Pending karma system

;)

refuse the question
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"Karma" tracks how players interact with others and the economy, but doesn’t prevent behavior. Instead, it influences outcomes and their interactions with the world.

How Players Gain Karma
Players gain karma by trading fairly, completing contracts or bounties, honoring deals, returning stolen goods, killing players with active bounties, finishing quests, and slaying monsters

How Players Lose Karma
Players lose karma by killing non-hostile players, raiding or griefing the edges of claimed or protected areas, and destroying public infrastructure like roads, farms, or shops.

Economy Integration
Karma affects the economy instead of restricting gameplay.
Players with high karma pay lower taxes in shops, while players with low karma pay higher taxes or may be banned automatically outright.
Negative karma players also pay more to use auction houses, can be more restricted with their /tp commands,

PvP and Bounty System
Killing low-karma players gives small rewards.
Killing high-karma players gives penalties or places a bounty on the killer.
Players with very low karma become marked and can be killed freely without penalty, creating a natural “bandits vs citizens” dynamic.

/lands integration
High karma players get cheaper land claims or upkeep and stronger protections.
Low karma players can still raid, but may trigger alerts, or leave behind evidence that can be tracked.

Visibility
Karma should be visible but not intrusive.
Players can have tags like Honored, Neutral, or Outlaw, or a numeric range such as +1000 to -1000.

Optional Features
Low karma players can gain access to black markets or illegal shops with no taxes but higher risk (i.e. in a very public area they CAN be killed for using)
You can add reputation-based titles like Merchant King, Warlord, or Scoundrel.

Example Values
Killing an innocent player: -25
+repping another player for a fair trade: +5
Destroying a block near a claim: -1 per block
Killing an outlaw: +10
Completing a daily quest: +10
Daily decay toward neutral: +/-5
 
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to the people that dont like this suggestions, i would love to know why. reading this it sounds like a pretty sound idea and i think it would be cool to have certain aspects affect your gameplay. having tags n stuff too is a cool incentive to show off your good vibes. This also doesnt affect the spirit of war as its only affecting people who play to be a menace or be mean. I suppose the only part i dont agree with is the black market as it is a bit of an incentive to be a cunt but I also am a person who likes to be pacifist so thats my personal bias coming in.

either way for the people that dont like it, why? i wanna know more!
 
I would rather not have a server mechanic that punishes for actions, and would rather just a general community actions (less trading, or costing more, general agression/fighting) against members who would have low karma instead of server makes it a thing.
 
I would rather not have a server mechanic that punishes for actions, and would rather just a general community actions (less trading, or costing more, general agression/fighting) against members who would have low karma instead of server makes it a thing.

With how little interaction our factions seem to be having right now, an independent system for karma will push these interactions regardless of whose offline/online. My karma can be affected when other factions are completely offline, whilst only my "reputation" can be affected when everyone is online.
 
With how little interaction our factions seem to be having right now, an independent system for karma will push these interactions regardless of whose offline/online. My karma can be affected when other factions are completely offline, whilst only my "reputation" can be affected when everyone is online.
I think this past week has shown how much interaction is available, I mean I think or well know personally that a lot of the interaction I want to do has been limited until changes at the dev/leadership of MC level has been done
 
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