The Fight Club: Now With More Shinyness
sloppyhousewife:
To me it seems that reputation gain/loss can only happen via interaction with the "social" townies (and maybe the new AL NPCs):
One of my sims lost a lot of rep by just poking one of the social townies on a community lot (though she annoyed him first). This happened in my test 'hood without clean AL template, so the community lots were overrun with those townies.
Another sim (in a 'hood *with* clean AL template) usually slaps and fights his way through community lots and has the best rep of all my playables without even trying. He's on good terms with one of the two social townies living in the vacant apartments on his apt lot. The sims he likes to beat up are playables or "normal" townies.
Ruann:
Rep gain and loss seems to only require a townie witness to the action. It can even be as little witnessing as a townie doing a walkby on your lot. I've had Sims going up in reputation while on a date with another playable (visiting) sim on their own home lots (which is theoretically impossible according to what the guide says).
Best rep gains and losses can be gained by going to a community lot and picking a random townie you don't know and Auto-socializing them into friendly or enemy status. Fighting, despite the fun and long drawn out animations, doesn't ultimately have that big of a relationship hit attached.
I also suspect it's nerfed in social loss due to all the Cop/Burglar fights that happen.
J. M. Pescado:
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.
EsotericPolarBear:
Quote from: J. M. Pescado on 2008 October 06, 20:13:25
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.
Can negative actions even be rejected? The only way I know of is to manually queuestomp.
rufio:
I remember reading in the Prima guide that negative interactions could be rejected (the guide had stats on how much relationship was lost because of it). I've never seen it happen in-game, though.
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