[project1dev] Re: Faction reputation system

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 21:33:20 +0000

What if we just come full circle and have the jail break idea where if someone 
dies, they can come back but you have to do a mini quest to win back their 
souls...  I definitely think there's a way we can balance it where's its 
challenging but fair...

I agree with you that we don't want chores for ppl, but maybe death will be 
infrequent enough that it would be a non issue?
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Wed, 15 Apr 2009 14:23:41 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Faction reputation system

or even if it was just that your char was dead "for a while" and could come
back after a time.

maybe im a puss though...

if you think the harder core aproach to characters would work well im
willing to wait and see it in action (:
On Wed, Apr 15, 2009 at 2:22 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> that's true.
> if we go with deeds could we have you be able to buy them after the fact?
> like ransom to get a characters soul back?
> it sucked if you forgot your deeds and died, so you always made sure and
> have deeds, it was kinda just an extra chore to do IMO :/
>   On Wed, Apr 15, 2009 at 2:20 PM, <figarus@xxxxxxxxx> wrote:
>> Also bare in mind its not an apple to apple comparison... Ff6 has 18
>> playable chars, we'll have 3-4x that
>> Sent via BlackBerry from T-Mobile
>> ------------------------------
>> *From*: Alan Wolfe
>> *Date*: Wed, 15 Apr 2009 14:13:22 -0700
>> *To*: <project1dev@xxxxxxxxxxxxx>
>> *Subject*: [project1dev] Re: Faction reputation system
>>   yeah, it would be a bummer if they were permanently dead because of
>> havign to level other characters up to that level to be able to try again.
>> Although you were saying the game would be based a lot on skill and not
>> raw numbers in combat so shrug.
>> On Wed, Apr 15, 2009 at 2:11 PM, <figarus@xxxxxxxxx> wrote:
>>> Like using ff6 for an example, if you took your party to fight kefka and
>>> you lost, in ff you just reset and everyones back alive. In our game,
>>> everyone except the hero would be lost permanently w/ out comrade cookies...
>>> I'm cool with that, I like severe concequences and think it adds to the
>>> challenge and tension of battle... But I imagine some ppl would cry :)
>>> Sent via BlackBerry from T-Mobile
>>> ------------------------------
>>> *From*: Kent Petersen
>>> *Date*: Wed, 15 Apr 2009 13:16:57 -0700
>>> *To*: <project1dev@xxxxxxxxxxxxx>
>>> *Subject*: [project1dev] Re: Faction reputation system
>>>   I like Alan's idea of having characters come and go due to story
>>> better than eric's idea of choosing py player selection. Using FF3 (jap 6)
>>> as reference, I liked when the floating continent crashes and all of the
>>> characters are lost and you then have the option to go around and recollect
>>> the party members. I think there should be plenty of characters to choose
>>> from too.
>>> On Wed, Apr 15, 2009 at 12:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>> thats pretty interesting, choosing which people stick around.
>>>> I'm not sure how much you want other chars to be part of the storyline,
>>>> but we could also do it where some characters could be lost and others
>>>> couldn't at the discretion of the game (instead of player chosen).
>>>> Like IE, shadow came and went in FF3 and was optional, but edgar always
>>>> stuck around.
>>>> maybe a bad example to use shadow cause he was in the storyline, but
>>>> maybe more like Gogo, where he was purely optional.
>>>>   On Wed, Apr 15, 2009 at 12:26 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>> i can see arguments for it sucking too... like  your fav party member
>>>>> leaves because you've been helping the enemy of their clan... however ...
>>>>> this may be one thing that helps keep the party turn over, (i.e. i think 
>>>>> its
>>>>> best if only a couple of party members that you LOVE stay with you the 
>>>>> whole
>>>>> time, while others kind of come and go via death, storyline reasons, etc.)
>>>>> plus it makes LOGICAL sense that they would leave and it would help create
>>>>> the unique "personal" story for each player
>>>>> my idea was something like... maybe you have an alotment of "comrade"
>>>>> cookies (haha... jk, but we'll come up w/ a real name) that you would give
>>>>> to a party member you really liked, they would eat it and gain things like
>>>>> not leaving due to faction rep, not being able to PERMANENTLY die,
>>>>> etc.... that way you dont lose your fav teammates due to death but
>>>>> other party members can die or leave for other reasons.
>>>>>  just a thought.
>>>>>   On Wed, Apr 15, 2009 at 3:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>> Very cool, thats some neat ideas.
>>>>>> Yeah we could basically have faction w/ individuals too, that'd be
>>>>>> kind of neat.
>>>>>> Eric was talking about how you recruit characters by telling them what
>>>>>> they want to hear, i wonder if maybe certain actions you do might change
>>>>>> faction scores w/ your individual party members?
>>>>>> Like if you have a cleric and you are always doin the bidding of the
>>>>>> undead, she might start to not want to hang out w/ you anymore.
>>>>>> What you think eric? Did you want it to work where characters might
>>>>>> lose interest in the party once they are recruited or that they would 
>>>>>> hang
>>>>>> around always once recruited?
>>>>>> I can see arguments for losing party members due to faction rep loses
>>>>>> making the game less fun so shrug either way :P
>>>>>> On Wed, Apr 15, 2009 at 10:06 AM, Chris Riccobono <crysalim@xxxxxxxxx
>>>>>> > wrote:
>>>>>>> This is a really cool idea -  it is akin to one of my favorite rpg
>>>>>>> series ever, Star Ocean.  The things you do give you friendship and
>>>>>>> romance points, and depending on those values, different character
>>>>>>> scenes take place.  It also leads to characters getting endings
>>>>>>> together romantically, or the protagonist even joining up with one of
>>>>>>> the side characters to end up building a house together in the end.
>>>>>>> These scenes also influence the creation of skills, where a character
>>>>>>> that has enough friendship points with another one can show that
>>>>>>> character how to do their move better, and it becomes an upgraded
>>>>>>> move.
>>>>>>> I love the idea of using these faction points to track in game events
>>>>>>> though, it will help with a lot of things!
>>>>>>> On Wed, Apr 15, 2009 at 9:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>
>>>>>>> wrote:
>>>>>>> > Ok so part of this game is that each time you play it through it's
>>>>>>> different
>>>>>>> > based on decisions you make etc.
>>>>>>> >
>>>>>>> > My idea for this is 2 fold:
>>>>>>> >
>>>>>>> > 1) We have faction reputation.  For instance if you quested a bunch
>>>>>>> against
>>>>>>> > some gnome miners to get their gems for helping a king make a crown
>>>>>>> for his
>>>>>>> > new queen, whenever you do stuff against them you lose faction rep
>>>>>>> for
>>>>>>> > them.  That means when you go talk to them they are less friendly
>>>>>>> to you,
>>>>>>> > and perhaps even straight up hostile and attack you on sight.
>>>>>>> Alternately,
>>>>>>> > if you were friendly with them, they might sell you items, give you
>>>>>>> quests,
>>>>>>> > give you safe passage through their tunnels etc.  This is just like
>>>>>>> WOW
>>>>>>> > except i'm thinking we should HIDE a player's faction rep scores.
>>>>>>> Dont even
>>>>>>> > show em.  The reason for that is that faction rep grinding is sooo
>>>>>>> retarded,
>>>>>>> > and also, if we don't show it, people won't as easily understand
>>>>>>> the
>>>>>>> > mechanism for why the game is different each time it's played,
>>>>>>> which will
>>>>>>> > give it the illusion of increased depth!
>>>>>>> >
>>>>>>> > 2) There will be certain things where when you make a decision one
>>>>>>> way or
>>>>>>> > the other, it just straight up sets a variable to a value (instead
>>>>>>> of
>>>>>>> > chaning a rep score).  So, in this case, you can have npc's check
>>>>>>> specific
>>>>>>> > variables for values instead of doing a rep score check.  That way,
>>>>>>> for
>>>>>>> > instance, like in FF3 when you choose to make the esper into a
>>>>>>> sword or keep
>>>>>>> > it an esper, if you made it a sword and visit some espers they
>>>>>>> might hate
>>>>>>> > you and say "we can't trust you, you would turn us all into magical
>>>>>>> weapons
>>>>>>> > for your own gain", but if you left it an esper they might say
>>>>>>> "welcome
>>>>>>> > friend".
>>>>>>> >
>>>>>>> >
>>>>>>> > Basically how i see bowh of these working from a technical stand
>>>>>>> point...
>>>>>>> >
>>>>>>> >
>>>>>>> > * We'll have a storage system for game variables.  From the scripts
>>>>>>> you will
>>>>>>> > call something like Faction=GetGameVariable("Faction_CaveGnomes");
>>>>>>> and it
>>>>>>> > will return that variable's value.
>>>>>>> > * You can call SetGameVariable("Faction_CaveGnomes",Faction+0.05);
>>>>>>> to set a
>>>>>>> > game variable's value
>>>>>>> > * When you save your game, it saves all the game variables to disk
>>>>>>> > (encrypted to make for more difficult cheating!) and when you load
>>>>>>> your
>>>>>>> > save, it just loads the game variables back in.
>>>>>>> > * everything that we need to save - including inventory, experience
>>>>>>> points,
>>>>>>> > etc - will all be stored in this game variable system.
>>>>>>> > * it will also be used for things such as keeping track of which
>>>>>>> treasure
>>>>>>> > chests the player has already opened, and will keep track of
>>>>>>> permanent
>>>>>>> > status of things (ie is the cave caved in? if so different models
>>>>>>> will be
>>>>>>> > loaded when loading that level)
>>>>>>> > * when you make an NPC, right there in your NPC script you can pull
>>>>>>> up any
>>>>>>> > variable you want and do if statements against them to do checks
>>>>>>> for
>>>>>>> > specific items in the players inventory, do faction rep checks to
>>>>>>> see how
>>>>>>> > certain groups feel about the player, see what level the player is,
>>>>>>> etc so
>>>>>>> > basically you should be able to test against ANYTHING when
>>>>>>> deciding how the
>>>>>>> > NPC/enemy will react to the player.
>>>>>>> >
>>>>>>> >
>>>>>>> > What do you guys think?

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