[MUD-Dev] Player run reputation system

Koster Koster
Fri Jun 8 14:31:56 CEST 2001


> -----Original Message-----
> From: Sean Kelly
> Sent: Friday, June 08, 2001 1:13 AM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Player run reputation system 
 
> ----- Original Message -----
> From: "Koster, Raph" <rkoster at verant.com>
 
>> Then you don't need a reputation system at all. :) You can size
>> them up in the traditional way, by getting to know them and
>> talking to people who have interacted with them.

>> What else would you use it for?
 
> NPC interaction.  I really like the idea of NPC behavior towards a
> player being at least somewhat dependent on that player's local
> reputation.  Thic could vary from shopowners varying prices,
> refusing to serve an individual, offering services they otherwise
> wouldn't, requesting help/offering quests, to things as extreme as
> monsters being willing to work for a sufficiently evil individual
> instead of attacking him -- when the UO project was first
> announced, my dream was to roleplay an evil char, recruit a bunch
> of monsters and hole up somewhere, in effect creating my own
> "dungeon."

For that, you're probably better off having just the server tracking
actions rather than having the above NPC behaviors be based on a
player-entered reputation. Or so it seems to me...

-Raph
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list