Reputation: Difference between revisions

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[[File:Reputation distribution.png|thumb|Distribution of reputation - 2023/04/14]]Die Reputation ist ein interner Zahlenwert, welcher in einem Bereich von -100 und 100 liegt und als Indikator zu betrachten, der angibt wie weit sich ein Spieler von dem gewünschten Spielstil entfernt hat. Ingame kann die Repuation im Spielermenü eingesehen werden und ist als Wert von negativ--- bis positiv+++ dargestellt.
[[File:Reputation distribution.png|thumb|Distribution of reputation - 2023/04/14]]The reputation <math>r</math> is an internal numerical value with the limits <math>\pm x</math>, for which therefore applies <math>-x \leq r \leq +x</math>. The reputation is to be considered as an indicator that shows how far a player has deviated from our desired play style. In-game, the reputation can be viewed in the [[Controls|player menu]] and is displayed as a value of 7 stages from ''negative---'' to ''positive+++''.
== Änderungen ==
Änderungen+
 
Der Wert ändert sich über die Zeit. Zum einen erhält jeder Spieler unabhängig ob gespielt wird oder nicht alle 24 Stunden eine Gutschrift, sofern die Reputation unter einem gewissen Wert liegt. Zum anderen ändert sich der Wert spielzeitbezogen. Dies bedeutet je gespielter Spielstunde wird ein bestimmter Betrag gutgeschrieben. Die Höhe des Betrages hängt neben verschiedenen Faktoren unter anderem von der Zeitdifferenz zum letzten Abschuss ab. Dies bedeutet, jelänger der letzte Abchuss in der Vergangeheit liegt, desto höher die Gutschrift. Der maximal Betrag wird nach 3-5 Tagen erreicht.
 
Änderungen -
 
Negative Reputationsänderungen werden hauptsächlich durch Abschüsse verursacht. Hierbei gilt, je höher die Reputation des Geschädigten, desto höher der Abzug.


At this point, it should be mentioned that when using [[Rules|multi-accounts]], the reputation values are transferred to the main account.
== Changes ==
The value increases over time. Firstly, every player receives a credit every 24 hours, regardless of whether they have played or not, as long as the reputation is below a certain value. Secondly, the value changes based on playtime. This means that a certain amount is credited for each hour of playtime. The amount depends on various factors, including the time difference since the last kill. In other words the longer the last kill was in the past, the higher the credit. The maximum amount is reached after 3 to 5 days.


Negative changes in reputation are mainly caused by kills. It applies that the higher the reputation of the victim, the greater the deduction.


== Effects ==
== Effects ==
Reputation-effects should reward players that have a positive playstyle and show players with a negative reputation that they moving away from the playstyle our mod is concepted for. There are a variety of different effects, but here we just want to list the most important ones.
The effects of reputation should incentivize players to adopt a positive playstyle, while also serving as a warning to those who deviate from the playstyle our mod is concepted for. Although there are a variety of different effects, we will only list the most important ones here.


=== Shop prices ===
=== Shop prices ===
Die Reputation kann abhängig vom derzeitigen Wert einen positiven oder auch negativen Einfluss auf die Preise der Shops haben. HIerbei ist der Effekt abhängig vom jeweiligen Shop. So ist die Auswirkung auf den Waffenshop anders, als auf den Fahrezugshop.Im Allegemeinen lässt kann angenommen werden, dass der Effekt linear und nach oben und unten beschränkt ist. Dies kann bedeuten, dass bereits bei einer Repuation von negativ-- die maximale Auswirkung auf den Preis erreicht wird. Es kann also nicht gesagt werden, dass die Repuation bereits ihren minimalen, bzw. maximalen Wert erreicht hat, nur weil sich die Auswirkung im Shop nichtmehr ändert.
The reputation can have a positive or negative impact on shop prices depending on the current value. The effect depends on the individual shop, so the impact on the weapon shop may be different from that on the vehicle shop. In general, it can be assumed that the effect is linear and limited upwards and downwards. This could mean that even with a reputation of negative--, the maximum impact on the price is reached. It cannot be said that the reputation has already reached its minimum or maximum value just because the impact on the shop no longer changes!
 
==== Spawn points ====
 
==== Weapon durability / usage ====
 
 
 
Die Liste an Auswirkungen ist vielseitig und kann sich von höheren Preisen in Shops, Spawnmöglichkeiten bis hin zu höherem Waffenverschleiss bewegen.
 
Eine detailierte beschreibung wollen wir an dieser Stelle auch nicht ausführen.


=== Spawn points ===
Once a player's reputation reaches ''negative--'', the [[spawn menu]] is limited to the ''camp of the forsaken'', which should serve as a warning to change the playstyle immediately!


Die Effekte durch die Reputation sind von Shop zu Shop unterschiedlich. Bei den Fahrzeugpreisen kann ein Wert von r=-10 zum Beispiel ein Kaufpreisoffset von +3% bewirken und bei Waffen von +8%. In den meisten Fällen sind die Effekte linear und es lässt sich sagen: Je niedriger deine Rep, desto teurer das Item. Zudem sind auch hier Grenzen festgelegt. Bedeutet, du hast den maximalen Preis Offset zum Beispiel bei r=-30, kannst deine Reputation allerdings noch weiter bis zur Grenze x drücken. Somit werden Items nicht mehr teurer, dafür treten dann zusätzliche negative Effekte auf, wie höherer Waffenverschleiss.
=== Durability and usage of weapons ===
Somewhere between the value of ''negative--'' and ''negativ---'', weapon attrition increases significantly, resulting in decreased weapon durability. When the lowest attainable reputation value is reached, weapons can no longer be fired.
[[Category:Features]]

Latest revision as of 18:48, 23 August 2023

Distribution of reputation - 2023/04/14

The reputation is an internal numerical value with the limits , for which therefore applies . The reputation is to be considered as an indicator that shows how far a player has deviated from our desired play style. In-game, the reputation can be viewed in the player menu and is displayed as a value of 7 stages from negative--- to positive+++.

At this point, it should be mentioned that when using multi-accounts, the reputation values are transferred to the main account.

Changes

The value increases over time. Firstly, every player receives a credit every 24 hours, regardless of whether they have played or not, as long as the reputation is below a certain value. Secondly, the value changes based on playtime. This means that a certain amount is credited for each hour of playtime. The amount depends on various factors, including the time difference since the last kill. In other words the longer the last kill was in the past, the higher the credit. The maximum amount is reached after 3 to 5 days.

Negative changes in reputation are mainly caused by kills. It applies that the higher the reputation of the victim, the greater the deduction.

Effects

The effects of reputation should incentivize players to adopt a positive playstyle, while also serving as a warning to those who deviate from the playstyle our mod is concepted for. Although there are a variety of different effects, we will only list the most important ones here.

Shop prices

The reputation can have a positive or negative impact on shop prices depending on the current value. The effect depends on the individual shop, so the impact on the weapon shop may be different from that on the vehicle shop. In general, it can be assumed that the effect is linear and limited upwards and downwards. This could mean that even with a reputation of negative--, the maximum impact on the price is reached. It cannot be said that the reputation has already reached its minimum or maximum value just because the impact on the shop no longer changes!

Spawn points

Once a player's reputation reaches negative--, the spawn menu is limited to the camp of the forsaken, which should serve as a warning to change the playstyle immediately!

Durability and usage of weapons

Somewhere between the value of negative-- and negativ---, weapon attrition increases significantly, resulting in decreased weapon durability. When the lowest attainable reputation value is reached, weapons can no longer be fired.