SuggestedReputation from fights, a potential new direction.

Responses

about 3 hours ago

XXXXXXXXXXXXXX

-22 Total Respect

XXXXXXXXXXXXXX

-22 Respect

about 3 hours ago

Gonna bore grind

Done

about 3 hours ago

DAS_DADDY

165 Total Respect

DAS_DADDY

165 Respect

about 3 hours ago

I think we would benefit from alternatives to gaining rep. We have 3 primary sources the give out personal rep and Territory Bounties will provide Cartel Rep. 

Territories currently are very lackluster and offer very little to cartels and individuals alike. I think that Territories should be re-looked and consider small individual reputation rewards after a certain amount of time spent with a cartel, 6 months + to prevent Cartel hopping for boosts and greater rewards for the Cartel that holds the TT increasing those rewards per week held say by 50%. This would incentivise wars, long term commitment to your Cartel and so on.

I think another untapped potential for Rep gains are our expeditions. Adding rep gains to those would help all players move at a steady pace as the race to the final location is fairly common. It wouldn't be a lot. Say 10 rep per hour and maybe a university course to eventually double the rewards from expeditions. That way if I do a 17h expedition at most I would get is 340 per.

I don't think we should nerf the rep from attacks, but maybe adjust how it is calculated. I don't think level should hold as much weight as it does, I think it should be responsible for approximately 20% of the rep gained from a fight. The true effort would be attacking people with a 3xFFM. I Dwarf a lot of people in our small rep trading circle when it comes to stats so it makes sense for me to be a good target, but for me to still average 1200~1300 rep on people less than half of my battlestats because they are a higher level is kind of a problem. We so often tell new players to level hold so they don't get farmed, but tge reality is now we have older high BS players who hide behind that mechanic and reduce the number of viable rep targets available. Level holding should be discouraged as you don't get the additional health and hurt yourself and others in the long run.

I think if we did move forward with your suggestions, we should alter the change of rep calculations and make the level of another player a much smaller variable that way we could open up attacks to more players and have more fair fights. 

First MVP

You ranked #1 in ticket contribution for the Arana Territory Bounty.

17:31:15 04/08/2026

about 3 hours ago

KWYY

518 Total Respect

KWYY

518 Respect

about 3 hours ago

The current rep grind system has meant that people have completely and utterly trivialised production prestiges from something that should have taken years to weeks/months. That just isn't healthy for the game long term.

about 2 hours ago

RENO_CHALAMET

33 Total Respect

RENO_CHALAMET

33 Respect

about 2 hours ago

Vaelinn made it clear this wasn't Fait accompli but a discussion and thats healthy

Every game needs balance and finding that is probably the biggest thing each game faces. You can't take away from one type of player to appease another type. Making most people mostly happy is the best you can hope for. The idea will most likely be implemented in some shape or form it's a matter of finding the right shape or form.

I have ran out of cliche's

about 2 hours ago

BOONIESTEEP

266 Total Respect

BOONIESTEEP

266 Respect

about 2 hours ago

It's no secret that I'm a big fan of the rep farming playstyle and this would make it if not obsolete, a lot harder and more complicated to do.

There's currently an interesting alternative between either being a gym maximalist, or investing energy and/or jobs heavily into speedrunning productions. They both have their pros and cons and different kinds of players find it each on engaging in turn.

The two problems raised are that:

* it doesn't lead to a variety in targets - I don't see why this is an issue, especially in a game with such a small playerbase
* rep gains are too fast whether for cartels or for players, especially on church boost days, which the rest of the game ie. non-rep farmers can't keep up with it - that's true but they're also not sacrificing energy for it and gaining stats instead

I'm a good example, being very close to max prods right now. Most of this rep came from attacks, 17k to be precise, which if trained would have added about 4.25b stats. Rep farming has gotten more efficient since I started, so maybe for a smart new player it'd only be 10k attacks, or 2.5b stats never gained. Rep farming with a willing target also costs money, 10k hits would be around 20b.

In my book that plus the hundreds of extra active play hours needed for farming compared to gym is a fair tradeoff for unlocking prods early. 

The production update has been added with the new meta in mind and I think 15m rep for all maxed is a high enough number.

I would agree that when it comes to cartel rep, the progress does come too fast and too many cartels have maxed or are near maxing already. Adding a global multiplier on cartel perks and resetting them could be a solution, or maybe more aggressive scaling on the higher levels of them. There are also current suggestions on new cartel perks too which would further push the 'maximum' out.

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.

about 2 hours ago

BARUNAVA

22 Total Respect

BARUNAVA

22 Respect

about 2 hours ago

This is a proposal, not a locked change. I want it to be a fair discussion, not a hidden nerf. This is probably one of a couple of suggestions of this type I will throw out.

This suggestino came about as discussion and concerns raised by some in the community, so I opted to surface it myself as one option of addressing the issue of no variety in attacks.

Right now a lot of combat reputation comes from doing the same thing on a loop: beat the same person, wait for a revive, beat them again. That works. It is also very safe. Hospital time and cash loss exist; the reputation from that loop almost never gets worse no matter how many times you hit the same name.

That has two effects I do not think are healthy long-term:

  • Variety dies. The best day is often a short list you already know, not a hunt. Rinsing the same target day after day has become normal play, not a special case.
  • The numbers run away. When the same body is worth full reputation all day — especially under Church or Deal bonuses — personal and cartel reputation climb much faster than the rest of the game can keep up with. Boosts make a good day better; they also make a farm day enormous.

I do not want to stop people fighting, and I do not want to delete anyone’s level. I want the first time you put someone down to matter more than the thirtieth, and I want a real scrap (they hit you back, or you are at war) to stay valuable. Switching targets should feel like an upgrade, not a chore.

The idea below is called Fresh Blood. Fair Fight, mugs, hospitalise, Church bonuses, Deals with Diablo, and the war bonus would all still work as they do now. This only scales the reputation you get from a win.

What you’d see

Before you spend the energy, the attack screen would show one number: this hit is worth X%. Same idea on the hospital / enemies list, so you can pick a fresh target on purpose.

A first win on someone you haven’t beaten in the last 24 hours is Fresh Blood (a small bonus). Repeat wins on the same person pay less. You can always still attack them — the floor is 10%, never zero.

Your wins on the same player (last 24 hours)

1st win (Fresh Blood) 115%
Wins 2–5 100%
Wins 6–10 75%
Wins 11–20 50%
Wins 21–30 25%
Win 31+ 10%

The timer is a rolling 24 hours, not midnight. Five hits at 11:59pm and five more at 12:01am still count as ten. Old wins drop off one at a time as they age out.

Only your wins on that player count for this table. Losses, draws, and same-cartel hits do not. Cartel reputation still gets a quarter of whatever you actually earned.

When other people have already hit them

If other players have already beaten that person a lot in the same 24 hours, later arrivals also get paid less. Your own hits do not count against you here — this is to stop a line of other players or cartelmates each taking a “fresh” 100% on the same body.

0–12 wins by other people 100%
13–20 80%
21–30 55%
31+ 35%

That extra cut stacks on top of your own table. One person farming alone only uses the first table. A pile-on uses both.

What does not get punished

  • They hit you back. If they have a win on you in the last 6 hours, your repeat penalty against them is halved. A punching bag who never beats you cannot give you this.
  • Territory wars. War wins do not fill either table, and still get the usual war bonus. Repeat hits during a war are the point of the war.
  • Bounties. Tickets stay as they are. The reputation from those attacks would still follow the tables above.

Church and Deal bonuses still apply. They do not ignore the percentage — a huge Deal on a 10% hit is not a full payout.

What I want to hear

  • Are 5 full-value hits too many or too few before it drops?
  • Is Fresh Blood at +15% enough to make switching targets feel worth it?
  • Should “other people have already hit them” start biting after 12 wins, sooner, or later?
  • Is the 6-hour “they hit me back” window fair?
  • Should war wins be fully exempt, or only when the fight is actually close?

Useful replies sound like: “I hit the same person X times a day, and this would change that like this.” “Nerf farmers” / “don’t nerf anything” is harder to design from.

VAELINN - 15/09/2026, 22:48:54

If we want to apply this, then the FFM should be a bit easier. The diversity isn't there mainly because of this FFM. I have a lot of good tragets but their FFM is so bad that I stick to only a few of them. 

Maybe make FFM high for the first attack on a person. That way we can encourage diversity in targets 

I hate online games where you have to interact with people. You eventually loose them and feel sad.

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