Notoriety & Reputation

Tyler

Administrator
Staff member

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
This system is designed to track patterns, not punish one-off mistakes.

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
Reputation is meant to reflect long-term conduct, not short sessions.

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
This creates a natural outlaw role, as well as certain rules apply to them such as "open season" on KOS.

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