Karma Solutions

by Gregori

Back to Ideas.

Gregori2005-02-14 05:30:27
1) Resurgem Coven gives 2 Karma to each coven member
2) Ressurection gives 2 Karma to the Ressurector
3) Offering gives 1/10 of a Karma for each creature offered (this gives bashers something to do instead of questing)
4) Killing an enemy in enemy territory gives 5 Karma
5) Remove Karma from honours quests or make it only give Karma 1 time per month to any specific person.
6) Instead of gain 1 Karma each day, lose 1 karma each day (to balance the faster gains in gaining Karma elsewhere)
Daganev2005-02-14 05:36:40
I like suggestions 3 and 4. Would like to see a Mag equilvelant for 1 and 2 (unless ressurection is not Celest only), think 5 can be worked on, and 6 is counter productive.
Drago2005-02-14 05:43:38
Just negating the Karma gain/loss automatically, having it that if you attack a player you lose all your karma.

Something to make it so magnagorans get Karma as well (each time we.. raisedead? sad.gif) other then that I like it.

This combined with Bri's suggestions would be awesome.
Gregori2005-02-14 05:48:05
I didn't add one for Magnagora because I was not certain they had an equivilant but yes I agree they would need something on par with the suggestions 1 and 2.
Daganev2005-02-14 05:50:22
Ooh 5 karma everytime you raise dead would be nice. Make the skill a bit more usefull.
Gregori2005-02-14 05:55:34
Personally I would like to see more RP affecting curses as well. Not sure off the top of my head.

Umm.. Stuttering for example. You curse your victim with stuttering, till they lift it.

Or, Mute.. You curse them with the inablity to speak.

Curses do not always have to be combat/experience orientated. If you want RP here is a chance to bring in some fun curses that could do that.
Daganev2005-02-14 05:59:02
Aye. I'm a big fan for Mute based curses. Anything to stop those people from yabbering when I don't want them to!
Elryn2005-02-14 06:00:06
Those are great ideas, Gregori, I like it. And Daganev, raise dead only works on other players, right?
Daganev2005-02-14 06:01:04
Correct. It creates a Skeleton, Zombie or Ghoul based on the level of the player that becomes a mob, that attacks anyone on your enemy list, but can not be controlled.
Unknown2005-02-14 09:39:46
If you're going to give karma for having a player corpse (killing someone) why not just lower the amount of karma you lose for killing someone in the first place. Funny how even someone who is in favor of karma is also in favor of a roundabout 'solution' to making it less significant.
Elryn2005-02-14 11:31:21
What about making a successful empower influence give karma as well? That gives non-fighters another option. smile.gif

I definitely agree with your 5th suggestion, about honors quests giving no karma. I think there's quite enough reward for completing them as it is now. *still wants to work out the Stewartsville one*

Hmm, you know, if a player-against-player extension of influence was implemented now... I think it would work amazingly well with the Karma system. wink.gif
Unknown2005-02-14 15:36:46
I like 3 and 4, but 1 and 2 can be too abusable.
Gwylifar2005-02-14 15:38:22
Karma shouldn't just be for "good" acts -- that'd be unfair to necromancers. It should, instead, be for acts that help the realm, encourage roleplay, and contribute stuff that's not PK. It'd make perfect sense for necromancers to gain karma for raising the dead, causing pain, and all those other nasty things.

How about getting a tiny tiny karma boost for both giving and getting commune and city favors? Big karma boost for raising a shrine, medium boost for sanctifying one, tiny boost for offering at one.

Maybe a small boost for practicing arts and crafts, but it'd have to be very tiny. Don't want people to sit around squeezing poisons and emptying the vials all day to get karma.
Unknown2005-02-14 16:01:19
The way I see it people's activities in the game can be categorized like that:
questing/bashing/PvP/roleplay (it would be mainly talking and trading I guess wink.gif )

Karma is supposed to give people who don't involve themselves in PvP way to "defend" themselves. So why questing is the only way to gain karma? You should gain karma for everything that doesn't refer to PK while losing it when you PK.

It means peaceful bashers should gain karma for bashing too just like you gain it by doing quests. It should not be only measured by offerings (not everyone offers and sometimes corpses are needed for something else, so gaining karma for offering only would cause unpleasant dilemmas). Split it 50/50 maybe - killing mobs and offering them. It should be balanced with questing so you could gain similar amount of karma by bashing than you would by questing in the same amount of time (or maybe even less).
It would lighten the pressure on quests a lot because bashers would go back to bashing, and also many PKers would prefer to gain karma that way instead of questing all the time.

It should be also made that you gain additional karma for your online time instead of one per day as it is now, just like curses and blessings are based on online time (One point every three hours online maybe, it's not that much considering you would get 8 points in 24 hours, definitely not enough to ignore the curse if you got one).

Unfortunately I can see no automated way to gain karma for people who just roleplay or enjoy the realm (the term I've seen somewhere). But seeing Gwylifar's post while I write this one (takes me long enough), gaining some reasonable amount of karma for favours is very good idea. Just make it big enough (you don't get favours everyday), but not too big (so people don't favour their friends just to get a lot of karma). Godfavours should also give karma along with additional experience, and raising shrines, just like Gwylifar wrote.
Richter2005-02-14 16:23:28
Combat related blessings, non combat related curses.

Please. Let us gain karma for offering.

Remove karma from honors quests, and remove and kind of daily addition or subtraction.
Desdemona2005-02-14 16:58:46
Two Karma gain per every 20 weevils/rats delivered. All in the name of sanitation.

By the way, I don't think people should be too concerned about karma trying to implement moral values on the adventurers, the bottom line is that you would do Karma only to benefit yourself... while using everyone else. Imagine Miss Bobus has a quest requiring you to rescue her daughter from a troll camp in the moors. You could go rescue her, deliver the kid, get the Karma... kill Miss Bobus and child and still retain the Karma.

Karma in here, because it is completely meant for your best interest and your own benefit, isn't really attached to any kind of morality. All for you.

The mute and stuttering curses sound like fun. Those could be signs of insanity curses or something. Giving clumsiness too.

Another suggestion could be that every two years, the Karmas drop to 0 once again. Making the cycles of gaining Karma reappear and forcing those with Karma to use it.
Unknown2005-02-14 18:02:33
I love all of these ideas, Gregori.

I also like the suggestions from Daganev and Gwylifar.

They would definitely increase roleplaying and ease the strain on the questors.
Unknown2005-02-14 20:01:10
I like the ideas. Mainly, give karma for bashing, in some form, I don't care what. Take the burden off the quests and let those who always enjoyed questing keep enjoying the game and let bashers who don't want to quest earn their karma doing what they like the most.