07-24-2011, 05:06 PM
Sorry if any of my question(s) and or suggestion(s) appear ignorant or have already been covered, but 11 pages is a bit to dig through and I haven't really been following this as closely as I probably should have. Either who couple questions, general musings, or just brainstorming coming your way. The objective is Activity Surge. has talk of defining a concrete battle system been in the works?
I think if we had a definitive battle system as the base of the RPG which was an easy to follow, user-friendly system based on character stats, techniques and traits--but just complex enough that customization was readily available to the user (I actually have a system in mind, but it's from another PbP RPG; I'm not gonna just go ahead and post the link without permission or encourage ripping their system from their site, but it's what initially attracted me to the site and is definitive enough to warrant inspiration). I think the fact that the competitive edge of the rpg has been defined by strictly opinion-based grading for the latest Chubbs generations (this is coming off trends I've noticed when I was active post-Prophecy's Child) can tend to (not always) discourage people from matching wits and building relationships and rivalries. A big thing that drew me here initially was the rivalries, but you don't really see much of that anymore.
Chubbs used to be (as far as PvP goes) a massive force of super powers against another massive force of superpowers. This was cool, but it sort of overpowered the characters who were active (but Chubbs ran on bigger numbers back then). People can easily see this as elitism when an author knows their character well enough to write through multiple posts, threads, and situations. Now it seems as if the sacrifice was made (and it was a major sacrifice, I don't take that away from anyone who had a niche for their character as well as a shit load of Intelligence points for their writing and fighting style) to under-power and balance the characters. That's cool too. But ultimately isn't what's going to define an activity surge.
Motivation and the want-to-do is another factor.
I never though there was a problem with the way the job/quest system works now because it reflects the layman's society today. Don't work, don't get paid. Plus the CC item list is only so long and automating the zeni system is going to have the entire CC shop in someone's pocket after time on site. I also know that this isn't going to change the direction of disposing that system, so I only suggest that you authorize custom items be created through a simple template format. Of course I'm thinking battle items and weaponry to integrate into a battle-based system, but that's just a suggestion.
I bring up the encouragement of battle because of the PP system (which, although it serves a good purpose and has humbling intentions, doesn't really serve a purpose fitting into the trend of players not interacting PvP). I believe that if we push for the trend to promote IC battle-based interactions we can definitely improve the atmosphere of this community as a DBZ-based rpg. That's why we're here, right? Because of an anime series where they leveled planets while they engaged in combat.
I think people should also have the option to Quest for items.
There should probably be a mandatory mentoring system disguised as a Chubbs 'guild' where new members are mandatory and vet's and people looking for incentive are cycled in and out. Sort of like Halo's basic training playlist, except with experienced members motivating newer players through writing. It should also have a generic purpose, but centralized to the Chubbs universe (like Capsule Corp. since it's pivotal in CDBZ universe) so that it's newer member's can easily jump in. Membership should be voluntary past two or three posts, but new guys should be encouraged to work with a 'pen pal' to finish a common goal (which wouldn't go unrewarded for all parties involved).
Stats should be integrated into battle (I saw something about PL v. CA with both existing at the same time and I'm going to read more into it so don't answer this if you don't critique or bash this portion if you don't feel the need). But everything would have to be clearly defined if there was a firm battle-founded system.
Just some thoughts.
I think if we had a definitive battle system as the base of the RPG which was an easy to follow, user-friendly system based on character stats, techniques and traits--but just complex enough that customization was readily available to the user (I actually have a system in mind, but it's from another PbP RPG; I'm not gonna just go ahead and post the link without permission or encourage ripping their system from their site, but it's what initially attracted me to the site and is definitive enough to warrant inspiration). I think the fact that the competitive edge of the rpg has been defined by strictly opinion-based grading for the latest Chubbs generations (this is coming off trends I've noticed when I was active post-Prophecy's Child) can tend to (not always) discourage people from matching wits and building relationships and rivalries. A big thing that drew me here initially was the rivalries, but you don't really see much of that anymore.
Chubbs used to be (as far as PvP goes) a massive force of super powers against another massive force of superpowers. This was cool, but it sort of overpowered the characters who were active (but Chubbs ran on bigger numbers back then). People can easily see this as elitism when an author knows their character well enough to write through multiple posts, threads, and situations. Now it seems as if the sacrifice was made (and it was a major sacrifice, I don't take that away from anyone who had a niche for their character as well as a shit load of Intelligence points for their writing and fighting style) to under-power and balance the characters. That's cool too. But ultimately isn't what's going to define an activity surge.
Motivation and the want-to-do is another factor.
I never though there was a problem with the way the job/quest system works now because it reflects the layman's society today. Don't work, don't get paid. Plus the CC item list is only so long and automating the zeni system is going to have the entire CC shop in someone's pocket after time on site. I also know that this isn't going to change the direction of disposing that system, so I only suggest that you authorize custom items be created through a simple template format. Of course I'm thinking battle items and weaponry to integrate into a battle-based system, but that's just a suggestion.
I bring up the encouragement of battle because of the PP system (which, although it serves a good purpose and has humbling intentions, doesn't really serve a purpose fitting into the trend of players not interacting PvP). I believe that if we push for the trend to promote IC battle-based interactions we can definitely improve the atmosphere of this community as a DBZ-based rpg. That's why we're here, right? Because of an anime series where they leveled planets while they engaged in combat.
I think people should also have the option to Quest for items.
There should probably be a mandatory mentoring system disguised as a Chubbs 'guild' where new members are mandatory and vet's and people looking for incentive are cycled in and out. Sort of like Halo's basic training playlist, except with experienced members motivating newer players through writing. It should also have a generic purpose, but centralized to the Chubbs universe (like Capsule Corp. since it's pivotal in CDBZ universe) so that it's newer member's can easily jump in. Membership should be voluntary past two or three posts, but new guys should be encouraged to work with a 'pen pal' to finish a common goal (which wouldn't go unrewarded for all parties involved).
Stats should be integrated into battle (I saw something about PL v. CA with both existing at the same time and I'm going to read more into it so don't answer this if you don't critique or bash this portion if you don't feel the need). But everything would have to be clearly defined if there was a firm battle-founded system.
Just some thoughts.

