Post by Amara on Jul 23, 2022 22:13:33 GMT -5
While newer members of the community might not know this, Sparking is the first site in a series of predecessors that has shied away from a wholly WC-based grading system. On Souls solos granted XP and training gear gave enormous boosts to PL gain - it wasn't uncommon to see a particularly motivated character starting off and rising to the level of Super Saiyan (and beyond) within a month. Turbo was much more strict about such things. It featured a gravity machine for a modest (relatively speaking) boost to group or solo threads done with it on, and had a cap as to how MUCH raw solo RP could be turned in for grading on a weekly basis. Sparking no longer has graded solos NOR a direct WC to XP ratio. When Sparking first launched, all grading was done solely on a flat per post basis - you may notice that nowadays we also sport an overages system meant to emulate but not replicate the WC systems of old.
It was a small struggle to see it implemented, no doubt in the interest of seeing Sparking's unique per post system kept alive. While I myself am a firm supporter of per post flat rates and smaller but existent returns on going past the minimum, I believe the current rate of overages is flawed. As a quick example, someone writing a 1000-word post (five times the minimum!) will see 160 overage XP for their efforts - a little over half the amount awarded for a flat rate post of 200 words. While the current system has done much to assist long-form writers and discourage grinding WC, the rate isn't quite enough for players who put in genuine hard work to construct thoughtfully crafted and meaningful posts that wholly utilize every last letter to enrich the RP experience. I personally know two people firsthand who have grown frustrated with the XP system being entirely dissonant from their preferred style of posting - slow, methodical, and detailed as opposed to the quicker and more compact style many players (myself included) have.
Now there ARE examples of slower-speed players managing to reach and maintain their spot at Malus. Take Ward as a strong example - yet while he DOES fall on the slower + bigger side of the spectrum, it isn't to the extent that many other members do. That and the fact that Ward PRIMARILY (but not entirely) devotes all of his time towards WARD instead of maintaining an extended cast of characters at a mid to high level.
It is based on over a year of data, mathematics, and firsthand accounts + experience from other players in this community; I formally suggest that the BASE overages rate rise to 0.4 or 0.5 instead of the 0.2 it currently is.
It was a small struggle to see it implemented, no doubt in the interest of seeing Sparking's unique per post system kept alive. While I myself am a firm supporter of per post flat rates and smaller but existent returns on going past the minimum, I believe the current rate of overages is flawed. As a quick example, someone writing a 1000-word post (five times the minimum!) will see 160 overage XP for their efforts - a little over half the amount awarded for a flat rate post of 200 words. While the current system has done much to assist long-form writers and discourage grinding WC, the rate isn't quite enough for players who put in genuine hard work to construct thoughtfully crafted and meaningful posts that wholly utilize every last letter to enrich the RP experience. I personally know two people firsthand who have grown frustrated with the XP system being entirely dissonant from their preferred style of posting - slow, methodical, and detailed as opposed to the quicker and more compact style many players (myself included) have.
Now there ARE examples of slower-speed players managing to reach and maintain their spot at Malus. Take Ward as a strong example - yet while he DOES fall on the slower + bigger side of the spectrum, it isn't to the extent that many other members do. That and the fact that Ward PRIMARILY (but not entirely) devotes all of his time towards WARD instead of maintaining an extended cast of characters at a mid to high level.
It is based on over a year of data, mathematics, and firsthand accounts + experience from other players in this community; I formally suggest that the BASE overages rate rise to 0.4 or 0.5 instead of the 0.2 it currently is.