SuggestedReputation from fights, a potential new direction.

about 3 hours ago

VAELINN

772 Total Respect

VAELINN

772 Respect

about 3 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.

Responses

about 3 hours ago

KWYY

518 Total Respect

KWYY

518 Respect

about 3 hours ago

I need to think about this in more depth but I think the proposal is good tbh. Current rep gain is insane (but fair play to the people that have already bitten the bullet).

I am no rep farmer but initially the only thing I don't like about this is the "When other people have already hit them" section - this completely removes too many players playstyles - some have deliberately set themselves up as to-be-farmed toons and I don't think that should be taken away entirely.

Wars should be exempt from this entirely IMHO.

Last Edited 15/09/2026, 23:03:10

about 2 hours ago

VAELINN

772 Total Respect

VAELINN

772 Respect

about 2 hours ago

I need to think about this in more depth but I think the proposal is good tbh. Current rep gain is insane (but fair play to the people that have already bitten the bullet).

Initially the only thing I don't like about this is the "When other people have already hit them" section - this completely removes too many players playstyles - some have deliberately set themselves up as to-be-farmed toons and I don't think that should be taken away entirely.

Wars should be exempt from this entirely IMHO.

KWYY - 15/09/2026, 22:56:03

May be worth removing the scar portion so that those who have adopted that playstyle can continue to do so in some fashion. I think removing the scar portion would make it still viable for a person to do this, they would just potentially need more customers (or they would give progressively less rep to the same customers). So removing the scar portion of this may be enough. I would like to hear Marlis and some others feedback specific to this I think.

about 2 hours ago

KWYY

518 Total Respect

KWYY

518 Respect

about 2 hours ago

You put it better than me but yeah.

Also the 'workaround' to making wars exempt from this entirely would be the equivalent of what Sage is doing now and declaring war on everyone to take advantage of the rep that way. Possibly a loophole that needs closing.

about 2 hours ago

RENO_CHALAMET

33 Total Respect

RENO_CHALAMET

33 Respect

about 2 hours ago

I know many will not like my idea but here goes anyhow. I think the amount of Rep inactive players give should dissipate over time.

Something like

Full Rep up until 3 months of inactivity

75% from 3-6 months

50% from 6 to 12 months

25% 12 months to two years

The inactive player is then removed from the database at the two year mark.

it wouldn't be a sudden change to the current way things are done but it would get players thinking about other creative ways to get that Rep.

about 2 hours ago

SOMBRA_NEGRA

85 Total Respect

SOMBRA_NEGRA

85 Respect

about 2 hours ago

Fresh Blood doesn’t really stop rep farming; it just changes how people farm. Players will rotate through different targets for their first 5 full-value hits, rewarding whoever gets there first while devaluing those targets for everyone who comes later. It could actually create more isolation and competition over “fresh” targets rather than solving the farming problem. Also whether they hit every 6 hours or 12 hours, it just means they have to wait in between. 

Imagine 20 farm targets are available. One highly active player gets there first and does 5 hits on each:

20 targets × 5 hits = 100 attacks at essentially full value, including the 115% first-hit bonuses.

Meanwhile, because those attacks contribute to each target's global saturation count, everyone arriving afterward starts pushing those targets toward the 80%/55%/35% brackets. So the early player gets excellent value while helping devalue those targets for everyone else.

This will just boost the price of medding out now as the restrictiveness makes it  profitable. Punish repeated farming behavior, not target popularity.

That avoids creating a race for fresh targets, doesn't punish someone because 12 strangers attacked their target first. However, I guess there will not be a way to address this unless there is a negative value tied to an attack. 



about 2 hours ago

SOMBRA_NEGRA

85 Total Respect

SOMBRA_NEGRA

85 Respect

about 2 hours ago

You put it better than me but yeah.

Also the 'workaround' to making wars exempt from this entirely would be the equivalent of what Sage is doing now and declaring war on everyone to take advantage of the rep that way. Possibly a loophole that needs closing.

KWYY - 15/09/2026, 23:09:30

Tbf we did it first while I was at potatoes and yall were farming me. Would declare war and we would go back and forth medding out for the war multiplier. Only reason we stop was because came back to Nueva and a lot of people moved on from the game. 

Last Edited 15/09/2026, 23:25:47



about 2 hours ago

SHREDDERCHU

199 Total Respect

SHREDDERCHU

199 Respect

about 2 hours ago

As a high leveled player who has bought and sold med-outs, this would impact my playstyle quite a bit.

Currently I typically trade 30-50 hits both ways with another player daily at around the same time of day. With this, it would probably change to 5-10 hits both ways, and instead of 1 person finishing their attacks, and then the other doing theirs, we'd end up doing 1 hit each before 1 of us doing the rest of theirs.

Furthermore, because of my level I get attacked multiple times daily by people who aren't paying me to unequip and med out for them, and with this I might have to start self-hosping if I want to be able to sell some good rep hits off still, potentially keeping me from shorter jobs and doing "farming days" for short jobs to get my supplies for my weed farms for instance, and then not sell med outs in those days if I can't guarantee full rep gains. 

HOWEVER, you said TT wars don't get impacted, so with that I believe TT wars would become near essential for rep trading, and rep grinders would settle/guest in cartels based on both whether(/how much) they pay for rep gains, and whether the cartel has a border with a cartel housing 1 or more people they want to rep trade with.

I'm not really sure whether I like the idea of this change or not, but at least this is how I believe it would affect me.
(btw, for how much high leveled players get attacked, I was attacked twice by 2 different players while writing this response because i medded out to start a new job)

about 2 hours ago

SHREDDERCHU

199 Total Respect

SHREDDERCHU

199 Respect

about 2 hours ago

I know many will not like my idea but here goes anyhow. I think the amount of Rep inactive players give should dissipate over time.

Something like

Full Rep up until 3 months of inactivity

75% from 3-6 months

50% from 6 to 12 months

25% 12 months to two years

The inactive player is then removed from the database at the two year mark.

it wouldn't be a sudden change to the current way things are done but it would get players thinking about other creative ways to get that Rep.

RENO_CHALAMET - 15/09/2026, 23:13:34

Yup, don't like it, and here's why:

1) I believe you should be able to get back into the game years down the line even if you've gone inactive, and not have to start over (I assume you mean to delete players when you say to remove them from the database.

2) Inactive targets are mainly targets for newer players, and the "creative ways" to get that rep would be standard jobs, reviving and missions

about 2 hours ago

DAS_DADDY

165 Total Respect

DAS_DADDY

165 Respect

about 2 hours ago

I know many will not like my idea but here goes anyhow. I think the amount of Rep inactive players give should dissipate over time.

Something like

Full Rep up until 3 months of inactivity

75% from 3-6 months

50% from 6 to 12 months

25% 12 months to two years

The inactive player is then removed from the database at the two year mark.

it wouldn't be a sudden change to the current way things are done but it would get players thinking about other creative ways to get that Rep.

RENO_CHALAMET - 15/09/2026, 23:13:34

Diablo has already publicly stated that no inactive accounts will be terminated. Game is designed to be played how you wish. The only penalty of being inactive 2 years is now you are 2 years behind. I considered the same thing a while back until he chimed in and it made perfect sense. Life happens to all of us. You should be able to come back at any time to your account exactly as it was.

First MVP

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

17:31:15 04/08/2026

about 1 hour ago

RENO_CHALAMET

33 Total Respect

RENO_CHALAMET

33 Respect

about 1 hour ago

I know many will not like my idea but here goes anyhow. I think the amount of Rep inactive players give should dissipate over time.

Something like

Full Rep up until 3 months of inactivity

75% from 3-6 months

50% from 6 to 12 months

25% 12 months to two years

The inactive player is then removed from the database at the two year mark.

it wouldn't be a sudden change to the current way things are done but it would get players thinking about other creative ways to get that Rep.

RENO_CHALAMET - 15/09/2026, 23:13:34

Diablo has already publicly stated that no inactive accounts will be terminated. Game is designed to be played how you wish. The only penalty of being inactive 2 years is now you are 2 years behind. I considered the same thing a while back until he chimed in and it made perfect sense. Life happens to all of us. You should be able to come back at any time to your account exactly as it was.

DAS_DADDY - 15/09/2026, 23:57:11

That's fair enough, just thought it was worth putting it out there and I didn't know it had been suggested previously