Post by Engram on Dec 2, 2016 8:59:18 GMT -6
If it’s not super obvious, this discussion thread is going to be about our Aura Points (AP) System. For the sake of a clear and concise discussion about this system, and for an accurate polling of public opinion, we ask that anyone who wishes to vote in the poll post a response using the little template provided at the end of the thread.
This is a subject that appears to split the site community into three camps - those that like it how it is, those that don’t like it how it is, and those that are indifferent. This, of course, is likely to become problematic as we move forward with the site’s plot and draw in more users. Unfortunately, the solution to this issue is far from clear. Every option poses its own pros and cons, and the pros and cons of one solution can weigh more than those of another. So far, the Staff have tossed this subject among themselves a couple times in the past, drawing up three solutions: either we keep the system as is (with minor adjustments for the sake of fairness across the board), alter the system completely in hopes of remedying some of the issues noted thus far, or completely remove the system.
We’ll start with the easiest solution - keeping the system with minor tweaks. A big issue, it seems, with the system as it currently stands is this belief that AP represents the power level of your characters - that being those with higher AP are more powerful than those with lower. This, however, is not true. It has been stressed since the site opened that the “P” in AP represents Points - not Power. It is a measurement, in most cases, of a character’s MP level as seen in many RPGs. More AP simply means access to a larger pool of Aura, not necessarily more power.
Pros of the current system:
* Familiarity. At this point, most - if not all - members on the site understand the function behind AP and what it represents IC. Changing the system too drastically could cause problems down the road, as well as alterations to profiles.
* Enforcement. Keeping tabs on the system as it currently stands is easier when battle breaks out. By imposing AP drain for certain tasks, we are able to properly gauge how much of a certain attack can be used as well as how much Aura protects each character in the heat of battle.
Cons of the current system:
* “Gaming the System.” A big issue that has come up, especially in recent months, has been people utilizing a variety of means - some sound, some not so much - to increase their AP to levels that are higher than their peers. Yes, the rules state there are some that may be a little more skilled than their peers, but when that starts to become a significant portion of the active characters - problems are likely to persist.
* But muh power! Another big issue is the Points vs Power confusion. As lone as people are using these two terms interchangeably, it is likely any issues with the system so far will persist.
The next solution, and easiest following leaving the system as-is, is completely removing it. While this might seem like the way to go for some members, it is important to consider what this is asking in the grand scheme of things. Removal of the AP System would leave all RPing - especially in combat - to an honor code, and not everyone is good at keeping up with an honor code. No system means no way of keeping track of Aura, making problems such as Semblance spamming more likely. This is the biggest concern with removal of the system, as well as enforcement being left to moderator scrutiny.
Pros of removing the system:
* More Semblance opportunities. So far, it's been noted that some members appear reluctant to activate their Semblances unless need be - in stark contrast to the RWBY cast using them whenever they're able. Removal of the system as a whole would likely allow for more Semblance use, which could contribute to an increase battle flow and more epic fights all around.
* Toss the math! Without a system in place, we don't have to worry about doing math on the fly. This means no more keeping up with AP totals, reduction for Aura Ability and Semblance costs, and the ever infuriating instance of "I used X amount of Aura to attack you, but why did you only lose such a small amount in comparison?"
Cons of removing the system:
* Stricter enforcement. Without an explicit system in place to reign in abuse, moderators would likely have to keep a closer eye on battles to ensure the game is being played fairly. This can, in some aspects, be remedied by imposing a “Semblance can be activated X times per post/thread/etc”, however the issue there is that Semblances aren’t always the same. Imposing the same “per post” rule for everyone means some powers will be nerfed, while others will be buffed.
* Complete app reworking. While minor on the list of cons for some people, to sit and have to completely rework one’s application to fit with a System-less option may not sit well with some players. Without a system, some of the mechanics behind Semblances are likely to become far more confusing than they already are. How often can they be used? What does each use mean for the character? These questions and more, while something that should be considered anyway, become much more prominent without a system in place.
The final solution here is to completely rework the system as she stands. So far, staff have spent roughly a day tossing around one possible replacement for the current system. This revised system would see characters’ AP levels adjusted to fit into a “Tier” of sorts, with characters broken off into separate categories per their occupation and experience. Each Tier would also be assigned a static Semblance cost that would decrease as they grew. In addition, once completing a Tier players would have the opportunity of “enhancing” their Semblance to be more powerful, giving the idea and feel of character development over a period of time.
Pros of the reworked system:
* “We are the same.” Characters, for the most part, will be held to the same standard. We would no longer have characters who enter Vytal with AP boosts already applied, instead enforcing a global variation in training similar to what is often noted between Vytal and Cela. A Freshman will start with 100 AP, a Sophomore with 125, and so on. To grow would require participation in site missions (not strictly plot threads, mind you), and this would represent the only means of increasing one’s AP aside from hard work and study!
* Math + Enforcement. By simplifying the math, calculating Semblance costs and enforcement of the system grows easier. For example, if students in Tier I have a static AP drain of 25 points per Semblance use, then a Freshman would have 4 activations per thread while a Sophomore has 5. Applying a AP regeneration per every couple of posts without use of Aura, or something to that effect, would then remedy most concerns with doing it this way.
Cons of the reworked system:
* Drawing off of the first point, all characters within a peer group - with the exception of those who have participated in missions and reaped the reward - would sit at the same level of AP, and there would be no exception to this.
* App reworking. As with removing the system, a complete change of such would require applications to be reworked to a degree. Imposing static drain would likely adjust the functionality of some Semblances as well, possibly requiring a more in-depth look at how long they’d last per use.
So there you have it - three potential options to a rather nagging question. Feel free to post below using the code provided, and add to the Pros and Cons list as you see fit. For every pro, you must also offer a con.
This is a subject that appears to split the site community into three camps - those that like it how it is, those that don’t like it how it is, and those that are indifferent. This, of course, is likely to become problematic as we move forward with the site’s plot and draw in more users. Unfortunately, the solution to this issue is far from clear. Every option poses its own pros and cons, and the pros and cons of one solution can weigh more than those of another. So far, the Staff have tossed this subject among themselves a couple times in the past, drawing up three solutions: either we keep the system as is (with minor adjustments for the sake of fairness across the board), alter the system completely in hopes of remedying some of the issues noted thus far, or completely remove the system.
We’ll start with the easiest solution - keeping the system with minor tweaks. A big issue, it seems, with the system as it currently stands is this belief that AP represents the power level of your characters - that being those with higher AP are more powerful than those with lower. This, however, is not true. It has been stressed since the site opened that the “P” in AP represents Points - not Power. It is a measurement, in most cases, of a character’s MP level as seen in many RPGs. More AP simply means access to a larger pool of Aura, not necessarily more power.
Pros of the current system:
* Familiarity. At this point, most - if not all - members on the site understand the function behind AP and what it represents IC. Changing the system too drastically could cause problems down the road, as well as alterations to profiles.
* Enforcement. Keeping tabs on the system as it currently stands is easier when battle breaks out. By imposing AP drain for certain tasks, we are able to properly gauge how much of a certain attack can be used as well as how much Aura protects each character in the heat of battle.
Cons of the current system:
* “Gaming the System.” A big issue that has come up, especially in recent months, has been people utilizing a variety of means - some sound, some not so much - to increase their AP to levels that are higher than their peers. Yes, the rules state there are some that may be a little more skilled than their peers, but when that starts to become a significant portion of the active characters - problems are likely to persist.
* But muh power! Another big issue is the Points vs Power confusion. As lone as people are using these two terms interchangeably, it is likely any issues with the system so far will persist.
The next solution, and easiest following leaving the system as-is, is completely removing it. While this might seem like the way to go for some members, it is important to consider what this is asking in the grand scheme of things. Removal of the AP System would leave all RPing - especially in combat - to an honor code, and not everyone is good at keeping up with an honor code. No system means no way of keeping track of Aura, making problems such as Semblance spamming more likely. This is the biggest concern with removal of the system, as well as enforcement being left to moderator scrutiny.
Pros of removing the system:
* More Semblance opportunities. So far, it's been noted that some members appear reluctant to activate their Semblances unless need be - in stark contrast to the RWBY cast using them whenever they're able. Removal of the system as a whole would likely allow for more Semblance use, which could contribute to an increase battle flow and more epic fights all around.
* Toss the math! Without a system in place, we don't have to worry about doing math on the fly. This means no more keeping up with AP totals, reduction for Aura Ability and Semblance costs, and the ever infuriating instance of "I used X amount of Aura to attack you, but why did you only lose such a small amount in comparison?"
Cons of removing the system:
* Stricter enforcement. Without an explicit system in place to reign in abuse, moderators would likely have to keep a closer eye on battles to ensure the game is being played fairly. This can, in some aspects, be remedied by imposing a “Semblance can be activated X times per post/thread/etc”, however the issue there is that Semblances aren’t always the same. Imposing the same “per post” rule for everyone means some powers will be nerfed, while others will be buffed.
* Complete app reworking. While minor on the list of cons for some people, to sit and have to completely rework one’s application to fit with a System-less option may not sit well with some players. Without a system, some of the mechanics behind Semblances are likely to become far more confusing than they already are. How often can they be used? What does each use mean for the character? These questions and more, while something that should be considered anyway, become much more prominent without a system in place.
The final solution here is to completely rework the system as she stands. So far, staff have spent roughly a day tossing around one possible replacement for the current system. This revised system would see characters’ AP levels adjusted to fit into a “Tier” of sorts, with characters broken off into separate categories per their occupation and experience. Each Tier would also be assigned a static Semblance cost that would decrease as they grew. In addition, once completing a Tier players would have the opportunity of “enhancing” their Semblance to be more powerful, giving the idea and feel of character development over a period of time.
Pros of the reworked system:
* “We are the same.” Characters, for the most part, will be held to the same standard. We would no longer have characters who enter Vytal with AP boosts already applied, instead enforcing a global variation in training similar to what is often noted between Vytal and Cela. A Freshman will start with 100 AP, a Sophomore with 125, and so on. To grow would require participation in site missions (not strictly plot threads, mind you), and this would represent the only means of increasing one’s AP aside from hard work and study!
* Math + Enforcement. By simplifying the math, calculating Semblance costs and enforcement of the system grows easier. For example, if students in Tier I have a static AP drain of 25 points per Semblance use, then a Freshman would have 4 activations per thread while a Sophomore has 5. Applying a AP regeneration per every couple of posts without use of Aura, or something to that effect, would then remedy most concerns with doing it this way.
Cons of the reworked system:
* Drawing off of the first point, all characters within a peer group - with the exception of those who have participated in missions and reaped the reward - would sit at the same level of AP, and there would be no exception to this.
* App reworking. As with removing the system, a complete change of such would require applications to be reworked to a degree. Imposing static drain would likely adjust the functionality of some Semblances as well, possibly requiring a more in-depth look at how long they’d last per use.
So there you have it - three potential options to a rather nagging question. Feel free to post below using the code provided, and add to the Pros and Cons list as you see fit. For every pro, you must also offer a con.
[b]Vote:[/b]
[b]Pro additions:[/b] (optional, must match cons given)
[b]Con additions:[/b] (optional, must match pros given)