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Reputation System: Yeah...I Went There

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Comicsluvr
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Reputation System: Yeah...I Went There

Warning: ALP (Another Long Post)

I want a Reputation System for this game. It would influence how each character receives missions as well as rewards. Allow me to 'splain:

During character generation you begin with a Reputation of 0. Completing missions successfully earns more Rep, failing loses it. Rep CAN go negative (more on this later). Higher Diff missions earns a Rep bonus for the harder missions.

Rep is easy to earn at first because your name is new. 10 successful missions earns you +1 Rep. This number doubles each time (yes, that's 40 for +3 and 80 for +4!). However don't forget the bonus for tougher missions. Also don't forget that Rep can be earned in a team (and we all know how fast a good teams finishes missions...).

0 Rep means that your contacts (or however we get missions...) will not give you certain missions flagged as 'Difficult' under the premise that you'll get greased. 1 Rep means that your contacts and people on the street know you, respect you and are more willing to help you (maybe). A character can get missions from contacts (or whatever) within 1 point of his Rep (so 4 Rep means you can take missions 3-5). This means that a really famous hero cannot take the really easy missions without dialing down his Diff.

Negative Rep means that you will only be handed easy missions until your Rep reaches at least 0. This is to give you a chance to recover and largely due to a lack of trust.

For villains this is called Cred instead of Rep and works the same way for bad guy's missions.

There are all kinds of opportunities for small advantages as your Rep/Cred goes up. Better missions, access to one-off equipment (You're taking on Dr Scarey? Hey...I bet this Plutonium Gun would help!) , badges and all of that are possible.

This might go so far as calling on help when the going gets tough. At Rep/Cred 5 (or so...) you can call on a gang of generic authorities/agents to help you once a mission (Gosh Cap...I'm sure glad we were nearby and saw the smoke!). However if you do this and the whole gang get greased your Rep drops a bit even if the mission is successful. This keeps heroes from needlessly risking others and prevents villains from wasting resources on suicide missions.

This might also be used if we ever have side-switching. Once a hero's Rep reaches 0 he has the option of getting villain missions (remember the +1/-1 range?) and starting to build his Cred. A character may have Rep, Cred or be at 0 but never a combination. Characters might have chances at undercover missions where they HAVE to get 1-2 Rep/Cred for the other side before they get a chance at tackling their REAL mission.

The options are endless really...

I remember when Star Wars was cool...a long, long time ago...

Kaxiya
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What about differences in rep

What about differences in rep/cred on a scale when dealing with PvP or even PvE?
For sake of argument, lets say I have a hero with a rep of 2. Said hero goes out and confronts the villain with cred 3:
1) Hero defeats villain and foils plan. total success = (+1 rep to hero, -1 cred to villain)
2) Hero foils plan but villain gets away (or opposite) = (+.5 rep to hero, -.5 cred to villain)
3) Hero fails to foil plan or defeat villain. total fail = (-.5 rep to hero, +.5 cred to villain)

***The numbers are arbitrary and just to show a kind of pattern. The only reason for the greater gain for #1 vs the loss of #3 is due to the hero starting out with less rep than the villain had cred. These numbers would show differently if the range between them was greater, less or even reversed***

what do you think?

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syntaxerror37
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Hmm...When I read the title,

Hmm...When I read the title, I thought this was about ranking the players themselves as decent human beings or horrible people you should never team with.

What would we gain in playing experience by implementing a system like this? I don't think it is a bad idea, I just don't see what benefit it would have. Are you afraid of an inexperienced player biting off more than they can chew? Or do you want to make the ability to run the "hard' missions a sign of prestige?

I'm sorry that's nothing but a series of questions, I'm just trying to wrap my head around it.

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Comicsluvr
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Not at all Syntax...perfectly

Not at all Syntax...perfectly valid questions. The reasoning is, like my brain, somewhat complex and convoluted:

1) I noticed that MMO players seem to LOVE collecting things. Badges, costumes, accolades etc. Many of these things do little if anything but many works towards some small reward like a costume piece or a small universal buff or costume slot. Rep/Cred would be another thing to accumulate with little to no initial benefit (I don't see any real benefits at +1 except maybe slightly better missions) but at the top end they have a feeling of accomplishment.

2) I have seen talk on the forums about good guys and bad guys but nothing about switching sides. I LOVED Going Rogue and I think others did too. Even if we don't have it at first (likely) then Rep/Cred would be a foundation for putting side switching in later.

3) I don't really see this as a gate to prevent new players from getting in over their heads but I suppose it could accomplish that if it's desired. On a team the leader could use his Rep to determine what missions the team gets and so on. By the way, I am NOT suggesting that a whole slew of missions be gated in this way. However we might use it as a path to Retcons or TFs. All of the TFs had a level restriction, in part to make sure that the characters didn't get in over their heads. We could use this instead. If a character has a Rep of 5 but he's still fairly low level then he obviously has the skills/build/know-how to play the game. Why not let them try a TF rated a level or two above them if they play so well?

4) Remember those missions that were SO tough your whole team ran to Warburg to get nukes to help out? I didn't see that as very fun or very genre personally. Now the idea that if I get a good enough Cred that Master Doom notices me and lends me some of his Stormtroopers now and then? It's not an 'I win' button but it's a fun way to get some help during the tough missions that's totally in genre.

I'm sure there are others that can come up with more ideas.

I remember when Star Wars was cool...a long, long time ago...

Jag8
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I like the idea. Instead of

I like the idea. Instead of trying to find some hidden contact or TFs that is strictly team gated because heroes cant fight fair they must get 7 of thier buddies to jump a villain because that is how gang mebers *ahem* I mean heroes roll, they can go at it because they have proven themselves to be tought enough.

Although the potential backlash could be, especially if rep can be viewed by other players is that, "Forming team, only people with such and such rep apply." which can leave newbie characters out of the teaming system because of lack of rep viewed by other players. Especially with decrease rep for failed missions. While it probably will be one of those things, from the sound of it, that is for fun and wont have a severe impatc on gameplay, people tend to take stuff like that seriously. Remember some people got very angry for debt especially when teaming Issue Releases.

Alerts in CO, only two minutes, but look at the anger towards new guys and lowbies when stuff fails.

This idea is again, very good and I would personally like it but with it, there is potential to split the players into new players finding it difficult to find team due to their rep and veterans or those that may be very good at the game easy to find team and only teaming with people at or near their rep range. It would be another blow to PuG and growth food for cliques.

Jag8
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I like the idea. Instead of

I like the idea. Instead of trying to find some hidden contact or TFs that is strictly team gated because heroes cant fight fair they must get 7 of thier buddies to jump a villain because that is how gang mebers *ahem* I mean heroes roll, they can go at it because they have proven themselves to be tought enough.

Although the potential backlash could be, especially if rep can be viewed by other players is that, "Forming team, only people with such and such rep apply." which can leave newbie characters out of the teaming system because of lack of rep viewed by other players. Especially with decrease rep for failed missions. While it probably will be one of those things, from the sound of it, that is for fun and wont have a severe impatc on gameplay, people tend to take stuff like that seriously. Remember some people got very angry for debt especially when teaming Issue Releases.

Alerts in CO, only two minutes, but look at the anger towards new guys and lowbies when stuff fails.

This idea is again, very good and I would personally like it but with it, there is potential to split the players into new players finding it difficult to find team due to their rep and veterans or those that may be very good at the game easy to find team and only teaming with people at or near their rep range. It would be another blow to PuG and growth food for cliques.

Kaxiya
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I can see some players not

I can see some players not wanting to be forced into a rep/cred tier by some game mechanic. Some might not care ether way and RP that what "others" think of them is unimportant.

Kaxiya will certainly fall within the second category. He will have some different ideas on what is right or wrong because he is not human. Hence, he may actually have both a heroic reputation as well as villainous street creds.

Please, dont let my previous post confuse. It was nothing more than a suggested outline of a potential system I came up with after reading the first post. I like to write things down when they are fresh, as they may turn up something later on after I have had time to process. I never gave any thought to its purpose beyond the creation of the idea itself.

I personally like the idea of some sort of a reputation system as to me it makes logical sense. I think your actions or lack there of will be noted by the populous as a whole and should have some bering in the game.

That being said, perhaps reputation good or bad would have no effect physically in the game world, but could open up other options. Titles could be unlocked for you to choose from. Your actions could gather positive, negative, or neutral points depending on what you do.

Varying degrees of villainous or heroic titles could be opened up depending on how many positive or negative reputation points you accumulate.
Neutral titles could be available as long as the amount of point for both positive and negative are roughly the same or zero.
There could also be titles available for those who are primarily heroic (or villainous) but who on occasion have been known to wander the other path.

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The only hangup I have with

The only hangup I have with this kind of system, is that it would force people into the old Hero/Villain mentality, when the developers (and myself) have expressed a preference towards a more fluid alignment system.
The concept is good though, I just don't think it need to be divided between Rep/Cred. In a world like this there would surely be many organizations and individuals who would ask for you help regardless of your leaning on the hero/villain scale. Think of Crey Indutries from City, they operated on both sides simply because their goal was progress, and they didn't care where it came from.

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Comicsluvr
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Warsmith wrote:
Warsmith wrote:

The only hangup I have with this kind of system, is that it would force people into the old Hero/Villain mentality, when the developers (and myself) have expressed a preference towards a more fluid alignment system.
The concept is good though, I just don't think it need to be divided between Rep/Cred. In a world like this there would surely be many organizations and individuals who would ask for you help regardless of your leaning on the hero/villain scale. Think of Crey Indutries from City, they operated on both sides simply because their goal was progress, and they didn't care where it came from.

Good point. Ok...pull the divide and allow characters to develop Rep AND Cred at the same time. That actually makes more sense anyhow. Just because you're doing something for the 'Redside' doesn't mean you're advertising the fact after all...

I remember when Star Wars was cool...a long, long time ago...

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I think the idea is great and

I think the idea is great and strongly agree with a rep/cred system and a way around not wanting newbies or no rep/cred players on the team is that the rep/cred is only for the player themselves does not come into teamed up groups, so solo u can do all u want at rep/cred +5 but on a team u all are the same rep/cred.

jag40
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graff wrote:
graff wrote:

I think the idea is great and strongly agree with a rep/cred system and a way around not wanting newbies or no rep/cred players on the team is that the rep/cred is only for the player themselves does not come into teamed up groups, so solo u can do all u want at rep/cred +5 but on a team u all are the same rep/cred.

Indeed.

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Warsmith wrote:
Warsmith wrote:

The only hangup I have with this kind of system, is that it would force people into the old Hero/Villain mentality, when the developers (and myself) have expressed a preference towards a more fluid alignment system.
The concept is good though, I just don't think it need to be divided between Rep/Cred. In a world like this there would surely be many organizations and individuals who would ask for you help regardless of your leaning on the hero/villain scale. Think of Crey Indutries from City, they operated on both sides simply because their goal was progress, and they didn't care where it came from.

This is quite true. We have spoken about an alignment system which spans the range between hero and villain, or what it means to be a hero or villain, or what kind of hero or villain you character is. It is separate from the reputation system we want to create. Reputation probably won't have an effect on mission difficulty however. But it may have an effect on what missions you can access, as can your alignment (possibly). Nothing is definite however and everything will have its own standing in our list of priorities, so one thing may happen before another and none of it, some of it, or even all of it may make it at release or some time later (insert standard no promises disclaimer here).


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It could be worthwhile

It could be worthwhile looking at the "standings" mechanism of Eve Online... Sure the system is *not* perfect, and yes, it does operate like a rep grind (for rewards if you so desire), but the more trusted you become to a corporation, the bigger the rewards get. Increase your standings one way, they go down with an opposing side.

And there might even be a group that you could run missions with that might even increase the standings of *those two* whilst decreasing them with another.

And even in Eve Online now, you can *never* be truely locked out of running missions for one group or another.... but you will ahve to start at the very bottom.

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