• New Respect System

    Boxman80

    39 comments · 26339 views

    With the coming of the next release of Exile, players can expect some improvements to the way the ‘Respect’ system works. The system presently acts largely as a placeholder and allows players to accrue respect points that, until now, have had relatively little impact upon game-play. Respect points’ main role in vanilla has largely centered on territory expansion and could even be used instead of Pop-tabs for protection periods.

    Things are set to get a little more interesting though with the expansion of this system, opening the door to admins to use the system a little more creatively!

    The first thing to note is that Respect will no longer be accepted at the territory trader for protection periods, only Pop-tab currency will assure your territory’s protection. Nor will it be required to expand player territories either, this will now also become a cost exercises by purchasing the territory expansions via the trader. To simplify, things that require purchasing will only be done with currency – and with good reason that will become more apparent in future blogs!

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    As an entirely optional system, server admins will have the framework to link a players Respect levels to the quality of items available to them to purchase from traders. Server owners already have the ability to set quality variables of trader items allowing a quick visual reference to reflect their usefulness, effectiveness and general desirability.

    Introducing Respect based trading expands upon this a great deal, offering server admins the ability to “unlock” more and more items available to players as they progress in standing on a server. Currently there are 6 levels configured and the respect required for each level can be set in the mission config as shown below. For example, all the items in the CfgArsenal that have a quality level of 4 will not be purchasable by a player until they have 15000 respect. Please note, you can turn off the requiring respect for trading by setting the levels to -100000.

    class CfgTrading 
    {
    	/*
    	* This factor defines the difference between sales/purchase price of
    	* items and vehicles. It is used if there is no sales price defined
    	* in CfgExileArsenal. 
    	*/
    	sellPriceFactor = 0.5;
    	
    	rekeyPriceFactor = 0.1;
    
    	class requiredRespect 
    	{
    		Level1 = 0;
    		Level2 = 5000;
    		Level3 = 10000;
    		Level4 = 15000;
    		Level5 = 20000;
    		Level6 = 25000;
    	};
    };

     

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    We've also updated the trader item display. Now, if you don't have the required respect to purchase an item it will appear grayed out. We've also added a tool-tip that when you hover over an item you cannot purchase it tells you the amount of respect or pop tabs still needed in order to purchase that item.

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    It is envisioned that respect base trading not only introduces greater emphasis on a players’ respect levels but could also offer a means for server owners to increase longevity of play on servers and create more interesting game dynamics. At the very least, it should provide a more consistent and relevant means of character leveling, measuring their standing within a particular server.

    It must be emphasized though that this is an entirely optional system that admins can chose to employ or not. Server admins will ultimately decide if and how such a framework will be used on their servers. The choice is theirs to use as minimally or expansively as they wish.

    Don’t forget to leave your comments below to tell us how you feel this system could work on your favorite servers!

     


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    I like this idea. Only downside is that you now actually will have to grind a lot to get better guns. So the best player might still lose because someone that's been playing longer on the server has better equipment. 

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    7 minutes ago, Sephyros said:

    I like this idea. Only downside is that you now actually will have to grind a lot to get better guns. So the best player might still lose because someone that's been playing longer on the server has better equipment. 

    Outsmart them - having a better weapon is just a small part of the "Exile Survival 101"  - On the other hand you'll have a lot of players with gear they found! It also depends on the server settings - maybe scopes are just high tier or other equipment e.g.

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    This is excellent, this is what will make those high end guns actually rare again! Combine this with base raiding and this game actually might start getting more challenging!

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    Please note, you can turn off the requiring respect for trading by setting the levels to -100000.

    soooooooooo could this system also be used to have weapons and items only unlockable with negative respect?

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    6 minutes ago, InsertCoins said:

    soooooooooo could this system also be used to have weapons and items only unlockable with negative respect?

    Currently, the system only checks if your respect is greater than the specified amount. 

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    If this feature is implemented, I 100% will add it to your server, for even more Hardcore and retention of players on the server, because few people want well with a character pumped to waste time on pumping elsewhere! However, many servers adding such innovation, the risk of losing some % of players, namely those who do not want, and indeed cannot, due to various circumstances to spend time earning respect. IMHO

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    32 minutes ago, InsertCoins said:

     

     

    soooooooooo could this system also be used to have weapons and items only unlockable with negative respect?

    Not unless there were more ways to gain negative respect other than just killing bambis. Even setting ai to give negative respect on killing would be weird. Some people just need to leave the humanity system to arma 2 and start embracing new mechanics.

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    1 hour ago, Limitless0 said:

    What about adding this same functionality to base upgrades ? You have to have some amount of respect to upgrade a territory with pop tabs. 

    so u cant pay anything with respect anymore .... so it represent ur playtime on the server 100% ... i like that :)  but then i think that the 25k will be reached very fast so u can buy everything in the traderzone easy...

    but GOOOD work exile team, i love that system.

    Edited by Requzz

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    I've achieved something similar by taking powerful gear out of the traders altogether.  Players have to grind to find stuff via the lootspawner or there is a slim chance the AI will spawn with it.

    This system gives me more options.  I like.

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    2 hours ago, Requzz said:

    so u cant pay anything with respect anymore .... so it represent ur playtime on the server 100% ... i like that :)  but then i think that the 25k will be reached very fast so u can buy everything in the traderzone easy...

    but GOOOD work exile team, i love that system.

    Yea that's why the admins of the servers will be able to customize and change how much respect is needed for each individual level, im sure the default number of 25k will probably be raised by a lot on most servers, if its active on the one you play on anyways.

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    2 hours ago, Skelly said:

    Yea that's why the admins of the servers will be able to customize and change how much respect is needed for each individual level, im sure the default number of 25k will probably be raised by a lot on most servers, if its active on the one you play on anyways.

    Most likely will be a majority of servers with it disabled from people not liking the obstacle of having to gain respect in order to buy the higher end gear.

    Will add a good balance between newer players' and regulars' gear and reign on servers that actually enable imo 

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    if i have 60k respect on a server is there any means for it to lower? like dying removes x% respect meaning a low level player lose less then a high ranking player ;)

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    2 hours ago, KnatteAnka said:

    if i have 60k respect on a server is there any means for it to lower? like dying removes x% respect meaning a low level player lose less then a high ranking player ;)

    Respect is changing from a kind of alternative dynamic currency to a more consistent and balanced reflection of a characters achievements in a game server. Currently these early implementations have focused on achieving respect and how high levels of respect can benefit the character and server. In the immediate future I guess it depends mostly on server admins how to lower those levels. I know on my favourite servers, there are heavy Respect penalties for things like killing Bambis, using cars for kills and even for killing "friendly" AI. You could easily envision other areas of the game where negative respect could be applied for various acts. 

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    I do not like the idea of respect being earned once and for all. You reach a certain level of respect and from that moment you can buy everything forever. No, bad idea. Players must have to spend their respect and earn it again, then spend and earn again and so on. If they wish to be premium buyers at trader cities.

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    48 minutes ago, Alcofribas said:

    I do not like the idea of respect being earned once and for all. You reach a certain level of respect and from that moment you can buy everything forever. No, bad idea. Players must have to spend their respect and earn it again, then spend and earn again and so on. If they wish to be premium buyers at trader cities.

    How is what you describe in any way like respect?  In what way would purchasing an item at a trader lower the respect others have for you? It doesn't make sense.  What you are describing is a currency and Exile already has one of those, we don't need another.

    This new system is exactly what I and others suggested to the devs months ago.  It makes sense for your respect to be changed by your actions and your currency to be changed by your transactions.  Conflating the two has led to the intertwining of the two systems and the current confusion surrounding them.  This change is a great step forward.  Respect to the devs! ;) 

    Now, picking up on your idea of never diminishing respect, the devs just have to find ways for players to lose respect. Killing bambis is about all we have today but it's easy to think of others:

    - Were you killed by a bambi or another player with lower respect score that yours?  You lose respect in the eyes of the rest of the prison population.  

    - Did someone blow up your vehicle or raid your base and take your gear?  Bam, lose respect

    - Did a DMS mission randomly spawn within 1km of you and your party?  Congratulations, now you have to complete the mission before it ends or you'll lose respect.  The other prisoners will think less of you for chickening out on the mission.

    - Etc, etc...

    Edited by speedweasel
    horrendous formatting. this forum software hates me.

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    1 hour ago, Alcofribas said:

    I do not like the idea of respect being earned once and for all. You reach a certain level of respect and from that moment you can buy everything forever. No, bad idea. Players must have to spend their respect and earn it again, then spend and earn again and so on. If they wish to be premium buyers at trader cities.

    Devs know about this and thought about it - there are already solutions/ideas which are pretty cool! Nothing confirmed ofc!!

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    4 hours ago, Alcofribas said:

    I do not like the idea of respect being earned once and for all. You reach a certain level of respect and from that moment you can buy everything forever. No, bad idea. Players must have to spend their respect and earn it again, then spend and earn again and so on. If they wish to be premium buyers at trader cities.

    btw u still need respect to upgrade ur base so u dont reach the limit that fast like u think .... because more base parts= the more save ur safes are :D 

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