Question for the Writers: in the PU, players will likely gain renown/infamy by engaging in many activities. Will the game world recognize and convey the renown/infamy of players, by using narratives, missions and NPC conversations/interactions, throughout the Verse?asked by Wreak
TL;DRThe reputation system should hopefully make NPCs respond to renown and possibly unlock missions, but how it works is not figured out, and ordinary NPCs wouldn't know who you are on sight.
Again as we kind of start to dig into how all this is going to play out. The reputation system will hopefully be able to have NPCs respond to players based on how their reputation in the universe, that's kind of the idea behind it. So yeah I think the way NPCs treat you, when it comes to maybe I'm not sure yet, that's what something we have to figure it out but maybe certain missions will become available to you if you have a certain reputation, if you have a certain renown that might open a few extra things for you. It'll be interesting to see once we dig into it how we can integrate kind of like the lore that you're building around yourself into actual missions for ya.
Yeah and with 2.0 coming online we're starting to work with designers to dip our toes into the mission structure and think about how your reputation might tie into that and I think it'll be nice if we can get it to a way to where NPCs are omniscient, like there wouldn't be a reason why a shopkeeper would know on site that you're a world class bounty hunter, he's not connected to that world so you wouldn't be queued into that.Hopefully the reputation will make sense that alright maybe advocacy agent would recognize you if you have a strong reputation as an outlaw and now would tie or other outlaws would recognize you on sight and kind of respect you and open up doors that way. But like a random NPC's wouldn't so much know on sight. So kind of figuring out that balance and because there is so many different layers of like winding through different elements that it'll be important to kind of, minimize the options while maximizing in how much impact they have. So kind of less is more kind of thinking so we're really trying to queue in on that, We'll be something we look to do.