- Joined
- Jun 21, 2016
- Messages
- 1,034
After playing it (and i know its not a week) im not really much of a fan of this new system, then again i wasnt big on the old system. Allowing people so much leg room is a mistake IMHO, as a player can easily build up karma, then begin to RDM for a fairly long time before anything can be done (other than admin interference). The karma/punish system should be a self-admining system, when no other admins are on. With these new changes, it makes it much harder for that to be done.
Honestly, the karma system on its own isnt really good in its own right. It would be better if your karma score influenced your ability to play the game, similar to how GMOD reduces your damage the lower your karma is. Perhaps nerfing your ability to become traitor the lower your karma is, or reducing the amount of credits you gain could also take into effect, giving more care and reason into having a low karma score rather than "lol ill just build it back up". Without anything that is influenced by karma, especially now it makes it feel meaningless.
Personally, the punish system worked wonders. We dont need to overcomplicate things, especially if there is nothing influencing the gameplay with it.
I think damage reduction is these 2 convars but not fully certain
g_ckarmaDMG = AutoExecConfig_CreateConVar("ttt_karma_dmg", "0", "Scale damage based off of karma? (damage *= (karma/startkarma))", _, true, 0.0, true, 1.0);
g_ckarmaDMG_up = AutoExecConfig_CreateConVar("ttt_karma_dmg_up", "0", "If ttt_karma_dmg is enabled, should be enable scaling damage upward?", _, true, 0.0, true, 1.0);
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