What does this suggestion change/add/remove:
This rework would completely change the decay rate of karma on D-Class personnel. From my understanding, Positive Karma decays over time if you do not get enough credit by any research personnel. This is an issue for individuals who want to do RP as D-Class (Like me), and don't want to engage in violent tendencies that most D-Class players do. (Nothing against you guys who like being hostile D-Class)
The current system unintentionally punishes passive or cooperative gameplay styles, especially for players who want to interact with the site personnel in more positive and cooperative interactions for easier access to special privileges, like permits. These players often find their Karma degrading simply because of consistent codes, raids, and unavailability of RSD/GSD Personnel. This rework aims to no longer punish those who are waiting for these codes to end, which sometimes may take hours on end.
By reworking the karma decay mechanics, we can create a more inclusive and rewarding experience for all D-Class players, regardless of their approach. For example, reducing the rate of karma decay or adding alternative methods for earning karma, like completing quests that give positive karma or even surviving for extended periods could give more value to diverse forms of RP. This would promote more dynamic and varied D-Class behavior, rather than encouraging the same hostile patterns repeatedly.
Ultimately, the goal is to make RP-driven gameplay just as viable and sustainable as combative or escape-focused playstyles.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge, and search.
Possible Positives of the suggestion (At least 2):
Encourages Diverse Roleplay Styles
Players can engage in a more passive or compliant playstyle and gain access to permits, without being penalized for a lack of credit, alongside not being hostile or escaping.
Improves Long-Term Player Retention as D-Class
By removing the decay rate, players who enjoy passive or narrative-driven gameplay are likely to stick around on D-Class more often, creating a richer in-game experience as D-Class.
Possible Negatives of the suggestion:
Potential for Karma Farming
If not carefully implemented, players might find and exploit low-risk methods to passively farm karma without meaningful engagement, reducing the system's integrity.
Playing the Long Con
D-Class who particularly enjoy escaping will more than likely wait until they have farmed enough credit to cause havoc as a trusted individual. To combat this, for high risk or escape risk D-Class, it would take a lot longer to earn positive karma. If High Risk or Escape Risk D-Class commit actions that would give them negative karma, it would give the base negative karma, and would need to receive credit to earn their trusted ranks back.
Based on the Positives & Negatives, why should this suggestion be accepted:
This rework would completely change the decay rate of karma on D-Class personnel. From my understanding, Positive Karma decays over time if you do not get enough credit by any research personnel. This is an issue for individuals who want to do RP as D-Class (Like me), and don't want to engage in violent tendencies that most D-Class players do. (Nothing against you guys who like being hostile D-Class)
The current system unintentionally punishes passive or cooperative gameplay styles, especially for players who want to interact with the site personnel in more positive and cooperative interactions for easier access to special privileges, like permits. These players often find their Karma degrading simply because of consistent codes, raids, and unavailability of RSD/GSD Personnel. This rework aims to no longer punish those who are waiting for these codes to end, which sometimes may take hours on end.
By reworking the karma decay mechanics, we can create a more inclusive and rewarding experience for all D-Class players, regardless of their approach. For example, reducing the rate of karma decay or adding alternative methods for earning karma, like completing quests that give positive karma or even surviving for extended periods could give more value to diverse forms of RP. This would promote more dynamic and varied D-Class behavior, rather than encouraging the same hostile patterns repeatedly.
Ultimately, the goal is to make RP-driven gameplay just as viable and sustainable as combative or escape-focused playstyles.
Has something similar been suggested before? If so, why is your suggestion different?:
Not to my knowledge, and search.
Possible Positives of the suggestion (At least 2):
Encourages Diverse Roleplay Styles
Players can engage in a more passive or compliant playstyle and gain access to permits, without being penalized for a lack of credit, alongside not being hostile or escaping.
Improves Long-Term Player Retention as D-Class
By removing the decay rate, players who enjoy passive or narrative-driven gameplay are likely to stick around on D-Class more often, creating a richer in-game experience as D-Class.
Possible Negatives of the suggestion:
Potential for Karma Farming
If not carefully implemented, players might find and exploit low-risk methods to passively farm karma without meaningful engagement, reducing the system's integrity.
Playing the Long Con
D-Class who particularly enjoy escaping will more than likely wait until they have farmed enough credit to cause havoc as a trusted individual. To combat this, for high risk or escape risk D-Class, it would take a lot longer to earn positive karma. If High Risk or Escape Risk D-Class commit actions that would give them negative karma, it would give the base negative karma, and would need to receive credit to earn their trusted ranks back.
Based on the Positives & Negatives, why should this suggestion be accepted:
- Supports Broader Roleplay Opportunities
The current karma system limits viable D-Class roles to primarily hostile or escape-driven behavior. By removing or reducing karma decay, players can meaningfully participate in passive, compliant, or narrative-rich roles—greatly expanding what it means to be D-Class. This allows for more depth, creativity, and realism in RP scenarios. - Enhances Community Retention & Engagement
Players who prefer non-combative styles often feel punished or forced into a box when research personnel are unavailable during codes. Keeping these players engaged and rewarded ensures a broader player base remains active and invested. This directly contributes to a more vibrant and sustainable community. - Negatives Are Preventable Through Balanced Implementation
- Karma Farming can be addressed with caps, diminishing returns, or requiring meaningful interactions (e.g., actual researcher credit).
- Long Con/Exploiters can be flagged with an adjusted trust system, where high-risk players regain status slower or lose it faster if they violate trust.
- These issues aren't inherent flaws in the suggestion, but rather design challenges that can be balanced with proper safeguards.
- Fosters Role Accountability
By making karma progression more reliant on behavior and reputation rather than time or violence, D-Class players are encouraged to act more deliberately. This adds a layer of social strategy and consequence into the RP.
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