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Change to Karma
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Change to Karma
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SaintLuther Online
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#21
2-15-17, 06:15 PM
(2-15-17, 03:25 PM)Goku Wrote: can you make it so black holes deal less karma loss

How about I don't and you just don't throw a black hole when there are traitor buddies around. Also don't bother with the lame "I warned them first" excuse.

Do you think karma should persist for people who leave and whenever they rejoin (as long as it isn't the same map) they get the difference as if the map had changed?
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#22
2-15-17, 08:33 PM
I have my own mixed thoughts on this...

For Examples:

GOOD:
1. Major RDMers get banned, less issues.
2. Less reports, because more server bans
3. More strategic gameplay, can't go killing everyone on sus.

Bad:
1. Legit players (AKA non-RDMers) will be responding to some koses. Quite a few will be false! More bans for following reasonable KOSes on people who don't know what acts are Traitorous.
2. Upon being shot from an RDMer, you will likely respond by murdering him, major karma loss.
3. Starting with less karma than now is going to hurt round damage, as KARMA inflicts how much damage you can deal. You contradict yourself as it will be harder for RDMers to kill, causing MORE players to retaliate, causing MORE bans. Its quite a nasty chain. 
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#23
2-18-17, 01:43 AM
(2-15-17, 06:15 PM)SaintLuther Wrote: Do you think karma should persist for people who leave and whenever they rejoin (as long as it isn't the same map) they get the difference as if the map had changed?

Karma shouldn't be reset when joining, it should be what it was when they left, regardless of how many map changes there are. Whether that's possible or not, I don't know.

(2-15-17, 08:33 PM)Ash Ketchum Wrote: GOOD:
1. Major RDMers get banned, less issues. [95% of the reason I made this]
2. Less reports, because more server bans. [Won't stop the reports, not at all what this idea is about]
3. More strategic gameplay, can't go killing everyone on sus. [Shouldn't be doing this anyways]

Bad:
1. Legit players (AKA non-RDMers) will be responding to some koses. Quite a few will be false! More bans for following reasonable KOSes on people who don't know what acts are Traitorous. [It is the players responsibility to read the rules, not ours. They are presented with the MOTD which directs them to the rules upon joining. If they can't bother reading the rules to find out how this server works, then they can't really complain if they get banned]
2. Upon being shot from an RDMer, you will likely respond by murdering him, major karma loss. [This already happens, so what's your point?]
3. Starting with less karma than now is going to hurt round damage, as KARMA inflicts how much damage you can deal. You contradict yourself as it will be harder for RDMers to kill, causing MORE players to retaliate, causing MORE bans. Its quite a nasty chain. [This idea isn't about making it harder for RDMers to kill, it's about not giving RDMers a free reset just because the map changed. I don't know what gave you the idea that my proposal had anything to do with making it harder for RDMers to kill people]

I posted my response within the quote as I was answering each pro and con.
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#24
9-6-18, 02:39 AM (This post was last modified: 9-6-18, 02:44 AM by Zellogi. Edited 1 time in total.)
I've been waiting almost two years, and it seems like the idea had heavy support. It shouldn't be too difficult to implement, the base TTT gamemode has a cvar on whether karma should be persistent between map changes/server restarts or not, just gotta find the lua file that controls that and instead of karma = 1000, change it to a small algorithm.

if karma >= 900
then karma = 1000
else karma = karma + [(1000 - karma)/2]
{for the autistic, ^ example karma is 750, karma = 750 + [(1000 - 750)/2], which would be 875}

(2-15-17, 06:15 PM)SaintLuther Wrote: Do you think karma should persist for people who leave and whenever they rejoin (as long as it isn't the same map) they get the difference as if the map had changed?

If they leave with bad karma, they should keep their bad karma. Karma should only be replenished while actually playing.
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#25
9-6-18, 04:18 PM
(9-6-18, 02:39 AM)Zellogi Wrote: I've been waiting almost two years, and it seems like the idea had heavy support. It shouldn't be too difficult to implement, the base TTT gamemode has a cvar on whether karma should be persistent between map changes/server restarts or not, just gotta find the lua file that controls that and instead of karma = 1000, change it to a small algorithm.

if karma >= 900
then karma = 1000
else karma = karma + [(1000 - karma)/2]
{for the autistic, ^ example karma is 750, karma = 750 + [(1000 - 750)/2], which would be 875}


If they leave with bad karma, they should keep their bad karma. Karma should only be replenished while actually playing.

We got a necromancer over here

Dude nobody plays TTT as well, like it's DEAD
Can I say that again for you?
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