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Post by Hyoza on Sept 5, 2015 12:47:17 GMT
On consideration, I'd prefer a boosted social bonus but no actual TMB - progression is pretty easy right now and I think rising too fast takes some of the fun out of the game tbh.
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Post by President Bao on Sept 5, 2015 13:17:24 GMT
Think of gains as water in the pipes, and the pipes themselves are the races and their transformation matrices.
Keeping pumping up the back pressure and something is liable to break, small leaks and flaws rupturing under the new stresses. The existing little man gains already put a lot of strain on the system, luckily it was designed with great care to ensure stability, but it's already being pushed as is. As the plumper who built said systems, I'm warning you all that this is a potentially dangerous plan.
It seems to be based on the concept of 'we already have something like this, just repeat again on top of that'.
Unfortunately, Entropy gets created when you make a system of high dynamic range(high highs and low lows), where extremes are the norm, and that makes for an unstable game. I can see that the hope is to draw peoples pl closer together, but in truth this sort of thing will likely cause stratification due to user behaviours and normal everyday turn-over, because transformations(and thus battle power) are multiplicative in nature. We reward hard work and good RP, but tipping the scales too heavily in that direction can be a problem.
If anything, my tentative advice (and I haven't had a chance to run over the proper design work needed to have a solid alternative) - if you must fudge with grades (which I recommend against as much as possible), applying drag not lift is a safer option, if people are accelerating too far ahead then maybe it's not everyone else who needs to speed up, but rather those few who need to slow down.
My other tentative advice - we have underutilised support positions, roles which are meant to be filled by people who can then boost the effectiveness or directly enhance the strength of young characters, these create both RP opportunities and a leg up for aspiring saga characters. Even among the roles which are populated however, the owners have generally been using it for personal gain rather than the enrichment of interesting candidates (their characters saga-based themselves rather than supports. Some roles are intended for this[the arcosian and saiyan king roles for example], others are not). Perhaps cast eyes towards positive ways for that system to more effectively tailor the intended outcomes.
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@ all re; Villian gains: I agree with those who note this is exploitable, there are alternative methods which can be used to incentivise conflict, adding just a straight boost to villians grades is a tricky kettle of fish. Personally I feel this is another area where more support characters could help, makes me miss Bazantar(a demon namekian elder I once made on a different site).
@vi: re; player WCs; Go for it, 100% approve, making decisions based on data and analysis and defined outcome objectives is what makes a real designer and ensures healthy product. (5 months was a rough estimate I always used for 100,000 with no grade modifiers.)
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Post by Deleted on Sept 11, 2015 22:39:06 GMT
Being a good villain does not always mean being a strong fighter. I don't think a boost would be wise to give to villains.
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