Eldrylars
Legacy Supporter 8
- Joined
- Apr 28, 2012
- Location
- Dragon through ...
Since there is a thriving discussion on what should be gained or lost due to the karma system a second discussion should be started to inform and protect against exploiting the karma system.
I know that the Karma system is in a concept phase and thus a major unknown, but I am sure many of you like myself have played enough games with karma systems that we can give a lot of insight to help build a good system from the start instead of having to fill holes as the system is being used. Please post any problem you see and your thoughts on potential fixes for them
The idea of this thread is to pre-spot ways to exploit the potential system not features for the system. Try to keep features in the original thread unless they specifically regard to problems that could occur ex. Towns warring each other will both go evil quickly from defending/raiding.
Some Focus Points
Gaining/Losing Karma
Karma Griefing
General:
Terrible Robots
Exploit - The use of bots to reset karma has been widely used in several games. Having a bot that is 10k and a bot that is -10k to raise of lower the karma as desired.
Potential Fix - Setup a kill timer for karma gains and losses for whatever side of the scale you are on. As an evil player you only gain karma once every X hours from the same player. Same for good players gaining from killing evil players once every X hours
Friendly Blood
Exploit - More of an issue with duals and training. Fighting friends for sport will cause you to lose karma
Potential Fix - No karma gained/lost from kills within your own town. A /karma confirm command that allows you to confirm that you want the killer to take a karma hit.
Damn Defense
Expoit - Players defending their towns from raids will quickly go red from having to kill blue invaders.
Potential Fix - Setup township regions as Karma off for members of the defending town.
Bloody Wars
Exploit - Townships constantly war with each other and a harsh karma system will detour a lot of players from participating in wars/pvp with other cities.
Potential Fix - Create a basic alliance/war system that would allow a township to perhaps pay a fee to "War" another township which would last x hours and would disable karma gains and losses when fighting members of the opposing towns as well as disabling karma gains and losses when fighting within the opposing towns regions.
Healers Ahoy!
Exploit - If a blue player is giving any positive effects to a player with flags they will remain unflagged and take no penalty for helping the murderer.
Potential Fix - When a positive effect is cast from one player to another the casting player receives all the aggressor flags from the target. Thus if the 0+ player dies the player healing/buffing the killer also takes a karma hit
Griefing:
To tag or not to tag. (Aggressor Tag: Marking the person who started the attack and who will be effected by the karma loss)
Exploit - If aggressor tags are not implemented then players will grief new players and vets alike by attacking them until the new player of vet fights back . The griefer will then get the target to kill them to make them lose their karma. If the target does not fight back the griefer could potentially keep them at 1hp indefinitely.
Potential Fix - Aggressor Tags, if a 0+ aligned player attacks another 0+ player they will be flagged as an aggressor and be able to be attacked without penalty for 5 seconds. If a second attack is made within 5 minutes of the first attack then the aggressor flags duration will increase to X(5,10) minutes of being able to attacked without penalty. Each hit while flagged will reset the timer.
PVE blocking
Exploit -The 0+ aligned griefer will walk in front of the 0+ aligned player killing mobs making them kill the griefer and take karma loss or killing the PVE'ing player if tagged as an aggressor.
Potential - A short timed first strike aggressor tag would help to an extent as a way to stop the griefer from killing the PVE'ing player but unfortunately outside of PE'ing this I still do not have a suggestion to prevent this type of griefing.
PVE boosting
Exploit -Hitting a PVE'ing player almost down to death while fighting mobs and letting the mob/terrain finish off the player to avoid karma loss.
Potential - If an aggressor tag was implemented then even if the griefer does not get the killing blow they will still take the penalty from the players death.
Town thieves
Exploit - 0+ player gets into your town or personal regions and starts to steal from chests.
Potential - Players within their own town or residence regions can kill without karma loss.
I know that the Karma system is in a concept phase and thus a major unknown, but I am sure many of you like myself have played enough games with karma systems that we can give a lot of insight to help build a good system from the start instead of having to fill holes as the system is being used. Please post any problem you see and your thoughts on potential fixes for them
The idea of this thread is to pre-spot ways to exploit the potential system not features for the system. Try to keep features in the original thread unless they specifically regard to problems that could occur ex. Towns warring each other will both go evil quickly from defending/raiding.
Some Focus Points
Gaining/Losing Karma
Karma Griefing
General:
Terrible Robots
Exploit - The use of bots to reset karma has been widely used in several games. Having a bot that is 10k and a bot that is -10k to raise of lower the karma as desired.
Potential Fix - Setup a kill timer for karma gains and losses for whatever side of the scale you are on. As an evil player you only gain karma once every X hours from the same player. Same for good players gaining from killing evil players once every X hours
Friendly Blood
Exploit - More of an issue with duals and training. Fighting friends for sport will cause you to lose karma
Potential Fix - No karma gained/lost from kills within your own town. A /karma confirm command that allows you to confirm that you want the killer to take a karma hit.
Damn Defense
Expoit - Players defending their towns from raids will quickly go red from having to kill blue invaders.
Potential Fix - Setup township regions as Karma off for members of the defending town.
Bloody Wars
Exploit - Townships constantly war with each other and a harsh karma system will detour a lot of players from participating in wars/pvp with other cities.
Potential Fix - Create a basic alliance/war system that would allow a township to perhaps pay a fee to "War" another township which would last x hours and would disable karma gains and losses when fighting members of the opposing towns as well as disabling karma gains and losses when fighting within the opposing towns regions.
Healers Ahoy!
Exploit - If a blue player is giving any positive effects to a player with flags they will remain unflagged and take no penalty for helping the murderer.
Potential Fix - When a positive effect is cast from one player to another the casting player receives all the aggressor flags from the target. Thus if the 0+ player dies the player healing/buffing the killer also takes a karma hit
Griefing:
To tag or not to tag. (Aggressor Tag: Marking the person who started the attack and who will be effected by the karma loss)
Exploit - If aggressor tags are not implemented then players will grief new players and vets alike by attacking them until the new player of vet fights back . The griefer will then get the target to kill them to make them lose their karma. If the target does not fight back the griefer could potentially keep them at 1hp indefinitely.
Potential Fix - Aggressor Tags, if a 0+ aligned player attacks another 0+ player they will be flagged as an aggressor and be able to be attacked without penalty for 5 seconds. If a second attack is made within 5 minutes of the first attack then the aggressor flags duration will increase to X(5,10) minutes of being able to attacked without penalty. Each hit while flagged will reset the timer.
PVE blocking
Exploit -The 0+ aligned griefer will walk in front of the 0+ aligned player killing mobs making them kill the griefer and take karma loss or killing the PVE'ing player if tagged as an aggressor.
Potential - A short timed first strike aggressor tag would help to an extent as a way to stop the griefer from killing the PVE'ing player but unfortunately outside of PE'ing this I still do not have a suggestion to prevent this type of griefing.
PVE boosting
Exploit -Hitting a PVE'ing player almost down to death while fighting mobs and letting the mob/terrain finish off the player to avoid karma loss.
Potential - If an aggressor tag was implemented then even if the griefer does not get the killing blow they will still take the penalty from the players death.
Town thieves
Exploit - 0+ player gets into your town or personal regions and starts to steal from chests.
Potential - Players within their own town or residence regions can kill without karma loss.