
![]() |
2 people marked this as a favorite. |

https://goblinworks.com/blog/alignment-and-reputation/ gives us the numbers:
* New players start with 1000 reputation
* You gain 1 rep each hour in which you haven't taken a rep hit
* That value increases by 0.25 for every 4 hours of good behavior.
* The hourly reputation bonus caps at 10.
Given those values, how long will it take a new player who takes no reputation hits to reach the cap of 7500?
Answer: 666 hours /played.

![]() |
1 person marked this as a favorite. |

I got 717 hours to gain 6500 rep. Well 6504 rep to be exact.
666 gives 5994 rep.
Granted I could have done my math wrong. For example does the .25 increase happen on the beginning of the 4th hour or after?
I did this in excel so I could visually see the data. It looks like this:
Hour | Rep Gain
---------------
1 | 1
2 | 1
3 | 1
4 | 1
5 | 1.25
6 | 1.25
7 | 1.25
8 | 1.25
etcetera etcetera
So it caps out at 10 on hour 145, for a total of 784 Rep gained at that hour.
Anyway, I have concluded that it is not that busy at work today.

![]() |

We have no idea if it counts off line time, if it does, it really isn't so bad.
# = How much gained in 4 hours
(#) = Current rate of gain/hour
1st Day 4(1),5,6,7,8(2),9
2nd Day 10,11,12(3),13,14,15
3rd Day 16(4),17,18,19,20(5),21
4th Day 22,23,24(6),25,26,27
5th Day 28(7),29,30,31,32(8),33
6th Day 34,35,36(9),37,38,39
7th Day 40(10)
So, 148 hours, or roughly 6-7 days to hit your max, and you should be at 1,814 when you hit that max.
So, 569 hours, or 24 days to hit max of 7,500.
Again, if off line time counts, this won't be so bad to do.

![]() |

The Blog states
For each hour of play time during which the character does not lose Reputation, he gains Reputation.
This needs confirmed but it suggests that it in online time. If people could regen rep offline then it would just lead griefers to cycle between an array of alts.

![]() |

The Blog statesQuote:For each hour of play time during which the character does not lose Reputation, he gains Reputation.This needs confirmed but it suggests that it in online time. If people could regen rep offline then it would just lead griefers to cycle between an array of alts.
True, but unless you DT it up, or buy another account, they will be inferior over time to others.

![]() |

So, 148 hours, or roughly 6-7 days to hit your max, and you should be at 1,814 when you hit that max.
So, 569 hours, or 24 days to hit max of 7,500.
148+569 = 717 hours, which verifies my earlier calculation as well.
Only thing we got different was the hour that the cap is reached. I got 145 and you got 148, but screw it, it is close enough haha.
(It is 145 though)

celestialiar |
1 person marked this as a favorite. |

https://goblinworks.com/blog/alignment-and-reputation/ gives us the numbers:
* New players start with 1000 reputation
* You gain 1 rep each hour in which you haven't taken a rep hit
* That value increases by 0.25 for every 4 hours of good behavior.
* The hourly reputation bonus caps at 10.Given those values, how long will it take a new player who takes no reputation hits to reach the cap of 7500?
Answer: 666 hours /played.
ha.
Repsystem that grows without action makes no sense. You should have to do good deeds to get your rep back. Otherwise, you can just bleed it off.

![]() |

...bleed it off.
Absolutely. That'll be balanced by the dedication it'll take not to play that character--and risk losing more Reputation--whilst you're bleeding.
If your character needs to be in-game during the bleeding, even more dedication will be necessary. The trauma of the boredom may have its own special lessons to grant :-).
I'm certain we'll end up seeing a system that has both active and passive components.

![]() |

Actually, you're not counting the first 3 hours you have to be at 1 before it changes to 1.25.
Negative sir. In my first post in this thread I explained my method and I was even questioning if the first .25 increase happens after or at the first 4 hours. I actually chose to go with after. Anyway, I was clearly just bored at work, but I did probably mess up somewhere in my excel spreadsheet.

![]() |

Lesson: Be good. Not evil. If you don't want to considered a dastardly bad guy, walk the old lady across the street, carry her groceries to her car, cut her grass when she can't. and resist the urge to rob her when she goes to worship at the temple. Torag will have no pity for the evil doer, even if it happens to be me!
But striking down evil makes Torag a very happy camper!

![]() |

ha.
Repsystem that grows without action makes no sense. You should have to do good deeds to get your rep back. Otherwise, you can just bleed it off.
The "good deed" you have to do to gain rep is: play for an extended period without doing any bad deeds.
And yes, with a high enough rep you can indeed afford to "bleed some off", but if you do too much that you're not high rep any more... and it takes a long time to get it back.
That raises a good point though- what can be done to avoid people idling in game 24*7 to maximize rep gain? Typical idle timers are trivial to defeat. We might have to tie rep gain to task completion of various sorts instead of simple clock ticking.

![]() |

I hope that the automatic rep-gain continues for characters that are offline. Else you get the ridiculous situation that people will leave their computer on to try to gain rep back, possibly with a simple "move forward, move backward" macro from their logitech g15 keyboard to avoid getting auto-booted due to afk(right next to an NPC Guard in their settlement off course).
I hoped we had left that sort of antics behind when Everquest *finally* introduced offline vendoring with your char.
I realize this opens up other cans of wurms, like people wrecking a characters rep (by griefing?) then simply play another for a few weeks while their griefer-char regenerates rep, but there could be other ways to battle this, like extra characterslots costing money, can only log in with a char when it is accruing xp, that sort of thing. Or banning (with every new account/characterslot costing money.
People will get rep-hits, not just "bad" players; Ryan himself has stated that being a "good" Settlement/Company member could sometime mean that you have to choose for taking a rep-hit to protect your buddies, instead of trying to protect your rep at all cost.
I am sure they will tweak the hell out of the rep-system, but I hope they will do this from the viewpoint that people should never have to leave their comps running all night to get an edge. :)

![]() |

Ryan himself has stated that being a "good" Settlement/Company member could sometime mean that you have to choose for taking a rep-hit to protect your buddies, instead of trying to protect your rep at all cost.
For the record, Ryan didn't say that, although some people certainly want to portray it that way. When pressed to clarify what he meant, Ryan very explicitly did not provide an example where losing Reputation was necessary.
Let's say, for the sake of argument, that at the top end of rep, there's a thing you have to do every day at a certain time to gain a point or two of rep unattainable any other way. The is just hypothetical so don't read anything more into it.
Now imagine that there is something really important that the Settlement needs done that conflicts with fulfilling that rep gaining activity.
Doing the necessary thing implies you don't maximize your rep. Maximizing your rep implies you put that number ahead of your collective obligation to your Settlement.
That is the kind of meaningful choice that I'd be interested in when vetting a potential recruit: do they play "for a number" or for the team?
The reason becomes obvious when you consider Ryan's statement about what Reputation is:
Reputation is a vector orthogonal to the good/evil law/chaos matrix and it reflects the degree to which your character (initially) engages in meaningless PvP. I expect over time it will reflect other behavior as well. The objective is to quantify to some degree how your character conforms to the goal of maximizing meaningful human interaction. To begin, we are focusing that down to "how meaningful is your character's PvP history".
The reputation system, in specific, is designed primarily to stop people from engaging in toxic behavior.
It seems clear to me that Ryan was expressing his opinion that Settlement Leaders would be wise not to judge a recruit based solely on his Reputation score because a High Reputation might indicate the player is more concerned with having a High Reputation than supporting the Settlement. It's a significant stretch to take that and say Ryan is suggesting we'll have to actively lower our Reputation in support of our Settlement, and Ryan very explicitly refused to endorse that reading.

![]() |

Reputation is a vector orthogonal to the good/evil law/chaos matrix and it reflects the degree to which your character (initially) engages in meaningless PvP. I expect over time it will reflect other behavior as well. The objective is to quantify to some degree how your character conforms to the goal of maximizing meaningful human interaction. To begin, we are focusing that down to "how meaningful is your character's PvP history"....
That bolded part is a little strange. I can understand that if you dig a deep hole at the start (of your character), you might/probably will regret it. I don't see why you couldn't dig a terribly deep hole later (and regret it) also.
I am seriously hoping that it is not any better to build rep and exp (skills) and lose rep later than it is to lose rep before you have skills...

![]() |

I think initially is meant to indicate that, at first, reputation will only account for "meaningless PvP", but that it will take other things into account later as well (extended to other toxic behaviors).
Yeah, I may not be reading it in the context that he was intending. I also suppose that it will be better to tank rep later, as long as you can find a place with a low enough minimum, that can cover what skills you need/want.

![]() |
1 person marked this as a favorite. |

It seems clear to me that Ryan was expressing his opinion that Settlement Leaders would be wise not to judge a recruit based solely on his Reputation score because a High Reputation might indicate the player is more concerned with having a High Reputation than supporting the Settlement. It's a significant stretch to take that and say Ryan is suggesting we'll have to actively lower our Reputation in support of our Settlement, and Ryan very explicitly refused to endorse that reading.
Case in point.
A delivery rider goes tearing past you and you note they have a powerful artifact on their person that would benefit your settlement immensely. They are however not flagged to you. Do you 'take one for the team' and kill the rider and loot the artifact to bolster you settlement?
Or...you're out wandering the meadows, picking flowers and making daisy chains with your friends, when suddenly you come across a lightly guarded siege engine headed towards your settlement. The siege engine is manned by the infamous Shadowclan Orcs, who you know are determined to raze all flower picking settlement in the immediate area. They however have not declared war yet and are not flagged to you. Do you 'take one for the team' and either destroy the engine or impede their progress to give your settlement defenders time to marshal?
Reputation is not the be all and end all metric. There are always going to be reasons individuals might take a reputation hit.
The above 'cases' are also why I don't like calling non-sanctioned PvP toxic or meaningless. That may not always be the case.

![]() |

I've always accepted that Reputation is only a meaningful measure in the aggregate, not in any particular instance. And I may very well be wrong to latch onto it as strongly as I do, but there are so many quotes from Ryan and the other devs that seem to indicate they intend it to be seen the way I see it...

![]() |

Since a char reaches the max reputation, stop the incoming of it. He is losing it buy staying at cap. So take a hit, make this an advantage and back to regenerate it.
But the exemple of siege engine. If you see them rolling inside your territory, isn't it an act of war? Did they don't be flagged as invaders of something? Remeber our settlement territory are 2 hexes wide, we have time to wait them became tagged to attack and do not lose reputation.

![]() |

Since a char reaches the max reputation, stop the incoming of it. He is losing it buy staying at cap. So take a hit, make this an advantage and back to regenerate it.
But the exemple of siege engine. If you see them rolling inside your territory, isn't it an act of war? Did they don't be flagged as invaders of something? Remeber our settlement territory are 2 hexes wide, we have time to wait them became tagged to attack and do not lose reputation.
Not everyone will be earning reputation just so they can afford to kill unflagged targets, but some will. So your point is valid.
I would like to see the approach (into sovereign territory) of siege engines (at the least) as a mechanically recognizable WAR DEC. I should think that they will be.