.:`=-~rANdOm~`-=:. Game Servers

Support (Read Only) => Requests => Topic started by: Cake Faice on August 25, 2012, 03:38:15 PM

Title: Getting back to the karma system
Post by: Cake Faice on August 25, 2012, 03:38:15 PM
Instead of implementing a stupid suggestion of -300 karma erryround, why not go with gamefreak's idea?

Quote
I think karma should reset every 1-2 days, or maybe even at random intervals.

RDM rounding wouldn't be an issue with that.
Title: Re: Getting back to the karma system
Post by: Sabb on August 25, 2012, 03:49:19 PM
coolz has basically said that the suggestions made don't seem very good to him. So I don't think there's any point to further discussion the same suggestions. Also keep in mind that something's going to be done it's really got to be a more or less a unanimous vote otherwise it's not really worth the time to just be constantly changing everything messing with code and settings or whatnot.
Title: Re: Getting back to the karma system
Post by: coolzeldad on August 25, 2012, 04:18:50 PM
I stand by what I said earlier.. I am considering lessening the karma hit.

Resetting the karma system X amount of days would result in similar end round behavior before the reset... people would start to care less around the time of reset. Also, the people who earned their 1000 karma or so would lose it by no fault of their own.

Making it random might solve the end round behavior but the earned karma is still lost... maybe even right when you just got it to 1000 or so.
Title: Re: Getting back to the karma system
Post by: Travelsonic on August 25, 2012, 05:45:00 PM
I stand by what I said earlier.. I am considering lessening the karma hit.

IMO, you should do that for sure... MAYBE tweak the gain too.

I came up with an idea that would, in theory, give karma to those who killed RDMers without breaking the system, including making how much you gain or lose based on the kiled person's rdming, and damaging teammates, etc - if I can flush it out, and test it on a small TTT server I'll be starting for testing ideas, maybe it would e worth considering.
Title: Re: Getting back to the karma system
Post by: memo3300 on August 25, 2012, 08:15:21 PM
i got an idea, i don't know if it can be made but what the hell.


Pretty much, add to the current system this:

If you kill one patner on one round, you will get +1 on your "roundsyouhavetobegoodmeter"

but if you kill 2 on that round, you will get (+1) + (+2) = 3 on your "..meter"


The normal number will be 0, and when if you got more than 0, lets say you killed 3 guys on one round and you got 6 on you r "..meter", you wouldn't gain karma again or your karma gain will be reduced for the next 6 rounds.


But, if you kill one enemy, you rest one to that number.


Title: Re: Getting back to the karma system
Post by: ursus on August 25, 2012, 08:20:56 PM
I stand by what I said earlier.. I am considering lessening the karma hit.

Resetting the karma system X amount of days would result in similar end round behavior before the reset... people would start to care less around the time of reset. Also, the people who earned their 1000 karma or so would lose it by no fault of their own.

Making it random might solve the end round behavior but the earned karma is still lost... maybe even right when you just got it to 1000 or so.

The entire point of my idea is to not actually tell people when their karma will reset. When karma resets at a fixed interval, such as before a map change, people love to take the opportunity to RDM.

When karma resets at a random or very long interval, people either don't know they have the opportunity to RDM or that opportunity comes around too seldom to be an issue.

If I had to implement it myself, I would say have karma reset at a random time once a week. If we were to set the default karma to 1000, that might offset the severity of the loss -- Just one mistaken kill or RDM won't render you useless, but any more than that is about the same kind of penalty.
Title: Re: Getting back to the karma system
Post by: Deathie on August 26, 2012, 02:39:11 AM
If we were to set the default karma to 1000, that might offset the severity of the loss -- Just one mistaken kill or RDM won't render you useless, but any more than that is about the same kind of penalty.

Another thing that could be done is raise the karma limit.

Give good players some leeway to make mistakes.
Title: Re: Getting back to the karma system
Post by: Roach :3 on August 26, 2012, 06:52:59 AM
After suddenly all of the noobs came in, I love our karma system, at least you can't abuse it on the server.
Title: Re: Getting back to the karma system
Post by: Rocket50 on August 26, 2012, 08:27:11 AM
After suddenly all of the noobs came in, I love our karma system, at least you can't abuse it on the server.

T-baiting
Title: Re: Getting back to the karma system
Post by: Travelsonic on August 26, 2012, 09:20:14 AM
... at least you can't abuse it on the server.

Baiting people, and trying to RDM while you have hih karma in hopes of getting people to kill yo.

That plus maps where you can trick people into using things like Traitor testers, and other map traps thinking the person you're springing them on is a T.
Title: Re: Getting back to the karma system
Post by: Eion Kilant 739 on August 26, 2012, 06:10:19 PM
Why can't we just loose less karma if the person we kill leaves 20 seconds afterwards?

I'd also love it if we'd loose less karma if the Innocent we kill has killed an Innocent (and/or the Detective), but no Traitors.

Perma-karma is fine but the penalties for messing up are more than any other server I've been on.



There has also been a MASSIVE surge of newbies and trolls becasue of the popularity TTT has been getting on youtube. I've seen so many people get the achievement for their first time playing on a server that it's ticking me off.

This leads me back to why being a Traitor on this server is so easy (if you don't get RDMed), people are too afraid to have to grind for their karma all over again.

And the server being full recently? Most of the time I don't recognise more than a single person in the server. Normaly I would occasionaly be able to join but now I find the srever almost always full becasue of the new players.
Title: Re: Getting back to the karma system
Post by: Seb on August 26, 2012, 06:41:38 PM
>still arguing about the karma system after Coolz said he'll make the loss less severe

(http://i620.photobucket.com/albums/tt283/Rotedria/1345965111173.jpg)
Title: Re: Getting back to the karma system
Post by: Eion Kilant 739 on August 26, 2012, 06:50:08 PM
>still arguing about the karma system after Coolz said he'll make the loss less severe

(http://)


He did? Where?


EDIT: Aw hell yes!
Title: Re: Getting back to the karma system
Post by: Travelsonic on August 28, 2012, 09:28:40 AM
This is a post I just made a while ago on the forums for the TTT gamemode, an idea that I think could work nicely.

Quote

Having played TTT for little over a year and a half now, by far the biggest issue I see is with RDMers - especially now that it seems a stream of Youtube videos has caused a surge in new TTT players invading servers, RDMing like crazy.

Dealing with RDMers, you quickly find people's karma can get completely screwed - and not all servers have a means to reset karma by an admin or whatnot - on top of low per-round gains.  Badking had some interesting experiences on the server I play on, Pidda.org's server, so far as RDMers go.

This is my suggestion:

For the player: Add two variables: one that stores the number of people you killed who were on your team [whether you're inno and killed innos/detectives, or Traitor and killed your buddy], and one for the amount of damage you inflicted among teamates overall [1 point incremenets this by 1, 10 points increments this by 10, etc]. All of this is easy to do using existing functions relating to damage and kills, specific to where the damage or kill is checked to see if it is valid [I.E not teammates].

Add accessor functions to retrieve said values.

When somebody kills another player, make it so it grabs these values from the ply being killed, and give the killer karma equal to

 ([# of teamkills the dead person made] * [amount of karma to give]) + [dead person's damage to teammates]

Obviously this is a preliminary outline of the idea, I am trying to establish a small TTT server [8 at most] to testbed ideas I have for this game mode, so it will get tested there.  I think that, with some tweaks this could alleviate the need to outright reset karma, and help make it so taking risks, killing RDMers, etc wouldn't be so damming WITHOUT having to make the karma system do absurd things.

Title: Re: Getting back to the karma system
Post by: ursus on August 28, 2012, 10:06:16 AM
I think the main priorities should be lessening the penalty for killing RDMers and eliminating the possibility of baiting.

Title: Re: Getting back to the karma system
Post by: Travelsonic on August 29, 2012, 12:20:01 PM
I think the main priorities should be lessening the penalty for killing RDMers and eliminating the possibility of baiting.

The thing is, though the idea needs work, my idea basically would allow you to keep the RDM penalties as is, and if you kill an RDMer you don't get treated like an RDMer ESPECIALLY if that RDMer mass RDM'd.  In a sense, it rewards you for killing RDMers.
Title: Re: Getting back to the karma system
Post by: memo3300 on August 29, 2012, 02:19:36 PM
The thing is, though the idea needs work, my idea basically would allow you to keep the RDM penalties as is, and if you kill an RDMer you don't get treated like an RDMer ESPECIALLY if that RDMer mass RDM'd.  In a sense, it rewards you for killing RDMers.


>someone kills an innocent after a shooting with a traitor.

>people kills him

>whoever killed him doesn't lose karma because he teamkilled.


maybe make it like, if someone kills x amount of people, then make the karma loss of whoever kills him like this:


(Karma who killed rdm'er should be losing) / (x . 2)


Title: Re: Getting back to the karma system
Post by: Travelsonic on August 29, 2012, 03:38:04 PM

>someone kills an innocent after a shooting with a traitor.

>people kills him

>whoever killed him doesn't lose karma because he teamkilled.


Pretty much.

The current idea puts the karma gain as a function of the amount of damage the person killed to team mates, and kills said person made.

I think my initial idea was to give back karma wit a formula like this:

giveback +=[ (NumberOfKills * KarmaMultiplier) + PointsOfDamage ],

Then I modified it to this:

giveback +=[ (NumberOfKills * KarmaMultiplier) + (PointsOfDamage/2) ]

Where NumberOfKills, and PointsOfDamage were taken from the RDMer who got killed, and KarmaMultiplier, how much karma per RDMer Teamkill gets multiplied in, is up to who runs the server with this system.

I mean, it is a rough idea at this point, but I think it has potential.
Title: Re: Getting back to the karma system
Post by: coolzeldad on August 30, 2012, 08:20:42 PM
Alright made some modifications... tell me how it goes.

Reduced the penalty percentage and gave the people that didn't make any mistakes that round more karma gain for quicker recovery.