REPUTATION DECAY done right:
Penalizing people for having a life outside the game by offline decay will go down in gaming history as one of the top most wrongheaded decisions.
NOTE: this isn't about Power Play reputation, its about major and minor faction decay, which occurs even when you're offline just long enough for a night's sleep. As I grind up one minor faction in Empire, the previous one I did already starts to droop.
Its perfectly ok that people who can play more, can achieve more. but to take away from casual players what they already have less time to do is astonishingly daft.
We're not taking about an alternate reality here, we're talking about a game service provider and its customers, nothing else.
And remember, FD never stated that their goal was to carpet-bomb everybody's reputation as they do with their lazy 'solution' now, they stated two specific goals, see below...
Reputation decay could very well be used to achieve FD's two stated goals:
1) NEGATIVE REPUTATION - FD's stated goal: letting bad guys get out of the dog house without actually having to work for it.
(not sure I agree with that, save for those people who got hit by ridiculous escalating loitering violations or other minor things where escalation spiraled out of control - or else, if FD feels so bad about it, just fix the over the top escalation of penalties) This could be done offline or online or both, but should probably not work for griefers, lest it be an incentive. But its a totally separate bag from positive reputation.
2) POSITIVE REPUTATION - FD's stated goal: to make it hard to keep allied with all 3 factions: For fairness, reputation should only decay while online. And in a smartly regulated fashion:
- If you're offline, nothing changes whatsoever. real life > game ...is that really so hard to understand and facilitate?
- If you're online but exploring outside of inhabited space, nothing changes. Exploration should not carry a penalty. When Columbus came back from America, did they give him a title, or did they say "we don't know you anymore"...?
- But: If you're online and trading / questing / fighting for the Empire, your Federation and Alliance reputation will decay. No decay in Empire, until you actually start doing missions / trading / combat for one of the other two. Same for each faction. Only one faction gains, while two decay. Should work.
And if you think that's "not enough" I'll have you know, that FD can obviously set the rate of decay as they see fit.
General advice for player retention: Anything that lets players exchange more than just laser fire, allowing them to band together will keep them in the game. So FD should rush to enable a game mechanic for player associations (guilds, whatever you wanna call it) and let players trade among each other. stuff, modules whatever. let them buy or capture stations. Maybe more people will go into multiplayer for that.
Add powers, abilities to do things for players, not more of the same mission and hauling grind painted with a new color.