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

Posted 2022-11-08 16:15:06 (edited)
I changed my vote to support after thinking it over (blame the autism lol).

I was thinking about the possibility of more complex options in karma choice and I'd really like that, actually. I had some ideas on how this could work that I could show if folks wanted.

A karma system where you have several options, and each choice on the explore screen has a pool of possible ends (possibly based on stats, idk what WD coding is like) would be wicked.

BIG RED RAT
#41885

Posted 2022-11-08 17:13:01
I wouldn't mind hating them, though maybe it should be put into its own thread somewhere? Unless some others want to see it here.

Sadly, the karma system is very black and white. :/ Maybe if it was more aligned with wolf personalities and more grey or lenient instead of  strictly good or bad.

Sunny
#30082

Posted 2022-11-08 18:46:08
Does karma (agree the name should change to reputation) really change with every encounter in Lioden? Because I'd be okay with some decisions affecting reputation (although preferably something more nuanced than good/evil) but if it was every encounter that would get pretty tiring + restrict the kind of encounters the writers could add.

Badger
#10939

Posted 2022-11-08 19:05:32
I think it's affected by most encounters though perhaps not the static / flavor text where you gain or lose energy. I don't play it often enough to be 100% sure. I know event encounters directly effect your karma. Pretty much any encounter that gives you two options would alter your karma. Reasonable one: Kill, ignore or frolic with a lost cub. Kill removes karma, ignore does nothing, and frolicking improves karma and gives you an option to befriend a lioness. The example I shared above in an image is an event encounter. It states the deer is sick, and gives you option to kill or or roar at it. Killing it is "evil." Why? No idea. It states the creature is sick, then when you choose to kill it says "you don't care if it's choking on grass!" Where did the grass come from?? I'm putting a sick animal out of its misery, and preventing the infection from spreading and making more creatures sick. Roaring at it, thus scaring it, is "good." It just so happens to fall into a ditch with water. The "water will make it feel better." 1. If it's sick, it could spread infection through the water. 2. What's water gonna do for a choking animal? Could it even swallow the water? Maybe it'll help it swallow, maybe it won't.

Sunny
#30082

Posted 2022-11-08 19:26:55
I do like the idea of changing the name to Reputation! It doesn't sound as harsh, above other things.

Remmie
#8429

Posted 2022-11-16 11:35:38
[Copy pasted from my answer in another similar thread]

I do not want the karma system. If karma is to be toggled on and off, seem's like there would be quite a lot of people who would keep it off - maybe for the sake of events or when it does matter. Because of that, going through a bunch of code work on the Devs half only for it not to be used in majority of the site seems like a waste to me. I would much rather something "new" that intrigues more players.
Just like many have mentioned before, WD has alot of negative favoring interactions and adding a Karma system to it (I consider) has to have a an equaling balance to the counter choices. (such as to kill or intimidate a weasel, Bow or taunt an owl, Bap or leave a lizard) The "nicer" choice has to give me more than +2sc or nothing. That would require a new coding adjustment. Why not just leave things how they are and add the coding effort into things that more people would like and would be "easier"?

† ʀɪᴘ †
#22191

Posted 2022-11-19 20:42:39
I've been thinking a lot about this thread, and the way good/bad is handled in Undertale - I love the way the default ending is neutral, and the player has to make deliberate decisions and work hard to achieve the good or bad ending.

If the devs decide to go with a good/bad rep system (I'd still prefer friendly/stoic/romantic/aggressive because it'd be something new and unique to the site), I'd love to see it implemented in a way that the default/easy one to gain is neutral - good and evil reps should be equally hard to acquire, without picking food rewards biasing players towards being evil or anything like that. Like I love infusing my wolves with personality etc and it affects the choices I make in explore - but at the end of the day I have a pack to feed, and I don't want to be punished with an unwanted/out of character rep because I'm looking after my pack.

Badger
#10939

Posted 2022-12-24 11:25:30 (edited)
I still really hate the idea of karma, but if it is going to happen (which I dread to my very soul) then here is how I see it able to play out:

Karma encounters should offer no items, boosts or reward of any kind, just good or bad karma points. 

Thats it. 

There could be a shop offered by the raccoon that unlocks and offers decorations or backgrounds based on the amount of karma a person has, good or bad that can be purchased ONLY with sc/gcNo special currency of any kind.

In explore there should be no gain of items or currency from encounters whether its toys, food recipes or anything else.  This way people can still trade decor and BGs like they do with biomes, but there is no real core game benefit.

No toy/carcass gains.
No stat boosts.
No energy boosts.
No special currency.

Karma of any kind should never tip the balance of core gameplay of any kind.


Mustang 🐎
#3314

Posted 2023-03-12 03:51:06
I really, really, really don't want karma to be integrated to Wolvden... at least not with the kind of events you find on Lioden.

A predator isn't "Evil" for hunting a prey animal. Yet on Lioden, if you choose to attack some lost calf, that's bad karma. Even if karma was only a flavor thing that offered no benefits/currency/gameplay advantages, it still bothers me.

Predators hunt. Predators are opportunistic; they have to be to survive. Predators don't go for a baby animal out of malice, they go for it because the opportunity presented itself. They don't intentionally torment it to try and see how long they can keep it alive while it suffers. Nature can get clumsy and gruesome, but the goal is always to "kill then eat".

If Wolvden's karma system is going to add events like THAT to factor whether you're Evil or Good... Ugh... Sorry, I'll be really... bummed.

Please, devs, when deciding the events that affect your karma, don't make predators evil for being predators.

If the karma events will instead be about your behavior around other wolves, that'd be a lot better. For example, an encounter where you scold a pup, your wolf can either [Bite] them (bad karma), [Snap at] them (neutral) or [Reprimand/Lecture] (good karma).

Just my two cents...

Cherry🍒
#114455

Posted 2023-03-16 12:10:28
If they do Karma, it needs to be balanced. So we can choose which we want based on the personality we want our wolves to have. Not based on if we need food or not. (i.e. the beaver). If killing the beaver means we get pushed towards evil. then that's less food we can get. so another encounter should come that we get the food and we get pushed towards good. I know they keep saying it's coming, and I dread it personally.
Quiet Voices
#1558

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