Elite: Harmless - Karma System aka "be the Tamagotchi" - FRESH SALT, MINED RIGHT HERE

The karma system would have no ship limitations. The server already has the information. It knows that one ship/player is constantly attacking and or interaction in combat with other players. If you have a person who trades almost exclusively, then the system has the numbers to make the decision. Its not as cut and dry as ship size and type.

The system would have the info, but it may not use it.

Repeated massively overpowered attacks on clean ships are the only 'normal combat' that Sandro mentions.

The definition of massively owerpowered is not clear, but it sounds quite a lot.
 
I like that, however for it to work the suicidey trick needs to go away. The pvp map of the galaxy won't work because the "problem players" will head to where everyone else is - see for example the many accounts of people trying to solve the alien ruin puzzles being strafed in their SRVs.

You can't remove Karma with suicides. So the 10 most wanted would be the 10 online players with the WORST KARMA in the game that are currently online. They may or may not have active bounties. But it does seem fitting that killing a player with worst Karma in the game should have some reward. Maybe not a bounty per se, but something noteworthy. Maybe a title, or special marker by your name/ship?

The point of a PVP heat map is to attract PVPers to a specific location, yes this is usually the latest CG etc. That's not actually a problem though. That's compartmentalizing risk in Open, which leaves the rest of the galaxy relatively risk free. If you want to be in an area that has become a PVP hotzone but don't want PVP, then head to Solo or PG. Or fly a ship that can blockade run.
 
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You can't remove Karma with suicides. So the 10 most wanted would be the 10 online players with the WORST KARMA in the game that are currently online. They may or may not have active bounties.

Has Sandro actually said that? I ask because I don't recall seeing him describe how your karma would go from bad back to neutral, just how it would get worse. Given that he designed the current system, I have to assume that "dying" will also reset your karma.

But it does seem fitting that killing a player with worst Karma in the game should have some reward. Maybe not a bounty per se, but something noteworthy. Maybe a title, or special marker by your name/ship?

Griefers would just get their friends to kill them and render the title/marker worthless.
 
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2) when a notorious player with HIGHLY NEGATIVE KARMA is scanned in a LAWFUL SYSTEM, their location is revealed on the Galaxy Map, kind of like a CG, but the marker only lasts for 10 minutes or so, and updates with each new scan. Only the top 10 most wanted CMDRs in the galaxy (that are currently online) will have their location revealed. The 10 most villainous (online) CMDRs can avoid this consequence by sticking to anarchy systems.

Good idea in principle, but it would just add to the inconsistent game design, like not being able to view the stock and prices of a stations commodities board without docking but you can see where other commanders are from anywhere in the galaxy etc...
 

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The game knows how much cargo the victim has and how much hold space the pirate has. If the pirate has 10t free and asks for 20t, well anyone can make a mistake. If he asks for the entire hold of a T9, he's being unreasonable.

Going back to the examples I posted earlier, there are plenty of valid reasons why an aggressor might demand his target abandon all of their cargo.

Before anybody tries to tell me that they indeed do play in Open for any significant length of time they're going to have to friend me and prove it by showing up on the gal map. Of course, hardly anybody remains on my friends list who either hasn't destroyed me or been destroyed by me with just a couple noteable examples.

I've been meaning to come surprise attack you, buddy. If we're both on later tonight I'll head your way. Kind of spoils the surprise, but... :)
 
Good idea in principle, but it would just add to the inconsistent game design, like not being able to view the stock and prices of a stations commodities board without docking but you can see where other commanders are from anywhere in the galaxy etc...

Good game design isn't necessarily consistent though. Balance and mechanics working properly has priority over players preoccupation with everything working the same way.
 
It's a bit odd to suggest that Frontier shouldn't be listening to people who don't play in open when their goal is to attract solo/group players into open. Giving disproportionate weight to the desires of a vocal minority of open players is why they're in this mess in the first place.
 
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Good game design isn't necessarily consistent though. Balance and mechanics working properly has priority over players preoccupation with everything working the same way.

We need to be able to suspend our disbelief. If the designers don't build a consistent universe, it becomes unbelievable and has a negative impact on the experience. This topic has been discussed many times already on these forums. Many people want to see consistent mechanics in the game and find their enjoyment affected by the lack of them. You may not agree with that view, or even think it's petty, but it's as valid a position as any from which to approach ED or any other game.
 
Has Sandro actually said that? I ask because I don't recall seeing him describe how your karma would go from bad back to neutral, just how it would get worse. Given that he designed the current system, I have to assume that "dying" will also reset your karma.



Griefers would just get their friends to kill them and render the title/marker worthless.

its the whole point of the karma system, to have it persistent.

and you never die ingame - the pilot federation has youre escape pod equipped with a infinite-range hyperdrive.
It only looks for minor factions as if you have died ( ah, just RtfM...)
 
Hmm. OK, I can see why you may have a hard time seeing what side of the argument I'm in. Let me explain myself. Basically, I see pvp as an integral and valid part of the game, that because of weak game design is being abused by a small group of antisocial individuals. To fix that, the game must give players who want to avoid combat a chance to do so, while still allowing combat to proceed with no penalties if all parties involved agree to it (eg a trader decides that he's going to take his chances even after he's been warned to hand over cargo). If someone wants to kick the beehive they should be allowed to, but suffer the consequences.

Edit: And I completely agree that the suicidey is complete . It's part of the game's lore that PF pilots escape ship destruction unscathed, so why would having your ship shot out from under you clear your legal record? it makes no sense. There should be some way to clear your legal status, but it should be both difficult and time consuming. Maybe fines should be paid in materials instead of credits? trespassing fine: 20 iron; destruction of a fellow PF member's weaker ship: 50 arsenic.

Time should be enough.
The time to fly back to said location from an anarchy system. Time to clear your Crimes and increase your Karma.

All of which if the person chooses to pursue will have them doing that instead of blowing up new people or whatnot.

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The system would have the info, but it may not use it.

Repeated massively overpowered attacks on clean ships are the only 'normal combat' that Sandro mentions.

The definition of massively owerpowered is not clear, but it sounds quite a lot.

Well even a D Rated FDL is massivly overpowered compared to an A rated T9. I think it should come down to offensive Engineering effects in the end. Ship type would make it too easy to dodge the fight just by being a trade ship.

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Has Sandro actually said that? I ask because I don't recall seeing him describe how your karma would go from bad back to neutral, just how it would get worse. Given that he designed the current system, I have to assume that "dying" will also reset your karma.



Griefers would just get their friends to kill them and render the title/marker worthless.

Then there would be no point of a karma system. It would be as toothless and worthless as our current C&P system. Tracking trends over time should not go away at ship destruction. Just because you got killed doesnt mean you wont go right back out and do it again.

Karma should have some work behind increasing it or getting it back to normal. Otherwise there would be no point. Just because you go to prison for a felony assault offense does not mean that when you come out that the offense comes off your record. That sticks with you. Same should apply.
 
Haven't read the whole thread... But am I the only one to think we wouldn't need a karma thingie if we had a working law & crime system without loopholes or exploits?
It sounds like karma is going to be yet another layer, with its own rules, on top of a core mechanic, that should be reworked of fixed instead. Or did I miss something?
 
Haven't read the whole thread... But am I the only one to think we wouldn't need a karma thingie if we had a working law & crime system without loopholes or exploits?
It sounds like karma is going to be yet another layer, with its own rules, on top of a core mechanic, that should be reworked of fixed instead. Or did I miss something?

That's the idea. C&P manages 'legitimate' criminal activity and provides content for people who want to RP as outlaws or bounty hunters. Karma deters behaviour which is undesirable from an out of game point of view, i.e. griefing.

It's necessary to have two separate systems. Trying to use C&P for both would inevitably result in either unfairly punishing those who wish to play as criminals within the spirit of the game, or failing to sufficiently punish/deter those who set out to ruin the game for other people.
 
Haven't read the whole thread... But am I the only one to think we wouldn't need a karma thingie if we had a working law & crime system without loopholes or exploits?

This has been brought up, yes. These comments sum up my take on it:

My sole issue - and hence non-starter for me - re: C&P system in Open vs. Open PVE mode is I will always, always prefer having an Open PVE mode.

Why? Because bottom line, no matter how good, balanced, etc a C&P system is, by very definition it is a Crime...Then Punishment system. You can still do the crime, then suffer the consequences.

Conceding that many players would actually prefer this, my own .02 cents is there will always be griefers who don't care how bad the punishment is, long as it is possible to do the crime, they will still engage to make your life as much grief as possible. Pain to themselves is irrelevant, just your salt is what counts.


That's pretty much why a karma (or whatever you want to call it) system is necessary. You simply can't use in game mechanics to deter this kind of behavior. You can in real life - you put them in jail or if they die they stay dead. But that can't happen here.

In the end you have to acknoweldge the limitations of the game that exist due to its very nature - the ease of credit making and the fact death is a minor speed bump means no matter what the C&P system is, it's not going to stop or even slow down a griefer. And if you try, it will only end up having knock on effects that will tick off legit PvPers for other reasons.

So if you acknowledge that the game mechanics prevents a viable "realisitic" approach that maintains the verisimilitude, you have to look at methods that achieve the intended results outside the mechanics. Simple as that.
 
Karma should have some work behind increasing it or getting it back to normal. Otherwise there would be no point. Just because you go to prison for a felony assault offense does not mean that when you come out that the offense comes off your record. That sticks with you. Same should apply.
if you track karma event over time, i will automatically fade over time by constantly calculating a weighted average for a set intervall.
they could also make it like the merit point decay in powerplay. you accumulate points, that degrade over time. (though, it should not decay as fast as those)


Haven't read the whole thread... But am I the only one to think we wouldn't need a karma thingie if we had a working law & crime system without loopholes or exploits?
It sounds like karma is going to be yet another layer, with its own rules, on top of a core mechanic, that should be reworked of fixed instead. Or did I miss something?
you seem to have missed the whole point...
 
Haven't read the whole thread... But am I the only one to think we wouldn't need a karma thingie if we had a working law & crime system without loopholes or exploits?
It sounds like karma is going to be yet another layer, with its own rules, on top of a core mechanic, that should be reworked of fixed instead. Or did I miss something?

Yes, you are correct.

Some people are holding out hope that karma is going to be the holy grail of finally getting the gankers removed from the game, while others are convinced that not only will a karma system fail to accomplish that goal, it will also function as a poorly thought out, unwieldy monstrosity of a mechanic that will make PP look like stellar gameplay before being abandoned after making all parties thoroughly unhappy.

A c&p system done thoughtfully will be a plus for everybody; a punitive karma system will just be a fumbling, awful mess that's bound to give the game a black eye.
 
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It's necessary to have two separate systems. Trying to use C&P for both would inevitably result in either unfairly punishing those who wish to play as criminals within the spirit of the game, or failing to sufficiently punish/deter those who set out to ruin the game for other people.

I fail to see why two systems are necessary. If C&P was more persistent/less forgiving other time, punishment would remain proportional IMO. I mean, compared to "regular" criminals, griefers are all about mindless killing targeting other CMDRs, are they not? If the law system had more consequences (stations refusing dock requests, trading limited to black markets only, etc), wouldn't it make their life harder? (Do we know what the effects of bad karma will be by the way?)

Of course, there is the collisions inside stations question, but it hardly justifies the introduction of a new system...
 
I fail to see why two systems are necessary.
C&P systems are typically, linear and provide a consistent in-game penalty for each incident of a crime.

C&P systems in general can never fully address the aspects of player behaviour that the proposed karma system is intended to.

In essence though, it is not a new system per se, but a sub-system of one that is probably intended to supplement/replace the current in-game player behaviour reporting system.
 
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I fail to see why two systems are necessary. If C&P was more persistent/less forgiving other time, punishment would remain proportional IMO. I mean, compared to "regular" criminals, griefers are all about mindless killing targeting other CMDRs, are they not? If the law system had more consequences (stations refusing dock requests, trading limited to black markets only, etc), wouldn't it make their life harder? (Do we know what the effects of bad karma will be by the way?)

Of course, there is the collisions inside stations question, but it hardly justifies the introduction of a new system...

They could of course set up C&P so that 'in-game' crimes like smuggling/shooting NPCs/piracy etc would never push a player's criminal status to the point where they started to be subject to the serious deterrents designed for griefers. But at that point, isn't it a single system in name only?

There's no clear list of potential punishments, most likely because not even Frontier knows what they will ultimately end up being. The best bet is to read through Sandro's posts in the thread which started this discussion (first one here) and make your own inferences.

The basic idea (by my interpretation) seems to be that it would start off with gradually increasing rebuy and decreasing ability to dock outside of anarchy, then potentially move up to permanent ship/module loss for the worst offenders if those proved ineffective. The possibility of shadow bans was brought up but Sandro emphasised that he wants to keep to in-universe punishments, which I take to mean that adding them later is potentially on the table only as a last resort if all else fails.
 
Yes, you are correct.

Some people are holding out hope that karma is going to be the holy grail of finally getting the gankers removed from the game, while others are convinced that not only will a karma system fail to accomplish that goal, it will also function as a poorly thought out, unwieldy monstrosity of a mechanic that will make PP look like stellar gameplay before being abandoned after making all parties thoroughly unhappy.

A c&p system done thoughtfully will be a plus for everybody; a punitive karma system will just be a fumbling, awful mess that's bound to give the game a black eye.

Again and as SS said. The Karma system does absolutely nothing but track trends. It determines what kind of player the person is.

The C&P system is separate. The C&P system is where the crimes are laid out in accordance with the severity of the crime and the Punishment system doles out the punishment.


Karma system lets say the person is of a very low karma compared to neutral. Shifted into the bad side quite a ways. Crime system is put in play as the person kills a newbie, Punishment system comes into play the person gets a fine for doing it. Karma system sees that this is a regular activity. Fine is increased above normal and ship rebuy has been increased to 50% ship total cost. Punishment system then doles out the increased fine the guaranteed increased ship buy back cost and flags the player as a unfriendly/wanted in all systems with a security rating. Karma is dropped another level and the the next time said person kills a newbie sidewinder the Karma system wont allow a buyback price and so on and so forth.

That way when someone makes a mistake and some stupid AI flies right through your beam laser that you dont instantly get flagged, killed and other such things.

A crime and punishment system effects everyone in a negative fashion. The Karma system only effects the level of punishment based upon how good or how bad you are RPing. Normal people get normal fines. Griefers get increased fines.

The karma system also does not have to be used soley for the purpose deciding ones fate either. It can give you access to weapons/ship variants, start port types, and systems based upon your karmic level.
 
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