space-wizards / space-station-14

A multiplayer game about paranoia and chaos on a space station. Remake of the cult-classic Space Station 13.
https://spacestation14.io
MIT License
2.58k stars 3.21k forks source link

Karma Points / Shop / Player Award System #7842

Open Peptide90 opened 2 years ago

Peptide90 commented 2 years ago

Some SS13 servers have an option to award karma to other players either during the round or encouraging it at round end.

This is a way for players to recognise other players for good roleplay, badass actions or just general fun. Said karma can then be redeemed on karma locked flavour roles (e.g. musician, barber, pod pilot, mechanic, blueshield, NT rep etc etc), as well as races that have interesting mechanics.

In practice it could also implement well with the load out system, using points for one off next round start bonuses of fluff items and drip or possibly permanent unlocks. The options are endless and highly customisable and I guarantee downstream will be interested.

A lot of players have expressed interest as have some of the team. To moderate the main thing would be putting a cap to make sure players give karma to X amount of other players before they can award to the same player again, as well as allowing admins to check karma logs per player and strip points etc.

moonheart08 commented 2 years ago

We're not karma locking musician it's perfect as-is. The rest is good though.

TimrodDX commented 2 years ago

There's a couple reasons I don't like this idea.

The first is that it's been tried before, and almost inevitably devolves into two things: the first half is people breaking up into cliques and forming meta-friendships, which is bad for the game and usually results in people being banned, and the second is that most people are just going to pick someone at random because no one remembers anyone's name in SS13. You don't want to encourage either of these things.

Second, you don't want to lock content behind a wall in a game where there's already a huge problem of people joining and not having anything to do. That's how you get the grey tide. Giving someone a job, any job, is better than having them grey tide - and I think having jobs like that are how you divert people out of grey tiding.

Third, it cheapens the gameplay value of admin rounds. A lot of that stuff you mention is stuff that was admin-exclusive in /tg/, and was used to make some of the most memorable rounds I ever played through - things like Centcom rounds, Thunderdome, NT rep visits, death squads, that kind of thing. If anyone can do those things, it's a lot less impressive and a lot less memorable.

I just think it's the wrong way of doing things.

ike709 commented 2 years ago

Player-awarded Karma™ is a terrible idea for numerous reasons, one of the main ones being metafriends & point-for-point trading. I could go on for a while but this is one of the biggest issues.

Some form of generic points that the player earns themself (similar to BeeStation's Beecoins™) is less awful but has its own issues (primarily needing sufficient sinks and a cap to stop people from perpetually accumulating an infinite amount).

Or alternatively an admin-awarded benefit of some kind. I know some server gave admins the ability to unlock Ultra job priority (basically High+, being limited to one slot) for specific players, with the idea that better players would be prioritized for (hopefully) the more important roles.

But generally any implementation of this idea has its own problems.

Peptide90 commented 2 years ago

There's a couple reasons I don't like this idea.

But generally any implementation of this idea has its own problems.

I like to play devils advocate so let me raise you two questions then some answers. Will it negatively impact you or your round? and What's a better way for players to recognise other players for good roleplay or contribution to the round? and just as an extension, how would you lock up fluff roles and species you don't want being common? (not event roles).

The rebuttle

PJB3005 commented 2 years ago

What's a better way for players to recognise other players for good roleplay or contribution to the round?

Expectation: players get awarded for good roleplay

Reality: players get reality for being in the right place at the right time (medbay) or doing a gimmick for 5 consecutive rounds

Androidonator commented 2 years ago

I have about few hundred hours on paradise station and I have measly 6 karma I mainly play engi or sec so yeah that might be the reason why. I think goonstation job rewards system is interesting idea but a combination of both would be even better idea in my opinion i.e.

+100 points for getting "commend or whatever you want to call it" +20 healing +30 doing the station objective +10 playtime +100 points for getting "commend or whatever you want to call it" +20 healing +30 doing the station objective +10 playtime etc.

I think it shouldn't be purely cosmetic, but it should be either.

  1. minor improvement in stats i.e.

    • +5 capacity bag or something
  2. side-grade (serving same purpose different interesting way) i.e.

    • medical scanner, but it only scans for locations of fractures and organ damage but not for any type of damage.
    • banana peel that is sticky (incremental slowdown as you walk over it) and not slippery
  3. convenience (not really game changing, but nice to have) ie..

    • getting zipties instead of handcuffs