ContrarianGuy back with another contrarian opinion.
Is this really something that's needed? How often are you (not Damien. A general statement) getting RDMed by someone and need to shoot back? How often are you thinking that you're shooting a T and in reality you're shooting an Innocent? The entire point of the karma system is to discourage you from "thinking" that you're shooting someone who is a T and encourage shooting someone because you "know" they're a T. If your karma is consistently low because you think you're shooting a T and you're actually shooting an Innocent because your rationale is flawed, milk already told you to get better.
To piggyback off of what matt said, back in the day, I was hesitant to give karma back because what would I reset the karma too? If I reset the karma to something higher than it was previously, than they have an advantage that they would otherwise not have. If I reset it to something lower than what they had previously, then the person is going to bug me and say that it was higher than what I reset it to. And what proof do they have? Are they going to take a screenshot of their scoreboard before the round ends and send me the screenshot so I know what their karma was before they RDMed? I don't care about that and I'm not paying attention to upwards of 31 other people's karma. I barely pay attention to my own. And in the grand scheme of things that I have to worry about, your karma is near the bottom of my list of priorities. Near the top of my priorities is handling the RDM report that is inevitably coming in because you killed the troll that killed you, or making sure that the person you killed didn't RDM more people and seeing if they need to be banned.
If we add a certain amount of karma back to an Innocent protecting themselves against another Innocent, I would assume that almost always, the amount of karma we add back would be less than what the player lost, which would most likely lead to people complaining about not getting all of the karma they lost back. And if we're not adding all of the karma back what is the point? For that extra 5-10 damage points they lost?
Furthermore, assuming
default settings are being used on the server and that a player hasn't damaged or killed their teammate, a player will get 35 karma back at the end of the previous round/the beginning of the next round
Quote:ttt_karma_clean_bonus (def. 30):
If a player has not hurt or killed a teammate this round, he will be “healed” an extra 30 karma (for a total of 35, under default settings). So if you have bad karma it is rewarding to lie low.
You also get karma back for damaging and killing Traitors
Quote:ttt_karma_traitordmg_ratio (def. 0.0003):
Like ttt_karma_ratio, but for the karma reward for damaging a traitor. By default damaging a traitor is rewarded roughly 1/4th of the penalty you’d get if it were a full-karma innocent.
ttt_karma_traitorkill_bonus (def. 40):
Bonus karma for killing a traitor. Scaled by the traitordmg_ratio.
TL;DR: In my opinion, adding this rule/change is not needed. And we don't need to go around changing more stuff by adding an integration with the RDM Manager. I'm sure that'll be a headache with testing and deployment, and something will probably break. I mean, we just got the magneto stick working again ( ͡° ͜ʖ ͡°) But if this change is agreed upon, I'll just have to suck it up and deal with it. It isn't the worst thing that's been changed.