archceaser
Legacy Supporter 7
- Joined
- Jul 30, 2012
There should be a way to get to higher levels of good without having to hunt down evil players.
There may be sometime soon (in the future) to gain good/evil karma depending on actions (such as flower planting or praying at an alatar to the evil lord and master Brutal vs the altar of the sacred Kainzo that shows up only as a masked entity.There should be a way to get to higher levels of good without having to hunt down evil players.
There's no darker red than red, there's no brown and there are 4 levels of each good and evil.I think colors should turn a darker shade depending on karma, like evil has dark shades.
PURE EVIL,Evil 2, Evil 1, Neutral, Good 1, Good 2, Pure Good
Herocraft is getting better and better. Deciding to donate ^_^
An question just came in my head,would karma force towns to post what their alignment is based on the karma of most of their town members?There's no darker red than red, there's no brown and there are 4 levels of each good and evil.
Or maybe Towns could force their players to follow the aligment, and kick anyone who has the wrong karma. Example: Good would kick Evil karmas from their town.An question just came in my head,would karma force towns to post what their alignment is based on the karma of most of their town members?
Nope. Not yet at least. Town alignment isn't really enforced, it's more so of the people looking to be good will usually congregate with other good people. We're probably going to do some interesting thing with hooking into HeroTowns and Karma to do some town information :]An question just came in my head,would karma force towns to post what their alignment is based on the karma of most of their town members?
According to the meeting we had a few months back, there are plans for a custom generated, Whitelist-only world.Beguile
EDIT: What's this crazy landscape going to be used for? 0_O
Currently the plugin will show players with the following coloring depending on levels. (there are 4 levels of evil and 4 levels of good).
MostEvil Evil3 Evil2 Evil1 Neutral Good1 Good2 Good3 MaxGood
That's about it, remember, we're somewhat limited with the Minecraft colors provided.
Yeah ... it will really just make you fear or trust the people.The reds "MostEvil" and "Evil3", and the blue "Good2" and "Good3", looks nearly the same color to me, in game if I see a player alone, I won't actually know his extent of good or evil. However, in game, I don't think it will matter that much of the reds and blues differences, but the owners of them may care. We'll see the ideas behind those colors and say "kill that mofo" or "omg omg omg run away!".
The difference doesn't exist other than bolding and underlining. The issue with minecraft color codes is that there aren't manyThe reds "MostEvil" and "Evil3", and the blue "Good2" and "Good3", looks nearly the same color to me, in game if I see a player alone, I won't actually know his extent of good or evil. However, in game, I don't think it will matter that much of the reds and blues differences, but the owners of them may care. We'll see the ideas behind those colors and say "kill that mofo" or "omg omg omg run away!".
The difference doesn't exist other than bolding and underlining. The issue with minecraft color codes is that there aren't many
Boosting would be noticed by players/staff and swiftly banned/reset both parties. Although a good reason to write in something like a cooldown for karma gains on the same player (would require logging death kills to Karma gains).One thing I'm worried about is just boosting karma. Have someone kill someone else to become Evil, then have someone else kill him again and again to become 'good'. Than everyone trusts that person only to get stabbed in the back. xD
Having cooldowns would be very good. You could kill a bunch of evil aligned players coming after you for a jump in good karma, but not be able to... shall we say, farm a single evil player.Boosting would be noticed by players/staff and swiftly banned/reset both parties. Although a good reason to write in something like a cooldown for karma gains on the same player (would require logging death kills to Karma gains).
Karma will be disabled in arenas, battlegrounds, duels, and death matches. I'm writing Karma to be extensible and modifiable to which some interactions can cancel Karmic eventsEdit: Another question. Will karma count in arenas, battlegrounds, duels and death matches?
this is amazing lol that makes other people trust other people better, or otherwise lol you've been warnedit's not a rating system. It's definable by the killing you do.
Let me give you an example:
Player A, B and C are all newbs, they have 0 karma.
Player A kills B, A now has -10 karma (evil) and B has 0 karma (neutral).
Player C kills A, C now has 10 karma (good) and A still has -10 karma (evil).
Player B kills C, B now has instead of -10 but rather -12 karma for killing someone good.
Get it? It's more so of a system that defines whether you kill evil doers (like those raiders who constantly kill those noobs) or kill good people. The nametag coloring have a meaning as mentioned.
Currently the plugin will show players with the following coloring depending on levels. (there are 4 levels of evil and 4 levels of good).
MostEvil Evil3 Evil2 Evil1 Neutral Good1 Good2 Good3 MaxGood
That's about it, remember, we're somewhat limited with the Minecraft colors provided.