New character starting rep vs settlement rep thresholds


Pathfinder Online

Goblin Squad Member

If new characters start at 1000, and if the highest useful settlement threshold (i.e. the level at which all T3 structures and advances are permitted) is higher than 1000, then that means that newbies cannot join that settlement at birth.

I don't think this is a good idea; I think that someone who joins the game specifically to play with Group X should be able to move to their desired settlement immediately if they like. So either the highest threshold needs to be no higher than 1000, or newbies need to start higher.

I'm undecided on whether a 1000 threshold is high enough to be an interesting decision; it seems like building to T3 would be a no-brainer if the bar you have to get across is that low. I think something in the 3-5000 range would require a little more decision making where some settlements would say "you know, we're actually better off capping at T2 and keeping more mid-rep people that the higher filter would kick out."

On the other hand, I don't see any downside to starting newbies with max rep; they're innocent until proven guilty, and if they're guilty it'll drop fast enough anyway. Plus that eliminates the need for a separate mechanism for punishing newbykillers specifically; the penalty for a max rep murder is already going to be punitive.

tl;dr interestingly high settlement rep thresholds probably mean that new characters should start with max rep.

Goblin Squad Member

I've contemplated the same problem. My recommendation would be to include an "Innocence" Rating that is added to the New Player's Reputation solely for the purpose of entering a Settlement, that decays at the same rate Reputation would increase if you weren't losing any.

Goblin Squad Member

Could the same be accomplished by a "first join is free" tag on new players? That might not even need a display in the UI or anything, just some code behind-the-scenes.

Goblin Squad Member

Nihimon wrote:
I've contemplated the same problem. My recommendation would be to include an "Innocence" Rating that is added to the New Player's Reputation solely for the purpose of entering a Settlement, that decays at the same rate Reputation would increase if you weren't losing any.

I kind of like this one, if a solution is in fact needed. But I'm OK with a character basing in the starter city for a while too, until he gains more rep. He can still get the low level training and crafting he needs there, and can join whatever company he wants straight away. Not physically binding in the settlement of choice temporarily doesn't seem like the worst thing in the world, depending on how long the rep gain takes.

Goblin Squad Member

Quote:
Having a negative Reputation will mean that certain settlements will be off limits to you. Having a Reputation below -2500 means you cannot safely enter most NPC or starter settlements. Player settlements can set a minimum Reputation to enter safely; if your Reputation is below this value the guards will attack you and none of the NPCs will talk to you. Higher end structures, like tier 2 and 3 training and crafting facilities, require the settlement have its minimum Reputation set to certain levels to function. So if you want your town to have awesome training and crafting facilities, you have to set a high minimum Reputation to enter the settlement. This means characters that do a lot of PvP outside of wars, feuds, and such will be forced to visit less developed settlements that are wretched hives of scum and villainy.

The first bolded suggests that the minimum reps can be set below the 0 rep threshold. The second suggests that the min rep will need to be high in comparison but doesn't say how high. There is no indication that it will stay under the 0 rep threshold.

Regardless, someone could still be a member of the settlement and just not able to enter and use the facilities until they gain more rep. I can see some elitist settlement declaring that you must be a paragon of virtue to enter but for most it seems counter productive to not be able to have both high-tier structures and allow new players to enjoy the settlement.

What I think would help this, and what they haven't made quite clear, is if you can set a separate entrance min rep to allow people to enter without being attacked and other min reps to use certain structures. This way a newbie could come into the settlement but they can't train as a Fighter (due to the T3 Fighter structure) until their rep increases. No it's not a perfect plan but it's an improvement.

Goblin Squad Member

Another possible option would be to have some high rep "quests" or "missions" that newbies could complete that would boost their rep more quickly than "typical" activities.

These quests would need to be limited to newbies only, but may allow them to build up their rep quickly to gain admission to their preferred settlement.

Goblin Squad Member

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TEO Lone_Wolf wrote:

Another possible option would be to have some high rep "quests" or "missions" that newbies could complete that would boost their rep more quickly than "typical" activities.

These quests would need to be limited to newbies only, but may allow them to build up their rep quickly to gain admission to their preferred settlement.

This would be abused by griefers who create new characters and bulk up on rep then go out and cause problems. When that character is "used up" they make a new one and rinse repeat. This would only allow those types of people more time before they hit rock bottom and reroll.


On the other hand, it might be good for new players to be encouraged towards smaller, lower-rep settlements [s]like Freevalep/s]. It helps keep the curve mild.

Goblin Squad Member

Aragon will have an entry rep level of zero (0), atleast initially. We will never close our doors to a new character, and not to one that might have slipped up and behaved poorly once or twice.

When they arrive within our gates and become either a citizen or a member of one of our sponsored companies, they will be shown the way to play within our settlement's culture.

If they honor contracts and limit PvP to SADs, Feuds, Faction Targets and War Targets, there is only the rare occasion that their PvP activities should result in reputation loss.

If in time we come to realize that the zero threshold is not necessary, we will then move it to 1000.

Goblin Works will have to bear this in mind when deciding what is the minimum required reputation to access level 3. If they use an average, it will have to be low enough to compensate for a large population of new characters. Otherwise they will hurt the noob friendly settlements disproportionately.

If they do not use an average, but bar the individual character from accessing that training due to low rep, that woukd be fine. I see thus as the mist workable way to limit tier three training to be honest.

Imagine a worse case scenario, a settlement has so many low rep characters that few if any can access the tier three structure. The settlement management would likely tell them to get out; clean up their act; or threaten to reduce the structure to tier two or remove it all together. Why pay the high cost of tier three maintenance if no one can use it?

Goblin Squad Member

Quote:
Higher end structures, like tier 2 and 3 training and crafting facilities, require the settlement have its minimum Reputation set to certain levels to function. So if you want your town to have awesome training and crafting facilities, you have to set a high minimum Reputation to enter the settlement.

The rep filter is settlement wide, and individually applied. Settlement has to have a threshold of X in order to unlock a building they want, nobody with rep <X can enter or join the settlement.

Goblin Squad Member

I don't think this is necessary. My guess would be that settlements that cater towards Tier 3 will not have much in the way of Tier 1 support, if any.

Settlements get to choose if they want the best facilities, or support for new characters.

Goblin Squad Member

Guurzak wrote:
Quote:
Higher end structures, like tier 2 and 3 training and crafting facilities, require the settlement have its minimum Reputation set to certain levels to function. So if you want your town to have awesome training and crafting facilities, you have to set a high minimum Reputation to enter the settlement.
The rep filter is settlement wide, and individually applied. Settlement has to have a threshold of X in order to unlock a building they want, nobody with rep <X can enter or join the settlement.

The Devs have also said that having a handful of low rep individuals enter your settlement will likely not impact your settlement average.

I can see a possible scenario:

Settlement managers are alts that have high reputation and never venture out of the settlement.

Citizenry is limited to non PvP oriented characters, that will likely never encounter a reason to lose reputation through trade or crafting.

Everyone else is a "meta citizen" and only limited to a reputation that they are comfortable with based on the limitations incurred by it.

I mostly believe that reputation will be self correcting and players will see the advantages of maintaining a moderate to high reputation.

Goblin Squad Member

Bluddwolf wrote:
Guurzak wrote:
Quote:
Higher end structures, like tier 2 and 3 training and crafting facilities, require the settlement have its minimum Reputation set to certain levels to function. So if you want your town to have awesome training and crafting facilities, you have to set a high minimum Reputation to enter the settlement.
The rep filter is settlement wide, and individually applied. Settlement has to have a threshold of X in order to unlock a building they want, nobody with rep <X can enter or join the settlement.

The Devs have also said that having a handful of low rep individuals enter your settlement will likely not impact your settlement average.

I can see a possible scenario:

Settlement managers are alts that have high reputation and never venture out of the settlement.

Citizenry is limited to non PvP oriented characters, that will likely never encounter a reason to lose reputation through trade or crafting.

Everyone else is a "meta citizen" and only limited to a reputation that they are comfortable with based on the limitations incurred by it.

I mostly believe that reputation will be self correcting and players will see the advantages of maintaining a moderate to high reputation.

That could work unless it is too much hassle dealing with working around the disadvantages of NOT being a citizen: population count factor, costs of services, storages, any number of things we don't know yet...

Goblin Squad Member

I haven't see anyone say this yet, but remember Tier 3 equipment/skills will not be available to new characters regardless of their reputation. They won't have XP and prerequisite skills.

Goblin Squad Member

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Banesama wrote:
I haven't see anyone say this yet, but remember Tier 3 equipment/skills will not be available to new characters regardless of their reputation. They won't have XP and prerequisite skills.

I hope they have a system like SWG where anybody can equip anything at any time, but if you don't have the skills to use it, it is next to useless on all but the most basic enemies.

Goblin Squad Member

Valkenr wrote:
...anybody can equip anything at any time, but if you don't have the skills to use it...

I'm still hunting the quote, but that's just what I remember. You'll not be able to access the keywords of an item that might be very powerful in the hands of another character.


Yeah, I thought you could use any weapon. It's just not gonna be as good if you don't have the Keywords.

By the way, does anybody know how much rep GW was planning on penalizing for, say, breaking an SAD? Or attacking without provocation?

Goblin Squad Member

Kobold Cleaver wrote:

Yeah, I thought you could use any weapon. It's just not gonna be as good if you don't have the Keywords.

By the way, does anybody know how much rep GW was planning on penalizing for, say, breaking an SAD? Or attacking without provocation?

It will probably remain fluid during EE until they can discover the right formula.

Goblin Squad Member

T7V Jazzlvraz wrote:
Valkenr wrote:
...anybody can equip anything at any time, but if you don't have the skills to use it...
I'm still hunting the quote, but that's just what I remember. You'll not be able to access the keywords of an item that might be very powerful in the hands of another character.

I was posting about doing this back in 2012, and probably a few more times.

I'm pretty sure the quote you are looking for is in one of the video blogs.


Actually, I wanna say it's pretty old. *Shrug*

Goblin Squad Member

Valkenr wrote:
...in one of the video blogs.

Ick, so hard to search those efficiently, even though the transcriptions help immensely.

Goblin Squad Member

Pretty sure it's in 5. The one where Ryan asks Stephen questions.

Goblin Squad Member

Guurzak wrote:

If new characters start at 1000, and if the highest useful settlement threshold (i.e. the level at which all T3 structures and advances are permitted) is higher than 1000, then that means that newbies cannot join that settlement at birth.

I don't think this is a good idea; I think that someone who joins the game specifically to play with Group X should be able to move to their desired settlement immediately if they like. So either the highest threshold needs to be no higher than 1000, or newbies need to start higher.

That's what I've thought all along - new players shouldn't be excluded from settlements - settlements shouldn't have to decide between recruiting new players and having Tier 3 capabilities. I expect that a "high" threshold for settlements will actually be something like 0 or 1000, like you say. There may, of course be other things required for Tier 3 facilities, but for Rep, that might be it.

If that were the case, then the "medium" threshhold (ie, Tier 2 limit) could be something like -2500. Note that that's also the entry threshold for most NPC towns, which will likely all be Tier 1 at some point. Then the "low" threshold for NPC towns (a limited number) might be -5000 (though I'm not sure if there's ever a point where you can't enter *any* NPC town). The "low" (Tier 1 limit) for PC towns would be the -7500 floor.

ps. Your accent slipped again. I think I've see that happen frequently when you write good, meaty posts like this one.

Goblin Squad Member

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Banesama wrote:
I haven't see anyone say this yet, but remember Tier 3 equipment/skills will not be available to new characters regardless of their reputation. They won't have XP and prerequisite skills.

No, but a T3 structure would likely have T2 and T1 training available on it as well. If the structure and all training it gives is off limits because it is T3 then that may be a problem involving what we are talking about.

Goblin Squad Member

Ravenlute wrote:
Banesama wrote:
I haven't see anyone say this yet, but remember Tier 3 equipment/skills will not be available to new characters regardless of their reputation. They won't have XP and prerequisite skills.
No, but a T3 structure would likely have T2 and T1 training available on it as well. If the structure and all training it gives is off limits because it is T3 then that may be a problem involving what we are talking about.

I was thinking that also. It would seem almost impossible if by building/adding a higher tier, you lost everything that should belong in a similar building of lesser tier.

Goblin Squad Member

TEO Urman wrote:
Your accent slipped again.

When I post about game mechanics I don't do so in character. I assure you, if you meet Guurzak in game he won't be blahin hummie.

I appreciate the positive feedback!

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