Wild West Online counters griefing with a rep system

    
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So many sandbox MMOs claim to have cracked the problem of griefing with an open PvP system — but could Wild West Online actually do it?

In a new post on Facebook this week, the devs outlined how WWO’s reputation system will work as a safeguard against griefers getting too rambunctious in a free-for-all PvP situation. All players accrue positive or negative reputation based on their actions, with those sinking deep into negative territory becoming bandits. Bandits can be identified and hunted by sheriffs and deputies, and the worst of the worst will have a “most wanted” status and a bounty slapped on them for anyone to claim.

There’s more to it than just that, but the team hopes that this structure will curtail the worst behavior in players: “When we started designing these systems we had two mutually exclusive goals: make a game with relatively unrestricted PVP while still making sure the game doesn’t turn into COD deathmatch where all players shoot first and ask questions later. We feel that we have solved that by giving players a choice about how they will live in the world that carries actual in-game consequences. ”

Source: Facebook
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Rottenrotny

I like the idea of it, let’s see how it actually plays out in game though.
Personally I don’t have a problem with OWPVP. If someone is harassing you and the map is big enough you move on to another area. Not every PVP server player is a ganker.

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Utakata

…the question becomes, what if there are more bandits than sheriffs? Well to be fair, that was likely true with the real West. But then that question becomes what if there are more bandits then sheriffs can manage? Which leads also to what happens when a bandit becomes a sheriff? My pigtails for see their anti-gank mechanics ain’t going to end so well. o.O

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Totes McGoats

If?

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Utakata

The actuals will be interesting though…to put it mildly. /sigh

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Ashfyn Ninegold

No. Becoming a bandit does not “carry actual in-game consequences.” This has been tried and it is meaningless. As others have said, it becomes a goal for PKers and is easily exploited.

Actual in-game consequences is to run out of ammunition, have your horse die and have no food or water in the middle of the desert you can’t get out of because your radar map has disappeared, map function doesn’t work so you don’t know where you are and chat function is turned off and no one can group with you and you can’t connect to Discord to get help. Now we’re talking real in-game consequences.

Do devs not play the type of games they design? Sheesh.

Godnaz
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Godnaz

run out of ammunition, have your horse die and have no food or water in the middle of the desert you can’t get out of because your radar map has disappeared, map function doesn’t work

This is just punishing the player for playing the game in a way it was meant to be played. Why would you do that in an open PvP game where risk vs. reward is the goal?

Just my experience with Archeage and Black Desert Online where open PvP exists, once reputation goes negative a ‘bandit/pirate’ would get diminished returns in some form or another or they would lose access to realm territory or public services like a merchant ot trading post. NPC guards quickly spotted and hunted these players so they knew the consequences of doing bad deeds. Ofcoarse in every PvP game, PvPers deserve their own sanctuary to conduct NPC business but being a blatant PKer is a different type of player and falls under the same consequences as a player with motives.

As a non-PvP player, I would be bored quickly if no one will willing to contest my daily routine in a PvP game because the punishment was too stiff. It’s a PvP game at its core after all.

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Ashfyn Ninegold

Exactly my point. The devs are being disingenuous by calling their meaningless swipe at anti-griefing “actual in-game consequences”.

As they point out themselves, their goals are mutually exclusive and creating a bandit class (however it is penalized) has been shown over and over again to be insufficient to prevent hardcore PKers from griefing and ganking.

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Schmidt.Capela

Ultima Online already tried that before implementing Trammel, for heaven’s sake. With heavier penalties, as “red” players not only could be attacked at will, they even lost skill points. It didn’t work.

And nowadays the climate for that kind of game might be even worse. Back in early UO days if you wanted to play a MMO you had to accept that someone could take potshots at you whenever they wanted, as there were no good games that prevented this kind of cheap PvP; this ensured that there would be a good number of less violent players in the game to temper all the PvP. Nowadays, with the number of PvE games, players that don’t want to be attacked without provocation just go play a game where such unjustified attacks aren’t even possible, leaving for the PvP games mostly just the players that want to shot first and ask questions later, if at all.

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Armsbend

I call this type of development putting the cart before the horse. in crowdfunding, when you start talking up minute details of battle mechanics then rest assured it is time for a new round of founder’s packs or some other similar bullshit.

Bree Royce
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Bree Royce

seriously.gif
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Totes McGoats

I’d rank “Outlaw Rep System” up there with “We’ll put wolves in the world and let the population rise and fall ecologically” as one of those ideas that has never worked (going back to UO).

Pepperzine
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Pepperzine

The idea of labeling those who grief the most as “most wanted” just gives them a grieving goal to aim for….

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Schmidt.Capela

If anyone remembers the game Spore, a game that lets you create creatures/buildings/vehicles and share them online, at first it had an achievement to have one of your creations banned; it was meant as a way to shame people that shared improper creations.

The devs had to remove that achievement because players were intentionally sharing phallus-shaped things to get the achievement.

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Paragon Lost

Not a new mechanic idea, attempted even in the old text based online multi-player rpgs. Be interesting to see if these guys can pull it off. I tend to doubt it, but it would be nice to see it done well.

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Estranged

I’m willing to give it a try. A Wild West MMO without potential danger doesn’t make sense to me, otherwise.

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silverlock

Same. While I hate gank boxes more then anything I prefer games with meaningful pvp over pure pve. I thought both BDO and Warhammer did a good job with this.

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Crowe

I might give it a try but I think I’ll wait a month or two past launch to see what actually gets released. I doubt they’re going to magically come up with a system that works well.

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Paul

Hmm, yet-another-gankbox claims to have solved the griefing problem, using the same approach that fails everywhere else. Yup, I’m convinced :P

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Castagere Shaikura

They keep making these claims because gamer’s believe anything.

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Carebear

Not anymore…

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Boom

Get a friend to be the bandit & get a bounty on his head, you be sheriff go & collect said bounty.
Turn in for reward an share the lootz.
Be rolling in whiskey, chewing tobacco & saloon ladies by the end of the week

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Melissa McDonald

Assuming saloons aren’t little Whitechapels for the local Rippers to play in, yeah.

deekay_plus
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deekay_plus

sounds like the opening of good the bad and the ugly.

camren_rooke
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camren_rooke

and if its f2p, rinse and repeat on a different account. It’s win/win for the wolves!

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Chris Moss

It’s b2p