All - would offer that the locking of this topic in the official comments forum (thus denying ongoing thoughts) should be rethought - any flaming comments from offenders could be excised/taken out of forum (my view) to continue the thread there.
In lieu of this:
Re: karma comments ongoing, would again point to several pre-discussions contributed to this board exploring variations of metrics for evaluating gamer play and philosophies for same:
viewtopic.php?f=3&t=5024
viewtopic.php?f=3&t=9973&start=20
viewtopic.php?f=3&t=9973&start=30
My point in re-referencing the above is that (while appreciating the effort) two key elements are still not being addressed in the new karma system.
The first is that, like most ELO-based systems, the overall metric is more heavily sensitised to generic player presence (on time, doesnt leave...) which is good but does not fully provide a picture of the player regarding other objective and subjective impressions of good sportsmanship and play which thumbs in effect do (did). Additionally, while a contribution of red thumbs received are still used to provided warnings and to cap limits to karma, this is a negative effector approach vs number of green thumbs accrued to number of red thumbs received (which would be more in the "spirit" of the karma approach btw...). The end effect is that a presence-set of metrics has dominated the impression of reputation to a player.
The second is (mentioned in earlier posts) that the current karma lacks visibility to any player's positive contributions to the community (assignment of green thumbs) and still does not address individual player's interest in the "give ratio" (greens awarded to reds by an opposing player) which has been a key metric of interest regarding reputation. Note that even with the new karma system, we are still asked to provide green and red thumbing but while reds incur limits to the karma, greens are now....unknown. This undermines the positive element of fostering good play (unless I have totally missed a greens-accrued contributor within the karma system) and again limits a player's impression of "good to play" by diluting through over-weighted presence metrics.
A green/red ratio metric PLUS a karmic element of player presence remains a better approach to addressing the concerns of most of the players here.
I would finally mention that the system approach continues to not address a primary negative which is any redress towards any red thumbs awarded to a player without courtesy of a text note (the "drive by"). As reds still contribute negatively in the new karma system, an address system to allow counter or appeal should exist with the easiest being who gave what to whom. This continues to be a sore point and often muddled and lost in these discussions about "thumbs" or "karma".
In lieu of this:
Re: karma comments ongoing, would again point to several pre-discussions contributed to this board exploring variations of metrics for evaluating gamer play and philosophies for same:
viewtopic.php?f=3&t=5024
viewtopic.php?f=3&t=9973&start=20
viewtopic.php?f=3&t=9973&start=30
My point in re-referencing the above is that (while appreciating the effort) two key elements are still not being addressed in the new karma system.
The first is that, like most ELO-based systems, the overall metric is more heavily sensitised to generic player presence (on time, doesnt leave...) which is good but does not fully provide a picture of the player regarding other objective and subjective impressions of good sportsmanship and play which thumbs in effect do (did). Additionally, while a contribution of red thumbs received are still used to provided warnings and to cap limits to karma, this is a negative effector approach vs number of green thumbs accrued to number of red thumbs received (which would be more in the "spirit" of the karma approach btw...). The end effect is that a presence-set of metrics has dominated the impression of reputation to a player.
The second is (mentioned in earlier posts) that the current karma lacks visibility to any player's positive contributions to the community (assignment of green thumbs) and still does not address individual player's interest in the "give ratio" (greens awarded to reds by an opposing player) which has been a key metric of interest regarding reputation. Note that even with the new karma system, we are still asked to provide green and red thumbing but while reds incur limits to the karma, greens are now....unknown. This undermines the positive element of fostering good play (unless I have totally missed a greens-accrued contributor within the karma system) and again limits a player's impression of "good to play" by diluting through over-weighted presence metrics.
A green/red ratio metric PLUS a karmic element of player presence remains a better approach to addressing the concerns of most of the players here.
I would finally mention that the system approach continues to not address a primary negative which is any redress towards any red thumbs awarded to a player without courtesy of a text note (the "drive by"). As reds still contribute negatively in the new karma system, an address system to allow counter or appeal should exist with the easiest being who gave what to whom. This continues to be a sore point and often muddled and lost in these discussions about "thumbs" or "karma".