No reputation drop in "private evil doings"
xLegionx
Member Posts: 197
I find this in the current bg incredibly annoying. Whenever someone insults or annoy's my evil character...I kill'em. Especially those stupid self-righteous nobles who think its ok to call a heavily armed individual their "lessers". Right when I kill them when I know there were no witnesses or having no connection to the scene we still get our reputation dropped. Reputation, is, obviously a very serious thing in bg and I think cutting some slack for some of us "evildoers" is in order so long as we do it smart and privately. Who agrees?
edit: for those of you who wonder how this could be implemented I have found a simple solution that requires little work at all.
Just to spice things up I have an idea on how this could be properly implemented. Lets say for example theres a stat bar, lets call it the "civil alert" bar I guess. This bar goes up the more people you kill and if it is at max then the next person you kill results in a reputation drop. So, for example, killing 3 people in a large city or area will result in the civil alert bar being maxed. If you kill a 4th person then your reputation gets dropped. So basically its giving sensible reason as to why people suspect your behind the killings and believe you are the murder. So to avoid this You have to wait a week before the civil bar empty's out again and things cool down. And waiting a week is a very long time so players who are evil have to choose whom they murder wisely. Of course, anyone within sight of the killing will result in automatic reputation drop. After that the game marks this individual as "witness" and if you kill him without other witnesses then your reputation goes back to normal.
This I think is the absolute number one solution to this problem. It is simple, legitimate, and it makes perfect sense all around. This should be implemented into the game!!
edit: for those of you who wonder how this could be implemented I have found a simple solution that requires little work at all.
Just to spice things up I have an idea on how this could be properly implemented. Lets say for example theres a stat bar, lets call it the "civil alert" bar I guess. This bar goes up the more people you kill and if it is at max then the next person you kill results in a reputation drop. So, for example, killing 3 people in a large city or area will result in the civil alert bar being maxed. If you kill a 4th person then your reputation gets dropped. So basically its giving sensible reason as to why people suspect your behind the killings and believe you are the murder. So to avoid this You have to wait a week before the civil bar empty's out again and things cool down. And waiting a week is a very long time so players who are evil have to choose whom they murder wisely. Of course, anyone within sight of the killing will result in automatic reputation drop. After that the game marks this individual as "witness" and if you kill him without other witnesses then your reputation goes back to normal.
This I think is the absolute number one solution to this problem. It is simple, legitimate, and it makes perfect sense all around. This should be implemented into the game!!
- No reputation drop in "private evil doings"73 votes
- Give us free reign to evil as we place so long as we play it smart (no witnesses, if they're are kill all the witnesses, killing privately or picking up the body and hiding it, etc. etc.)80.82%
- Evildoers deserve all the punishment they get!!19.18%
Post edited by xLegionx on
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Comments
Also the house should be considered one in the wilds, because when you enter house in a street filled with people, then it is really obvious that armed party of strangers may be behind the slaughter of their neighbour.
But still good idea, if could be implemented.
Stealing without witnesses shouldn't call the guards, but murder should have a punishment, maybe half of the normal reputation hit without witnesses. People saw you go into a house, then come out and poor farmer Johnson was found with his entrails shoved up his nose inside. I wonder who did it!
If murdering all the witnesses absolves you of blame, that means that killing every NPC in Beregost would leave you with 20 Rep. That's not right.
I always hated taking rep hits for crimes committed with no witnesses..
Not sure how hard coding this is though..run a scrip to allow possible witnesses a spot check? Spot check for NPC in area to notice you entered the house? Circumstance check to notice that "Hey, since those adventurers showed up 12 people turned up dead..therefore even though I didn't personally see them kill anybody I won't do business with them" scrip?
I know in Skyrim if you hide the body you can get away with things but again, I have zero knowledge of how or even if you could really program this type stuff in..
And that I can approve, though I have one fear in mind: say you kill everyone on the second floor of Winthrop's inn, I fairly sure that people can easily find out it was you.
Anyways, if this got implemented, there would have to be zones where the normal rules would apply, like in Candlekeep or the Friendly Arm Inn for example.
One thing I disagree with is when you fight in the Helm and Cloak against the ?Maulers of the Undermountain?, the bartender goes hostile on you, dies in the crossfire, and you lose reputation. I rather like their equipment.
Anyways, I personally can't see this awesome idea happening because the reputation loss is immediate, not delayed.
This I think is the absolute number one solution to this problem and should be implemented into the game!!