it can't be completely made meaningful in that way, but some parts would make a huge difference for example lore wise, which leads me to factions.

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I know this is an old discussion related to an old blog post, but as I was reading stuff to see how game developpment advanced. Reading this topic some issues came to my mind.
Sorry if I'm bringing questions already discussed here.
1- Would't be interesting if we could, in some cases, be able to keep our association to a faction in secret? Maybe having some skill for that?
For example, there is no reason to everybody know I'm member of the pathfinder society, if I don´t tell them so. Of course that would not be possible for all factions, but for some ones that would make sense and provide interesting stuff for gameplaying if we could keep it secret.
2- Scenario: I am member of a faction and a buddy from my company is member of an enemy faction, how it will work? Of course we can make an arrangement and decide not attacking each other, but a way to flag a buddy to avoid attacking him accidentally would be interesting. Maybe the flag would display differently (different colour/symbol for example), or a "buddy flag" could be displayed simultaneously if we choose so.
3- How will npcs react to that factional division? Will all them attack me if I am a ranked member from an enemy faction?

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2- Scenario: I am member of a faction and a buddy from my company is member of an enemy faction, how it will work? Of course we can make an arrangement and decide not attacking each other, but a way to flag a buddy to avoid attacking him accidentally would be interesting. Maybe the flag would display differently (different colour/symbol for example), or a "buddy flag" could be displayed simultaneously if we choose so.
I think accidental attacks may see minimal prevention and purposefully so. One of the negatives to the awesome might of Area of Effect attacks should be having to watch where you throw it so that you do not hit friends.