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Development Wishlist
#11
(07-26-2020, 05:12 AM)Method T Wrote: I love this idea, but please do not reward having a capture in a raid fight over a non-captured raid fight.

I'd rather not want to see people getting grimy over the idea of capping for the sake of 'Boosting' their IP.

The rest seems cool though.

You realize just because they captured someone they don't have to kill - right?
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#12
(07-26-2020, 05:14 AM)Milly Wrote: You realize just because they captured someone they don't have to kill - right?

Yes, that's true, but why would you reward it for more than a regular raid fight?

It seems like an unnecessary stipulation that only promotes the suggestion of higher capture chances for the possibility of that one extra blip.
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#13
The premise of the reward system would be to promote 'good' roleplay and better sportsmanship. There's a lot of other examples that can and likely will be listed if we continue to better the system and round out the edges (given what's posted here is a draft of sorts.)

But what Milly said is right, and in truth the 'cap' point would likely come from interacting with the capture in an engaging and productive way that would actually dissuade being grimy or poor. I'd argue that with such a system, reacting to a cap with an escape that promotes more rivalry and roleplay over a quick kill is what would garner 'IP', while the latter wouldn't gain anything.
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#14
(07-26-2020, 05:29 AM)Tattles Wrote: The premise of the reward system would be to promote 'good' roleplay and better sportsmanship. There's a lot of other examples that can and likely will be listed if we continue to better the system and round out the edges (given what's posted here is a draft of sorts.)

But what Milly said is right, and in truth the 'cap' point would likely come from interacting with the capture in an engaging and productive way that would actually dissuade being grimy or poor. I'd argue that with such a system, reacting to a cap with an escape that promotes more rivalry and roleplay over a quick kill is what would garner 'IP', while the latter wouldn't gain anything.

Honestly, I might even pose the suggestion of it being possible to LOSE points for certain, very select situations; i.e. killing someone in poor roleplay= -1 IP. This might actually be a potential solution to the consistent threat of grime.
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#15
(07-26-2020, 05:29 AM)Tattles Wrote: ...
This? This I'm fine with. As long as it promotes good roleplay, I'm fully up for rewarding players for that.

Also yes, I'd also suggest Theori's idea. If someone is being grimy, consequences such as removing IP should be a possibly leveraged punishment to dissuade such situations.

The carrot and stick approach is great, as long as it isn't abused.
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#16
My worry -

This system needs to be absolutely streamlined for administration. If the applications now come as tedious to player and staff both, the last thing I'd want is for this new system / biography addition is to incur even MORE work for the voting team.

Make sure that's one of your top priorities when you hammer out concrete details.
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#17
I'm in favor of this system of applications. Yet I see some issues / I'd like to add my own personal thoughts on it. 

I feel like this application system should apply to MOST but not all spells. The main that this system should focus on is the:

My fire is stronger now or, I fire out water but it goes wider! Or just... "obscure" ones that can easily be explained in a very "simple", the judgment team has seen this app ten times. ( And that isn't a dig at anyone, the Judgement team as probably seen someone connect to their star 50 times, your personal story matters of course but the gist of your application is that. )

Yet that overgeneralization of hiddens does not apply to all of them, and that is what this post is about. 

I mainly want to focus on the abilities that are game-changing not in the sense of it's strong but lore-wise, and here's a few to list. ( That I just thought of off the top of my head. )

- Witchcraft
- White Magic
- Death Magic
- Necromancy
- Celestial Ascension 

This list of hiddens have more place in the lore and a lot more nuance. Witchcraft REQUIRES someone to sign their name in the Book of Shadows. White Magic is revival, so is Necromancy, Death Magic is super occult that goes brrrr and attacks souls, and CA is about deeply connecting with your star? I mainly have put this here because it's like the cosmic aura's you get but more "advanced". ( in my own opinion, although I'm not completely sure or I might be wrong. I've never played a cosmic character and I haven't really asked at all )

While I don't think this is a big issue, if this system is in place I feel like the players should state. "I am going for Witchcraft, here is a log of me signing the book." The admins can see this, look at the log and then grant the player the hidden ( once they pay for it with their IP ).

Along with this, I feel like this system is better in the sense of, I posted 10 logs and I got denied! Or, I posted 8 logs and I didn't even get what I wanted! 

The idea of having a bio or a thread where you post all of your logs that matter, as they come out to me, is a better idea. An admin can look through those logs and make comments when they feel like, allowing you to see their advice and thoughts, and if there is an issue or anything of the sort you can deal with it immediately and continue.

Plus it's always nice to have someone giving you helpful advice and a push. I always appreciate when someone DMs me saying "Nice job! Keep it up!" or gives helpful advice on how to improve and an idea on where to go with my character. 

Either way, I feel like this should be addressed, and while I'm sure the admin team would bring this up when they begin ironing out I just wanted to bring to discussion publicly to see what ideas we could come up with beforehand.
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#18
Honestly, as long as yall can properly stop people from being grimy or abusing the system for IP, this is something I love to see. Receiving instant gratification can keep players motivated and push them to eventually write a traditional application.
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#19
Crazy thought here... But cap RPL at 220... Does there really need to be an infinite scaling? Putting a cap to the RPL will both ensure old heads eventually are either overthrown or faded out, but also keep to ensuring there's some form of balance check.
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#20
i love this
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