I feel like karma should be used for something more universal than the endless concession debate. I would rather see people who constantly insult and put down their teamates lose karma rather than people who say gg and quit a few minutes before an inevitable defeat.
I agree, karma should not be used the endless concession debate. This may be too big of an idea to try to tackle, but what about a playstyle chart instead of just a karma chart. You always said that you wanted the match making system to be like eharmony for gaming. Here is the idea:
People have 6-8 categories they can fit into. Two of these categories are diametrically opposed. So basically you have the personality/job chart from high school (social psychology), but this one is for gamers. When you log in you put what kind of player you are and what type you like to be matched with. So for example (on a scale of 0-10):
Would you say in game you are:
Quiet and Silent<---------->Talkative
What kind of teammates do you like:
Quiet and Silent<---------->Talkative
Do you like to:
Taunt/Trash Talk<---------->Help others
Do you like teammates who:
Taunt/Trash Talk<---------->Help others
Do you prefer to:
Win<---------->Have Fun
Do you prefer teammates who play to:
Win<---------->Have Fun
This system rates you and places you in a quadrant and tries to match you with people in the quadrant you prefer to play with and who prefer to play with people in your quadrant. The other advantage to this is competitive players will not try to join the groups where "people play to have fun" or they will also have teammates with this style. This really gives a new dimension to the game.
Then post game you have the opportunity to rate people as like or dislike or nothing. The key to this is that if you rate someone as like or dislike, a box pops up asking why. This gives you the familar choices: they were quiet, talkative, taunted, helped, fun, or focused on winning. This is the key. You do not change their karma but add a variable to their personality profile. By giving your input you slightly affect their impulse gamer personality. Also, and here is the other key, you also affect your "wants" or "desires". So the questions you answered about who you want to play are slightly affected, as well. This further refines your profile. Interestingly, this also does not assign a judgement such a good or bad, but rather your perception (like or dislike) of an experience (their playstyle).
I am a med student who has created several studies and one I spent a lot of time on was a personality study. This is also a variant of the simple personality/occupational job profile that is standard fare for social psychologists. I know this is hugely abitious, but it is also extremely sound. This is very doable from a study design idea and seems fairly easy to program as well. What are all your thoughts on it?