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Malathorn

Simple Karma system

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Ent recently said that the proposed "Karma" system was "down the drain". I thought that was maybe because it would be too complicated, so here is a suggestion for a simple way of handling it.

 

Evil = You have a wanted flag.

Good = You don't have a wanted flag.

 

1: If you are "good", attacking a "good" player makes you "evil" and sets your wanted timer to 2 days (game time, 12 hours).

2: If you are already "evil", killing a "good" player adds another 2 days (12 hours) to your wanted timer.

3: If you are "good", you can kill an "evil" player with no effect.

4: If you are "evil", killing another "evil" player takes an hour off your wanted timer.

5: You must be online for your wanted timer to decrease (timer decreases by minutes to avoid people logging on just over hour changes to reduce their timer).

6: "Evil" players are antisocial.

7: "Evil" players names shown in another colour.

8: All maps (except Isla Prima) become PK. Maps which are currently PK maps become "karma free areas" (1, 2, and 4 don't happen in these maps).

9: Isla Prima remains non-pk and unaccessible to "evil" characters

10: "Evil" characters return from hell and "#beam me up" at Naralik Catacombs (which could perhaps contain an "evil" wraith and an "evil" storage, for those who want to be evil :D ).

11: Safe areas, such as docks, storages etc. patrolled by strong "guard" NPCs aggressive only to "evil" players (and monsters). Attacking or killing these "guards" has the same effect as attacking or killing a "good" player (see 1 and 2).

12: Animals should probably be "neutral" (no karma effects).

13: Monsters could count as "evil" (reduce your timer), or some could be "evil" and others "neutral", or they could all be "neutral" and karma only applied to players and "guards".

 

Only needs 1 variable really: the timer, anything that checks the "flag" could actually just check if the timer was > 0.

 

What do you think?

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that sounds really good and not too complicated... it would probably take a while to implement though

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the real problem comes from the cpuwork it will take to every minute go over every user that have a evil status and decrease the counter by one. this is why entropy made the harvest limit reset every hour instead of being a countdown...

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the real problem comes from the cpuwork it will take to every minute go over every user that have a evil status and decrease the counter by one.

It already decreases your food level and increases your ethereal and material points every minute. Shouldn't be too hard to reduce the wanted timer at the same time.

 

this is why entropy made the harvest limit reset every hour instead of being a countdown...

Are you sure?

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If it really is a problem, it doesn't need to be reduced with time anyway. It could be that the only way to reduce it is to work it off by killing evils.

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Hello.

 

This is classic "murderer flag" that is in almost every RPG.

Anyway not bad idea to put it here. :twisted:

 

Regards.

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It is a good idea..but ent did bring up one good point about it:

 

If you pk train with your friends, then what? I dont think people would like getting the evil flag for that.

 

 

And not every map should be PK, but what COULD be is that anyone with an evil flag can be pk'd in a nonpk map.

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I just came upon this thread and found it very interesting, maybe I'll work up my own idea's about one some day but for now I was just wondering, what is the point...

 

I truely belive that there should be alignments of some sort, lawful good, unlawful evil, anyone who's played D&D before know what I'm talking about. Mages could only do spells in one category death or life something like that, what ever.

 

The only thing I didn't understand witht this proposed Karma system is why punish players for being evil, that would defeat the whole point of being a theif or a PK/asassin, these are perfectaly viable jobs in the fantasy world and some people make carears out of them. Now obviously these players will be hated and despised but that is there choice. You shouldn't give someone antisocial for being "flagged" as evil, some people chose it for the pick points anyway so what would you do in a situation like that make them socail again and take away there pickpoints...

 

I belive a Karma system could be implemented, but there would have to be a lot and I mean a lot of reworking how the game is set up. How would you give and evil flag to a theif/bag jumper who never goes into a pk area and kills anyone...

 

Okay well I've said my peice here hope it brings about some thought provoking inqueries and serious thought into how to set up this the Karma system in the first place. Have a nice day everyone.

 

Wolf_Lord

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thiefs are ok to a degree but damn anoying!

 

assasins have never been looked upon with favor in any rpg that i have played (atleast not ones where moral is more then a fancy word).

 

i dont see a problem with PK training, just go to pk enabled maps and your safe from the evil tag :D

 

8: All maps (except Isla Prima) become PK. Maps which are currently PK maps become "karma free areas" (1, 2, and 4 don't happen in these maps).

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If you pk train with your friends, then what? I dont think people would like getting the evil flag for that.
Maps which are currently PK maps become "karma free areas" (1, 2, and 4 don't happen in these maps).

 

And not every map should be PK, but what COULD be is that anyone with an evil flag can be pk'd in a nonpk map.

With the guard NPCs (if they were strong enough) and the fact that the majority of players would probably want to stay "good", anything but a mass invasion of evils would be unlikely to cause much trouble. Maybe make some buildings inaccessible to evils, so people can hide until the guards and tougher players have dealt with them if something like that does happen.

 

Even in the existing PK maps, people don't automatically become homicidal maniacs upon entering. KF can often be quite safe and friendly.

 

Also, knowing how much Ent dislikes mass production, I think people would be less inclined to sit on a huge storage bag if there was a chance they might have to run for their lives. :D

 

Perhaps there could be an NPC somewhere like the WSC meeting house where good players could place a bounty on an evil player, which would be added to the players drop bag if he/she were killed by another player. This would encourage people to guard or act as escorts through areas where evils tend to cause trouble.

 

I think overall this would make the game more interesting and exciting rather than more irritating.

 

I truely belive that there should be alignments of some sort, lawful good, unlawful evil, anyone who's played D&D before know what I'm talking about. Mages could only do spells in one category death or life something like that, what ever.

D&D alignments aren't just about restricting spell categories and character classes.

 

The only thing I didn't understand witht this proposed Karma system is why punish players for being evil, that would defeat the whole point of being a theif or a PK/asassin ... You shouldn't give someone antisocial for being "flagged" as evil

The idea isn't to "punish players for being evil" it's to discourage them from being homicidal maniacs just for the hell of it. :cry: As for "assassin" types, if they don't want to be "evil" they would concentrate on hunting "evil" players.

 

some people chose it for the pick points anyway so what would you do in a situation like that make them socail again and take away there pickpoints...

No. It's just an inconvenience of being evil. "Good" antisocials can get others to buy items for them (evils can too if they can persuade a "good" player to help them out). If someone wants to make a career out of being evil, they can take antisocial and get 10 "free" pickpoints. :cry:

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With the guard NPCs (if they were strong enough) and the fact that the majority of players would probably want to stay "good", anything but a mass invasion of evils would be unlikely to cause much trouble. Maybe make some buildings inaccessible to evils, so people can hide until the guards and tougher players have dealt with them if something like that does happen.

 

 

I think overall this would make the game more interesting and exciting rather than more irritating.

 

Well I completely agree that it would make the game more exciting/interesting, however some people just aren't interested in fighting, and they stick to the "safe" maps, so we still need those safe maps, they can't all be PK, excluding isla prima is not enough.

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Hello.

 

Well safe maps are not good idea, someone who was killing others

and got evi flag will simply #beam me up and for example afk reading

or generally afk till he flag will not dissappear - exactly like people do

when want to level harvest - afking and one time of every hour comes

to something and clicking on it...autoclicker is doing rest.

Good flag should be default one - till you will be nasty and get evil one.

And I think it should be only in player killing, not monsters killing etc.

And those who are not interesting in fighting/killing will not get evil flag

and they don't have to attack evil people. Anyway most of people are

insteresting in fighting so evil people will have really hard life and game

become more interesting. ;-)

 

Regards.

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some people just aren't interested in fighting, and they stick to the "safe" maps, so we still need those safe maps, they can't all be PK, excluding isla prima is not enough.

There doesn't seem much point in having a karma system otherwise.

 

Most of the people who are interested in fighting spend all their time "training" at the moment. What are they training for? In this scenario, they would be training to protect those who aren't interested in fighting.

 

And think of the reduction in macroing :twisted:

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Perhaps there could be an NPC somewhere like the WSC meeting house where good players could place a bounty on an evil player, which would be added to the players drop bag if he/she were killed by another player. This would encourage people to guard or act as escorts through areas where evils tend to cause trouble

 

only prob with that is say example i put a bounty on my freind i kill my freind give him 1/2 it and do it again and again...using that method i could have say 100k in a hour mabye even 10 minutes. which means we get back to cheating the system and having to much money

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say example i put a bounty on my freind i kill my freind give him 1/2 it and do it again and again...using that method i could have say 100k in a hour mabye even 10 minutes. which means we get back to cheating the system and having to much money

If you set the bounty, you'd only be getting your own money back. If you gave your friend half, you'd be losing money. :)

It's a good point though. There's nothing to stop you killing your friend for a bounty someone else put on him and giving him half. You'd have to get to him before anyone else did though. :)

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instead of haveing a timer, how bout haveing some sort of jail system, or a comunity service system: they could pick up bags or retrieve items for those who have been killed - doing this would gradualy change there karma from evil to good.

 

how bout a dueling system for freinds who wish to fight for fun.

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It's a good point though.  There's nothing to stop you killing your friend for a bounty someone else put on him and giving him half.  You'd have to get to him before anyone else did though. :)

 

Or killing yourself with another character to get the bounty that someone put on your head :)

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Or killing yourself with another character to get the bounty that someone put on your head  :)

I think this would be covered by Rule 9. :)

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