| The following warnings occurred: | |||||||||||||||
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.3.35 (Linux)
|
![]() |
|
Consolidated Discussion of RPG Mechanics - Printable Version +- CDBZ Archive (http://alex.zulenka.com) +-- Forum: Out of Character Forums (http://alex.zulenka.com/forumdisplay.php?fid=8) +--- Forum: RPG Discussion (http://alex.zulenka.com/forumdisplay.php?fid=125) +--- Thread: Consolidated Discussion of RPG Mechanics (/showthread.php?tid=16132) |
Consolidated Discussion of RPG Mechanics - Kaden - 12-28-2010 Celena Wrote:A community based system on grading and rewarding sounds good but it just wont last in the long run. The only way i see it working is if we reward critques for giving good c&c. That alone will motivate people to give reviews. Part of the original proposition was that people wouldn't be able to get graded rewards unless they themselves have graded someone else. Obviously we'd need to find a way to make that governing design principal work smoothly, but it would be there in some form. Consolidated Discussion of RPG Mechanics - Orion - 12-28-2010 I don't mind the unified currency idea. Yet, I still see an issue with power levels. Some people will pump points into it to be the strongest, then people will stop writing when they're way too weak to compete. Consolidated Discussion of RPG Mechanics - Jonathan Meer - 12-28-2010 *Consolidated -------------- There needs to be a decay to PL. If that's what you mentioned in the relativity of your earlier post, Mario, then I agree with it (to be honest, I didn't quite follow it). If you write actively and consistently with significant quality, your PL will be tippy-top, with the diminishing returns you describe. If you don't write actively, or if your writing quality takes a turn for the worse, your PL will dwindle (though it can be raised again through more activity/quality). Can't remember if I mentioned this simile earlier; it'd be like muscles. There's a limit to how strong a human being can be. Working out provides diminishing returns. If you don't keep up on it, your muscles atrophy. If you do a half-ass workout after being all big and buff, your muscles will atrophy to a point, but will not dwindle all the way. It's exactly like that. Consolidated Discussion of RPG Mechanics - Kaden - 12-28-2010 Orion Wrote:I don't mind the unified currency idea. Yet, I still see an issue with power levels. Some people will pump points into it to be the strongest, then people will stop writing when they're way too weak to compete. You don't think that's a reasonable trade-off considering they won't have any Techniques, Custom Techs, or Items? Consolidated Discussion of RPG Mechanics - Jonathan Meer - 12-28-2010 I like the unified currency idea, for the record. A lot. Particularly, I like the requirement of a 'fee' for activating a power-up. SOMETHING needs to be done about the Zeni. Consolidated Discussion of RPG Mechanics - Kaden - 12-28-2010 Jonathan Meer Wrote:There needs to be a decay to PL. If that's what you mentioned in the relativity of your earlier post, Mario, then I agree with it (to be honest, I didn't quite follow it). I see what you've proposed, and Relative Returns as being different takes on the same thing. Both encourage regular activity and punish lethargy, just one does it through positive reinforcement while the other uses negative reinforcement. In your system, people actively lose what they've gained. With Relative Returns, it takes more work for someone to stay on the top so, while they're not directly punished for not RPing, those below them gain at an increased rate, making it easier for them to overcome those who aren't active. I've generally found positive reinforcement to produce better results (flies and honey and all that), but that's definitely not to say system is better than the other. Consolidated Discussion of RPG Mechanics - Orion - 12-28-2010 Kaden Wrote:You don't think that's a reasonable trade-off considering they won't have any Techniques, Custom Techs, or Items? Not really. Some people will buy one or two custom techs and just build into PL. Consolidated Discussion of RPG Mechanics - Jonathan Meer - 12-28-2010 Kaden Wrote:I see what you've proposed, and Relative Returns as being different takes on the same thing... Ah, like the CPU in Mario Kart. Gotcha. Consolidated Discussion of RPG Mechanics - Celena - 12-28-2010 Jonathan Meer Wrote:*Consolidated Punishing people by subtracting their PL should their standerds drop isn't a good idea, and its something that would put new blood off. If they're bothering to write and are making an effort to stay active why should they be penalized? Consolidated Discussion of RPG Mechanics - Jonathan Meer - 12-28-2010 If you stay active and make an effort to write, you don't get penalized. Consolidated Discussion of RPG Mechanics - Sigfried Hunin - 12-28-2010 Kaden Wrote:I generally agree. I prefer having some sort of "Power Level" mechanic for a DBZ RPG, though I understand not everyone agrees. I have a few questions. I love the unified currency program, specially if you can "burn" your currency for things like activating your Power Ups. It makes the whole system much more coherent and simplified, and I'm of the school of thought that in this situation, simplicity is KEY. Full support. As far as XP rewards goes, how would you get those rewards? Completed threads? Would it be automatic or would a GM have to update it? I really really like the idea of relative returns, but I DO NOT think it should be tied to XP. XP helps us flesh out our characters and is, at base, the greatest reward. It also allows us to make custom techs etc etc. Taking that away kinda sucks. I petition that, instead of diminishing XP rewards you should instead have a PL curve which is seperate to your XP. Perhaps your PL is equal to the amount of XP you spend on techs or SOMETHING like that, and it gets gradually more and more expensive/harder to get as your PL goes up relative to everyone else. That way you can still get that nice XP reward but you won't be creating a massive chasm in player strength. Consolidated Discussion of RPG Mechanics - Orion - 12-28-2010 Negative reinforcement is a bad idea. We don't have any here at the moment, and we're not exactly active. That wouldn't help it at all. Consolidated Discussion of RPG Mechanics - Kaden - 12-28-2010 Sigfried Hunin Wrote:I have a few questions. I love the unified currency program, specially if you can "burn" your currency for things like activating your Power Ups. It makes the whole system much more coherent and simplified, and I'm of the school of thought that in this situation, simplicity is KEY. Full support. As I've been thinking about it, I think Unified Currency is my favorite of the ones I posted. Quote:As far as XP rewards goes, how would you get those rewards? Completed threads? Would it be automatic or would a GM have to update it? Either staff grading or a community-based grading system. Quote:I really really like the idea of relative returns, but I DO NOT think it should be tied to XP. XP helps us flesh out our characters and is, at base, the greatest reward. It also allows us to make custom techs etc etc. Taking that away kinda sucks. I petition that, instead of diminishing XP rewards you should instead have a PL curve which is seperate to your XP. Perhaps your PL is equal to the amount of XP you spend on techs or SOMETHING like that, and it gets gradually more and more expensive/harder to get as your PL goes up relative to everyone else. That way you can still get that nice XP reward but you won't be creating a massive chasm in player strength. I think I definitely wrote it out incorrectly. The intent was absolutely for the curve to only affect changes in Power Level. Not XP, or whatever derivation of XP would be used. Consolidated Discussion of RPG Mechanics - Rem-13 - 12-28-2010 To bring in what I posted in the other thread, What effects our acquisition of members needs to be addressed, and I think that is separate from the mechanics, which effect retention. First things that needs to be looked at: Who are we getting here? How are they finding the site? What do they want out of the site? Who do we want here, and what do we want out of them? If we are getting anyone its probably from typing DBZ RPG into google. That means a) less and less people are going to be doing that and we have no control over that and b) we are getting people that want to play as a character from DBZ. Most probably aren't doing it for the love of writing, only for the want of acting out a story as a DBZ character with writing as the means. What they get when they come on here now is us saying "make up your own character and write some interactive stories with us! Also, DBZ" This is an instant turn off for a significant percentage. So something needs to give. We need to either cater the audience we are going to bring in or find away to bring in the audience we want. I have no idea of how to do this, I'm just trying to reaim the thrust of what we are talking about here. A new system is like an economic stimulus package, a shot in the arm to keep us going but we'll still die the slow death without addressing the core issues. Consolidated Discussion of RPG Mechanics - Piper Juunanagou - 12-28-2010 I just want to say I agree with what Rem about focusing on what gets new people. Sure, we can have a fantastical rehaul and spike activity with old members, but how long is that going to actually hold up? A few months? I think I’m one of the, what, two or three people who honestly doesn’t seem a problem with the actual mechanics at all. If CA is this horrifying crutch that has shattered activity and driven away the throngs of people who would otherwise have joined these last many months, just jack up the starting value or add diminishing returns (or ‘Relative Returns’). The latter would kind of piss me off a little, me being someone who tries to be active (I blame other sources for my inactivity as of late <_<; ), but I’d probably get over it if it brought more life to this decrepit place. To be rather serious though, I think (and if its just me, well, I’ll stfu and let you all continue dissecting the system) the real problem is that we no longer curtail to people who find this website wanting something DBZ-based. I mean, I found this place because I wanted to be a DBZ character and fly around and blow shit up. If it weren’t for the pseudo-loophole with the customs that allowed me to sort of kinda continue my over-arching Chubbs plot/history with a new face, I probably would be off spending my spare time writing a novel or something, rather than writing stuff that suffers from some much copy-right infringement it isn’t even funny. I’m of the opinion that we should bring back canon characters (I’m not opposed to also having custom character, because why not?). Sure, that may piss of the people here who wouldn’t want their precious canon characters to risk being defile (don’t point fingers, I wouldn’t want that shit to happen to Seventeen), but if it brings us back to the activity we had ‘back in the day,’ I think it’s worth it. Hell, we have a dual character system. If we let canons back in and one of the four or five really old members who still lurks (no offense to anyone, I’ve spent my own periods lurking) is pissed off, well…you have another character slot to work with. Now that I’ve spat that all out, I’ll add my opinion in regards to all the system changes. I’m behind making this place more like, simply put, an MMO. I like ideas like achievements and a more dynamic world that’s more visibly DBZ-themed. If we were to keep out canons, I think they should serve an important and visible role to reinforce the notion that this is Chubbs DBZ RPG and not Chubbs Website With Some Tiny Gaming Elements Where People Write Occasionally but Mostly Just Chat and Post Silly Pictures Game (or as I would love to see it style—Chubs WWSTGEWPWOMJCPSPG). I am indifferent to any sort of community-based points. If it helps, fuck yea, dudes! If not, well then its just fluff. In terms of power-ups, I think they should be rewarded, given Chubbs’ history of people getting power ups and it being something they remember. So, uhh, I favor—Achievements, more interesting and active world, re-implementing CA, power-ups being rewarded. I think I covered all the points, so I’ll go return to being a forum spectre. Consolidated Discussion of RPG Mechanics - Mr. Zhu - 12-28-2010 Piper Juunanagou Wrote:Chubs WWSTGEWPWOMJCPSPG Sounds exciting, can we do that? :o Consolidated Discussion of RPG Mechanics - Orion - 12-28-2010 Piper Juunanagou Wrote:I’m of the opinion that we should bring back canon characters (I’m not opposed to also having custom character, because why not?). Sure, that may piss of the people here who wouldn’t want their precious canon characters to risk being defile (don’t point fingers, I wouldn’t want that shit to happen to Seventeen), but if it brings us back to the activity we had ‘back in the day,’ I think it’s worth it. Hell, we have a dual character system. If we let canons back in and one of the four or five really old members who still lurks (no offense to anyone, I’ve spent my own periods lurking) is pissed off, well…you have another character slot to work with. I think the idea of canon one slot, custom second slot to be a pretty interesting concept. Consolidated Discussion of RPG Mechanics - Belle Hibiki - 12-28-2010 If I could do anything, it would be: 1) Reducing the rate of XP gain. Perhaps half of what it is now. 2) Make power-ups 'unlockable' - ie. in a saga you can be 'awarded' a power-up, and use it then, but afterward you have to spend the XP to train it. Sort of like how Goku had to train to master SSJ, but people can RP it however they like. 3) If isn't palatable, make power-ups completely reward based, and make sure staff communicates with people prior to getting a power-up to make sure it doesn't fuck their story. 4) Changing the CA formula, which unfortunately is probably impossible, to be something like this: x = Combat Ability gained per point of XP y = Current (your) CA z = Highest CA on the board if y < (z * 0.8 ) , then CA gained per XP is (x * 2) if y > or = (z * 0.8 ) , then CA gained per XP is x In other words, if your CA is below 80% of the highest CA on the board, you get double CA per point of XP. XP still comes at the same rate, so you still need to put in the same amount of effort to buy techs and other crap. 5) Raising the 'floor' of starting CA. A lot of the higher up people are now 10x stronger than newbies. This sucks for newbies. A lot. It takes a ton of effort to even get 1000 CA, much less the 5000 to 'compete.' But that's me. I like the current system (it's easy to like it when you're near the top), I'm just not inspired to write. However, since it seems like lots of other people don't feel the same way, I'd be willing to embrace a CA-less system, provided we weren't doing anything freaking retarded like allowing 'chiiiieeeeves! to determine who wins what. An IP change would be fun (I like Bleach), but I agree that it would probably do more harm than good, since I don't think half the people here have even watched/read the series. Consolidated Discussion of RPG Mechanics - Sigfried Hunin - 12-28-2010 Ok, I started writing this whole huge thing about the system and yadda yadda and then I came to the understanding that one of the only reasons I don't write more on this site is because nobody writes with me. It is not a community based writing site other than like, the ONE saga I was in that never finished. I had a blast with that. I was all worried about what other people thought about my writing and I wanted to win lots of awards and all kinds of shit. I think in the back of my mind all of the things I've been trying to think up to make the system or whatever better was to promote people writing WITH each other. Giving people common goals or events or making things more solid and event based etc etc would all be an attempt to create more interactivity in my little head. That's why I want this. I want it to be fun to write again by writing WITH other people. So, TLDR: I think system repurposing is entirely tied to making people want to write with/about each other. Consolidated Discussion of RPG Mechanics - Sigfried Hunin - 12-28-2010 lol double post |