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- Why does the Design Team feel that UO needs a replacement
- Notoriety currently doesn't distinguish between PvP
activities and PvNPC activities, which is part of the
problem. We felt that the system needed an overhaul because
although it was helping most cases, it was restricting
roleplay activities for many people, and it was too easily
circumvented. Too much of the burden for policing was
landing on the software, rather than on the players.
This is a FAQ for the new Reputation system that will
soon be replacing the current Notoriety system. I have been
compiling this FAQ in an effort to aid both players and
the Design Team. All credit for this system goes to the
Design Team and to all the players who have contributed
ideas related to it. This is not my system.
Please note that the answers contained in this FAQ
come directly from the Design Team, so what you read here
can be considered official. Also note that I am not a member
of the Design Team so sending me complaints or suggestions
will most likely not have the effect you are looking for.
As you read through the FAQ please be aware that the answers
to some questions may change. Also if a question does not
have an answer or the answer is incomplete, it is only because
I have not yet received a definitive answer for the particular
In January, Designer Dragon posted the following comments
on the Crossroads of Britannia web site:
OK, here's the gist
of what we are looking into doing for notoriety revisions.
- Notoriety as you know it goes away.
- Reputation: Numerous actions in the game that currently
affect notoriety will affect your reputation. But reputation
is a purely visual thing. It does not affect access
to towns, it does not affect name color or target highlighting,
etc. It would still affect how NPCs talk to you, and
shop discounts. But the intent of reputation is merely
to give the NPCs a handle on how to deal with you. And
you can use it to better serve your roleplay, if you
want. Summoning daemons is going to make you unsavory
no matter what, because the general populace of Britannia
really doesn't like having more daemons running around.
Killing or attacking players does NOT fit into reputation
at all; doing the same to monsters and NPCs does, however.
Again, the worst this can do is get you labeled as someone
whose character does mean things (or good things). A
goal for reputation is to allow players to be able to
grant each other reputation points (like, spend five
of your points to give 1 to someone else--this makes
it unexploitable). The overall intent here is to make
this into a roleplay thing--it has no real gameplay
consequences. As part of this, we'd revise scales and
point values for actions and the like, so that it becomes
harder to acquire reputation, and so that tackling liches,
say, gives more reputation than tackling rats.
- Criminal flagging: this would be extremely visible--we'd
base highlighting on it, you'd see it announced when
someone got it and when it wore off, and engaging in
combat with it on would extend it. It would also be
extended to cover other actions, such as looting from
corpses. If you steal from enough people, you might
get permanently labeled a criminal.
- Kill tallies: if you die by a player's hand, directly
or indirectly, and are not a criminal, and are not the
aggressor in the instance, you can report your choice
of all players who did you damage in the course of the
battle. You would also get to add money into the pot
for bounties. "Red names" and barring from towns and
the like would apply to those who have accumulated too
many kills--probably five kills more than what you have
would show as red. The intent is that the red names
will be guys that you the players have identified as
scum, and instead of NPK's killing innocents who happen
to be red, we'll have a really rough life for red guys
who earned it.
- Guild system: You can buy a guildstone, set it up
on a ship or in a house, and recruit members. And two
guilds can mutually declare war and then all flagging
and the like is bypassed, and you can fight each other
to your heart's content. You can change fealty at the
guildstone, and the head of the guild is determined
by whoever has the most fealty at the time. Basically,
most of the details line up with Faramir's description.