Pending [Radical Idea] Disable Karma (WIP)

uintancæstir

Active member
I know this thread may get murky but I may have some compelling arguments.

Staff members & slays seem to be enough to discourage RDM.
Karma loss mostly punishes players who kill others for committing traitorous acts.
Maps like Albatross can karma ban 3-6 players within 6 rounds, due to a spectator damage bug.
Karma bans hurt the server population.
I think I've only seen one mass RDMer get karma banned and that was this week out of 8 months of playing here.

Feedback & questions are appreciated.
 
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I know this thread may get murky but I have some compelling arguments.

Staff members & slays seem to be enough to discourage RDM.
Karma loss mostly punishes players who kill others for committing traitorous acts.
Maps like Albatross can karma ban 3-6 players within 6 rounds.
Karma bans hurt the server population.

Feedback & questions are appreciated.
To clarify, there is a bug with the boat on albatross where it does insane amounts of damage without actually dealing it when possessed by a spectator and that is causing the karma bans on albatross.

Otherwise, honestly I generally disagree, I think karma is a very solid push towards more nuanced choices. TTT is a very gray minded when it comes to killing as an inno/det in the first place, and I for one think that having it so we dont just follow the T act rules to the T by having karma be a thought is a really good thing and make the game more fun.

Basically, Karma forces there to be more social interaction vs just X player did Y thing, kill them.

I will say im kinda for the idea of doing the opposite for some play sessions, where we remove slays and such and purely go off of karma( and allow for stepping in for bad actors via staff) and play TTT that way.
 
remove slays and such and purely go off of karma( and allow for stepping in for bad actors via staff) and play TTT that way.
Would it be a good idea to have karma automatically turn on when no staff are online, & if at least one staff member joins, it gets disabled again?
I also wondered about having health station heal amount affected by karma instead of damage.
 
Would it be a good idea to have karma automatically turn on when no staff are online, & if at least one staff member joins, it gets disabled again?
I also wondered about having health station heal amount affected by karma instead of damage.
honestly I still dislike it because it changes the whole way of play rather than just police the server. otherwise ngl, we would have players killing for the littlest of potential T acts(we already have this) and at least karma currently slows them down a bit.
 
Would it be a good idea to have karma automatically turn on when no staff are online, & if at least one staff member joins, it gets disabled again?
I also wondered about having health station heal amount affected by karma instead of damage.
I disagree, and I think others do as well- but I don't think others are really explaining why.

You mentioned the bug... we should probably just fix that lmao.

For mass RDM- yeah, it doesn't seem to work well for that either because staff usually get to it before karma does.

What it does help with however, is over-aggressive gameplay. Karma helps players take pause a bit from taking "technically allowed" kills that probably don't make sense in larger context. Even with staff on, this is going to happen so it helps maintain a bit of civility in the server rather than people just sweating their heads off.
 
I think something like when someone is getting karma banned, a mod gets to decide weather or not it goes through
I would be fine with something like this, where someone gets karma banned for doing something funny and everyone killed is cool about it. But that would require discretion, which I don't think admins would be down with granting to mods in this instance.
 
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