Player Reputation & Notoriety System
To encourage meaningful roleplay, reduce random violence, and create long-term consequences for hostile behavior, we are introducing a Reputation & Notoriety System.This system is automatic, persistent, and slow to forgive, rewarding restraint and punishing repeated violent or “bad karma” actions.
Reputation Basics
- Every player starts at +5 reputation
- Reputation is affected by:
- Player damage
- Player kills
- Negative karma actions (configured per server)
- Reputation recovers extremely slowly over time
Losing Reputation
Reputation loss is probabilistic, not guaranteed, to avoid abuse and edge cases.Damage
- Each instance of damage has a configurable % chance (default: 5%) to reduce reputation
Deaths
- Killing a player has a much higher chance (default: 50%) to apply –1 reputation
Bad Karma Actions
- Server-defined actions (configurable)
- Can apply direct or chance-based reputation loss
Reputation Recovery
- Reputation recovers automatically over time
- Recovery rate is intentionally very slow
- Example: +1 reputation per hour
- This prevents players from “grinding off” bad behavior quickly
Notorious Status “Raider”
Once a player reaches –1 reputation, they become Notorious.Effects of Notorious Status
- Player is marked as a Raider
- A red, glowing skull appears above their head
- Raider status is visible to all players
- While Notorious:
- All negative reputation chances are doubled
- Violence and bad karma actions spiral faster
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