Author Topic: The fucking karma system  (Read 781 times)

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Offline Deacon

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Re: The fucking Karma system!
« Reply #105 on: August 24, 2012, 11:34:53 PM »
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This thread is so silly.

I think we can all agree that aside from being a Traitor, having low karma is hardly any fun. I generally am Traitor only once per map.

So lets say I witness someone kill three people, or perhaps someone throw an incendiary into a crowded room, maybe even shoot the detective several times, or if I get attacked out of the blue. Being the skillful-sometimes player I am I go out and I kill them because that obviously was a Traitorous act! But oh wait, they were an Innocent and they left a minute after they died! Now I have low karma and can't really do shit against Traitors.

That is the biggest problem I have with the system, right there. RDMers.

RDMers!

Can I please lose a lot less karma when I kill an Innocent who leaves two minutes after their death but before the round ends?

There is no way to determine that.

Offline Rocket50

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Re: The fucking karma system
« Reply #106 on: August 24, 2012, 11:40:57 PM »
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Hey, hey. How about we have both perma karma and temp karma servers running at the same time? Lock and sticky the thread for the time being and we can reopen the debate later when we have actual scenarios instead of arguing the implausibilities of the hypothetical
« Last Edit: August 24, 2012, 11:45:46 PM by Rocket50 »

Offline Eion Kilant 739

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Re: The fucking Karma system!
« Reply #107 on: August 24, 2012, 11:42:25 PM »
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There is no way to determine that.


There isn't?

Let me get this straight:
There is no possible way to lower the amount of karma I lose based on if the player (Innocent) disconnects 10 seconds after I kill him?
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Offline Cake Faice

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Re: The fucking karma system
« Reply #108 on: August 24, 2012, 11:47:25 PM »
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Hey, hey. How about we have both perma karma and temp karma servers running at the same time? Lock and sticky the thread for the time being and we can reopen the debate later when we have actual scenarios instead of arguing the implausibilities of the hypothetical
How about we let travelsonic make the call on locking...since it's his thread ya know.

But on the other hand, keep it open for further debate.

Offline Sabb

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Re: The fucking karma system
« Reply #109 on: August 24, 2012, 11:50:45 PM »
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I'm only going to lock it if Travel asks me to. Or if it turns into a completely shitstorm type deal.


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Offline Rocket50

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Re: The fucking karma system
« Reply #110 on: August 24, 2012, 11:56:26 PM »
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I'm only going to lock it if Travel asks me to. Or if it turns into a completely shitstorm type deal.

Sonic shouldnt be able just to close the thread on a whim anymore. The arguments have pretty much gone personal and it would make more sense if impartial mods decided when it would be the right time to lock instead of OP feeling that, "omg, I feel bad now for destroying the community with my thread...."

Offline Sabb

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Re: The fucking karma system
« Reply #111 on: August 24, 2012, 11:58:33 PM »
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Sonic shouldnt be able just to close the thread on a whim anymore. The arguments have pretty much gone personal and it would make more sense if impartial mods decided when it would be the right time to lock instead of OP feeling that, "omg, I feel bad now for destroying the community with my thread...."
na
There's really nothing wrong with the thread. RND debate.


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Offline Rocket50

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Re: The fucking karma system
« Reply #112 on: August 24, 2012, 11:59:03 PM »
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na
There's really nothing wrong with the thread. RND debate.

#typicalRND

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Re: The fucking karma system
« Reply #113 on: August 25, 2012, 12:11:26 AM »
+1
I don't necessarily want to lock this thread but I want to say that I have considered the scenarios and that the permanent karma system will stay.

The system helps prevent end round RDM as well as provide some sort of incentive for those who want to work for their 1000 karma.

However, I am considering changes to lessen the karma loss (but not increase the gain).

A little while before I shutdown the servers in February I joined TTT quite a few times to really get a fresh feel for the system and game play.

During that time I didn't find a problem with the system personally. Even if I made a mistake I would stick it through and get my karma score back up fairly quickly. However I understand not all players are the same and that it might be appropriate for small modifications to karma loss.

I have not yet decided on the exact amount change but I don't believe it needs to be that drastic.
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Offline Sabb

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Re: The fucking karma system
« Reply #114 on: August 25, 2012, 12:19:42 AM »
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I don't necessarily want to lock this thread but I want to say that I have considered the scenarios and that the permanent karma system will stay.

The system helps prevent end round RDM as well as provide some sort of incentive for those who want to work for their 1000 karma.

However, I am considering changes to lessen the karma loss (but not increase the gain).

A little while before I shutdown the servers in February I joined TTT quite a few times to really get a fresh feel for the system and game play.

During that time I didn't find a problem with the system personally. Even if I made a mistake I would stick it through and get my karma score back up fairly quickly. However I understand not all players are the same and that it might be appropriate for small modifications to karma loss.

I have not yet decided on the exact amount change but I don't believe it needs to be that drastic.
does that mean you wont remove 400 karma per map change


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Offline Cake Faice

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Re: The fucking karma system
« Reply #115 on: August 25, 2012, 12:23:12 AM »
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does that mean you wont remove 400 karma per map change
That would really be a bad decision if he did.

Offline Travelsonic

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Re: The fucking karma system
« Reply #116 on: August 25, 2012, 01:56:26 AM »
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One of the biggest things that pisses me off:

It SEEMS like this scenario exists:

Hill RDMer -> karma drops -> work to rebuild karma -> get karma really high -> kill another RDMer, same fashion as before, same reason -> karma drops 2-3x as much.

Seriously, it feels like after rebuilding your karma, killing another teammate RDMing or not, gets you hit with a double whammy, and it pisses me off.  I didn't rebuild my karma for it to drop 2-3x as fast for killing a high karma RDMer in the same fashion as what caused it to drop in the first place.



EDIT: And can we stop acting like perma, temp karma is the only frame of debate this can take, the only area that is/can be discussed on this matter, permakarma or not is irrelevant, it is the values for gain or loss, REGARDLESS of permakarma or not, that is making me, and others, royally pissed.
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Offline Eion Kilant 739

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Re: The fucking karma system
« Reply #117 on: August 25, 2012, 05:14:50 AM »
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One of the biggest things that pisses me off:

It SEEMS like this scenario exists:

Hill RDMer -> karma drops -> work to rebuild karma -> get karma really high -> kill another RDMer, same fashion as before, same reason -> karma drops 2-3x as much.

Seriously, it feels like after rebuilding your karma, killing another teammate RDMing or not, gets you hit with a double whammy, and it pisses me off.  I didn't rebuild my karma for it to drop 2-3x as fast for killing a high karma RDMer in the same fashion as what caused it to drop in the first place.



EDIT: And can we stop acting like perma, temp karma is the only frame of debate this can take, the only area that is/can be discussed on this matter, permakarma or not is irrelevant, it is the values for gain or loss, REGARDLESS of permakarma or not, that is making me, and others, royally pissed.


Thank goodness I'm not alone here, I completely agree with you. I don't mind perma-karma, I mind RDMers costing me karma. That seems to be the hardest point to get across in nearly every karma thread I post in.

EDIT: Damn. Eight pages full of -blam!-. I think you should start over and make that crystal clear.
« Last Edit: August 25, 2012, 05:23:03 AM by Eion Kilant 739 »
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Re: The fucking karma system
« Reply #118 on: August 25, 2012, 02:47:19 PM »
+2
I think karma should reset every 1-2 days, or maybe even at random intervals.

RDM rounding wouldn't be an issue with that.