Karma: New System to Curb PK

by Estarra

Back to Common Grounds.

Daganev2005-02-04 00:55:47
To me, the reason why I would kill someone, is if they are doing something I don't want them to do. Killing them would stop them from doing that action. Or if I just don't like someone, I would cause them to lose large amounts of experience.

In the mud I played where you got no xp for killing people, certain types of PK actually increased, because it was more emotionally driven and less economically driven.

The fact that you demand exp for killing people, to me makes it sound more like your trying to avoid bashing, more than that you are engaged in a adrenaline rushing, fun combat situation.


This exp factor would only exist on prime, on other planes it would be just like normal.
Silvanus2005-02-04 00:58:02
QUOTE(daganev @ Feb 3 2005, 06:55 PM)
To me, the reason why I would kill someone, is if they are doing something I don't want them to do.  Killing them would stop them from doing that action.  Or if I just don't like someone, I would cause them to lose large amounts of experience.

In the mud I played where you got no xp for killing people, certain types of PK actually increased, because it was more emotionally driven and less economically driven.

The fact that you demand exp for killing people, to me makes it sound more like your trying to avoid bashing, more than that you are engaged in a adrenaline rushing, fun combat situation.
This exp factor would only exist on prime, on other planes it would be just like normal.
41846



The point with Orune (Evarayn is a remake) is that its harder to recover from a death. If I die in Delport after I raid, I can go right back in in pretty much 3 minutes tops.

The fact that I demand experience for killing someone is for a lot of reasons, which you've never read which I've stated in other threads.
Daganev2005-02-04 01:05:01
You gaining exp or not gaining exp does not change how the person you killed gets affected.

It only affects your desire to kill that person in the first place.
Silvanus2005-02-04 01:07:24
QUOTE(daganev @ Feb 3 2005, 07:05 PM)
You gaining exp or not gaining exp does not change how the person you killed gets affected.

It only affects your desire to kill that person in the first place.
41856



Yeah, I know. If I see an enemy on the road, who has attacked me before numerous times, why would I want to get up and go kill him, waste all my stuff, time, to gain absolutely nothing?
Daganev2005-02-04 01:10:32
umm, because he's your enemy and you hate him and you want him dead.


I find the best conflict is conflict that exists when there is no known reward for succeeding.

I tried looking through your past posts and couldn't find the one where you listed all the good reasons for needing exp, can you tell me the thread name?
Silvanus2005-02-04 01:12:04
QUOTE(daganev @ Feb 3 2005, 07:10 PM)
umm, because he's your enemy and you hate him and you want him dead.
I find the best conflict is conflict that exists when there is no known reward for succeeding.

I tried looking through your past posts and couldn't find the one where you listed all the good reasons for needing exp, can you tell me the thread name?
41859



Uhh, the other skill idea one. The Primebond one.

If I spent $600 to learn skills, then another $1200 to buy artifacts to become better at fighting, and to gain nothing/lose nothing is useless to me. I don't get the adrenaline rush from the fight, I get a rush from the fact that I'll be fighting to the end and will either gain/lose something.
Daganev2005-02-04 01:15:44
I think you would still lose exp if you died, you just wouldn't gain it if you didn't.

You gain the knowledge that you have really pissed off the person you killed, and made thier life all that more annoying.

but if people are just your bashing ground, well then, yeah, no system to curb pk is really going to be enjoyed.


Ahh, I have read the ideas that was suggested before, nobody really responded to my comments about past experiences with muds where you don't gain exp from killing people.

I'm curious from the adminstration, why they don't like this idea.

edit number 2. I buy lots of credits and engage in killing other players because of the fun of it, and how it engages both my reflexes and my mind/coding skills. Its the power of killing other people that you are spending the credits on.
Rashidat2005-02-04 01:24:22
QUOTE(Estarra @ Feb 3 2005, 08:32 PM)
Just out of curiosity, do any of you who are trashing these ideas have an alternate idea to curb PK? We definitely will do something and if you want some say on the matter, now is the time to pipe in!
41808



I already posted my idea. It would not stop Silvanus from gaining experience when he kills someone in a fair fight. It also gives an out for people who refuse to fight, or know they are too unskilled to win the battle. Without incentive to pick on weak people, PKers will have to go after each other. Or else PK for soley RP reasons. As this out doesn't require the use of health vials, or much power on the part of the attacker, they get the kill without burning all that gold.
Nementh2005-02-04 01:26:04
So now... we risk everything for nothing?
Estarra2005-02-04 01:29:18
QUOTE(daganev @ Feb 3 2005, 06:15 PM)
Ahh, I have read the ideas that was suggested before, nobody really responded to my comments about past experiences with muds where you don't gain exp from killing people.

I'm curious from the adminstration, why they don't like this idea.

41864



I just have a visceral reaction against the concept that a PK death has absolutely no consequences.
Estarra2005-02-04 01:30:14
QUOTE(Rashidat @ Feb 3 2005, 06:24 PM)
I already posted my idea.
41872


Which post is your idea on?
Daganev2005-02-04 01:30:24
Tell me? What does a soldier gain by killing his enemy?

If the only reason your kiling someone is the EXP then yes, you risk everything and gain nothing, but if your killing for much more interesting reasons than just some exp... you gain a lot and risk little.
Rashidat2005-02-04 01:33:08
QUOTE(Estarra @ Feb 3 2005, 09:30 PM)
Which post is your idea on?
41882



PK & Experience - My Idea
Daganev2005-02-04 01:33:16
ok there appears to be some misconceptions about this lack of xp gain idea.

1. When you die, you lose exp, the same way you do now.

2. When in an enemy village or some other avenger aproved fighting area, such as another plane, you would gain exp.

3. The only time you would not gain exp is when you kill somebody on prime and are not in a village or city/commune.
Unknown2005-02-04 01:50:03
I like your idea Daganev. Except, I'd like to see the amount of experience you gain for defending (or killing off Prime) increased to at least the prior levels before the change (where they lowered it), or even a bit higher. Now there is a very good incentive to defend your territories, defend or fight on the outer planes, and much less of a reason to engage in anywhere on the Prime plane.

Edit: Oh, and the increased experience loss in enemy territory would have to go too.
Elryn2005-02-04 02:04:51
Out of all the suggestions so far, I like this one the best. It imposes some limitations on both victim and killer for overuse, and it has a strong rp foundation. I really like it.

Edit: The karma idea, that is. tongue.gif
Daganev2005-02-04 02:07:08
who poisioned the water?

I'm use to people saying "daganev, your wrong, go jump off a bridge."
Unknown2005-02-04 03:00:05
QUOTE(daganev @ Feb 3 2005, 08:33 PM)
ok there appears to be some misconceptions about this lack of xp gain idea.

1. When you die, you lose exp, the same way you do now.

2. When in an enemy village or some other avenger aproved fighting area, such as another plane, you would gain exp.

3. The only time you would not gain exp is when you kill somebody on prime and are not in a village or city/commune.
41886



I like this.

The problem at the moment is PK on the Prime plane in non-influencing, non-village defense situations. HOWEVER, there would have to be some level of lack of protection should I enter, raid, run. Say, you enter enemy territory, your killer would gain exp for killing you even if you exited, in... say, the following 10 minutes.
Daganev2005-02-04 03:07:53
A new thread has been created for the EXP system.

Lets keep this conversation on Karma, which I still think is a cool idea.

And your all silly ninnies for not likeing it *nod me*
Unknown2005-02-04 04:42:30
Here's an idea for calculating this kind of thing I came up with.

Rather than a hugely complicated karma system (similiar such systems have never done noticeably well in other games), how about something nice and straight forward like this...

If you kill someone who has more victims than bullies, nothing happens.

If you kill someone who has more bullies than victims, you lose karma points.

Avenger starts keeping track of total people you've attacked, rather than just killed. Every 2 different people you've attacked but not killed count as 1 victim. This would help to prevent abuses from people whose only intent in a battle is to die for the purpose of abusing the system.

People with a very lopsided ratio of deaths to people attacked could be identified with ease and looked into by the admin for those trying to abuse it.