Questaar said:I hope that there will be no worldwide announcements about player achievements. Not even regional. What an absolutely massive break in realism. You could have a town crier maybe announce something in a nearby town. That's it. The reward is the reward. I think titles are silly too. No titles floating over somebodies head. A name is necessary in game. Titles are not.
This, I'd rather have newsboards as you enter town, town crier, or even newspapers in the tavern where you can read about accomplishments. Not some random spam in my text while I'm mid-battle of something that happened half way across the world.
Manofrohan said:
I'm really interested to know what kind of tangible ways VR is planning to track/announce/display renown.
I'm thinking about some of the tenets from the Pantheon FAQ:
- Meaningful character progression increases player power and prestige
- An immersive world requires intelligent inhabitants
- Faction and alignment is an integral part of interacting with the world and its citizens
- The greatest sense of accomplishment comes when it is shared – and earned
I want to more about how these will be meted out as an inhabitant of not only a world, but a game. How will accomplishments be known by other players/inhabitants? For instance, I'm not sure I like the global messages that announce a guild has just attained lvl 50, but it might be world-appropriate and also super cool to have NPCs talking about it in the tavern.
Hi Manofrohan,
Seems to me that there are two sides to what you're asking:
1> how will NPCs recognise what you've done/accomplished ?
2> how will players recognise what you've done/accomplished ?
The first one is likely going to be addressed with npc faction alignment changes. If you perform positive actions towards faction A they will like you more and more which will eventually lead to unlocking new quests, rewards and recognition through the interactions with npcs from said faction. This is more or else standard on most mmorpgs. Nothing new here.
Now, what most mmorpgs don't typically do is to have significant and impactful negative consequences to your choices. When you get very good standing with faction A, faction B won't enjoy that at all because they hate faction A, so your faction with B lowers significantly and they become aggro to you. Still more or less standard. This is not enough in my opinion. This behaviour is too static. What would be really cool is, say, faction B to send assassins after you no matter where you are in the world. Stuff like that. Real consequences that make you truly assess your choices which also helps to deepen the immersiveness.
Regarding the second point, I'm of the opinion, like others have expressed in this thread, that player-to-player recognition should be reserved for community interactions such as word of mouth, threads on the server-specific forum sections (that I expect the forum management will open up closer to launch) etc...