Purpose
Many players find that it is very hard to avoid grouping with people they disagree with. The system described herein is intended to provide a mechanism for avoiding people one is unlikely to enjoy gaming with, and ease the process of finding players with the same style as oneself.
Feature Overview
* Labeling of players to several levels of trust
* Decay of distrust labels over time in order to allow redemption
* Screening to avoid teaming with strongly untrusted individuals
Use-case Overview
1. Rate a player to a trust level
System Overview
The system is at heart a distributed web of trust, much as the proposal headline would suggest. It works by letting a player assign any other player in the game a "trust level". One might use more complicated systems, but in order to keep it manageable this proposal limits the trust levels to "fully trusted", "trusted", "unknown" and "distrusted". In this way, a single player may mark any other player with a trust level, and have them displayed (for example with an "aura" that is individual to each viewer) accordingly.
Whereas the one-player trust system would be useable, and indeed a good addition in and of itself, the real utility comes from the propagation effect that assigning someone to the "fully trusted" level has. When one does so, players that the other player trusts also become trusted by you, though to a lesser degree. And the ones they in turn trust also aquire some trust with you.
An example:
You mark player Adam as "fully trusted"
Adam marks player Billy as "trusted".
Adam marks player Caesar as "fully trusted".
Billy marks player David as "trusted".
Caear marks player Edmund as "trusted".
When you view Adam, his aura will show 100% trust.
When you view Billy, his aura will show 50% trust.
When you view Caesar, his aura will show 50% trust.
When you view Edmund, his aura will show 25% trust.
When you view David, his aura will show 0% trust.
In this way, trust will propagate along "fully trusted" links (but only one-way) but not along "trusted" links. "Trusted" and "fully trusted" differ only in that "trusted" does not propagate trust levels, the contribution to the total percentage of trust is the same.
In the same way, distrust gives a negative trust score of -100% for a distance in the web of trust of 1, -50% for a distance of two etc.
Propagated trust is additive, with a maximum of +100 and a minimum of -100, so that if several people in your web of trust have rated a person, their trust level would reflect the sum of all contributions.
Negativetrust (distrust) decay over time. An example of trust decay would be 1% of complete distrust disappears every day after the first week, meaning that someone that has earned a bad reputation can redeem himself by good behaviour. A person who many trusts that turn bad will rapidly loose trust anyway, so I deem that no artificial decay is necessary.
Main GUI components
The "aura" that shows the level of trust a player has with you may be a literal aura, like the ones boss mobs have, may be a halo or other symbol that reflects the level of trust for the viewing player.
The trust assignment could be made to look very much like the friends/ignore list. As an added feature, a possibility of adding a note to each name on the trust list with the offence/merit of the player would be good for keeping track of how they earned their trust levels.
Use-Case elaboration
1. Rate a player to a trust level
Purpose: Enables a player to rate another player to a level of trust that is appropriate.
Actors: Player
Main sequence:
1. The rating player selects the player to be rated. Either through right-clicking on his name in the chat or party window, or by using /trust <level> <character name>
2. The composit trust is updated and displayed through the aura manifesting around the rated player.
Additional functionality
In order to avoid grouping with distrusted players, it would be good to add a filter that warns you if a player in the group you are joining is below a certain trust level. For most people, the breakoff might be -10% or 0%, but that can be left to the user to decide. The warning might be by way of a popup window that asks you to confirm that you really want to join with the distrusted player.
Closing words
Please note that this system does not stop a "bad player" from marking you as distrusted, on the contrary. In fact, you as a player will benefit from it. The people who foolishly marked the "bad player" as "fully trusted" are likely to enjoy his style of gaming, and having them shun you will be an added bonus of the system.
Likewise, it is difficult to exploit the system, as you cannot dictate who will mark you as "fully trusted" in any way. Some attempts at griefing might occurr, but, after all, who will mark a griefer as "trusted" a second time, no matter how strong his acting skills? Misplaced trust will decay over time or be revoked.
Those familiar with the PGP model of trust might see slight correlations
