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Suggestion Karma Suggestions.

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
The karma system that was put into the game awhile back was interesting. I would love to see it improved and brought back. One issue is that I felt like it was lacking "something" to make it a useful yet strong aspect of the game.

Current Karma System: Pro's/Con's

Pro's:
Competition between players to reach higher amounts of +/- karma
Unique Titles
Something to do (aka farm karma)

Con's:
Doesn't protect new players (actually makes it worst)
Large money loss on death with high karma
Doesn't really have an effect on game play

Some Ideas for Improvements:

(1) A system allowing party members to get slight buffs when grouped with similar karma party members.
For example, 3 negative karma members might get a slight damage buff or 3 positive karma members might get a slight health buff. This would make certain towns have to actually follow the lore of their town: evil, chaotic, good, ect. This would also add a small yet useful change to the game.
(2) If an evil karma player above lvl 50 kills a low level neutral/good player ( under level 40) his coords are instantly announced to the server upon killing the victim.
(3) Remove the constant money loss upon death. Instead add a system where for each low level neutral/postive karma player an evil player kills he gets a debuff that makes him lose a certain amount of gold on death. Example, each low level adds a 10 minute .5% money loss debuff that stacks upon killing. So if an evil player killed 5 low level neutral/good players he would have a 10 minute debuff where he loses 2.5% of coins upon death.
(4) Make a skill that provides a high positive karma player the ability to track down an evil player that just recently killed a low level neutral/good player, maybe even giving them a slight temporary damage buff towards evil players.

Note: These are just ideas for improvements to the karma system. If you have any construction criticism or ideas of your own feel free to post.
 
Joined
Jul 10, 2013
Location
Tampa, FL
I like the idea of Good/Evil players getting a skill that lets them track the opposing force during certain conditions.

Variant to your concept:

Karma Good Dies (level doesn't matter) to High Karma Evil, Good characters get a one use per incident "Justice" skill that lets them know the area it happened. Instead of the exact 50 blocks that ranger has, maybe 100-250 range? The greater the Kama difference, the more exact the location. Example: Low evil killing a low good, you get a range of about 2000 blocks. Extremely high evil vs Extremely high good, exact to100 blocks (never as good as ranger track, nor as frequent).

This works in inverse as well. Evil Characters get "Vengeance," which does basically the same, just when Goods Kill Evil.

For fun, toss in a Neutral Version "Peace Keeper," which tracks both, but only when a low range player dies (so low evil or low good) to either side.

Make all of these level limited (say, 20-30), and have a moderate regeant.

That in mind, you'd have a range of High Goodies, tracking High Evils; High Evils Tracking High Goods, and a bunch of Neutrals fighting both of them. It would help spark PVP at higher tiers, as hot beds would spark up from the tracking.


I do like the idea of parties of similar karma tiers getting kind of a buff effect. It makes the PvP raiding party that much more powerful versus the lone hunter.
 

Zaihn

Legacy Supporter 5
Joined
Apr 14, 2013
Bump

I realize the Herocraft staff is extremely busy at this time with all the new stuff.

I would like to see a Completed Karma System back in the game though!

Looking for feedback on these ideas.
 
Joined
Apr 1, 2013
this is interesting. like it. i wasn't here back when they added karma, can u explain the current karma system, if its even in place right now?
 

spiralz

Obsidian
Joined
Jun 20, 2013
I think "Good" players should deal more damage to "Evil" players and vice versa, than to "Neutral" players. The Karma system reminds me of D&D Alignments where Good/Evil characters do more damage to the opposite alignment with some of their special abilities. I don't think Evil players should get any kind of negative effects. Being Good/Evil are play-styles and neither should be punished based on this.
 
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