SuggestedReputation rework.

5 days ago

DAS_LOBOTOMIST

58 Total Respect

DAS_LOBOTOMIST

58 Respect

5 days ago

We have all felt the stress of being the first to hit the highest level players to get that great rep payout. Stalking their profiles for a hospital timer to hit 0 and be the first to take advantage of the massive amount of reputation they reward you with. But with how people are afraid of being farmed they hold their level and get to benefit from others who have taken the chance to have a higher health pool.

 

My suggestion is simple. Instead of reputation modifiers being based off of a players level, we base it off their total reputation and battle stats. No more hiding from being a target of sweet reputation we all need. Now to avoid older players farming new players who hit the grind early fair fight modifier would be more drastic, if a low stat player has high rep a high stat player would not benefit the same as someone who is their equal in battle and actually less reputation than someone closer to them in stats. This would give us more viable options to attack without waiting in line to hit the top level players. This makes it so no one is truly safe from being farmed and takes a lot of the heat off of high level players and bring this attacking game to a whole new level. It has been peaceful for far to long because certain players choose to hide their rep payout by holding levels.

Responses

5 days ago

XIJINPING

130 Total Respect

XIJINPING

130 Respect

5 days ago

I have better idea based from lobotomists Anyone that at lv1 with atleast 4 billion in stat will get penalized from other player actions. Lv1 base rep are 15. And anyone with certain range of stat or certain lower range of stat will get 10x rep multiplier bonus down to 1x (base) multipler at certain stat range There is consideration, The defender certainly will lose due to lower health and will get farmed out, this will be the catch. One could be used to abuse it to rep farm themselves as they are easy to be beaten without much fight. The actual range per decimal multiplier, kind of reverse Fair fight. An example Person A with lv5 with base rep of ~20 with 6 billion of stats vs level 67 with 7 billion of stats. Probably with 3x ff, plus the defender "level" penalty giving attacker rep bonus of 9.5x which( 9.5x15)x3ff. Yielding 570 rep Or same defender with attacker at 12 billion in stat (twice) in theory Giving the attacker bonus of 8.5x and ff2 yielding 389 rep in an attack. There will be much math involved, as one person level increase the rep penalty/bonus will be decreased too, fully gone at around level 50? Or maybe difference between attacker and defender level?

Level difference:balancing value=penalty/bonus multiplier

Final rep gain = (base rep gain x penalty/bonus multiplier) x Fair fight multiplier

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Let Down
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Lyrics — Let Down
Transport, motorways and tramlines
Starting and then stopping
Taking off and landing

The emptiest of feelings
Disappointed people
Clinging onto bottles

Let down and hanging around
Crushed like a bug in the ground
Let down and hanging around...

5 days ago

BOONIESTEEP

151 Total Respect

BOONIESTEEP

151 Respect

5 days ago

At the moment, not leveling up penalises one's health quite significantly and you can't sell rep medouts. To me that has always felt like a reasonable balance - hide your level and you'll be weaker and poorer.

5 days ago

MARLIS

36 Total Respect

MARLIS

36 Respect

5 days ago

I like having the choice between having to bother with rep farmers and leveling up.

I think that choice should remain, but currently there's almost no reason to level up except for selling med-outs.  Not gonna go into detail here, but I think giving more benefits to higher-level players would be a better approach.

Maybe a way to reset the level could even be added for a high point price, that way players who quit or take a long break can level up and then reset again if/when they're back.

5 days ago

DAS_LOBOTOMIST

58 Total Respect

DAS_LOBOTOMIST

58 Respect

5 days ago

This is where I feel it should be based off of a players rep instead of level, but then after much talk in global that may not be the best option either. But the way I put it earlier, we are soon to have more players looking for good rep targets and if the only available rep targets are those that don't hold level eventually we will have a bunch of lvl 1 people who are afraid to be farmed. Ideally it would be purely based on a FFM. Now for example there are people who have more battle stats than I do and with their current build it doesn't matter if they have 500hp or 10,000hp. You can't hit them. But now lets say a glass cannon comes and can hit them, now that person who can beat this tank gets next to no rep because they are level one, even though the other person has less collective stats, just trained Acc enough to punch through their Agi. They get no reward for being able to accomplish this.

I understand we have a business model that is surrounded by this mechanic but lets get real. If you battle a high reputation target with a 3x FFM we should be able to yield a respectable amount of reputation regardless of their level. The fact that anyone can say "I don't want to be farmed but want to farm" and can actually do so by holding level is just... stupid! Every single player should be a respectable reputation target.

 

Let's look at FFM in simple terms.

 Player A and Player B both have 1m rep. Player A had 1,000 Battle Stats Player B has 10,000. If Player A can beat Player B that is a 3x FFM and an equal rep player so should be able to give Player A the largest payout. Now reverse the scenario and because Player B is 10x the stats of Player A FFM should be 1x and a minimum Rep earned.

 

With the current system, both Player A and B same stats as above. But Player A chose to level up when Player B did not.

No matter how you look at it Player A shouldn't be able to hurt Player B even though Player A has more health. But if Player B wanted to they just repeatedly attack Player A for a massive rep payout where if Player A gets the win they get next to nothing.

It just doesn't make sense.

We have 100 fish in a 10 gallon tank and all the new fish are being told to hold their level so you don't get rep farmed. It will eventually lead to uneven gameplay. Where as we determine the rep by having players attack same or great reputation players with equal or greater stats is the direction this should go.

 

And for us rep sellers we really shouldn't lose business for multiple reasons. A we still have the highest rep! We still have a FFM that will keep us in touch with our respective BS range. You won't lose customer's you'll just not be camped on by people who don't want to pay because they will have other options.

Last Edited 15/05/2026, 20:02:56

5 days ago

DAS_LOBOTOMIST

58 Total Respect

DAS_LOBOTOMIST

58 Respect

5 days ago

At the moment, not leveling up penalises one's health quite significantly and you can't sell rep medouts. To me that has always felt like a reasonable balance - hide your level and you'll be weaker and poorer.

BOONIESTEEP - 15/05/2026, 17:23:21

But lets say merchant never leveled up, does it matter if he has 500 or 50,000 health? No you cant touch him. But say you could breach his agi and he stayed level one. It wouldn't even be worth it to hit him even though you could beat him, just because he hid behind a level 1. So you can beat one of the top players but it isn't even worth it because they hide behind a level mechanic that restricts your rep based on if they choose to level or not is broken.

5 days ago

DAS_LOBOTOMIST

58 Total Respect

DAS_LOBOTOMIST

58 Respect

5 days ago

I like having the choice between having to bother with rep farmers and leveling up.

I think that choice should remain, but currently there's almost no reason to level up except for selling med-outs.  Not gonna go into detail here, but I think giving more benefits to higher-level players would be a better approach.

Maybe a way to reset the level could even be added for a high point price, that way players who quit or take a long break can level up and then reset again if/when they're back.

MARLIS - 15/05/2026, 18:53:30

I like this approach, but I think the best benefit would be exactly as I'm saying. You'd get more health and it doesn't matter if you hold level because now people can rep farm anyone within their range regardless of level. I don't think they should get a bonus for attacking someone with higher rep, but maybe a penalty for attacking people less than them. FFM through stats and finding a player with similar rep should mean more than hoping you can find someone who had the balls to level up.

5 days ago

SHREDDERCHU

116 Total Respect

SHREDDERCHU

116 Respect

5 days ago

At the moment, not leveling up penalises one's health quite significantly and you can't sell rep medouts. To me that has always felt like a reasonable balance - hide your level and you'll be weaker and poorer.

BOONIESTEEP - 15/05/2026, 17:23:21

But lets say merchant never leveled up, does it matter if he has 500 or 50,000 health? No you cant touch him. But say you could breach his agi and he stayed level one. It wouldn't even be worth it to hit him even though you could beat him, just because he hid behind a level 1. So you can beat one of the top players but it isn't even worth it because they hide behind a level mechanic that restricts your rep based on if they choose to level or not is broken.

DAS_LOBOTOMIST - 15/05/2026, 19:57:57

As it is now, it doesn't make much sense to level up much for heavy agility mains, but especially with the recent boost to hp from the new cartel perks, it makes it worth more to level up as a defence main.
Together with these upcoming warring/territory bounty plans that are planned, where you'll end up focusing on tickets rather than rep, which should push more people to levelling up as well, so there is ongoing pushes to make the situation better already.