The Elite Dangerous ingame reputation system thread

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Could this be FD subtly edging people towards piracy and other criminal acts? Right now I'm mostly a trader and bounty hunter because I don't feel like having to fight off a bunch of overzealous cops every time I enter Imperial space. However if I could swoop down on a system, be a right nuisance for a couple of days, then leave town for a week so that my bounty expires and the locals forget about me, I might be tempted to try (PVE, not PVP. I'd feel terrible if I blew up a CMDR while trying to shoot out their drives)
 
Logged out last night allied with everyone - logged back in tonight and now friendly with everyone..
Even worse I'd done stuff for feds and alliance last night to boot.

Something definitely out of whack here

Yep, I've dropped to friendly with Alliance and Federation now, was Allied with both before.
 
Not sure if it's been mentioned but I've gone from allied to friendly in both the Federation and the Empire. I have done nothing but test out the new ships.

Edit: Pardon me, it has been mentioned.
 
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The idea that anything achievement based degrades is a terrible idea. Items, modules, ships fine, but not achievements.

What kind of a motivator is it to achieve anything if you know that immediately after you've succeeded it slowly erodes away over time.

Some will say this is more realistic, I say certain parts of reality shouldn't stray into a game and this is one them.

Agreed. Imitating real life is nice and all but some things needs to saty in real life to avoid killing the fun factor.

Seems to me some of the changes to mechanics are not really needed beyond the grumblings of a vocal minority. Dunno but more content should be added before tweaking mechanics like this IMO.
 
Agreed. Imitating real life is nice and all but some things needs to saty in real life to avoid killing the fun factor.

Seems to me some of the changes to mechanics are not really needed beyond the grumblings of a vocal minority. Dunno but more content should be added before tweaking mechanics like this IMO.

I also agree completely. This takes out some of the fun of making progress of in the game and adds more grind :(
 
Eroding rank for me kills the game far more than any 10% credit loss on modules or 7 day bounty cool off.

Player achievements should not erode. You want erosion, keep it in power play on a weekly basis. Leave the major faction rankings alone.
 
Back from a long hiatus to see what's new. Grind enforcement.. Yeah, after I'm bored with power play my next hiatus will be permanent. I don't have time for this, and there isn't enough game here to keep me around. I really can't think of a better way to get rid of the player base than to enforce check ins and tedium in an unfinished game that's "continuously in development" just to save your progress.
 
From what I have ready and gathered the rep decay is focused on say let say on a scale of 1-10 (10 being loved by the group) you are sitting at 9.. it might decay over time to say 7 (still fairly liked). It said in the notes from extremes so its not like if they love you 1 day and you leave them alone for a week or two they are going to hate you or go neutral to you. If it is the case then it should be adjusted. The rate of decay will play a factor... the patch is in beta testing so its possible it might change before the release.
 
Really? Ok, wth is FD doing? Since when is the name of the game, "Cater only to people who play 24/7"?
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"There are uber-rich people, so we better implement a 10% resale fee on all modules. And there are people with maxed reputation, so we better make reputation values degrade. And if someone doesn't play every day or for extended periods of time? They don't matter."
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Who is making these decisions? Because, in my opinion, whoever it is needs to take a step back and reevaluate their position on whether or not non-hardcore players matter at all. If they do, then these measures - and anything other, similar changes that have been made - need to be undone.
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There are - have to be - better ways to go about giving hardcore players incentive to keep playing, because the methods you're using have far reaching effects which may work to alleviate that particular problem, but they create whole new ones for everyone else.
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Unless, of course, the intent is to make the game so inaccessible that it is only populated by those willing to spend copious amounts of time in-game, in which case, keep it up.
 
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Has anyone checked to see if influence degredation only happens when you are logged in, or is real time based.

If the former, it doesn't matter. If the latter... it does punish those who can't put in as much time.
 
If it only degrades when you're logged in, I agree, it's not as bad - but it still better be VERY slow (still not a fan of it, regardless). As an independent contractor, I would have to avoid a company for a long time for them to forget about my relationship with them. Professional relationships typically degrade more slowly than personal (you can call up a business years later, while that can be awkward with a friend/acquaintance).
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And allied? If an organization were friendly enough with you for your name to be added to the list of entities which were defended in hostile engagements, I don't think they'd forget about you after a day, a week, a month, a year...
 
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As it is, it degrades in real time, and in quite a large chunks too. Losing allied status even when it was being worked on overnight is awful....
 
Has anyone checked to see if influence degredation only happens when you are logged in, or is real time based.

If the former, it doesn't matter. If the latter... it does punish those who can't put in as much time.

If I read the patch notest correctly, it should only erode to Friendly, or erode up to neutral from hated. I think it said only the extremes "degrade" over time, which would be allied and hated.

But doesn't really matter, the way that power ranking works, you'll be either grinding, or not doing powers at all. The 100 points for rank 2 don't seem bad, that's 10 times a full load of propaganda for Aislinn for instance. But rank 3 needs you to do at least 200 points a week, and compete with everyone else in that faction to be in the top 50%. So yeah, casuals probably won't do too much in PP.
 
Hm, I'm not sure.

Until now, it was possible to be 'allied' with all major factions at the same time - and people complained that this doesn't make sense. And they complained rightfully, IMO.

Reputation degredation solves this problem. (To answer the question, why this mechanic was introduced at all.) You can work for only one faction at a time and you should keep/improve your standing with them quite easily. The others will degrade. That's okay for me.

I agree, it would be definitely more fair towards casual players, if this degrading would hapen only during play-time. Unfortunately, ED is generally refering to real time; this is true for CGs, bullitin board missions and the main plot. Making reputation degredation game-time based would be inconsistent and not logic.

Anyway, if we look at the reputation rating, what is it good for - other than the feeling of acomplishment (which should not be underestimated, by the way)?
It mainly affects the overhauled bulletin-board missions, allowing you to accept the new and extremely well paid hight-rep missions. And here, I think, is the rep. degradation an important element of balance! There is much mony to be earned (more than currently under 1.2), but to be able to do so, the game has to be played!
There is not less money you can make, being only 'neutral'; casual gamers are not punished! But players who dedicate much time to the game are rewarded for doing so - which is a good thing in my opinion!

The degredation time is a matter of balance, of course. Maybe a longer time period migth be reasonable (without more experience with this mechanic, I don't have any base for jugement) and the speed of raising your reputation migth need to increase due to the new changes. But in general, I am not totally opposed to this change, it is not totally bonkers!
 
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Hm, I'm not sure.

Until now, it was possible to be 'allied' with all major factions at the same time - and people complained that this doesn't make sense. And they complained rightfully, IMO.

Reputation degredation solves this problem. (To answer the question, why this mechanic was introduced at all.) You can work for only one faction at a time and you should keep/improve your standing with them quite easily. The others will degrade. That's okay for me.

I agree, it would be definitely more fair towards casual players, if this degrading would hapen only during play-time. Unfortunately, ED is generally refering to real time; this is true for CGs, bullitin board missions and the main plot. Making reputation degredation game-time based would be inconsistent and not logic.

Anyway, if we look at the reputation rating, what is it good for - other than the feeling of acomplishment (which should not be underestimated, by the way)?
It mainly affects the overhauled bulletin-board missions, allowing you to accept the new and extremely well paid hight-rep missions. And here, I think, is the rep. degradation an important element of balance! There is much mony to be earned (more than currently under 1.2), but to be able to do so, the game has to be played!
There is not less money you can make, being only 'neutral'; casual gamers are not punished! But players who dedicate much time to the game are rewarded for doing so - which is a good thing in my opinion!

The degredation time is a matter of balance, of course. Maybe a longer time period migth be reasonable (without more experience with this mechanic, I don't have any base for jugement) and the speed of raising your reputation migth need to increase due to the new changes. But in general, I am not totally opposed to this change, it is not totally bonkers!

Missions are issued by the minor faction, not the major faction. So being allied with the Patron's Principles is what gets you high paying missions, not being allied with the Empire. The allied rank with the major faction just ensured that all Imperial stations welcome you, the cops are more likely to leave you be and show up faster when you're attacked (at least that's my personal experience). And of course the outfitting seems to sell better items based on it as well.

The mission board currently is a mess anyway, but it seems that your ranking in trade/exporation/combat is a more deciding factor on what missions you have then your rep. I gave up looking at it, because all I see atm is "elite or founder". Gee thanks :p

And reputation decay hurts even the players who might play actively. As menitoned previously, explorers would get the shaft. Imagine them flying out on a normal exploration tour, that takes a week to complete. By the time they are back, who knows how low their reputation could get, if it doesn't stop decaying at a certain point. Is it fair? No, they were out doing it for the glory of their major faction, but when they return, they are greeted with "Oh, you still alive? Now lick our boots again if you want us to acknowledge you".
 
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Reputation decay sounds good. You got your 15 minutes of fame yesterday, but what does it matter if you don't contribute today and tomorrow?

We are, after all, space jockeys zipping whereever we want. Mercenaries, not socialites or politicians. The people living in those systems (and maintaining those jurisdictions) have to keep matters close to them primary. There's no emotional link between us and the mundane.

In a way we (commanders) are outcasts whom the universe forgets if we don't keep ourselves relevant.
 
I think the decay rate is too fast - admittedly the Beta is an accelerated version but here is my example: It literally took MONTHS of gameplay to get Allied with Sirius Corp (Avik was the only option when I started and they only had 5% influence) - to lose it in a week or two is a kick in the teeth after the grind! I agree completely with hunvagy in that the extended trips you need to make to rank up (in whatever discipline) will pull you away from maintaining your rep, I don't disagree with it slowly decaying I just think it needs to be a lot slower. On another note, all it takes is a few failed missions and it drops like a stone anyway, if it is implemented like this I think they should balance it with less negative rep on failure.
 
Just remember the game is sped up in Beta 48 hours=7 days

Then the rate of decay is still way, way, waaaaay to fast. How long has the beta been here? 3 days? So that would equal what, 10 days in the real game?

10 days to drop down from a maxed out allied reputation, to friendly (and you keep falling, I it still hasn't stopped for me).

Make that 10 weeks and we can talk about it. But regardless of the actual speed, there is no point to befriend the minor factions of a cozy backwater system you might check out once in a while*, when every time you come back it is "obey station laws, unknown commander".

*I have several of those. Just this past weekend I spent trading and protecting miners in a small independent system because it seemed ad nice place to drop by now and then. I eventually got to allied after doing basically nothing but help them for an entire weekend. All that effort seems to have been for nothing now. Because I will so totally not keep a list and schedule when and where to check in and regrind my former reputation. No. I will just stop bothering. Way to go.
 
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