Karma: Difference between revisions
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{{version|1.1.19.3}} | |||
The game provides two settings: Default and Strict, however, Server Hosts can change every parameter about Karma, for this reason, this article | '''Karma''' is an optional (enabled by default) server setting which provides a natural deterrent to griefing, by punishing players who commit "harmful" acts with increasingly punishing penalties. | ||
The game provides two settings: Default and Strict, however, Server Hosts can change every parameter about Karma, for this reason, the values in this article may not be accurate, depending on the settings from the Server. With default settings, no transgression besides causing a [[Nuclear Reactor]] Meltdown is enough to trigger a punishment. | |||
== Karma events == | == Karma events == | ||
Many ingame events will have an effect on Karma, either by raising it or by lowering it, the | Many ingame events will have an effect on Karma, either by raising it or by lowering it. | ||
== Karma Settings == | |||
{| class="wikitable" | |||
! class="header" | Name | |||
! class="header" | Default Preset | |||
! class="header" | Strict Preset | |||
! class="header" | Description | |||
|- | |||
| style="text-align:center;" | Reset karma between rounds | |||
| style="text-align:center;" | [[File:Checkmark True.png|30px]] | |||
| style="text-align:center;" | [[File:Checkmark True.png|30px]] | |||
| style="text-align:left;" | N/A | |||
|- | |||
| style="text-align:center;" | Kick/Ban Threshold | |||
| style="text-align:center;" | 0 | |||
| style="text-align:center;" | 1 | |||
| style="text-align:left;" | The players whose karma decrease below this threshold get automatically kicked and/or banned from the server (depending on the kick/ban settings below) | |||
|- | |||
| style="text-align:center;" | Number of kicks before a ban | |||
| style="text-align:center;" | 3 | |||
| style="text-align:center;" | 1 | |||
| style="text-align:left;" | If the player has been kicked from the server due to low karma this many times, they will be banned if their karma drops below the kick/ban threshold again. A value of 0 means players will always get banned if their karma drops below the threshold. | |||
|- | |||
| style="text-align:center;" | Space herpes threshold | |||
| style="text-align:center;" | 40 | |||
| style="text-align:center;" | 40 | |||
| style="text-align:left;" | How low does the karma have to decrease for the player to get space herpes. | |||
|- | |||
| style="text-align:center;" | Karma decay speed | |||
| style="text-align:center;" | 0.08 | |||
| style="text-align:center;" | 0.08 | |||
| style="text-align:left;" | How much karma decreases per second when it's above the decay threshold. | |||
|- | |||
| style="text-align:center;" | Karma decay threshold | |||
| style="text-align:center;" | 50 | |||
| style="text-align:center;" | 50 | |||
| style="text-align:left;" | Karma gradually decreases when it's above this threshold. | |||
|- | |||
| style="text-align:center;" | Karma increase speed | |||
| style="text-align:center;" | 0.05 | |||
| style="text-align:center;" | 0.04 | |||
| style="text-align:left;" | How much karma increases per second when it's below the increase threshold. | |||
|- | |||
| style="text-align:center;" | Karma increase threshold | |||
| style="text-align:center;" | 50 | |||
| style="text-align:center;" | 45 | |||
| style="text-align:left;" | Karma gradually increases when it's below this threshold. | |||
|- | |||
|} | |||
==== Helpful Actions ==== | |||
{| class="wikitable" | |||
! class="header" | Name | |||
! class="header" | Default Preset | |||
! class="header" | Strict Preset | |||
! class="header" | Description | |||
|- | |||
| style="text-align:center;" | Structure repaired | |||
| style="text-align:center;" | 0.005 | |||
| style="text-align:center;" | 0.005 | |||
| style="text-align:left;" | How much karma increases when repairing structures (per amount of damage repaired—for example, a value of 0.05 would mean you get 5 points of karma when you repair a wall from 0 health to 100). | |||
|- | |||
| style="text-align:center;" | Heal friendly | |||
| style="text-align:center;" | 0.20 | |||
| style="text-align:center;" | 0.20 | |||
| style="text-align:left;" | How much karma increases when healing other members of the crew (per amount of damage healed). | |||
|- | |||
| style="text-align:center;" | Damage to enemy | |||
| style="text-align:center;" | 0.10 | |||
| style="text-align:center;" | 0.10 | |||
| style="text-align:left;" | How much karma increases when damaging enemies (per amount of damage done). | |||
|- | |||
| style="text-align:center;" | Device repaired | |||
| style="text-align:center;" | 0.03 | |||
| style="text-align:center;" | 0.03 | |||
| style="text-align:left;" | How much karma increases when repairing devices (per amount of damage repaired—for example, a value of 0.05 would mean you get 5 points of karma when you repair a device from 0 health to 100). | |||
|- | |||
| style="text-align:center;" | Extinguish fires | |||
| style="text-align:center;" | 1.00 | |||
| style="text-align:center;" | 1.00 | |||
| style="text-align:left;" | How much karma increases per second when attempting to extinguish fires. | |||
|- | |||
| style="text-align:center;" | Ballast flora damage | |||
| style="text-align:center;" | 0.03 | |||
| style="text-align:center;" | 0.05 | |||
| style="text-align:left;" | How much karma increases when damaging ballast flora. | |||
|} | |||
==== Harmful Actions ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
! class="header" | | ! class="header" | Name | ||
! class="header" | | ! class="header" | Default Preset | ||
! class="header" | Strict Preset | |||
! class="header" | Description | |||
|- | |||
| style="text-align:center;" | Structure damaged | |||
| style="text-align:center;" | 0.025 | |||
| style="text-align:center;" | 0.10 | |||
| style="text-align:left;" | How much karma decreases when damaging structures (per amount of damage done—for example, a value of 0.05 would mean that karma decreases by 5 when taking a wall from 100 health to 0). | |||
|- | |||
| style="text-align:center;" | Damage to friendly | |||
| style="text-align:center;" | 0.15 | |||
| style="text-align:center;" | 0.30 | |||
| style="text-align:left;" | How much karma decreases when damaging other members of the crew (per amount of damage done). | |||
|- | |||
| style="text-align:center;" | Stun friendly | |||
| style="text-align:center;" | 0.25 | |||
| style="text-align:center;" | 0.25 | |||
| style="text-align:left;" | How much karma decreases based on how long an inflicted stun lasts. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Stun karma decrease threshold | ||
| style="text-align:center;" | | | style="text-align:center;" | 0 | ||
| style="text-align:center;" | 0 | |||
| style="text-align:left;" | How long the average stun in the past minute lasts until karma begins decreasing. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Reactor meltdown | ||
| style="text-align:center;" | | | style="text-align:center;" | 30 | ||
| style="text-align:center;" | 35 | |||
| style="text-align:left;" | How much karma decreases if the player causes a reactor meltdown. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Reactor overheat | ||
| style="text-align:center;" | | | style="text-align:center;" | 0.5 | ||
| style="text-align:center;" | 1 | |||
| style="text-align:left;" | How much karma decreases per second if a reactor's temperature stays critical while the player is operating it. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Allowed wire disconnections per minute | ||
| style="text-align:center;" | | | style="text-align:center;" | 5 | ||
| style="text-align:center;" | 3 | |||
| style="text-align:left;" | How many wires a player is allowed to disconnect per minute before they start losing karma. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Disconnect lots of wires | ||
| style="text-align:center;" | | | style="text-align:center;" | 6 | ||
| style="text-align:center;" | 10 | |||
| style="text-align:left;" | How much karma decreases if a player disconnects more than the allowed number of wires per minute. | |||
|- | |- | ||
| style="text-align:center;" | | | style="text-align:center;" | Triggering the spam filter | ||
| style="text-align:center;" | | | style="text-align:center;" | 15 | ||
| style="text-align:center;" | 25 | |||
| style="text-align:left;" | How much karma decreases if a player triggers the spam filter of the text chat. | |||
|- | |- | ||
| style="text-align:center;" | Stealing dangerous items | |||
| style="text-align:center;" | 15 | |||
| style="text-align:center;" | 15 | |||
| style="text-align:left;" | How much karma decreases when stealing weapons and ID cards from unconscious or handcuffed players. | |||
|- | |||
| style="text-align:center;" | Stealing dangerous items from bots | |||
| style="text-align:center;" | [[File:Checkmark False.png|30px]] | |||
| style="text-align:center;" | [[File:Checkmark True.png|30px]] | |||
| style="text-align:left;" | Apply a karma penalty when stealing dangerous items from bots. | |||
|- | |||
| style="text-align:center;" | Containing dangerous items | |||
| style="text-align:center;" | 5 | |||
| style="text-align:center;" | 5 | |||
| style="text-align:left;" | How much karma decreases when containing dangerous items, e.g. putting an oxygen tank inside a welding tool. | |||
|- | |||
| style="text-align:center;" | Incremental penalty for containing dangerous items | |||
| style="text-align:center;" | [[File:Checkmark True.png|30px]] | |||
| style="text-align:center;" | [[File:Checkmark True.png|30px]] | |||
| style="text-align:left;" | When enabled, the base karma penalty is multiplied by the amount of times the player has contained a dangerous item. | |||
|- | |||
| style="text-align:center;" | Max penalty for containing dangerous items | |||
| style="text-align:center;" | 30 | |||
| style="text-align:center;" | 30 | |||
| style="text-align:left;" | How much is the maximum karma penalty for containing dangerous items. | |||
|} | |} | ||
Do note that the following exceptions exist: | Do note that the following exceptions exist: | ||
* [[Traitor|Traitors]] do not have | * [[Traitor|Traitors]] and players with a [[Afflictions#Husk_Infection|Husk Infection]] gain karma instead of losing it when harming crew, and do not have a karma penalty for most harmful actions. | ||
* Harming a [[Traitor| | * Harming a [[Traitor|Traitor]] or player with a [[Afflictions#Husk_Infection|Husk Infection]] increases Karma. | ||
* | * [[Jobs#Engineer|Engineers]] have a halved for disconnecting [[Wire|Wires]]. | ||
* [[Jobs#Mechanic|Mechanics]] have doubled bonus for fixing Hulls. | |||
* [[Jobs#Mechanic|Mechanics]] have | |||
* Breaking Machinery/Hulls from the [[Alien Ruins]] has no effect on Karma. | * Breaking Machinery/Hulls from the [[Alien Ruins]] has no effect on Karma. | ||
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* Harming a player in self-defense carries no penalty. | * Harming a player in self-defense carries no penalty. | ||
* Harming a player who is pointing a [[Weapons|Weapon]] at you has a | * Harming a player who is pointing a [[Weapons|Weapon]] at you has a halved Karma penalty. | ||
* Karma will gradually increase/decrease until it reaches a Neutral value. When first joining a game, | * Karma will gradually increase/decrease until it reaches a Neutral value. When first joining a game, players have 100 karma, which is higher than Neutral on standard settings. | ||
== Karma Effects == | == Karma Effects == | ||
As a game mechanic, Karma is meant to be unobtrusive to normal gameplay, avoiding the punishment of possible accidents, however, Players with very low Karma will suffer the following effects: | As a game mechanic, Karma is meant to be unobtrusive to normal gameplay, avoiding the punishment of possible accidents, however, Players with very low Karma will suffer the following effects on existing presets: | ||
* Reduced damage to players with high Karma. | * Reduced damage to players with high Karma. | ||
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[[Category:Barotrauma]] | [[Category:Barotrauma]] | ||
{{Game Mechanics nav}} | |||
{{Guides nav}} |
Latest revision as of 15:49, 30 December 2023
Data is potentially outdated | |
Last updated for version 1.1.19.3 Last mentioned in changelog 1.2.6.0 The current game version is 1.4.5.0 |
Karma is an optional (enabled by default) server setting which provides a natural deterrent to griefing, by punishing players who commit "harmful" acts with increasingly punishing penalties.
The game provides two settings: Default and Strict, however, Server Hosts can change every parameter about Karma, for this reason, the values in this article may not be accurate, depending on the settings from the Server. With default settings, no transgression besides causing a Nuclear Reactor Meltdown is enough to trigger a punishment.
Karma events
Many ingame events will have an effect on Karma, either by raising it or by lowering it.
Karma Settings
Helpful Actions
Name | Default Preset | Strict Preset | Description |
---|---|---|---|
Structure repaired | 0.005 | 0.005 | How much karma increases when repairing structures (per amount of damage repaired—for example, a value of 0.05 would mean you get 5 points of karma when you repair a wall from 0 health to 100). |
Heal friendly | 0.20 | 0.20 | How much karma increases when healing other members of the crew (per amount of damage healed). |
Damage to enemy | 0.10 | 0.10 | How much karma increases when damaging enemies (per amount of damage done). |
Device repaired | 0.03 | 0.03 | How much karma increases when repairing devices (per amount of damage repaired—for example, a value of 0.05 would mean you get 5 points of karma when you repair a device from 0 health to 100). |
Extinguish fires | 1.00 | 1.00 | How much karma increases per second when attempting to extinguish fires. |
Ballast flora damage | 0.03 | 0.05 | How much karma increases when damaging ballast flora. |
Harmful Actions
Do note that the following exceptions exist:
- Traitors and players with a Husk Infection gain karma instead of losing it when harming crew, and do not have a karma penalty for most harmful actions.
- Harming a Traitor or player with a Husk Infection increases Karma.
- Mechanics have doubled bonus for fixing Hulls.
- Breaking Machinery/Hulls from the Alien Ruins has no effect on Karma.
- Healing/Harming Clowns has a reduced impact on Karma.
- Harming a player in self-defense carries no penalty.
- Harming a player who is pointing a Weapon at you has a halved Karma penalty.
- Karma will gradually increase/decrease until it reaches a Neutral value. When first joining a game, players have 100 karma, which is higher than Neutral on standard settings.
Karma Effects
As a game mechanic, Karma is meant to be unobtrusive to normal gameplay, avoiding the punishment of possible accidents, however, Players with very low Karma will suffer the following effects on existing presets:
- Reduced damage to players with high Karma.
- Space Herpes, with higher intensity the lower Karma is.
- Automatic Kick/Ban for players with very low Karma.
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