[project1dev] Re: Faction reputation system

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 14:35:11 -0700

Yeah, im not sure...

mayeb this is just one of those things we'll have to try and get working and
play w/ it :P

shrug (:
On Wed, Apr 15, 2009 at 2:33 PM, <figarus@xxxxxxxxx> wrote:

> 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
> ------------------------------
> *From*: Alan Wolfe
> *Date*: Wed, 15 Apr 2009 14:23:41 -0700
> *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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