Karma Meters.

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Spiff
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Re: Karma Meters.

Post by Spiff »

DartlesOwn wrote:I'm sure its just a matter of description. Say Dick187 kills Noob123, for no political reason other than the LP gain. He loots all the noob's meager items and goes off to look for the next kill. Noob123 reincarnates himself and wants to take revenge. If you implemented some kind of karma system, be it changing the color of their ???s or taking away stats while adding the LP (say, Stealth,) then Dick187 would suffer the entire consequence of a Random Kill whereas Noob123 reincarnated would not. His killing is justified. Obviously this could only work if the next character was inherited. I'm suggesting an eye for an eye. Not an eye and an arm and a leg and the whole fucking grid for 200 assholes and death for the rest of us.

EDIT: Without consequences, there is literally nothing to stop everyone in this game from maxing their strength and killing each other until there is no one and nothing left. People don't have fear or innate morality or even an inch of integrity thanks to the anonymity of the internet, give them a reason not to be a -total- dick, please.
Give Noob123's reincarnation a combat bonus against his killer and/or killers. B-)
DartlesOwn
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Re: Karma Meters.

Post by DartlesOwn »

Grelf wrote:Raiding and plundering is a part of the game, they won't create boundaries and limitations to the players' freedoms just because some people are rage quitting. Just learn to protect yourself. I haven't been murdered even once since the beginning of the world, and I wasn't even that cautious.
I don't think asking for a consequence to senseless murder is creating a boundary or limitation in any way. But straight up reward for it without ANY risk is unfair. Its not balanced at all. If you eat a rat, you pay the price. If you put your slider this way, you pay the price that way. There are consequences for other concepts in the game. I'm asking to curb something that is detrimental to everyone, because whether you protect yourself or not, someone (or something) will eventually come and kill you too.
Grelf
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Re: Karma Meters.

Post by Grelf »

Nahp wrote:
rye130 wrote:Track down the hearthfire, ram the wall and kill? You think anyone who's good at the game got that way by complaining when there's nothing wrong with the system?

If you've died five times this world your doing something wrong.
i think you're doing something wrong ;)

this game has changed, there is now much more griefing and killing than ever before. I have heard more stories of death/griefing/stealing/one hit killing at this point in W4 than I did in the whole of W3 (i started in September). Not just on this forum, but on the other forums as well.
That's because the world is smaller and the population has increased, but it seems most people prefer it that way.
DartlesOwn wrote:
Grelf wrote:Raiding and plundering is a part of the game, they won't create boundaries and limitations to the players' freedoms just because some people are rage quitting. Just learn to protect yourself. I haven't been murdered even once since the beginning of the world, and I wasn't even that cautious.
I don't think asking for a consequence to senseless murder is creating a boundary or limitation in any way. But straight up reward for it without ANY risk is unfair. Its not balanced at all. If you eat a rat, you pay the price. If you put your slider this way, you pay the price that way. There are consequences for other concepts in the game. I'm asking to curb something that is detrimental to everyone, because whether you protect yourself or not, someone (or something) will eventually come and kill you too.
There is an obvious consequence to committing criminal acts, which is that you will spend a good time protecting yourself from rangers and taking the risk of being force summoned and killed while being offline. It's not like they just walk around unpunished. I suppose that is already more than enough of a discouragement to this sort of thing, you'll never have peace as a raider. Obviously the world currently is still much barbaric and criminal acts will happen more often now than in the future.
DartlesOwn
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Re: Karma Meters.

Post by DartlesOwn »

There is an obvious consequence to committing criminal acts, which is that you will spend a good time protecting yourself from rangers and taking the risk of being force summoned and killed while being offline. It's not like they just walk around unpunished.
Orly? Because nobody knows who I am... and nobody has a reason to care. I'm not a chieftan or even a farmer in any village, so no one is going to attempt to avenge my death(s.) Those solutions only work for big townies, and if that's going to be the extent of it, then people should be given a better way to join villages right off the bat as top hatted noobs.
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Potjeh
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Re: Karma Meters.

Post by Potjeh »

Ramming is too hard, mainly because of XMPP notifications. So yeah, you could say it's a tad too easy to get away with murder.
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Grelf
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Re: Karma Meters.

Post by Grelf »

DartlesOwn wrote:
There is an obvious consequence to committing criminal acts, which is that you will spend a good time protecting yourself from rangers and taking the risk of being force summoned and killed while being offline. It's not like they just walk around unpunished.
Orly? Because nobody knows who I am... and nobody has a reason to care. I'm not a chieftan or even a farmer in any village, so no one is going to attempt to avenge my death(s.) Those solutions only work for big townies, and if that's going to be the extent of it, then people should be given a better way to join villages right off the bat as top hatted noobs.
The world is savage right now, and by taking the decision of living alone you are obviously adhering to such consequences. And some people actually go around looking for scents and offering their help to those who got griefed, but you can't just rely on this. It sounds more like you expect a miracle to come out of the sky and save you, when you didn't even look for help yourself. And pretty much anyone can join villages, really, just create a thread in Dwarves & Thieves.
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loftar
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Re: Karma Meters.

Post by loftar »

DartlesOwn wrote:I don't think asking for a consequence to senseless murder is creating a boundary or limitation in any way. But straight up reward for it without ANY risk is unfair.
It isn't without risk, though. He'll leave a murder scent behind, which anyone can use.
Potjeh wrote:Ramming is too hard, mainly because of XMPP notifications. So yeah, you could say it's a tad too easy to get away with murder.
This, on the other hand, is probably true. That's a different thing, though.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
DartlesOwn
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Re: Karma Meters.

Post by DartlesOwn »

Yeah. That's exactly it. I'm just butthurt. Way to minimize my suggestion simply because we disagree, but since you're not actually working on the code of the game, your point is moot.

I only lost characters that were a few weeks old. No huge loss. But when someone on the same grid gets killed by the same jackass and his stats were 300%x mine, I think there should be as much consequence as there is benefit. 2 months of grinding for 5000 LP, how special.

EDIT: that was obviously not addressed to you loftar. :lol:
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rye130
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Re: Karma Meters.

Post by rye130 »

Why should players be given any sort of advantage against their killer or the killer receive any punishment for killing (except punishment other players cause)? Killing is what makes this game unique, permadeath with freedom to do whatever you want, be it being a ruthless raider or a peaceful farmer or anything in between. Reducing players interest in killing by causing punishment to character stats/development/whatever is ridiculously stupid and would ruin the game.

I agree that the balance between the criminals and the rangers is pretty skewed in favor of the criminal, but this change would not fix it.
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DDDsDD999
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Re: Karma Meters.

Post by DDDsDD999 »

DartlesOwn wrote:Yeah. That's exactly it. I'm just butthurt.
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