Why not examine the idea of temp karma being reset not being after every map change, but reset every one or two days, or every week? That'd be interesting. Give the impression of permakarma and every week reset it, making happy everyone whose karma was fucked at that point.
Would this really make a difference?
If you think about that in relation to the regular players, in two days you could easily go from 0 karma to 1000 numerous times.
The only people I could imagine it benefiting would be extremely infrequent players, and rdmers.
Questions to discuss.
How many awesome and legit people left after perma karma came around?
Now how many shit players and assholes joined since perma karma?
This argument makes absolutely no sense.
Whats your definition of legit? People that have been playing on the servers for a while?
It's absurd to think that we have been accumulating poor players for the sole reason we have permakarma. There is a whole manner of things that can cause our player base to change, though generally the only thing that changes is the perception of the person complaining. (Eg: kids these days are terrible)
Even then the reason old players aren't playing so much are much more likely tied to changes in age/personality, and differing interest. Not rule changes in the servers.
So as far as Permakarma vs Tempkarma goes:
Permakarma:
+ Reduces overall damage rdmers can inflict (only 1 round of damaging rdm possible)
+ Provides reward for long term players ( Good players keep the benefit of high karma)
+ Encourages cautious players
+ Increases difficulty for innocent players
- Opens door for new forms of abuse (T-baiting, etc.)
- Also punishes innocent players when they kill rdming player
- Makes it more difficult for new players to get started ( They don't know the rules to start off with, and are punished harshly)
Tempkarma:
+ Increases pace of rounds
+ More friendly to new players
+ Less punishing to innocent players
o Makes games less demanding on the player (Good if you have limited time available)
o Increases difficulty for Traitors (Depends on balance of game)
- RDM punishment only lasts limited time
- RDMers have much higher chances
- Easily allows for lazy playing
- More likely to be killed as T (Players less careful when attacking)
There are plenty of other benefits and negatives of each option that I cant think of at the moment, but you get the idea.
To me personally, temp karma would be more beneficial, as I have a very limited amount of time available to me. But this is not the case for most of the community.
My feelings are that Permakarma is the most benificial to the community, I might be wrong of course, but I clearly remember playing with temp karma, It always ended up being much more similar to CS:S than clue.
To the people who say that permakarma prevents them from playing TTT, get out of here. If you were really serious about playing TTT and permakarma was that large of a game-breaker for you, good chance you would just play TTT in other servers; Rnd isn't that massively different from the other servers.
Just as an FYI, every idea in this thread, has been gone over, in some-cases many, many, times. The reason for this is the main problem we face. There is no perfect solution for this problem. It would require a change in humanity to not be a problem at all.