Post by Tyutyumon on May 16, 2013 11:20:08 GMT -5
Alright so the council of Tyutyumon, Persiamon and Viximon have gotten together to discuss some growing concerns and thus we have decided on a few updates that will hopefully "fix" these problems. So we encourage everyone to read and take note of the updates we have listed below because they affect everyone!
Experience System
So we have noticed a very unwanted 'race for arms' going on, in which people are just trying to spit out posts with heavy word counts in random and meaningless battles for the sake of trying to earn as much experience as they can. While we want to encourage battles for the sake of providing Experience for Digivolutions, we want to avoid a race in which people neglect social threads and character/relationship development due to the fact that social threads are not very desirable in terms of earning Experience Points. So in an attempt to add some appeal to Social Threads we have created a more concrete experience system.
The Experience System at its base level takes in account the total word count at the end of each thread. For battle threads you start with 1 XP per word, or 100% gain. So at the end of the thread if you have 10k words then that can be potentially 10k XP. However, we will now be paying close attention to 'battle threads', especially those with large word counts. XP will be deducted from the total word count if there are many posts in the thread that do not pertain to the 'battle scenes' and also for any large fluff pieces we find irrelevant. We don't want people gaining XP for thousands of words of irrelevant content they decide to sneak into a thread for the sake of buffing up their word count. So just know that if you do this, your XP gain at the end of the thread could take a hit. So instead of getting the 100% XP for your word count, we may only give you 75%...which is incidentally what you now get for social threads.
Previously for social threads an individual would only gain 0.5 XP per word, or 50%. We are bumping this up to a 75% gain in the hopes that social threads won't be as neglected as they currently have been. Technically you still start out with a larger base at a 100% gain from battle threads, but that 100% can get reduced for many things we find irrelevant in a battle thread. Social Thread gains will almost always stay at a 75% gain, unless it is absolutely obvious that the posts were buffed up with large amounts of fluff, and/or random/unnecessary content/rambling/etc.
Social threads will still gain 15 Bits per post and Battle threads will still gain 10 Bits per post. We will also be adding some items to the shop to be exchanged for bits, such as leveled move slots (rookie, champion, ultimate and mega level move slots). We are also always looking to expand and add new Digi-Modify cards. If you have ideas for Digi-Modify cards then always feel free to suggest them along with any other items that could be purchased with Bits.
The Experience System at its base level takes in account the total word count at the end of each thread. For battle threads you start with 1 XP per word, or 100% gain. So at the end of the thread if you have 10k words then that can be potentially 10k XP. However, we will now be paying close attention to 'battle threads', especially those with large word counts. XP will be deducted from the total word count if there are many posts in the thread that do not pertain to the 'battle scenes' and also for any large fluff pieces we find irrelevant. We don't want people gaining XP for thousands of words of irrelevant content they decide to sneak into a thread for the sake of buffing up their word count. So just know that if you do this, your XP gain at the end of the thread could take a hit. So instead of getting the 100% XP for your word count, we may only give you 75%...which is incidentally what you now get for social threads.
Previously for social threads an individual would only gain 0.5 XP per word, or 50%. We are bumping this up to a 75% gain in the hopes that social threads won't be as neglected as they currently have been. Technically you still start out with a larger base at a 100% gain from battle threads, but that 100% can get reduced for many things we find irrelevant in a battle thread. Social Thread gains will almost always stay at a 75% gain, unless it is absolutely obvious that the posts were buffed up with large amounts of fluff, and/or random/unnecessary content/rambling/etc.
Social threads will still gain 15 Bits per post and Battle threads will still gain 10 Bits per post. We will also be adding some items to the shop to be exchanged for bits, such as leveled move slots (rookie, champion, ultimate and mega level move slots). We are also always looking to expand and add new Digi-Modify cards. If you have ideas for Digi-Modify cards then always feel free to suggest them along with any other items that could be purchased with Bits.
Arc Level Cap
Another thing we are going to implement in order to try and slow down the 'arms race' is assign a level cap to the current plot arc. For right now the current cap is Champion Level, this means that during this Arc and time in the plot members are not allowed to exchange their Experience Points for anything beyond the Champion Level. If you do get all of your Digimon to the Champion Level you will still continue to gain Experience Points which can be stocked up and used for later on, but you will not be able to advance beyond Champion until the cap is raised to Ultimate. This is to create a more relaxed environment rather than the current rush we have now for XP. At the same time this is to avoid anyone being over leveled for plot based reasons. If a plot event is meant for Champion Levels then it kind of ruins it when someone has already achieved Ultimate Level and is far above everyone else.
We may be updating some of the Experience costs for certain things in the shop, but this will only effect levels above Champion so it does not really affect anyone right now. We are also always looking for suggestions on what we could add to the Experience Exchange.
We may be updating some of the Experience costs for certain things in the shop, but this will only effect levels above Champion so it does not really affect anyone right now. We are also always looking for suggestions on what we could add to the Experience Exchange.
Stat Changing Techniques
We have noticed a lot of techniques pertaining to stat changes, especially speed boosting techniques. We decided it would be best to establish some ground rules on stat changing techniques. First of all, you cannot stack similar stat modifying Digi-Modify cards on top of stat modifying techniques. You can only use one or the other at a single time. Second of all, all stat changing techniques will be roughly around 2 to 3 times the Digimon's current capabilities, much like that of the Digi-Modify cards. This is to avoid having one person stating their stat boosting technique is "off the charts" or whatever. To put it quite simply, all stat boosting techs and Digi-Modify cards are pretty much on the same level when it comes to the stat multiplier. So if your Digimon uses a speed boost, then of course it would be hard for a Digimon to keep up with just their regular speed. However if the opposing Digimon uses a speed boosting technique of their own or a speed boosting Digi-Modify card is applied, then it evens out the field of that particular stat boost. Naturally, however, there are some Digimon in which you would expect to have a bit more speed over another. Such as Renamon being faster than Armadillomon. This applies to all stats, speed was just used as an example. Stats also vary greatly from level to level, at a base though a champion would typically have higher stats than a rookie in almost every field unless the rookie specialized in a certain stat where the champion is lacking.
Healing Techniques
These have started to pop up as well, and we felt like it was important to address these. No one can have straight up healing techniques, as in they cannot just snap their fingers and heal without any kind of cost. In order to restore data, data must be acquired from elsewhere such as chipped off from an opponent or one's own self (though that would only be good for healing others). Healing techniques will mostly only be allowed through sacrifice and absorption, and by absorption we mean through a technique that damages the opponent and siphons off some of their data for the attacker to use to heal. We want to avoid Digimon that just stand around and heal either themselves or others with little to no cost, so the data for healing must come from somewhere. Digimon that siphon the data off themselves and apply it to others can create more effective healing moves since its at a cost to their own health and energy, while damaging and absorbing health through attacks will only be able to heal a percentage.
Shield Techniques
Creating a shield or defensive techniques is fine, but we want to prevent them from being too over powered by making a Digimon pretty much 'untouchable'. Therefore it should be noted that a defensive move or shield can only effectively block or counter techniques it was created to handle. So the stronger or the larger quantity of techniques the shield blocks, the more energy a Digimon must pour into it in order to keep it up and stable. This makes it fair and equal as the amount of energy spent on the attacks is the same spent on blocking them. At the same time a shield or defensive move can be completely overwhelmed by an attack that has a much higher energy output, such as by that of a Digimon at a higher level in evolution. So basically shields can be used to counter and block out attacks in a time of need, but at an equal cost to that of an attack so the one whom is shielded does not sit there all fight and wait for the opponent to just drain themselves for it is also draining to keep the shield up and strong.