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The Linearity of rep gain

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Lorsa Lorsa's picture
The Linearity of rep gain
Reputation networks and favours are a big part of Eclipse Phase. However, I find it troublesome with how reputation is gained, especially the linear part of it. The rulebook states that performing a level 2 favour, which includes "performing services for 1 hour" will give you 3-4 rep. This seem to imply that working for 3 hours to help your habitat or the people in it will give you about 10 rep. In turn, this implies that working for 3 hours every day for 10 days will bring you to a reputation score of 99. All this means that just about every anarchist could run around with 99 @-rep. Perhaps the reason they don't have to do with rep loss? The reputation loss table states that failure to perform a favour will reduce your score. The wording here is "fail to do", not "decline". It is possible that it should be interpreted as "decline" but why then would they simlpy not write so? The rest of the text in reputation loss seem more to do with failing at actions rather than not attempting them at all. Furthermore, the rules of networking seem to imply that usually you do not ask people specifically but rather make a general call on your social network and hope that someone will answer or at least ask a lot of people smilutanously. If declining every favour asked on your social network would grant you a reputation loss then we would be in the opposite situation, every anarchist would be at 0 @-rep. So how does this really work? Are there any good well-tested houserules out there that people can suggest? Is there some form of "maintenance" you need to do on your rep score? Would it be better with rep gains being more logaritmically with the actual gain getting lower and lower the higher your score? It seems as though the dynamics of a rep system and the game mechanics describing them do not really match. Possibly there's been a lot of discussion around this topic already in which case merely pointing me in the direction of the concensus would do the trick.
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Quincey Forder Quincey Forder's picture
it's all about routine and the break of it
The way I see it is that that when you do something (of varying degree of risk or difficulty) for a certain amount of time while it's not part of your routine, that brings you extra ping and exceeding expectation, ergo the increase of rep. the mouth to ear and reading the feedbacks on your profile might show a "Johnson" (to quote Shadowun) that you can be trusted with delicate mission or be asked favors of higher degree But if your job is, say, maintenance of the anti-meteors tracking phalanx for a 8 hours shift several times a week, your rep won't fluctuate, even though it's a potentially risky occupation. why? because it's something you do regularly, people count on you for this and don't look for further help on this. But if, for x reason you don't do it for a shift, or two, not only your mesh profile will be dingeg like a carillon but you'll get feedback that you let the people that counted on you for the job down, worse that you indangered them, to follow the previous example. you'll loose credibility, ergo your rep goes down people will be less encline to do you favor. And not just on the hab you messed up, but everywhere people could see the feedback on your mesh profile tag.That's the downside of the reputation economy: do something for someone, and they'll start to take it for granted. stop doing that and they'll turn on you and your rep like a bunch of rabid dogs
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Erenthia Erenthia's picture
Don't forget cost of living.
Don't forget cost of living. http://eclipsephase.com/couple-questions-first-time-ep-gm Early in that thread it's surmised that a "poor" standard of living is a Moderate expense per month and goes up from there. That should offset the most ridiculous rep-grinding. But yes, the linearity might be a problem. How does this affect your numbers? I think the quickest fix for this though, is to only allow your rep to go up is if you did a favor that you could not have called in yourself without burning rep. Since favors reset, it wouldn't make any sense to gain rep by calling in a favor from someone else and taking the credit. (You could probably break even doing this if you absolutely needed to take credit for something for some reason. More likely you'd lose about at least a little bit, but it might be worth it for other reasons) This system would allow extremely low rep characters to gain rep relatively quickly, but require greater and greater tasks as they gained rep. Seems realistic enough to me.
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Smokeskin Smokeskin's picture
I don't think the Rep gains
I don't think the Rep gains should be for anything but story-related events. The Rep and Favor system needs a bit of an overhauling IMO before it can be used "rules-strict". As is, it needs a lot of GM judgment calls and a lot of book keeping. I've made the following house rule that helps the situation a bit IMO http://eclipsephase.com/streamlining-favors