{"data":{"id":18123,"title":"Reputation System AMA Recap","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/18123-Reputation-System-AMA-Recap","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/18123","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/18123","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/similar"}],"images_count":2,"translations":{"en_EN":"Reputation System AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on May 13, 2021.\n\n\nThis time, we welcomed four guests from different departments who answered players\u2019 questions on how we want to further iterate the Reputation System and provided insights into the decisions we\u2019ve made.\n\nLuke Pressley \u2013 Lead Designer\n\nWilliam Weissbaum \u2013 Lead Writer\n\nRob Reininger \u2013 Lead Systems Designer\n\nBen Dorsey \u2013 Senior Systems Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nWill some ships be \u201elocked\u201c behind a reputation wall, so that you need a specific amount of positive reputation with a Company or Organisation, to be able to buy it? If yes, whats happens if one already pledged for that Ship? Could they still use the ship right away or must they also meet the Reputation requirements like the one who wants to buy it in Game?\n\n\nRob Reininger:\n\nWe are looking to gate many things in the game, both items as well as ships, behind the reputation system.\n\nWe have to remember that without a leveling system, reputation is one of our more significant progression in our game, if not THE most, so now that it\u2019s in, we will be looking to get this hooked into all forms of rewards mechanisms moving forward.\n\nAs for what happens with people that already have these ships, you will always have access to these ships through the ASOP.\n\nHowever, what you will likely see as we move forward is that mission content (which will ultimately include large scale hauling missions), will likely be gated behind reputation and\/or org membership.\n\n\nFollow-up Question: Can you expand a bit on \u201corg membership\u201d? I would assume that you\u2019re talking about NPC orgs like the Bounty Hunter\u2019s Guild or the like.\nRob Reininger:\n\nThis is correct. The topic of org membership is not finalized, so I\u2019d prefer to wait until we can share more concrete plans for this without causing any speculation or confusion about the matter. What\u2019s important right now is that we built the system with any permutation of this concept in mind, so the system will be able to support whatever way we decide to utilize this feature. (Although to be 100% clear, this is not implemented in the current game\/release as of this moment.)\n\n\nWill reputation system allow player to unlock exclusive and not exclusive ship, ship weapon, ship component, FPS weapon, armor, suits, skins etc for some factions and missions givers? For example, the Gladius Valiant for the UEE or Northrock Service Group, the Gladius Pirate for the Pirates factions or the criminal factions, the Mercury Nightrunner for Crusader etc. Other example, with a good Hurston\u2019s reputation, they could give us some free Hurston items. We can imagine all those items would be unlockable in shops after reaching a level with the faction.\n\n\nRob Reininger:\n\nWhat we have been talking a lot about lately is exactly \u201cwhat rewards will be associated with each org\/reputation track\u201d and \u201cat which ranks we see these types of things being rewarded.\u201d One of the things we\u2019ve discussed is things like unlocking an org\u2019s paint\/tint colors for use on particular item types at some of the higher ranks. (Which I think generally covers what you\u2019re talking about with this question.) The answer is yes, we are 100% looking at the best way to incorporate a much broader use of the paint\/tinting system into the game and reputation will be a significant delivery mechanism for this type of reward. As to how I see this working, if you say unlock the \u201cmicroTech\u201d colors, you would have to go back to New Babbage to a local shop in order to paint\/color your item\/ship with that tint. For factions\/orgs that don\u2019t have as clear of a \u201chome base\u201d as say microTech does, we will have to figure out 1, where we could potentially unlock this feature, and 2, if it\u2019s a smaller org within the game, is their colors something we want to release. But generally yes, this is where we\u2019re going in the future.\n\nAs for shops specifically, we plan on having the items in the shops with purchasable requirements shown to players when we revamp the shopping experience. So you\u2019d see the \u201creputation specific item\u201d in the inventory, but as an example, you\u2019d see \u201cRequired \u2013 microTech Rep Rank 8\u201d\n\n\nFollow-up Question: You talk about org paint, you mean unlocking NPC org\u2019s paint don\u2019t you?\nRob Reininger:\n\nYes, this is a correct assumption. I mean that when you get to Rank \u201cX\u201d within Crusader Security org on a particular career track, you might unlock the Crusader Security color scheme. (Maybe available as say, Orison.) Since an organization might have several career paths, this might be the kind of thing that is seen as a reward on all of the careers at a given rank, or potentially their \u201ccore\u201d career path. (Of which i mean, if it\u2019s a policing organization, maybe only the bounty hunting track has it available there.) But we have complete flexibility to dole things out at any level within reputation. So if we wanted to offer it at rank 5 in one track, but rank 7 in another, that would be a possibility. The point is, we have the ability do associate these things where we feel it\u2019s appropriate. Later iterations of the reputation manager has a \u201cRewards\u201d tab that we\u2019d like to add that will catalog the entire org\u2019s set of rewards in one place so you don\u2019t have to click on each rank to see what the benefits are. What you\u2019ve currently got unlocked, etc. As USPU is an extremely busy team, I can\u2019t say for sure when this \u201cRewards\u201d tab will make an appearance though. Know that it\u2019s \u201con the list\u201d of stuff we\u2019d like to do to enhance the system though. ;) )\n\n\nWill it be possible to tank a reputation so hard it\u2019s unrecoverable?\nWilliam Weissbaum:\n\nAll reputations will decay towards neutral over time, positive and negative. That said, the worse the reputation the longer it will take for people to forget about just how awful you are.\n\n\nWill some Star Systems be \u201elocked\u201c behind a reputation wall, so that you need a specific amount of positive reputation with a Company or Organisation, to be able to enter it?\nBen Dorsey:\n\nWe plan to make things more diegetic than just saying \u201cNo you can\u2019t go here until you hit Reputation X\u201d.\n\nWe instead have plans to make it so that an area is heavily patrolled\/guarded by Organization X, or a Jump Point is controlled by Organization Y. Then it becomes potentially interesting gameplay to try to deal with those obstacles (which would sometimes be as insurmountable as we can make them).\n\n\nAre missions that we see going to be filtered by reputation? So If group A likes me and group B hates me will is still see missions for group B or only for A?\nLuke Pressley:\n\nOur current thinking is that you will only be able to see missions you are eligible for or close to being eligible for. This will provide players with a glimpse to the missions available just beyond their current standing for instance.\n\n\nHow will reputation work for things like hauling contracts? Will there be conditions like how fast good are delivered, if they are damaged etc?\nLuke Pressley:\n\nWe will definitely be adding levels of success to missions wherever possible. These may be advertised or hidden from the player. We want to try this first with a variant of the time-sensitive delivery mission where players are to deliver as much cargo as possible \u2013 gambling that they can load, travel and unload in time. The more you deliver, the bigger the reward in UEC and Rep.\n\n\nHas there been any thought or plans to add \u201cProfession\u201d based contracts to Star Citizen? What I mean is \u201cmining\u201d, \u201ccargo\u201d, \u201ctransport\u201d, \u201cmedical\u201d, \u201csalvage\u201d etc. For instance, a mining contract to find a new element or deliver refined \u201cAgricium\u201d to a specific location. In turn, this could effect reputation for that profession, which could unlock new contracts or access to mining aides or bonuses. Thanks.\nRob Reininger:\n\nSo there\u2019s a few things to unpack here. Yes, we will be adding \u201cprofession\u201d specific missions. The first of which will likely be cargo hauling. What I mean by that is you are being paid to transport an existing set of cargo FOR a company from one place to another. The idea with other professions, say for exploration, might be to find new celestial bodies or new locations, etc. But yes, as we refactor the cargo system as a whole, we would like to change the current commodity trading such that players can lock in contracts to deliver \u201cX\u201d amount of cargo type \u201cY\u201d to location \u201cZ\u201d for a guaranteed price per unit. Things of this nature. And other professions will fall in line with similar types of missions as they relate to each profession\u2019s key gameplay goals. As for profession specific reputations, just as we have a generic \u201cBounty Hunters Guild\u201d, we will have a specific reputation for each profession. This will be a key contributor for when you go to new locations and the types of missions you will see there. (Basically giving you access with a specific org\u2019s mission track without doing some of the beginner missions.)\n\n\nCan you tell us about reputation system and possible interaction with player orgs? Is it something planned for the near future or it\u2019s better to temper our hopes for the time being? Thank you.\n\nBen Dorsey:\n\nWe\u2019ve discussed two primary interactions between Player Orgs and Reputation quite heavily. The first is Player Orgs having a reputation (much like a player can) with other NPC Orgs and NPCs. The answer to this one is a resounding yes. Barring unforseen future complications, the framework we have implemented allows for this and we plan to do this.\n\nThe other interaction is allowing for Player Orgs to set up their own rules for a reputation that players can earn. While the reputation system is built to allow for it, at current we don\u2019t plan to do this. It was heavily debated, and I can\u2019t rule anything out forever, but the current feeling was that the cons outweighed the pros (most of the cons revolved around removing or reducing player interactions and community-building that we want to encourage).\n\nAs for the near future part of your question? These are more long-term plans. The best method of tracking our progress on this will be on the Public Roadmap. It\u2019s not currently slated for this year.\n\n\nWhat will happen when we will have hunders of quest givers and companies? Are you already planning a redesign for the app? Adding for example filters with star systems\/planets etc.\nBen Dorsey:\n\nYes. We\u2019ve planned out multiple additional iterations on the Reputation app (for when more content and systems come online). Two of the things those future versions would add are a filtering system and a sorting system that would allow for grouping similar Organizations and Contacts together.\n\nThese would supplement the Favorite system that we have in the current implementation (clicking the star to the left of an Org\/Contact to sort reputations you want to keep an eye on at the top of your list).\n\n\nHello, so Star Citizen will be very based on Missions, Quests and Reputations. But how \u201cwidely\u201d and how extensively will this system be implemented, will it take up half of all our future gameplay (and money making), or will we seek our own adventures and not rely too much on Missions and reputation?\n\nLuke Pressley:\n\nReputation will be one of the main progression gates meaning to get the biggest rewards you will likely have to work your way up through the ranks. You are always free to mine, trade, salvage, etc, but if you build reputation with orgs you may be able to sell for more or skip the queue, etc.\n\nAnd there will be plenty of content found out in the sandbox which will provide opportunities outside of quests and such. Things like encounters players can come across which may have nothing to do with their reputation or may be affected by their reputation. Take for example coming across a Covalex convoy attacked by NineTails. You might instinctively try to protect the convoy and unwittingly receive reputation with the org for doing so, whilst also taking a rep hit with the NineTails. Next time you come across this encounter, due to your low rep with the NineTails they might prioritise you as a target.\n\n\nIf I build my reputation for any career field at Loreville, Will I have to start from scratch for the entire planet of Hurston? What if I go to another planet, will I have to rebuild it at Crusader? Same for Stanton. When I go to Pyro will I have to start from scratch? Will there be an Intergalactic reputation that will span cities, planets and systems, or even Human and Xian space? Or does my reputation from Loreville feed a bigger reputation that spans different locations?\n\nRob Reininger:\n\nIf I understand your question correctly, this is what we have the global \u201cBounty Hunters Guild\u201d reputation for. When you go to a new planet and want to partake in bounty hunting career missions for a specific faction (say Crusader Security\u2019s Bounty Hunting missions), they will consider your BHG\u2019s reputation as to what level of missions you\u2019ll see available from them. While we don\u2019t want this to completely circumvent the career ranks, this will give you access to higher level missions from the start, which should allow you to bypass the lower level ranks fairly quickly. (Which is another incentive to move around the system(s) and participate in content outside of your starting zone.)\n\n\nHow do you plan to avoid rep grind as a gameplay necessity?\nBen Dorsey:\n\nThis is a tricky one, since grind has one heck of a negative connotation (rightfully so in most cases), but I\u2019ve been wanting to elaborate on this ever since the Reputation video was posted.\n\nThe reputation system is built to have very long-term goals, which does mean you will need to play the game for a long time to achieve higher tiers, and that\u2019s sort of a grind. We want players to have long-term goals they can work towards.\n\nOur goal thus isn\u2019t to avoid any grind, it\u2019s to avoid a bad one. What I mean by a bad grind is anything that forces you to do boring, repetitive gameplay. To avoid this in the future (what we have in the game right now is definitely repetitive, we know) we have a few different things planned: the various sandbox elements of the game\n\nallowing different solutions to the same mission\n\nencouraging more player interactions (both friendly and foe) by having missions collide more\n\ndynamically created missions that pick from a pool of mission pieces so that even the base mission is different most of the time\n\nallowing you to build reputation by working for an ally\n\nAll of these are intended to make it so that even if you are \u201cgrinding\u201d reputation with Organization X for weeks, it should stay interesting and engaging. You would be earning reputation for things you already want to do.\n\n\nWill reputations become interconnected? example: If I do missions for a \u201ccriminal\u201d contact or mission giver will I automatically loose rep with the Advocacy or Crusade security?\nBen Dorsey:\n\nYes, there is a rudimentary version of the Enemies and Allies system in-game right now, but it isn\u2019t driving much content yet (You can see a bit of it with the Bounty Hunter guild gaining reputation when you do Bounty Hunter missions for other affiliated Orgs). We have plans to expand upon this system heavily.\n\n\nWill we be able to bribe our way to a better rep\/mission with an org\/mission giver or bribe a org\/mission giver to overlook bad\/undesired conduct\/actions.\nBen Dorsey:\n\nYes, in certain cases.\n\nSome Orgs\/Contacts will have interactions where they would normally act in X way because your Reputation is below X threshold, but they might temporarily overlook that reputation if you immediately give them something. Common example: slipping a bouncer some money to get into a club.\n\nThere also are plans to allow you to gain reputation by bringing an Org\/Contact something they like (though it should be something more gameplay-interesting than just money). We drew on a few different game types for inspiration when developing the system, and among them were social simulators.\n\n\nWill you be able to level up lawful rep and unlawful rep at the same time (pirate vs bounty hunter), or will doing one diminish the other?\nWilliam Weissbaum:\n\nWith the Ally and Rivalry system, we want to have it so you will need to make decisions regarding who you want to earn reputation with. Working for an organization\u2019s rival will impact your standing with that group.\n\n\nWhy do we lose so much reputation for abandoning or failing a mission, especially at higher reputation levels? Explanation: a fresh associate you don\u2019t know very well (low rep level) should lose more rep \/ lose rep faster than somone who\u2019s extremely high reputation and has proven themselves over and over to be reliable. That way, reputation counts for something! An employee who works for me for 5 years and does an outstanding job will get a lot more slack than someone who just joined the company 1 month ago.\n\nLuke Pressley:\n\nReputation is currently only represented in bounty hunting which is a high risk, high reward field of work. Personally I cut more slack to newer, less experienced employees learning the ropes and expect more from more experienced ones. Failure at a higher level hurts the company more. I get your line of thought totally, but if I was sending employees out to take on bounties and they were bested over and over, I\u2019d definitely feel they were out of their depth and quickly drop them down a level.\n\n\nWill a high reputation with the bounty hunting factions in each jurisdiction allow us to enter areas that normally gives you a trespassing charge so we can hunt down the baddies without committing a crime?\nLuke Pressley:\n\nReputation with bounty hunting guilds will, I hope, allow for even more exciting things like being able to carry a non-lethal weapon inside rest stops and such, but yes it will allow you to enter some trespass areas. I should say though that the current implementation of trespass zones is temporary \u2013 we currently have to give a CrimeStat for security and defences there to turn hostile and put up a fight. We are working on a security system which, amongst many more things, will allow for players to trespass in a zone and only receive a CrimeStat if spotted\/arrested\/killed there, while being attacked by the defences.\n\n\nDo we lose reputation over time by not engaging with a certain faction? Explanation: a fresh associate you don\u2019t know very well (low rep level) should lose more rep \/ lose rep faster than someone who\u2019s extremely high reputation. That way, reputation counts for something! If my associate leaves to travel to another country for a while (solar system in game) and does not work for me during that time, but always did an outstanding job, I will not value him any less when he returns. As a matter of fact, I\u2019d be happy to welcome him back! Much more so than someone who worked for me for 1 month before leaving.\n\n\nLuke Pressley:\n\nYes, there is decay built into the system and we will be using it. We can decay to the bottom of the current standing and no further or all the way back to zero. The rate of decay will be something controllable between orgs. There is also a decay back to zero should you go into the negative which means even orgs who hate you will be approachable after a time.\n\n\nWhat kind of non combat organizations are in the planning, development or concepting stage?\nWilliam Weissbaum:\n\nWe are working on having a wide breadth of organizations to cover most of the gameplay activities that we want players to engage in, ranging from food delivery companies to roadside assistance (i.e. spaceside assistance). The basic idea is that there will smaller local companies that service a planetary system, medium companies that service entire solar systems, and larger companies that service multiple star systems.\n\n\nWhat kind of rewards are planned that are not simply access to more missions or more payout? Are we going to get \u201cVIP\u201d landing pads closer to refineries or access to the hurston main building landing pads for easier access to missions givers \/ trade and such?\n\nRob Reininger:\n\nThis is absolutely something we are looking to expand. Our \u201crewards\u201d system in general is something that we want to evolve as we move forward. If you haven\u2019t already seen it appear on the roadmap, there is an epic called \u201cOrg\/Perks Benefits\u201d. This epic task is going to start giving access to a multitude of things. Not only do we want to add the ability to give items as rewards in missions, but we also want to be able to offer things like (but not specifically limited to): - Lower expedite fees for ships\n\n- Discounts at shops\n\n- Hiring extra workers to repair ships (which will ultimately take time, resources, people, etc)\n\n- Free landing services at location \u201cX\u201d (can always repair\/restock\/refuel for free at ArcCorp)\n\n- Ship rental time extensions or reduction in prices.\n\n- Access to items gated at rep level at shop\n\n- Refining job priority. (Currently it depends on the queue in front of you.)\n\n- Free upgrade at refinery for what \u201cmethod\u201d is used to refine goods.\n\nAnd so much more that we\u2019ll add as we expand gameplay functionality. The bottom line is that all of our gameplay systems should be built in a way where we can easily add their functionality as an available option for some level of perk. (Which could be tied to much more than reputation, but rather to the rewards system as a whole.)\n\n\nWhat feature are you guys most looking forward to come to the reputations system in the short term and the long term?\nBen Dorsey:\n\nThe feature we are most looking forward to is getting AI hostility to be driven by reputation. There\u2019s a bunch of moving parts to that, but it\u2019s one of the core elements that will allow the system to create the kind of engaging gameplay we really want.\n\n\nQuestion: Will all orther main organization like Red Wine Linehaul\/ProtLife Insurance\/Covalex Independent Contractors\/Shubin Interstellar etc. be added to the reputation system in a near future? So not only bounty missions are getting the +% payout. To add: With all these major organizations there would be for now the very basic feel of progression in the game (till other systems are developed). It could be possible to make delivery missions (and other missions that are not worth doing) somewhat profitable (from basic 8000aUEC for example to a maximum of 100% gain to 16000aUEC\u2026). Also it would feel like there is actually reputation system for \u201eeverything\u201c and not only bounty missions.\n\nWilliam Weissbaum:\n\nWe are definitely planning on expanding to more mission types and organizations. What is in-game now was us taking first steps. Rather than waiting to have all the organization done at once, we will be doing a slower rollout to bring the older contracts into the system. Our long-term hope is that if you are doing a mission for most organizations that you will almost always be earning reputation. There will be some exceptions, but we are trying to incorporate as many as makes sense.\n\n\nWill you be able to \u201chack\u201d your reputation (with hacking gameplay) or hide it with ID spoofing ?\nBen Dorsey:\n\nWe love the idea of temporarily spoofing your reputation to trick someone. It has been discussed, but not planned heavily out.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.","de_DE":"Reputation System AMA Recap\n\nJeden Monat veranstalten wir auf Spectrum eine offene Frage-Antwort-Runde, an der Entwickler aus verschiedenen Fachbereichen von CIG teilnehmen. Diese Fragen und Antworten wurden von der Spectrum AMA am 13. Mai 2021 gesammelt.\n\nDieses Mal begr\u00fc\u00dften wir vier G\u00e4ste aus verschiedenen Abteilungen, die die Fragen der Spieler dazu beantworteten, wie wir das Reputationssystem weiter iterieren wollen und Einblicke in die Entscheidungen gaben, die wir getroffen haben.\n\nLuke Pressley - Lead Designer William Weissbaum - Lead Writer Rob Reininger - Lead Systems Designer Ben Dorsey - Senior Systems Designer Dieses AMA ist abgeschlossen, aber haltet die Augen offen f\u00fcr kommende Threads, in denen ihr uns alles fragen k\u00f6nnt!\n\n\nWerden einige Schiffe hinter einer Reputationsmauer \"verschlossen\" sein, so dass man eine bestimmte Menge an positiver Reputation bei einer Firma oder Organisation ben\u00f6tigt, um sie kaufen zu k\u00f6nnen?\nWenn ja, was passiert, wenn man bereits f\u00fcr dieses Schiff gelobt hat? Kann man das Schiff trotzdem sofort benutzen oder muss man auch die Reputationsanforderungen erf\u00fcllen wie derjenige, der es im Spiel kaufen will?\n\nRob Reininger:\n\nWir sind dabei, viele Dinge im Spiel, sowohl Gegenst\u00e4nde als auch Schiffe, hinter das Reputationssystem zu stellen.\n\nWir d\u00fcrfen nicht vergessen, dass der Ruf ohne ein Levelsystem einer der wichtigsten Fortschritte in unserem Spiel ist, wenn nicht sogar DER wichtigste, also werden wir jetzt, wo er eingebaut ist, versuchen, ihn in alle Formen von Belohnungsmechanismen einzubinden.\n\nWas die Leute angeht, die diese Schiffe bereits haben, so werden sie immer Zugang zu diesen Schiffen durch die ASOP haben.\n\nWas du aber wahrscheinlich im Laufe der Zeit sehen wirst, ist, dass Missionsinhalte (zu denen letztendlich auch gro\u00dfe Transportmissionen geh\u00f6ren werden) wahrscheinlich an den Ruf und\/oder die Mitgliedschaft in einer Organisation gekoppelt sein werden.\n\n\nFolgefrage: Kannst du das mit der \"Org-Mitgliedschaft\" etwas genauer erkl\u00e4ren? Ich gehe davon aus, dass du \u00fcber NPC-Orgs wie die Kopfgeldj\u00e4gergilde oder \u00e4hnliches sprichst.\nRob Reininger:\n\nDas ist korrekt. Das Thema Org-Mitgliedschaft ist noch nicht abgeschlossen, daher w\u00fcrde ich es vorziehen zu warten, bis wir konkretere Pl\u00e4ne dazu mitteilen k\u00f6nnen, ohne dass es zu Spekulationen oder Verwirrung in dieser Angelegenheit kommt. Was im Moment wichtig ist, ist, dass wir das System mit jeder Permutation dieses Konzepts im Hinterkopf gebaut haben, so dass das System in der Lage sein wird, jede Art von Nutzung dieser Funktion zu unterst\u00fctzen. (Um 100%ig klar zu sein, ist dies im aktuellen Spiel\/Release noch nicht implementiert).\n\n\nWird das Reputationssystem dem Spieler erlauben, exklusive und nicht exklusive Schiffe, Schiffswaffen, Schiffskomponenten, FPS-Waffen, R\u00fcstungen, Anz\u00fcge, Skins etc. f\u00fcr bestimmte Fraktionen und Missionsgeber freizuschalten?\nZum Beispiel die Gladius Valiant f\u00fcr die UEE oder Northrock Service Group, die Gladius Pirate f\u00fcr die Piratenfraktionen oder die kriminellen Fraktionen, die Mercury Nightrunner f\u00fcr Crusader etc. Ein anderes Beispiel, mit einem guten Ruf von Hurston, k\u00f6nnten sie uns einige kostenlose Hurston Items geben. Wir k\u00f6nnen uns vorstellen, dass alle diese Gegenst\u00e4nde in den L\u00e4den freischaltbar sind, nachdem man ein Level mit der Fraktion erreicht hat.\n\nRob Reininger:\n\nWor\u00fcber wir in letzter Zeit viel gesprochen haben, ist genau \"welche Belohnungen mit jeder Org\/Ruf-Schiene verbunden sein werden\" und \"bei welchen R\u00e4ngen wir sehen, dass diese Arten von Dingen belohnt werden.\" Eines der Dinge, die wir besprochen haben, sind Dinge wie das Freischalten der Farben einer Org f\u00fcr die Verwendung auf bestimmten Gegenstandstypen bei einigen der h\u00f6heren R\u00e4nge. (Ich denke, das deckt im Gro\u00dfen und Ganzen das ab, wor\u00fcber du mit dieser Frage sprichst.) Die Antwort ist ja, wir suchen zu 100% nach dem besten Weg, um eine viel breitere Nutzung des Farb-\/Farbsystems in das Spiel zu integrieren, und der Ruf wird ein wichtiger Mechanismus f\u00fcr diese Art der Belohnung sein. Wie ich mir das vorstelle, m\u00fcsstest du, wenn du die \"MicroTech\"-Farben freischaltest, zur\u00fcck nach New Babbage zu einem lokalen Laden gehen, um deinen Gegenstand\/dein Schiff mit dieser Farbe zu bemalen\/einzuf\u00e4rben. F\u00fcr Fraktionen\/Orgien, die nicht so eine klare \"Homebase\" haben wie z.B. microTech, m\u00fcssen wir erstens herausfinden, wo wir dieses Feature freischalten k\u00f6nnen und zweitens, ob es sich um eine kleinere Organisation im Spiel handelt, deren Farben wir freigeben wollen. Aber grunds\u00e4tzlich ja, das ist der Weg, den wir in der Zukunft gehen werden.\n\nWas die L\u00e4den angeht, so planen wir, dass die Gegenst\u00e4nde in den L\u00e4den mit den Kaufanforderungen den Spielern angezeigt werden, wenn wir das Einkaufserlebnis \u00fcberarbeiten. Du w\u00fcrdest also den \"rufspezifischen Gegenstand\" im Inventar sehen, aber als Beispiel w\u00fcrdest du sehen \"Ben\u00f6tigt - microTech Rep Rang 8\"\n\n\nFolgefrage: Du sprichst von Org-Farbe, du meinst das Freischalten von NPC-Org-Farbe, oder?\nRob Reininger:\n\nJa, das ist eine korrekte Annahme. Ich meine, dass man, wenn man den Rang \"X\" innerhalb der Crusader Security Org auf einer bestimmten Karrierestufe erreicht, das Crusader Security Farbschema freischalten kann. (Vielleicht verf\u00fcgbar als, sagen wir, Orison.) Da eine Organisation mehrere Karrierewege haben k\u00f6nnte, k\u00f6nnte dies eine Art von Belohnung f\u00fcr alle Karrieren auf einem bestimmten Rang sein, oder m\u00f6glicherweise ihr \"Kern\"-Karrierepfad. (Wovon ich meine, wenn es sich um eine Polizeiorganisation handelt, ist es vielleicht nur auf dem Kopfgeldj\u00e4gerpfad verf\u00fcgbar.) Aber wir haben die v\u00f6llige Flexibilit\u00e4t, Dinge auf jeder Stufe innerhalb des Rufs zu verteilen. Wenn wir es also auf Rang 5 in einer Schiene anbieten wollen, aber auf Rang 7 in einer anderen, dann w\u00e4re das eine M\u00f6glichkeit. Der Punkt ist, dass wir die M\u00f6glichkeit haben, diese Dinge dort zuzuordnen, wo wir es f\u00fcr angemessen halten. Sp\u00e4tere Versionen des Reputationsmanagers haben einen Reiter \"Belohnungen\", den wir gerne hinzuf\u00fcgen w\u00fcrden, um die Belohnungen der gesamten Organisation an einem Ort zu katalogisieren, damit man nicht auf jeden Rang klicken muss, um zu sehen, was die Vorteile sind. Was du derzeit freigeschaltet hast, etc. Da USPU ein sehr flei\u00dfiges Team ist, kann ich nicht mit Sicherheit sagen, wann dieser \"Rewards\"-Tab erscheinen wird. Ich wei\u00df aber, dass es auf der Liste der Dinge steht, die wir gerne machen w\u00fcrden, um das System zu verbessern ;) )\n\n\nWird es m\u00f6glich sein, einen Ruf so stark zu tanken, dass er nicht wiederherstellbar ist?\nWilliam Weissbaum:\n\nAlle Reputationen werden mit der Zeit in Richtung neutral verfallen, positive wie negative. Das hei\u00dft, je schlechter der Ruf ist, desto l\u00e4nger wird es dauern, bis die Leute vergessen, wie schrecklich du bist.\n\n\nWerden einige Sternensysteme hinter einer Reputationsmauer \"verschlossen\" sein, so dass man eine bestimmte Menge an positiver Reputation bei einer Firma oder Organisation ben\u00f6tigt, um sie betreten zu k\u00f6nnen?\nBen Dorsey:\n\nWir planen, die Dinge mehr zu gestalten, als nur zu sagen \"Nein, du kannst hier nicht hin, bis du Ruf X erreicht hast\".\n\nWir planen stattdessen, dass ein Gebiet von Organisation X stark patrouilliert\/bewacht wird, oder ein Sprungpunkt von Organisation Y kontrolliert wird. Dann wird es potentiell interessantes Gameplay zu versuchen, mit diesen Hindernissen umzugehen (die manchmal so un\u00fcberwindbar sind, wie wir sie machen k\u00f6nnen).\n\n\nWerden die Missionen, die wir sehen, nach ihrem Ruf gefiltert werden? Wenn also Gruppe A mich mag und Gruppe B mich hasst, werden dann trotzdem Missionen f\u00fcr Gruppe B angezeigt oder nur f\u00fcr A?\nLuke Pressley:\n\nUnser derzeitiger Gedanke ist, dass man nur die Missionen sehen kann, f\u00fcr die man berechtigt ist oder kurz davor steht. Das wird den Spielern einen Einblick in die Missionen geben, die jenseits ihres aktuellen Ranges verf\u00fcgbar sind.\n\n\nWie wird der Ruf f\u00fcr Dinge wie Schleppauftr\u00e4ge funktionieren? Wird es Bedingungen geben wie z.B. wie schnell Waren geliefert werden, ob sie besch\u00e4digt sind etc.\nLuke Pressley:\n\nWir werden definitiv Erfolgsstufen in Missionen einbauen, wo immer es m\u00f6glich ist. Diese k\u00f6nnen angek\u00fcndigt oder vor dem Spieler versteckt werden. Wir wollen das zuerst mit einer Variante der zeitkritischen Liefermission ausprobieren, bei der die Spieler so viel Fracht wie m\u00f6glich abliefern sollen - mit dem Gl\u00fccksspiel, dass sie rechtzeitig beladen, fahren und ausladen k\u00f6nnen. Je mehr du ablieferst, desto gr\u00f6\u00dfer ist die Belohnung in UEC und Rep.\n\n\nGibt es irgendwelche \u00dcberlegungen oder Pl\u00e4ne, \"Profession\" basierte Vertr\u00e4ge zu Star Citizen hinzuzuf\u00fcgen? Was ich meine ist \"Bergbau\", \"Fracht\", \"Transport\", \"Medizin\", \"Bergung\" etc. Zum Beispiel ein Bergbauvertrag, um ein neues Element zu finden oder veredeltes \"Agricium\" an einen bestimmten Ort zu liefern. Dies wiederum k\u00f6nnte sich auf die Reputation f\u00fcr diesen Beruf auswirken, was neue Vertr\u00e4ge oder Zugang zu Bergbauhilfen oder Boni freischalten k\u00f6nnte. Danke!\nRob Reininger:\n\nEs gibt hier also ein paar Dinge zu kl\u00e4ren. Ja, wir werden \"berufsspezifische\" Missionen hinzuf\u00fcgen. Die erste davon wird wahrscheinlich der Frachttransport sein. Was ich damit meine, ist, dass man daf\u00fcr bezahlt wird, eine bestehende Ladung f\u00fcr ein Unternehmen von einem Ort zum anderen zu transportieren. Die Idee mit anderen Berufen, z.B. f\u00fcr die Erforschung, k\u00f6nnte sein, neue Himmelsk\u00f6rper oder neue Orte zu finden, etc. Aber ja, w\u00e4hrend wir das Frachtsystem als Ganzes \u00fcberarbeiten, w\u00fcrden wir gerne den aktuellen Warenhandel so ver\u00e4ndern, dass Spieler Vertr\u00e4ge abschlie\u00dfen k\u00f6nnen, um \"X\" Mengen der Frachtart \"Y\" an Ort \"Z\" zu einem garantierten Preis pro Einheit zu liefern. Dinge dieser Art. Und andere Berufe werden \u00e4hnliche Arten von Missionen erhalten, da sie sich auf die wichtigsten Gameplay-Ziele jedes Berufs beziehen. Was die berufsspezifischen Reputationen angeht, so werden wir, so wie wir eine generische \"Kopfgeldj\u00e4gergilde\" haben, eine spezifische Reputation f\u00fcr jeden Beruf haben. Dies wird ein wichtiger Faktor sein, wenn du an neue Orte gehst und die Arten von Missionen, die du dort sehen wirst. (Im Grunde gibt dir das Zugang zu den Missionen einer bestimmten Org, ohne dass du einige der Anf\u00e4ngermissionen machen musst).\n\n\nKannst du uns etwas \u00fcber das Reputationssystem und die m\u00f6gliche Interaktion mit Spieler-Orgs erz\u00e4hlen? Ist das etwas, das f\u00fcr die nahe Zukunft geplant ist, oder sollten wir unsere Hoffnungen vorerst lieber z\u00fcgeln? Vielen Dank!\n\nBen Dorsey:\n\nWir haben zwei prim\u00e4re Interaktionen zwischen Spieler-Orgs und Reputation ziemlich intensiv diskutiert.\n\n\nDie erste ist, dass Spieler-Orgs einen Ruf (\u00e4hnlich wie ein Spieler) bei anderen NPC-Orgs und NPCs haben. Die Antwort auf diese Frage ist ein klares Ja. Abgesehen von unvorhersehbaren Komplikationen in der Zukunft, erlaubt das Framework, das wir implementiert haben, dies und wir planen, dies zu tun. Die andere Interaktion ist die M\u00f6glichkeit, dass Spieler-Orgs ihre eigenen Regeln f\u00fcr den Ruf aufstellen k\u00f6nnen, den sich Spieler verdienen k\u00f6nnen. W\u00e4hrend das Rufsystem so aufgebaut ist, dass es dies erm\u00f6glicht, planen wir derzeit nicht, dies zu tun. Es wurde heftig debattiert und ich kann nichts f\u00fcr immer ausschlie\u00dfen, aber das aktuelle Gef\u00fchl war, dass die Nachteile die Vorteile \u00fcberwiegen (die meisten Nachteile drehten sich darum, dass wir die Interaktion zwischen den Spielern und den Aufbau der Gemeinschaft, die wir f\u00f6rdern wollen, entfernen oder reduzieren).\nWas die nahe Zukunft deiner Frage angeht? Dies sind eher langfristige Pl\u00e4ne. Die beste Methode, um unseren Fortschritt zu verfolgen, wird die \u00f6ffentliche Roadmap sein. Sie ist derzeit nicht f\u00fcr dieses Jahr geplant.\n\n\nWas wird passieren, wenn wir hunderte von Questgebern und Unternehmen haben werden? Planst du bereits ein Redesign f\u00fcr die App? Zum Beispiel das Hinzuf\u00fcgen von Filtern mit Sternensystemen\/Planeten etc.\nBen Dorsey:\n\nJa. Wir haben mehrere zus\u00e4tzliche Iterationen der Reputation App geplant (f\u00fcr den Fall, dass mehr Inhalte und Systeme online gehen). Zwei der Dinge, die diese zuk\u00fcnftigen Versionen hinzuf\u00fcgen werden, sind ein Filtersystem und ein Sortiersystem, das es erlaubt, \u00e4hnliche Organisationen und Kontakte zusammen zu gruppieren.\n\nDiese w\u00fcrden das Favoritensystem erg\u00e4nzen, das wir in der aktuellen Implementierung haben (ein Klick auf den Stern links neben einer Organisation\/Kontakt sortiert die Reputationen, die du im Auge behalten willst, an den Anfang deiner Liste).\n\n\nHallo,\nalso Star Citizen wird sehr auf Missionen, Quests und Reputationen basieren. Aber wie \"weit\" und wie umfangreich wird dieses System implementiert werden, wird es die H\u00e4lfte unseres zuk\u00fcnftigen Gameplays (und Geldverdienens) einnehmen, oder werden wir unsere eigenen Abenteuer suchen und uns nicht zu sehr auf Missionen und Ruf verlassen?\n\nLuke Pressley:\n\nDer Ruf wird eines der Hauptfortschrittstore sein, was bedeutet, dass du dich wahrscheinlich durch die R\u00e4nge hocharbeiten musst, um die gr\u00f6\u00dften Belohnungen zu bekommen. Es steht dir immer frei, zu sch\u00fcrfen, zu handeln, zu bergen, etc., aber wenn du dir einen Ruf bei Orgs aufbaust, kannst du vielleicht f\u00fcr mehr Geld verkaufen oder die Warteschlange \u00fcberspringen, etc.\n\nUnd es wird jede Menge Content in der Sandbox zu finden sein, der M\u00f6glichkeiten au\u00dferhalb von Quests und \u00e4hnlichem bieten wird. Dinge wie Begegnungen, auf die Spieler sto\u00dfen k\u00f6nnen, die nichts mit ihrem Ruf zu tun haben oder von ihrem Ruf beeinflusst werden k\u00f6nnen. Wenn du zum Beispiel auf einen Covalex-Konvoi triffst, der von NineTails angegriffen wird. Du versuchst vielleicht instinktiv, den Konvoi zu besch\u00fctzen und erh\u00e4ltst daf\u00fcr unwissentlich einen Ruf bei der Orga, w\u00e4hrend du gleichzeitig einen Rufverlust bei den NineTails erleidest. Wenn du das n\u00e4chste Mal auf diese Begegnung triffst, k\u00f6nnten sie dich aufgrund deines geringen Ansehens bei den NineTails als Ziel bevorzugen.\n\n\nWenn ich meine Reputation f\u00fcr ein beliebiges Berufsfeld in Loreville aufbaue, muss ich dann f\u00fcr den gesamten Planeten Hurston bei Null anfangen? Wenn ich auf einen anderen Planeten gehe, muss ich sie dann auf Crusader neu aufbauen? Dasselbe gilt f\u00fcr Stanton. Wenn ich nach Pyro gehe, werde ich dann bei Null anfangen m\u00fcssen? Wird es einen intergalaktischen Ruf geben, der sich \u00fcber St\u00e4dte, Planeten und Systeme erstreckt, oder sogar \u00fcber den menschlichen und xianischen Raum? Oder speist mein Ruf aus Loreville einen gr\u00f6\u00dferen Ruf, der sich \u00fcber verschiedene Orte erstreckt?\n\nRob Reininger:\n\nWenn ich deine Frage richtig verstehe, haben wir daf\u00fcr den globalen Ruf der \"Bounty Hunters Guild\". Wenn du auf einen neuen Planeten gehst und an den Kopfgeldj\u00e4ger-Karrieremissionen einer bestimmten Fraktion teilnehmen m\u00f6chtest (z.B. an den Kopfgeldj\u00e4ger-Missionen von Crusader Security), wird der Ruf deiner BHG ber\u00fccksichtigt, um zu entscheiden, welche Missionen f\u00fcr dich verf\u00fcgbar sein werden. W\u00e4hrend wir nicht wollen, dass dies die Karrierer\u00e4nge komplett umgeht, wird dies dir von Anfang an Zugang zu h\u00f6herstufigen Missionen geben, was dir erlauben sollte, die niedrigeren R\u00e4nge ziemlich schnell zu umgehen. (Was ein weiterer Anreiz ist, sich im System zu bewegen und an Inhalten au\u00dferhalb deiner Startzone teilzunehmen).\n\n\nWie wollt ihr Rep-Grind als Gameplay-Notwendigkeit vermeiden?\nBen Dorsey:\n\nDas ist eine knifflige Frage, denn Grind hat einen verdammt negativen Beigeschmack (in den meisten F\u00e4llen zu Recht), aber ich wollte das schon seit dem Reputationsvideo genauer erkl\u00e4ren.\n\nDas Reputationssystem ist so aufgebaut, dass es sehr langfristige Ziele hat, was bedeutet, dass man das Spiel lange Zeit spielen muss, um h\u00f6here R\u00e4nge zu erreichen, und das ist eine Art von Grind. Wir wollen, dass die Spieler langfristige Ziele haben, auf die sie hinarbeiten k\u00f6nnen.\n\nUnser Ziel ist es also nicht, jeglichen Grind zu vermeiden, sondern einen schlechten Grind zu vermeiden. Was ich mit einem schlechten Grind meine, ist alles, was dich dazu zwingt, langweiliges, sich wiederholendes Gameplay zu machen. Um dies in Zukunft zu vermeiden (was wir im Spiel haben, ist definitiv repetitiv, wir wissen), haben wir ein paar verschiedene Dinge geplant:\n\n\ndie verschiedenen Sandbox-Elemente des Spiels, die verschiedene L\u00f6sungen f\u00fcr dieselbe Mission erm\u00f6glichen mehr Spielerinteraktionen (sowohl Freund als auch Feind) f\u00f6rdern, indem wir Missionen kollidieren lassen mehr dynamisch erstellte Missionen, die aus einem Pool von Missionsst\u00fccken ausw\u00e4hlen, so dass sogar die Basismission die meiste Zeit anders ist, was es dir erm\u00f6glicht, Ansehen aufzubauen, indem du f\u00fcr einen Verb\u00fcndeten arbeitest\nAll dies soll daf\u00fcr sorgen, dass es interessant und fesselnd bleibt, auch wenn du wochenlang mit Organisation X an deinem Ruf \"schleifst\". Du w\u00fcrdest dir Ruf f\u00fcr Dinge verdienen, die du ohnehin tun willst.\n\n\nWerden die Reputationen miteinander verkn\u00fcpft? Beispiel: Wenn ich Missionen f\u00fcr einen \"kriminellen\" Kontakt oder Missionsgeber mache, verliere ich dann automatisch Reputation bei der Advocacy oder Crusade Security?\nBen Dorsey:\n\nJa, es gibt bereits eine rudiment\u00e4re Version des Feind- und Verb\u00fcndeten-Systems im Spiel, aber es steuert noch nicht viel Inhalt (man kann ein bisschen davon sehen, wenn die Kopfgeldj\u00e4gergilde an Ansehen gewinnt, wenn man Kopfgeldj\u00e4ger-Missionen f\u00fcr andere angeschlossene Orgs erledigt). Wir haben Pl\u00e4ne, dieses System stark auszubauen.\n\n\nWerden wir in der Lage sein, unseren Weg zu einer besseren Reputation\/Mission mit einem Org\/Missionsgeber zu bestechen oder einen Org\/Missionsgeber zu bestechen, um schlechtes\/unerw\u00fcnschtes Verhalten\/Aktionen zu \u00fcbersehen.\nBen Dorsey:\n\nJa, in bestimmten F\u00e4llen.\n\nEinige Orgs\/Kontakte werden Interaktionen haben, bei denen sie normalerweise auf X Art und Weise handeln w\u00fcrden, weil dein Ruf unter X Schwellenwert liegt, aber sie k\u00f6nnten diesen Ruf vor\u00fcbergehend \u00fcbersehen, wenn du ihnen sofort etwas gibst. \u00dcbliches Beispiel: Einem T\u00fcrsteher etwas Geld zustecken, um in einen Club zu kommen.\n\nEs gibt auch Pl\u00e4ne, die es dir erlauben, Ruf zu gewinnen, indem du einem Org\/Kontakt etwas bringst, das sie m\u00f6gen (obwohl es etwas Gameplay-interessanteres als nur Geld sein sollte). Wir haben uns bei der Entwicklung des Systems von einigen verschiedenen Spieltypen inspirieren lassen, unter anderem auch von sozialen Simulatoren.\n\n\nWird es m\u00f6glich sein, gleichzeitig legale und illegale Reps aufzuleveln (Pirat vs. Kopfgeldj\u00e4ger), oder wird das eine das andere vermindern?\nWilliam Weissbaum:\n\nMit dem Verb\u00fcndeten- und Rivalit\u00e4tssystem wollen wir es so gestalten, dass du Entscheidungen dar\u00fcber treffen musst, bei wem du Ruf verdienen willst. F\u00fcr den Rivalen einer Organisation zu arbeiten, wird sich auf dein Ansehen bei dieser Gruppe auswirken.\n\n\nWarum verlieren wir so viel Ruf, wenn wir eine Mission aufgeben oder scheitern, besonders auf h\u00f6heren Rufstufen? Erkl\u00e4rung: ein frischer Mitarbeiter, den du nicht sehr gut kennst (niedriger Reputationslevel), sollte mehr Reputation verlieren \/ schneller verlieren als jemand, der einen extrem hohen Ruf hat und sich immer wieder als zuverl\u00e4ssig erwiesen hat. Auf diese Weise z\u00e4hlt die Reputation f\u00fcr etwas! Ein Mitarbeiter, der seit 5 Jahren f\u00fcr mich arbeitet und einen hervorragenden Job macht, wird viel mehr Slack bekommen als jemand, der erst seit 1 Monat in der Firma ist.\n\nLuke Pressley:\n\nReputation ist derzeit nur in der Kopfgeldjagd vertreten, was ein Arbeitsfeld mit hohem Risiko und hoher Belohnung ist. Ich pers\u00f6nlich habe mehr Nachsicht mit neueren, weniger erfahrenen Mitarbeitern, die sich erst einarbeiten m\u00fcssen, und erwarte mehr von erfahreneren Mitarbeitern. Versagen auf einem h\u00f6heren Level schadet dem Unternehmen mehr. Ich kann deinen Gedankengang gut nachvollziehen, aber wenn ich Mitarbeiter auf Kopfgeldjagd schicken w\u00fcrde und sie immer wieder unterlegen w\u00e4ren, w\u00fcrde ich definitiv das Gef\u00fchl haben, dass sie \u00fcberfordert sind und sie schnell eine Stufe zur\u00fcckstufen.\n\n\nErlaubt uns ein hohes Ansehen bei den Kopfgeldj\u00e4gerfraktionen in jeder Gerichtsbarkeit, Gebiete zu betreten, f\u00fcr die man normalerweise eine Anklage wegen Hausfriedensbruch bekommt, damit wir die B\u00f6sewichte jagen k\u00f6nnen, ohne ein Verbrechen zu begehen?\nLuke Pressley:\n\nDer Ruf bei den Kopfgeldj\u00e4gergilden wird, so hoffe ich, noch aufregendere Dinge erm\u00f6glichen, wie z.B. das Tragen einer nicht-t\u00f6dlichen Waffe innerhalb von Rastst\u00e4tten und so weiter, aber ja, es wird euch erlauben, einige Gebiete mit Hausfriedensbruch zu betreten. Ich sollte allerdings sagen, dass die aktuelle Implementierung von Hausfriedensbruchzonen tempor\u00e4r ist - wir m\u00fcssen derzeit einen CrimeStat f\u00fcr die Sicherheit und die Verteidigung dort geben, damit sie feindlich werden und sich zur Wehr setzen. Wir arbeiten an einem Sicherheitssystem, das, neben vielen anderen Dingen, es Spielern erlauben wird, in eine Zone einzudringen und nur dann einen CrimeStat zu erhalten, wenn sie dort entdeckt\/verhaftet\/get\u00f6tet werden, w\u00e4hrend sie von den Verteidigungsanlagen angegriffen werden.\n\n\nVerliert man mit der Zeit an Ruf, wenn man sich nicht mit einer bestimmten Fraktion einl\u00e4sst?\nErkl\u00e4rung: ein frischer Partner, den man nicht sehr gut kennt (niedriges Rep-Level), sollte mehr Rep verlieren \/ schneller verlieren als jemand, der extrem hohes Ansehen hat. Auf diese Weise z\u00e4hlt der Ruf f\u00fcr etwas! Wenn mein Mitarbeiter f\u00fcr eine Weile in ein anderes Land (Sonnensystem im Spiel) reist und w\u00e4hrend dieser Zeit nicht f\u00fcr mich arbeitet, aber immer einen hervorragenden Job gemacht hat, werde ich ihn nicht weniger sch\u00e4tzen, wenn er zur\u00fcckkommt. In der Tat w\u00fcrde ich mich freuen, ihn wieder willkommen zu hei\u00dfen! Viel mehr als jemand, der 1 Monat lang f\u00fcr mich gearbeitet hat, bevor er ging.\n\nLuke Pressley:\n\nJa, es gibt einen eingebauten Verfall im System und wir werden ihn nutzen. Wir k\u00f6nnen bis zum unteren Ende des aktuellen Stands verfallen und nicht weiter oder den ganzen Weg zur\u00fcck auf Null. Die Geschwindigkeit des Verfalls wird zwischen den Orgs kontrollierbar sein. Es gibt auch einen Verfall zur\u00fcck auf Null, wenn du ins Negative gehst, was bedeutet, dass selbst Orgs, die dich hassen, nach einer gewissen Zeit wieder ansprechbar sind.\n\n\nWelche Art von Nicht-Kampforganisationen befinden sich in der Planungs-, Entwicklungs- oder Konzeptionsphase?\nWilliam Weissbaum:\n\nWir arbeiten daran, eine gro\u00dfe Bandbreite an Organisationen zu haben, um die meisten der Gameplay-Aktivit\u00e4ten abzudecken, die wir den Spielern anbieten wollen, von Lebensmittellieferanten bis hin zur Stra\u00dfenhilfe (d.h. Hilfe im Weltraum). Die Grundidee ist, dass es kleinere lokale Unternehmen geben wird, die ein Planetensystem versorgen, mittlere Unternehmen, die ganze Sonnensysteme versorgen und gr\u00f6\u00dfere Unternehmen, die mehrere Sternensysteme versorgen.\n\n\nWelche Art von Belohnungen sind geplant, die nicht einfach nur Zugang zu mehr Missionen oder mehr Auszahlung sind? Werden wir \"VIP\"-Landepl\u00e4tze bekommen, die n\u00e4her an Raffinerien liegen oder Zugang zu den Landepl\u00e4tzen des Hurston-Hauptgeb\u00e4udes f\u00fcr leichteren Zugang zu Missionsgebern \/ Handel und so weiter?\n\nRob Reininger:\n\nDas ist absolut etwas, das wir ausbauen wollen. Unser Belohnungssystem im Allgemeinen ist etwas, das wir weiterentwickeln wollen, w\u00e4hrend wir uns vorw\u00e4rts bewegen. Falls du es noch nicht auf der Roadmap gesehen hast, es gibt ein Epos namens \"Org\/Perks Benefits\". Diese epische Aufgabe wird damit beginnen, Zugang zu einer Vielzahl von Dingen zu geben. Wir wollen nicht nur die F\u00e4higkeit hinzuf\u00fcgen, Gegenst\u00e4nde als Belohnungen in Missionen zu geben, sondern wir wollen auch in der Lage sein, Dinge anzubieten wie (aber nicht speziell beschr\u00e4nkt auf):\n\n\n- Geringere Expedit-Geb\u00fchren f\u00fcr Schiffe - Rabatte in Gesch\u00e4ften - Anheuern von zus\u00e4tzlichen Arbeitern, um Schiffe zu reparieren (was letztendlich Zeit, Ressourcen, Leute, etc. ben\u00f6tigt) - Kostenlose Landedienste an Ort \"X\" (kann immer kostenlos bei ArcCorp reparieren\/aufstocken\/auftanken) - Verl\u00e4ngerungen der Schiffsmiete oder Preisreduzierungen. - Zugang zu Gegenst\u00e4nden ist abh\u00e4ngig von der Stufe des Reps im Shop - Priorit\u00e4t der Veredelungsauftr\u00e4ge. (Derzeit h\u00e4ngt es von der Warteschlange vor dir ab.) - Kostenloses Upgrade in der Raffinerie, je nachdem welche \"Methode\" zum Raffinieren von Waren verwendet wird.\nUnd so viel mehr, das wir hinzuf\u00fcgen werden, wenn wir die Gameplay-Funktionalit\u00e4t erweitern. Die Quintessenz ist, dass alle unsere Gameplay-Systeme so aufgebaut sein sollten, dass wir ihre Funktionalit\u00e4t einfach als eine verf\u00fcgbare Option f\u00fcr eine bestimmte Stufe von Perks hinzuf\u00fcgen k\u00f6nnen. (Die nicht nur an den Ruf, sondern auch an das Belohnungssystem als Ganzes gebunden sein k\u00f6nnten).\n\n\nAuf welches Feature freut ihr euch am meisten, das kurzfristig und langfristig in das Reputationssystem kommt?\nBen Dorsey:\n\nDas Feature, auf das wir uns am meisten freuen, ist die KI-Feindseligkeit, die von der Reputation gesteuert wird. Es gibt eine Menge beweglicher Teile dazu, aber es ist eines der Kernelemente, die es dem System erm\u00f6glichen, die Art von fesselndem Gameplay zu schaffen, die wir wirklich wollen.\n\n\nFrage: Werden alle anderen Hauptorganisationen wie Red Wine Linehaul\/ProtLife Insurance\/Covalex Independent Contractors\/Shubin Interstellar etc. in naher Zukunft zum Reputationssystem hinzugef\u00fcgt? Also nicht nur Bounty-Missionen bekommen die +% Auszahlung. Um noch etwas hinzuzuf\u00fcgen: Mit all diesen gro\u00dfen Organisationen g\u00e4be es erst einmal das grundlegende Gef\u00fchl der Progression im Spiel (bis andere Systeme entwickelt werden). Es k\u00f6nnte m\u00f6glich sein, Liefermissionen (und andere Missionen, die sich nicht lohnen) einigerma\u00dfen profitabel zu machen (von grundlegenden 8000aUEC zum Beispiel bis zu einem maximalen Gewinn von 100% auf 16000aUEC...). Au\u00dferdem w\u00fcrde es sich anf\u00fchlen, als g\u00e4be es tats\u00e4chlich ein Reputationssystem f\u00fcr \"alles\" und nicht nur f\u00fcr Kopfgeldmissionen.\n\nWilliam Weissbaum:\n\nWir planen definitiv eine Erweiterung auf mehr Missionstypen und Organisationen. Was jetzt im Spiel ist, waren unsere ersten Schritte. Anstatt zu warten, bis alle Organisationen auf einmal fertig sind, werden wir einen langsameren Rollout machen, um die \u00e4lteren Vertr\u00e4ge ins System zu bringen. Langfristig hoffen wir, dass du f\u00fcr die meisten Organisationen fast immer Ruf verdienst, wenn du eine Mission machst. Es wird einige Ausnahmen geben, aber wir versuchen, so viele wie m\u00f6glich einzubinden, die Sinn machen.\n\n\nWirst du in der Lage sein, deine Reputation zu \"hacken\" (mit Hacking-Gameplay) oder sie mit ID-Spoofing zu verstecken?\nBen Dorsey:\n\nWir lieben die Idee, deinen Ruf vor\u00fcbergehend zu f\u00e4lschen, um jemanden auszutricksen. Es wurde diskutiert, aber nicht stark ausgeplant.\n\n\nHaftungsausschluss\n\n\nDie Antworten spiegeln genau die Absichten der Entwickler zum Zeitpunkt des Schreibens wider. Das Unternehmen und das Entwicklerteam behalten sich jedoch das Recht vor, Features und Schiffsdesigns als Reaktion auf Feedback, Spieltests, Design\u00fcberarbeitungen oder andere \u00dcberlegungen zur Verbesserung der Balance oder der Qualit\u00e4t des Spiels insgesamt anzupassen, zu verbessern oder zu ver\u00e4ndern.","zh_CN":"Reputation System AMA Recap\n\nEach month we host an open submission live Q&A on Spectrum joined by developers from various specialties across CIG. These questions and answers were collected from the Spectrum AMA on May 13, 2021.\n\n\nThis time, we welcomed four guests from different departments who answered players\u2019 questions on how we want to further iterate the Reputation System and provided insights into the decisions we\u2019ve made.\n\nLuke Pressley \u2013 Lead Designer\n\nWilliam Weissbaum \u2013 Lead Writer\n\nRob Reininger \u2013 Lead Systems Designer\n\nBen Dorsey \u2013 Senior Systems Designer\n\nThis AMA is complete but keep an eye out for upcoming threads for your chance to ask us anything!\n\n\nWill some ships be \u201elocked\u201c behind a reputation wall, so that you need a specific amount of positive reputation with a Company or Organisation, to be able to buy it? If yes, whats happens if one already pledged for that Ship? Could they still use the ship right away or must they also meet the Reputation requirements like the one who wants to buy it in Game?\n\n\nRob Reininger:\n\nWe are looking to gate many things in the game, both items as well as ships, behind the reputation system.\n\nWe have to remember that without a leveling system, reputation is one of our more significant progression in our game, if not THE most, so now that it\u2019s in, we will be looking to get this hooked into all forms of rewards mechanisms moving forward.\n\nAs for what happens with people that already have these ships, you will always have access to these ships through the ASOP.\n\nHowever, what you will likely see as we move forward is that mission content (which will ultimately include large scale hauling missions), will likely be gated behind reputation and\/or org membership.\n\n\nFollow-up Question: Can you expand a bit on \u201corg membership\u201d? I would assume that you\u2019re talking about NPC orgs like the Bounty Hunter\u2019s Guild or the like.\nRob Reininger:\n\nThis is correct. The topic of org membership is not finalized, so I\u2019d prefer to wait until we can share more concrete plans for this without causing any speculation or confusion about the matter. What\u2019s important right now is that we built the system with any permutation of this concept in mind, so the system will be able to support whatever way we decide to utilize this feature. (Although to be 100% clear, this is not implemented in the current game\/release as of this moment.)\n\n\nWill reputation system allow player to unlock exclusive and not exclusive ship, ship weapon, ship component, FPS weapon, armor, suits, skins etc for some factions and missions givers? For example, the Gladius Valiant for the UEE or Northrock Service Group, the Gladius Pirate for the Pirates factions or the criminal factions, the Mercury Nightrunner for Crusader etc. Other example, with a good Hurston\u2019s reputation, they could give us some free Hurston items. We can imagine all those items would be unlockable in shops after reaching a level with the faction.\n\n\nRob Reininger:\n\nWhat we have been talking a lot about lately is exactly \u201cwhat rewards will be associated with each org\/reputation track\u201d and \u201cat which ranks we see these types of things being rewarded.\u201d One of the things we\u2019ve discussed is things like unlocking an org\u2019s paint\/tint colors for use on particular item types at some of the higher ranks. (Which I think generally covers what you\u2019re talking about with this question.) The answer is yes, we are 100% looking at the best way to incorporate a much broader use of the paint\/tinting system into the game and reputation will be a significant delivery mechanism for this type of reward. As to how I see this working, if you say unlock the \u201cmicroTech\u201d colors, you would have to go back to New Babbage to a local shop in order to paint\/color your item\/ship with that tint. For factions\/orgs that don\u2019t have as clear of a \u201chome base\u201d as say microTech does, we will have to figure out 1, where we could potentially unlock this feature, and 2, if it\u2019s a smaller org within the game, is their colors something we want to release. But generally yes, this is where we\u2019re going in the future.\n\nAs for shops specifically, we plan on having the items in the shops with purchasable requirements shown to players when we revamp the shopping experience. So you\u2019d see the \u201creputation specific item\u201d in the inventory, but as an example, you\u2019d see \u201cRequired \u2013 microTech Rep Rank 8\u201d\n\n\nFollow-up Question: You talk about org paint, you mean unlocking NPC org\u2019s paint don\u2019t you?\nRob Reininger:\n\nYes, this is a correct assumption. I mean that when you get to Rank \u201cX\u201d within Crusader Security org on a particular career track, you might unlock the Crusader Security color scheme. (Maybe available as say, Orison.) Since an organization might have several career paths, this might be the kind of thing that is seen as a reward on all of the careers at a given rank, or potentially their \u201ccore\u201d career path. (Of which i mean, if it\u2019s a policing organization, maybe only the bounty hunting track has it available there.) But we have complete flexibility to dole things out at any level within reputation. So if we wanted to offer it at rank 5 in one track, but rank 7 in another, that would be a possibility. The point is, we have the ability do associate these things where we feel it\u2019s appropriate. Later iterations of the reputation manager has a \u201cRewards\u201d tab that we\u2019d like to add that will catalog the entire org\u2019s set of rewards in one place so you don\u2019t have to click on each rank to see what the benefits are. What you\u2019ve currently got unlocked, etc. As USPU is an extremely busy team, I can\u2019t say for sure when this \u201cRewards\u201d tab will make an appearance though. Know that it\u2019s \u201con the list\u201d of stuff we\u2019d like to do to enhance the system though. ;) )\n\n\nWill it be possible to tank a reputation so hard it\u2019s unrecoverable?\nWilliam Weissbaum:\n\nAll reputations will decay towards neutral over time, positive and negative. That said, the worse the reputation the longer it will take for people to forget about just how awful you are.\n\n\nWill some Star Systems be \u201elocked\u201c behind a reputation wall, so that you need a specific amount of positive reputation with a Company or Organisation, to be able to enter it?\nBen Dorsey:\n\nWe plan to make things more diegetic than just saying \u201cNo you can\u2019t go here until you hit Reputation X\u201d.\n\nWe instead have plans to make it so that an area is heavily patrolled\/guarded by Organization X, or a Jump Point is controlled by Organization Y. Then it becomes potentially interesting gameplay to try to deal with those obstacles (which would sometimes be as insurmountable as we can make them).\n\n\nAre missions that we see going to be filtered by reputation? So If group A likes me and group B hates me will is still see missions for group B or only for A?\nLuke Pressley:\n\nOur current thinking is that you will only be able to see missions you are eligible for or close to being eligible for. This will provide players with a glimpse to the missions available just beyond their current standing for instance.\n\n\nHow will reputation work for things like hauling contracts? Will there be conditions like how fast good are delivered, if they are damaged etc?\nLuke Pressley:\n\nWe will definitely be adding levels of success to missions wherever possible. These may be advertised or hidden from the player. We want to try this first with a variant of the time-sensitive delivery mission where players are to deliver as much cargo as possible \u2013 gambling that they can load, travel and unload in time. The more you deliver, the bigger the reward in UEC and Rep.\n\n\nHas there been any thought or plans to add \u201cProfession\u201d based contracts to Star Citizen? What I mean is \u201cmining\u201d, \u201ccargo\u201d, \u201ctransport\u201d, \u201cmedical\u201d, \u201csalvage\u201d etc. For instance, a mining contract to find a new element or deliver refined \u201cAgricium\u201d to a specific location. In turn, this could effect reputation for that profession, which could unlock new contracts or access to mining aides or bonuses. Thanks.\nRob Reininger:\n\nSo there\u2019s a few things to unpack here. Yes, we will be adding \u201cprofession\u201d specific missions. The first of which will likely be cargo hauling. What I mean by that is you are being paid to transport an existing set of cargo FOR a company from one place to another. The idea with other professions, say for exploration, might be to find new celestial bodies or new locations, etc. But yes, as we refactor the cargo system as a whole, we would like to change the current commodity trading such that players can lock in contracts to deliver \u201cX\u201d amount of cargo type \u201cY\u201d to location \u201cZ\u201d for a guaranteed price per unit. Things of this nature. And other professions will fall in line with similar types of missions as they relate to each profession\u2019s key gameplay goals. As for profession specific reputations, just as we have a generic \u201cBounty Hunters Guild\u201d, we will have a specific reputation for each profession. This will be a key contributor for when you go to new locations and the types of missions you will see there. (Basically giving you access with a specific org\u2019s mission track without doing some of the beginner missions.)\n\n\nCan you tell us about reputation system and possible interaction with player orgs? Is it something planned for the near future or it\u2019s better to temper our hopes for the time being? Thank you.\n\nBen Dorsey:\n\nWe\u2019ve discussed two primary interactions between Player Orgs and Reputation quite heavily. The first is Player Orgs having a reputation (much like a player can) with other NPC Orgs and NPCs. The answer to this one is a resounding yes. Barring unforseen future complications, the framework we have implemented allows for this and we plan to do this.\n\nThe other interaction is allowing for Player Orgs to set up their own rules for a reputation that players can earn. While the reputation system is built to allow for it, at current we don\u2019t plan to do this. It was heavily debated, and I can\u2019t rule anything out forever, but the current feeling was that the cons outweighed the pros (most of the cons revolved around removing or reducing player interactions and community-building that we want to encourage).\n\nAs for the near future part of your question? These are more long-term plans. The best method of tracking our progress on this will be on the Public Roadmap. It\u2019s not currently slated for this year.\n\n\nWhat will happen when we will have hunders of quest givers and companies? Are you already planning a redesign for the app? Adding for example filters with star systems\/planets etc.\nBen Dorsey:\n\nYes. We\u2019ve planned out multiple additional iterations on the Reputation app (for when more content and systems come online). Two of the things those future versions would add are a filtering system and a sorting system that would allow for grouping similar Organizations and Contacts together.\n\nThese would supplement the Favorite system that we have in the current implementation (clicking the star to the left of an Org\/Contact to sort reputations you want to keep an eye on at the top of your list).\n\n\nHello, so Star Citizen will be very based on Missions, Quests and Reputations. But how \u201cwidely\u201d and how extensively will this system be implemented, will it take up half of all our future gameplay (and money making), or will we seek our own adventures and not rely too much on Missions and reputation?\n\nLuke Pressley:\n\nReputation will be one of the main progression gates meaning to get the biggest rewards you will likely have to work your way up through the ranks. You are always free to mine, trade, salvage, etc, but if you build reputation with orgs you may be able to sell for more or skip the queue, etc.\n\nAnd there will be plenty of content found out in the sandbox which will provide opportunities outside of quests and such. Things like encounters players can come across which may have nothing to do with their reputation or may be affected by their reputation. Take for example coming across a Covalex convoy attacked by NineTails. You might instinctively try to protect the convoy and unwittingly receive reputation with the org for doing so, whilst also taking a rep hit with the NineTails. Next time you come across this encounter, due to your low rep with the NineTails they might prioritise you as a target.\n\n\nIf I build my reputation for any career field at Loreville, Will I have to start from scratch for the entire planet of Hurston? What if I go to another planet, will I have to rebuild it at Crusader? Same for Stanton. When I go to Pyro will I have to start from scratch? Will there be an Intergalactic reputation that will span cities, planets and systems, or even Human and Xian space? Or does my reputation from Loreville feed a bigger reputation that spans different locations?\n\nRob Reininger:\n\nIf I understand your question correctly, this is what we have the global \u201cBounty Hunters Guild\u201d reputation for. When you go to a new planet and want to partake in bounty hunting career missions for a specific faction (say Crusader Security\u2019s Bounty Hunting missions), they will consider your BHG\u2019s reputation as to what level of missions you\u2019ll see available from them. While we don\u2019t want this to completely circumvent the career ranks, this will give you access to higher level missions from the start, which should allow you to bypass the lower level ranks fairly quickly. (Which is another incentive to move around the system(s) and participate in content outside of your starting zone.)\n\n\nHow do you plan to avoid rep grind as a gameplay necessity?\nBen Dorsey:\n\nThis is a tricky one, since grind has one heck of a negative connotation (rightfully so in most cases), but I\u2019ve been wanting to elaborate on this ever since the Reputation video was posted.\n\nThe reputation system is built to have very long-term goals, which does mean you will need to play the game for a long time to achieve higher tiers, and that\u2019s sort of a grind. We want players to have long-term goals they can work towards.\n\nOur goal thus isn\u2019t to avoid any grind, it\u2019s to avoid a bad one. What I mean by a bad grind is anything that forces you to do boring, repetitive gameplay. To avoid this in the future (what we have in the game right now is definitely repetitive, we know) we have a few different things planned: the various sandbox elements of the game\n\nallowing different solutions to the same mission\n\nencouraging more player interactions (both friendly and foe) by having missions collide more\n\ndynamically created missions that pick from a pool of mission pieces so that even the base mission is different most of the time\n\nallowing you to build reputation by working for an ally\n\nAll of these are intended to make it so that even if you are \u201cgrinding\u201d reputation with Organization X for weeks, it should stay interesting and engaging. You would be earning reputation for things you already want to do.\n\n\nWill reputations become interconnected? example: If I do missions for a \u201ccriminal\u201d contact or mission giver will I automatically loose rep with the Advocacy or Crusade security?\nBen Dorsey:\n\nYes, there is a rudimentary version of the Enemies and Allies system in-game right now, but it isn\u2019t driving much content yet (You can see a bit of it with the Bounty Hunter guild gaining reputation when you do Bounty Hunter missions for other affiliated Orgs). We have plans to expand upon this system heavily.\n\n\nWill we be able to bribe our way to a better rep\/mission with an org\/mission giver or bribe a org\/mission giver to overlook bad\/undesired conduct\/actions.\nBen Dorsey:\n\nYes, in certain cases.\n\nSome Orgs\/Contacts will have interactions where they would normally act in X way because your Reputation is below X threshold, but they might temporarily overlook that reputation if you immediately give them something. Common example: slipping a bouncer some money to get into a club.\n\nThere also are plans to allow you to gain reputation by bringing an Org\/Contact something they like (though it should be something more gameplay-interesting than just money). We drew on a few different game types for inspiration when developing the system, and among them were social simulators.\n\n\nWill you be able to level up lawful rep and unlawful rep at the same time (pirate vs bounty hunter), or will doing one diminish the other?\nWilliam Weissbaum:\n\nWith the Ally and Rivalry system, we want to have it so you will need to make decisions regarding who you want to earn reputation with. Working for an organization\u2019s rival will impact your standing with that group.\n\n\nWhy do we lose so much reputation for abandoning or failing a mission, especially at higher reputation levels? Explanation: a fresh associate you don\u2019t know very well (low rep level) should lose more rep \/ lose rep faster than somone who\u2019s extremely high reputation and has proven themselves over and over to be reliable. That way, reputation counts for something! An employee who works for me for 5 years and does an outstanding job will get a lot more slack than someone who just joined the company 1 month ago.\n\nLuke Pressley:\n\nReputation is currently only represented in bounty hunting which is a high risk, high reward field of work. Personally I cut more slack to newer, less experienced employees learning the ropes and expect more from more experienced ones. Failure at a higher level hurts the company more. I get your line of thought totally, but if I was sending employees out to take on bounties and they were bested over and over, I\u2019d definitely feel they were out of their depth and quickly drop them down a level.\n\n\nWill a high reputation with the bounty hunting factions in each jurisdiction allow us to enter areas that normally gives you a trespassing charge so we can hunt down the baddies without committing a crime?\nLuke Pressley:\n\nReputation with bounty hunting guilds will, I hope, allow for even more exciting things like being able to carry a non-lethal weapon inside rest stops and such, but yes it will allow you to enter some trespass areas. I should say though that the current implementation of trespass zones is temporary \u2013 we currently have to give a CrimeStat for security and defences there to turn hostile and put up a fight. We are working on a security system which, amongst many more things, will allow for players to trespass in a zone and only receive a CrimeStat if spotted\/arrested\/killed there, while being attacked by the defences.\n\n\nDo we lose reputation over time by not engaging with a certain faction? Explanation: a fresh associate you don\u2019t know very well (low rep level) should lose more rep \/ lose rep faster than someone who\u2019s extremely high reputation. That way, reputation counts for something! If my associate leaves to travel to another country for a while (solar system in game) and does not work for me during that time, but always did an outstanding job, I will not value him any less when he returns. As a matter of fact, I\u2019d be happy to welcome him back! Much more so than someone who worked for me for 1 month before leaving.\n\n\nLuke Pressley:\n\nYes, there is decay built into the system and we will be using it. We can decay to the bottom of the current standing and no further or all the way back to zero. The rate of decay will be something controllable between orgs. There is also a decay back to zero should you go into the negative which means even orgs who hate you will be approachable after a time.\n\n\nWhat kind of non combat organizations are in the planning, development or concepting stage?\nWilliam Weissbaum:\n\nWe are working on having a wide breadth of organizations to cover most of the gameplay activities that we want players to engage in, ranging from food delivery companies to roadside assistance (i.e. spaceside assistance). The basic idea is that there will smaller local companies that service a planetary system, medium companies that service entire solar systems, and larger companies that service multiple star systems.\n\n\nWhat kind of rewards are planned that are not simply access to more missions or more payout? Are we going to get \u201cVIP\u201d landing pads closer to refineries or access to the hurston main building landing pads for easier access to missions givers \/ trade and such?\n\nRob Reininger:\n\nThis is absolutely something we are looking to expand. Our \u201crewards\u201d system in general is something that we want to evolve as we move forward. If you haven\u2019t already seen it appear on the roadmap, there is an epic called \u201cOrg\/Perks Benefits\u201d. This epic task is going to start giving access to a multitude of things. Not only do we want to add the ability to give items as rewards in missions, but we also want to be able to offer things like (but not specifically limited to): - Lower expedite fees for ships\n\n- Discounts at shops\n\n- Hiring extra workers to repair ships (which will ultimately take time, resources, people, etc)\n\n- Free landing services at location \u201cX\u201d (can always repair\/restock\/refuel for free at ArcCorp)\n\n- Ship rental time extensions or reduction in prices.\n\n- Access to items gated at rep level at shop\n\n- Refining job priority. (Currently it depends on the queue in front of you.)\n\n- Free upgrade at refinery for what \u201cmethod\u201d is used to refine goods.\n\nAnd so much more that we\u2019ll add as we expand gameplay functionality. The bottom line is that all of our gameplay systems should be built in a way where we can easily add their functionality as an available option for some level of perk. (Which could be tied to much more than reputation, but rather to the rewards system as a whole.)\n\n\nWhat feature are you guys most looking forward to come to the reputations system in the short term and the long term?\nBen Dorsey:\n\nThe feature we are most looking forward to is getting AI hostility to be driven by reputation. There\u2019s a bunch of moving parts to that, but it\u2019s one of the core elements that will allow the system to create the kind of engaging gameplay we really want.\n\n\nQuestion: Will all orther main organization like Red Wine Linehaul\/ProtLife Insurance\/Covalex Independent Contractors\/Shubin Interstellar etc. be added to the reputation system in a near future? So not only bounty missions are getting the +% payout. To add: With all these major organizations there would be for now the very basic feel of progression in the game (till other systems are developed). It could be possible to make delivery missions (and other missions that are not worth doing) somewhat profitable (from basic 8000aUEC for example to a maximum of 100% gain to 16000aUEC\u2026). Also it would feel like there is actually reputation system for \u201eeverything\u201c and not only bounty missions.\n\nWilliam Weissbaum:\n\nWe are definitely planning on expanding to more mission types and organizations. What is in-game now was us taking first steps. Rather than waiting to have all the organization done at once, we will be doing a slower rollout to bring the older contracts into the system. Our long-term hope is that if you are doing a mission for most organizations that you will almost always be earning reputation. There will be some exceptions, but we are trying to incorporate as many as makes sense.\n\n\nWill you be able to \u201chack\u201d your reputation (with hacking gameplay) or hide it with ID spoofing ?\nBen Dorsey:\n\nWe love the idea of temporarily spoofing your reputation to trick someone. It has been discussed, but not planned heavily out.\n\n\nDisclaimer\nThe answers accurately reflect development\u2019s intentions at the time of writing, but the company and development team reserve the right to adapt, improve, or change feature and ship designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall."},"links_count":2,"comment_count":27,"created_at":"2021-05-14T19:00:00+00:00","created_at_human":"4 years ago"},"meta":{"processed_at":"2026-05-07 20:09:52","valid_relations":["images","links"],"prev_id":18122,"next_id":18124}}