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Ark Raiders is the first game I’ve played where morality genuinely influences gameplay. You can easily ruin someone’s night by killing them and taking loot they may have spent hours or days earning. The only real incentive not to do so is your own sense of decency.
Right now, moral feels underpowered. In real life, being an asshole earns you a reputation, and people become less willing to trust or cooperate with you. But in Ark Raiders there's little downside to betraying others. If you extract, you get away with the crime and sometimes profit massively.
The game needs some way to convey a player’s trustworthiness so others can react accordingly. Because the open-ended design makes it hard to distinguish betrayal from normal PvP, the simplest approach may be to surface each player’s K/D ratio, whether as a number (or something thematic like a cosmetic adjustment).
This would create a 'soft reputation' system. A high K/D suggests a violent playstyle, but players would still need to judge whether someone is simply skilled at fighting incoming threats, or if they actively hunt others.
A more immediate, in-round signal could be to show blood on the clothes of players who have killed others. This would visually indicate recent combat, but still leave it up to others to decide whether that player was defending themselves or preying on others. It would also prevent situations where a player who killed others could slip away from the scene and then come back to the same scene and pretend they had nothing to do with it.
@EmbarkStudios@ShyOblivion@Alekssg
My debut column for D Magazine, thanks to @mikelikessports. I’m gonna be writing a bit on SMU this season.
First up, I dove into the numbers and reasons on why there shouldn’t be any worry for Mustangs fans with the slow start.
https://t.co/J9H2Nqz4li