[quote name='glhf' timestamp='1348667907' post='4983980']
[quote name='SimonForsman' timestamp='1348664133' post='4983959']
Personally i would just strip out good/evil choices from dialogs and have it all be action and reputation based, (Treat someone badly and his friends/faction will like you less), in a sandbox RPG you could then have reputation spread as npcs interact with eachother and you could track multiple values per npc. (a NPC might for example consider you to be a good guy to have around in a fight while he wouldn't let you enter his home unsupervised since valuable items often "go missing" when you're around)
I agree, This is the better way of doing it imho instead of getting a global evil or good reputation.
But you still have evil&good choices even with this system because otherwise you can't get negative reputation unless it's with the bad guys you get negative reputation.
It can be really "simple choice" like you're walking a corridor in perhaps an inn and you bump into someone and then thers the choices like..
1. Excuse me, I'll step aside.
2. Get outta my way.
3. *push him out of the way*
4. *move aside and then stick your leg out so he trips over it*
You could make it even more evil if the person that you bump into is a handicapped person or an old lady with a cane lol.
And you can imagine yourself how you could keep building on what happens next after each of those choices.
Maybe the person is an important npc.. or an important npc that will have a big impact on your game later on... and will remember you.
[/quote]
Ofcourse, choices in dialogs could lower your reputation (or increase/mitigate the effect of your actions), the real point though is that there shouldn't be "good guys and evil guys" in a RPG(thats so damn overdone even though the player is usually placed on the "good" side swapping things around to allow the player to be on the "evil" side doesn't really change anything). Choices are more interesting when the outcome is uncertain and it becomes difficult or even impossible to make a choice that is good for everyone, Conflicts where neither party is clearly good or evil allow for far more interesting choices.
[/quote]
Yep, I am agreeing with you man ;P
Well, I think it should be possible to know in some cases that a party is clearly evil.
Some people just simply get joy when they do harm to others... they know its wrong but its fun.
Like in that scenario i made... my reputation with that guy would decrease... a lot.
and then maybe he would go sit down at the bar and get a big ale and talk to other patriots and then he mentions what an asshole i was who pushed him out of the way and threatened him. So my reputation can increase with more people..
The more evil stuff u do the more ur evil reputaion spreads..
maybe he or some of the patriots he drinked with see u in the city later and then they let others know "oh theres that asshole"
slowly ur evil rep is growing in the whole city for that.
So the more evil stuff u do the wider farther ur reputation goes.
How would I not know what to outcome from my action is?
If I say something rude then I know what kind of things i can expect depending on who i say it to.
theres always gonna be evil netrual and good simply.. no matter what kind of reputation system you use.
either you say/do something nice or you are rude/careless or just like causing havoc.
I think you have to give an example scenario to explain what you mean..
I'm not sure what exactly we're talking about tbh lol.