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please don’t integrate karma! (addendum: at least not how exists in LD)

Posted 2022-10-21 12:26:39
Ah! Okay, thank you. Yeah, I guess I made some pretty silly points, didn't I? But I can see why people might not like how the Karma system is being implemented. I myself never cared either way, but I see why many players do. Man, I sounded like an idiot

🔥Bakedfish🐟
#87424

Posted 2022-10-21 14:39:08
I agree pretty much fully with @VagueShapes #828. Sure, nothing irl is affected, but it really sucks to make a good vs evil choice when real life isn't that black & white, and then points towards being more "evil" or "good," and no real way to stay neutral due to everything being good or evil.

Sunny
#30082

Posted 2022-10-21 15:51:51
since i'm becoming more active on WD again, i kind of wanna go through  this thread and compile a list of specific suggestions and concerns about the integration of karma. (i'm OP by the way!) if anyone wants to brainstorm or start that list, let me know! i'll credit you when i edit the original post with the info c:

Arcadia /hiatus
#1119

Posted 2022-10-21 16:09:33
I like the idea of that. Honestly I can't really think of any pros; good luck with that/hope there's some valid pros in this thread somewhere!

Sunny
#30082

Posted 2022-10-22 04:10:57
My issue with karma, and its rampant in LD, is that karma heavily favors negative actions.

In LD, you get items and carcasses and even better decor from events and encounters if you are evil. 

There are encounters with WD that would actually harm "good" players:

Bap the millipede: you get a reward.  Ignore it, nothing. Bapping is abusive and mean.

Kill the weasel, you get a carcass, intimidate the weasel, you get a carcass, ignore, you get nothing. Killing and intimidating is abusive and mean.

Pestering the snake in the Prairie, pestering is mean.  But it gives bones.  I always need bones, so I should pester it to raise my chances of getting an amusement item.  If karma is implemented, pestering would certainly be a mean action, but if I dont do it I get a whole lot of nothing, so Im forced to make a choice, always run low on amusement items, or be mean and nasty to the snake so I can keep a happy pack?

Bapping the lizard in the desert will have better chances at giving a bone than observing.  I have only ever once gotten a reward from observation, a peccary carcass. Once.  After many tries, I gave up and started bapping and I saw a large majority of time I got bones.  Again, I need bones, we all do. What is the natural choice?  Bap the lizard, get negative karma, but be able to keep the pack happy so they dont run away.

These are just some examples of skewed rewards for being mean.  I have yet to get rewarded for being nice, like sitting next to the Pacific Loon encounter.  If I chase it off, I almost always get a dead fish. 

In all my encounters, if Im mean, I get rewarded far more frequently.  When Im nice, I usually get nothing at all.  Because of this, I like the current NO KARMA system.  I can retain a friendly/romantic pack and still target encounters that offer better reward through a perceived negative action.  I do NOT want to be forced into having to be evil just to get rewarded more favorably than if Im good.

There is already a huge amount of micromanaging going on in WD, karma just adds to the pile.  Games should be fun, not stressful.

There is too large of a margin for imbalance when it comes to karma and with ALL the games Ive ever played, none of them has EVER been able to balance it.

Mustang 🐎
#3314

Posted 2022-10-24 19:24:52
Haven't voted because I'm not sure what this would even look like, not having played Lioden. If it was something like the cryptid factions that could work if it's not too distracting. Different without being punishing. I liked fishing those snakes out of the river to save them, but also being able to eat them when I had less food.

🍂 Leonca 🐆
#54339

Posted 2022-10-24 21:32:51
It's nothing like the factions. There's no neutral ground nor someone to gain favor with. It's strictly black and white: Either you're mean and become Evil, or you're kin and you become Good. You can stay "neutral" by doing both "good" and "bad* actions to stay in the middle, but there's honestly no real use to the karma system except for titles such as "mean," "usual," "evil," "good," etc and changing the facial expression of the Explore lion face.

Also to add to bapping the lizard: I actually find a lot more carcasses. Either it's increased or decreased in chance by seasons, or you just have bad luck with he RNG for Observing.

Sunny
#30082

Posted 2022-10-25 08:06:29
That does sound pretty clunky. I've heard of some games that work that way and there are development discussions on how you can make it feel more natural. Extra Credits channel has some videos on it but I'm not a developer so I don't know how I'd improve it.

🍂 Leonca 🐆
#54339

Posted 2022-10-25 15:14:43 (edited)
I definitely feel Wolvden already leans heavily on the bad-wolf side, and even when I'm trying to be nice in encounters, the flavor text still comes across as passive aggressive and not as a friendlier/nicer option. Things like "you could easily kill it, but you choose not to for some reason". Like it's the nicer option, but it's still not nice. I guess I'm saying I would like there to be better distinction between nice vs bad scenarios, and not "here's bad, and then a lesser bad thing". I want genuine good encounters and flavor text to counter the bad.

And I agree with all the previous points regarding unbalanced rewards for good vs bad. Having one side garner more/better rewards would make the whole thing pointless and honestly frustrating.

Also, can the bad things be actually bad? I don't see how killing an animal for food in explore would make a wolf bad. They're literally just hunting. I don't want normal wolf/animal behavior to be punished or titles as "bad".

Remmie
#8429

Posted 2022-10-25 18:00:34 (edited)
half-ish support? (I think some changes should be made I guess?)
I feel like I myself already make the "good" choices in game, and karma would help me a lot. However, other players who prefer to choose the "aggressive" options may think karma is not a good idea.

Karma should have it's own "event" of some sort, just a week/a few days where it is turned on, and then off for some time, so players don't feel pressured to make "good" choices in explore constantly.

Also, in some explore encounters, both options are bad, or there is only one, for example, the lunar squirrel encounter. You only have one choice: attempt to trick the squirrel into trusting you so you can eat it, or the beaver encounter, where you  can either scare the beaver or kill it. If the player wanted good karma, they would have to waste precious energy/lunar essence skipping similar encounters.
All encounters should have a "good" option and a "bad" option. At least this way, if karma is integrated, players can actually do what they want, not be forced to select a bad option or waste energy.

Karma should be subtle, not very noticeable, just occasionally a player gets a better reward, or worse outcome than expected. This would also have less of an impact on newer players who do not know what they are doing. They may select "bad" options constantly, unaware, and doom their pack to dire consequences, maybe even so much that they quit Wolvden!

About newer players: Maybe karma would be unlocked once a player has been in-game for 30 rollovers. This would allow them to learn about the game and get a steady pack and resource supplies before being introduced to karma.

Relating to that, some players may need the things they get from "bad" options for survival, such as in winter, when food is scarce and many packs survive on food gained from explore encounters. If they did this over and over again, bad karma may remove the food, and thus ruin the game for the players.

Karma would be even better if "bad" karma was removed completely! Instead of good option=good outcome, bad option=bad outcome, it could be good option=good outcome, bad option=no change.

Karma could be switched off during events so players don't feel pressured to make a "good" decision as opposed to making a "bad" decision that would give them much more, for example giving up your pups for a clover/moss base applicator in coigreach.

Karma could appear as an optional setting in a player's profile, able to be switched on and off at any time. The player would be able to control it at leisure. Switching it on when they want a nice surprise, and switching it off when they need "bad" encounters for resources/survival.

In short, karma can be good, but it pressures players to do things they don't want to do at times, so it should have its own time for activation. It should be more subtle, and karma would be better if "bad" karma was removed! Karma should also be implemented as an option setting in a player's profile.
(sorry very long and a lot of information)

✨starthealphawolf💫
#74503

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