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Achievement is ok. Depends if you want to change people's behavior, or simply replace our brain-limited social sense with a computerized augmented version.I liked the way FFXIV did this. There was a point (i.e. achievement whoring) in getting player recommendations at the end of an instance, so people were less likely to ditch because they had to catch 'em all to get to that next level.
Otherwise, you can also use big social data and recommendations algorithms.
Ultra simple version: You can friend (+100%), thumbs up (+50%), thumbs down (-50%) or ignore (-100%).
If you don't have a setting for someone, then it's current +/- % is simple: it's the average of values that this player got (20% of score), plus the average of values that your friends or thumbed-up people have set (half score for simple thumbs up, full score for friends, quarter score for guild mates).
Whenever you see a group in LFG tool, the score of the group is the leader's score, +average of raid/group members. When you talk to someone, or you get prompted, you also see the score of the person (a simple smiley system to determine score range, value gets displayed on mouseover) so you get an idea of who is looking to group.
You can score anyone you've interacted with recently, even if they left the group/raid 5mn ago to go back to their server.
(and yes, that means you can neg realm hoppers if hate those people)
Voilà. A simple reputation system. A complete stranger will be tentatively noted, someone who interacted with your social group in the past will get a more accurate score. The more you interact (and score) people, the more accurate a view of unknown people you get.