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Patch Announcement: Factions
*sam*
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Yes, missions of any type will affect fame/rep with the source and destination towns, and therefore will also affect the factions that they're influential with (for or against).
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 15, 2010, 11:21 am
*sam*
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BTW I'd appreciate feedback from players on how this is working out.

Specifically-

1) how fast is fame/rep changing with factions and does it seem too slow/too fast
2) whether the faction-related gameplay changes are working out ok, for example (a) trucing, (b) gates fees, (c) militia attacks at gates

I'm just about to add some new NPC non-anarchist pirate gangs and perhaps a few non-merchant trader gangs in various towns. I'm also going to make a "Scout for Faction X Pirates" option.

Since a couple of people are unhappy about their sudden loss of fame, I *could* retrofit previous fame values to the top gangs. This would be a bit of effort but I have no problem doing it if you guys think it's important.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 15, 2010, 11:40 am Last edited Feb 15, 2010, 11:42 am by *sam*
FireFly
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I did like being able to recruit well, but it isnt that big of an issue...
The people who had a high fame, can obviusly get it again, I know I can...

Also, the factions and towns seems to react the most when you kill enemy gangers, this is intentional, yes?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 15, 2010, 11:52 am
*sam*
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FireFly said:
Also, the factions and towns seems to react the most when you kill enemy gangers, this is intentional, yes?


Well, since the main gameplay involves killing stuff.. yes, kind of unavoidable. I'm sure we can dream up new, more subtle ways of influencing faction rep.. I don't think paying direct $ for rep. is a good idea though, that's too easy.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 15, 2010, 11:58 am
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*sam* said:
FireFly said:
Also, the factions and towns seems to react the most when you kill enemy gangers, this is intentional, yes?


Well, since the main gameplay involves killing stuff.. yes, kind of unavoidable. I'm sure we can dream up new, more subtle ways of influencing faction rep.. I don't think paying direct $ for rep. is a good idea though, that's too easy.
Indeed, I just find it funny how the Civs, Merch's and Mutants now Admire me because I went on a anarchists slaughter spree  ;)
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 15, 2010, 12:09 pm
*Wolfsbane*
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It seems reasonable enough - everyone does hate the anarchists after all. Just stay out of firelight ;)

For me, it seems to work OK, although I'm also going the easy route and just attacking anarchists. Town fees are going down - not had a chance to see other effects yet, although I'm hoping the GW militia might give me a hand at some point. Heck, even the Reds like me.

My only real criticism would be that it's too easy to be friends with everyone important right now. It would be nice if there were some slightly more difficult choices when making alliances - some sort of conflict between the merchants and the civs maybe? Nothing overt, but some sort of trade war or something. Dunno.
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vet wv marshal pvp2 cont

Posted Feb 15, 2010, 12:26 pm
*sam*
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Wolf- I could easily weaken the relationship between the Merchants and Civs.

BTW I have added two new trader gangs to Elms, and one to Badlands. You'll also see the faction affiliation of gangs listed in the town market reports. I'd appreciate any suggestions about other gangs that should be added to any specific towns.

edit: also added a Reds Pirate gang to FL.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 15, 2010, 12:58 pm Last edited Feb 15, 2010, 1:08 pm by *sam*
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dump a ton of traders in shanty, if you ask me, shantyville should become "The" town for trader hunting, I mean, sha... mutieville is setup for the specific purpose of intercepting the high value transports between TX - BL, yet there are no traders, and the trader loot isn't worth anything...

Make it rival sarsfield in terms of cargo, and make them the highest fame traders around, this is just my suggestion thou, but it could bring some fresh air over shanty, not to mention, justify its RP explanation...

Also, dedicated Merchant/Civilian/Red's bounty hunters in firelight, I can come up with a few descriptions for these once I get home from school, but now... time for PE...
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 15, 2010, 1:07 pm
*Grograt*
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vested interest Firefly ;)
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vet marshal wv community

Posted Feb 15, 2010, 1:15 pm
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*sam* said:
Wolf- I could easily weaken the relationship between the Merchants and Civs.


Yeah, but I'm not sure that would do what I'm looking for.  It would mean I could attack one and keep rep with the other, but I've got no real reason to do that.  I can just keep hitting anarchists and they'll both like me, which is much easier.

I'm going to have to think about this for a bit.

Oh, and agreed with FF, as long as there are some properly hardcore bounty hunters around to make the returns interesting :)
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vet wv marshal pvp2 cont

Posted Feb 15, 2010, 1:18 pm
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This may have been asked already but I didn't see it.

Do Hero Points still work? I have racked up several bounties out of BL and nothing special has shown up for purchase.
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vet wv

Posted Feb 15, 2010, 1:37 pm
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I've spent some points I already had from before the change (in Elms), so that much worked. I think BL is just farmed out more or less constantly these days.
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vet wv marshal pvp2 cont

Posted Feb 15, 2010, 1:41 pm
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Aye hero points still working as normal, though i am sure this will be addressed when factions are running smoothly
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vet marshal wv community

Posted Feb 15, 2010, 1:50 pm
*sam*
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Yes, HPs are going to be looked at soon. They should be useful in a variety of ways - one idea I had is that they could be "traded in" for rep/fame with their town.
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Posted Feb 15, 2010, 1:55 pm
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*sam* said:
BTW I'd appreciate feedback from players on how this is working out.


One thing I'd like to point out is that since it has been reset we are all pretty much "anonymous" in every town. This means that our reps will build very slowly everywhere, which is different than what the system will be like once it is in full swing.

*sam* said:
Wolf- I could easily weaken the relationship between the Merchants and Civs..


It might be a good idea to weaken the positive relationship a little between many groups. I can only imagine that if two groups are very closely aligned than if you attack one they both get mad at you.

Sometimes we'll want this but sometimes I think groups will be more neutral. For instance mutants and slavers get along but do you really think if you attack one group the other is really going to care all that much unless you attack them as well?

Also I assume that most groups gravitate towards indifference over time. Maybe slaver gangs would instead gravitate towards a lower level, such as scorned. You would pretty much have to go out of your way to make friends with them and remind them of it all the time.

Also I just had an awesome idea!

The relationship between the groups might change a little every so often, for instance every month or two. There might be an announcement in forums/gazette like "relations have soured between Civs and Merchants" or new alliances formed, etc. This serves as an interesting dynamic for RP as well as a way to tweak things.
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vet combatL1 wv1,0,0

Posted Feb 15, 2010, 2:07 pm
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