- Joined
- Jan 7, 2011
- Location
- The 7th Circle of Heaven
Please note: This is in PLANNING and has not been completed or released.
Karma - WORK IN PROGRESS
Purpose:
To encourage challenging, thought provoking gameplay, with a tidy checks and balance system in PVP on a hardcore MMORPG server. Doing evil things will get you punished at the reward of easy loot, coin gain and 'evil' titles. Like-minded individuals will join together to form organizations and townships to bolster their deeds, whether it be good / neutral / evil. All players would start slightly "blue" / borderlining grey.
Classifications:
RED = BAD (Someone who has followed the path of evil, does evil things, steals/kills neutral & good)
GREY = NEUTRAL (Someone that doesn't have enough influence either way)
BLUE = GOOD (Someone who seeks out evil-doers, protects neutrals and stops crimes)
<RED-|||||||||||||||||||||||||||||-------GREY-------||||||||||||||||||||||||-BLUE>
<RED-|||MAX of -10000|||||||||-------GREY-------|||||||MAX of 10000-BLUE>
Positive Modifiers:
For starters, You start at 0 karmic points. If you kill someone that is GREY or BLUE aligned, you will get say, -10 points. This doesn't immediately move you to the RED alignment. This moves you closer to RED alignment. We can set the amount necessary in order to be aligned with RED Say you go on a killing rampage and you kill 5 GREY, this means that you have -50 karmic points. You would now be aligned with RED.
The scale would look something like this.
<RED-||||||||||||||||||||||||||||||||-------GREY-------|||||||||||||||||||||||||||||-BLUE>
Killing someone within the same karmic influence will yield minimum gains.
Killing someone out of your influence will yield large gains. 5K Good player vs -5K Evil player would mean a massive gain.
Karma decay would mean that all players would slowly slide back to 0 points.
" You have gained 10 Karma points for slaying Sleaker! "
" You have lost 10 Karma points for slaying Kainzo! "
Atonement System:
The gods will allow you to atone your deeds by offering monetary worship or levels.
To gain instant neutrality, you may atone HeroLevels / Coins, in the process, coins/levels will vanish and karmic reset will take place.
Player Use:
/karma pause - stops the gain of positive karm (may have some logic issues)
Logical Exceptions:
Possible disabling of the system for PVP events - so no one has modifiers.
/karma admin global disable - to stop all karmic gain/lost
Karma Leaderboard:
To see the GOOD vs EVIL standings
/karma top good
/karma top evil
Balance:
The system must be somewhat balanced, right now the "evil" players have far out reaching rewards and virtually no drawbacks. We want to reward GOOD players and punish BAD players. The balance would need to also place negative modifiers on good as well as bad players so the system isn't "one sided"
Checking Karma:
"/Karma <playername>" - to check the current level of karma of a player (or if they're evil/good/neutral)
Flagging system (would require Spoutcraft to function properly) - These would usually only be for hours at a time, not necessarily forever.
/karma top good
/karma top evil
API/other plugins:
Sentry - "Good" guards would attack "Bad" players / vice versa
NPCs - Certain quest givers wouldn't talk to "Bad" players, / vice versa
Heroes integration for EXP loss / level loss
Economy for coin loss
HeroTitles - for title grants
Vault - for various other things.
Karma - WORK IN PROGRESS
Purpose:
To encourage challenging, thought provoking gameplay, with a tidy checks and balance system in PVP on a hardcore MMORPG server. Doing evil things will get you punished at the reward of easy loot, coin gain and 'evil' titles. Like-minded individuals will join together to form organizations and townships to bolster their deeds, whether it be good / neutral / evil. All players would start slightly "blue" / borderlining grey.
Classifications:
RED = BAD (Someone who has followed the path of evil, does evil things, steals/kills neutral & good)
GREY = NEUTRAL (Someone that doesn't have enough influence either way)
BLUE = GOOD (Someone who seeks out evil-doers, protects neutrals and stops crimes)
<RED-|||||||||||||||||||||||||||||-------GREY-------||||||||||||||||||||||||-BLUE>
<RED-|||MAX of -10000|||||||||-------GREY-------|||||||MAX of 10000-BLUE>
Positive Modifiers:
- RED
- 10k = [Dread] Title
- 5k = [Infamous] Title
- 2k = [Devious] Title
- 1k = Double EXP on BLUE kills
- Free roam to kill anyone and acquire item/exp.
- BLUE
- 10k = [Illustrious] Title - unable to lose coins on death
- 5k = [Glorious] Title
- 2k = [Devout] Title
- 1k = Double EXP from kills RED (Possible)
- RED
- 10k = Level Loss on death
- 5k = More Exp Loss per Death
- 2k = Placeholder
- 1k = Placeholder
- GREY- on Death
- Item Loss
- Exp Loss
- BLUE
- 10k = More EXP Loss
- 5k = Exp Loss per Death
- 2k = Placeholder
- 1k = Placeholder
- Unable to kill without karmic loss unless RED
For starters, You start at 0 karmic points. If you kill someone that is GREY or BLUE aligned, you will get say, -10 points. This doesn't immediately move you to the RED alignment. This moves you closer to RED alignment. We can set the amount necessary in order to be aligned with RED Say you go on a killing rampage and you kill 5 GREY, this means that you have -50 karmic points. You would now be aligned with RED.
The scale would look something like this.
<RED-||||||||||||||||||||||||||||||||-------GREY-------|||||||||||||||||||||||||||||-BLUE>
Killing someone within the same karmic influence will yield minimum gains.
Killing someone out of your influence will yield large gains. 5K Good player vs -5K Evil player would mean a massive gain.
" You have gained 10 Karma points for slaying Sleaker! "
" You have lost 10 Karma points for slaying Kainzo! "
Atonement System:
The gods will allow you to atone your deeds by offering monetary worship or levels.
To gain instant neutrality, you may atone HeroLevels / Coins, in the process, coins/levels will vanish and karmic reset will take place.
Player Use:
/karma pause - stops the gain of positive karm (may have some logic issues)
Logical Exceptions:
Possible disabling of the system for PVP events - so no one has modifiers.
/karma admin global disable - to stop all karmic gain/lost
Karma Leaderboard:
To see the GOOD vs EVIL standings
/karma top good
/karma top evil
Balance:
The system must be somewhat balanced, right now the "evil" players have far out reaching rewards and virtually no drawbacks. We want to reward GOOD players and punish BAD players. The balance would need to also place negative modifiers on good as well as bad players so the system isn't "one sided"
Checking Karma:
"/Karma <playername>" - to check the current level of karma of a player (or if they're evil/good/neutral)
Flagging system (would require Spoutcraft to function properly) - These would usually only be for hours at a time, not necessarily forever.
/karma top good
/karma top evil
API/other plugins:
Sentry - "Good" guards would attack "Bad" players / vice versa
NPCs - Certain quest givers wouldn't talk to "Bad" players, / vice versa
Heroes integration for EXP loss / level loss
Economy for coin loss
HeroTitles - for title grants
Vault - for various other things.