Post by Staffbot on Jul 19, 2023 0:49:36 GMT -5
Summer 2023 Patch
It's time for another patch!
While we're happy with the mechanics of the site for the most part, there were a couple things that needed to be tweaked as we move into the mid-game. We also wanted to add a couple of new items to keep things feeling fresh, as well as introduce a new system for Action Thread creation. Though relatively light on patch notes, this brings one of the biggest changes we've seen to the technique system since open beta, and we hope the results will feel a little more satisfying for players to use heavier techniques.
While we're happy with the mechanics of the site for the most part, there were a couple things that needed to be tweaked as we move into the mid-game. We also wanted to add a couple of new items to keep things feeling fresh, as well as introduce a new system for Action Thread creation. Though relatively light on patch notes, this brings one of the biggest changes we've seen to the technique system since open beta, and we hope the results will feel a little more satisfying for players to use heavier techniques.
1: ACTION THREAD TEMPERATURE ASSESSMENT
Moving forward, we will be grading new Action Threads based upon a temperature assessment of the site. This is intended to address one of the primary issues we've faced with how active Action Thread season can get. This new system works as follows:
2: NEW ITEMS & ADJUSTMENTS
We are expanding the shop with one new Super Item and one new Battle Item! In addition to this, the Power Pole is getting a slight buff to enhance its versatility a little further.
During a cool period, the rules will function identically to how they do now: you will need to have an in-character reason for creating or joining any Action Thread, but are otherwise free to create threads within the bounds of the existing rules.
During a hot period, the rules will tighten up. While joining threads will be functionally the same, you will need to have demonstrable, on-site development leading up to the creation of any new Action Thread. This has to be reasonably long-term: at least a couple of weeks in instances of high activity and consistent posting, but usually longer.
The site will ordinarily be under cool temperature, as this encapsulates the site when it is progressing normally. There may be multiple Action Threads ongoing, but overall activity remains high and planets are still generally populated.
When Action Threads begin to overtake ordinary activity and planets become largely depopulated due to the amount of characters locked into threads, the site will shift to hot temperature. This is intended to help provide a natural break for the site to prevent snowballing Action Threads from resulting in low-population ATs, a lack of general threads for new characters or players, or the tension that can result between players when they feel compelled to join Action Threads because there simply aren't enough responders that aren't already locked.
During a hot period, the rules will tighten up. While joining threads will be functionally the same, you will need to have demonstrable, on-site development leading up to the creation of any new Action Thread. This has to be reasonably long-term: at least a couple of weeks in instances of high activity and consistent posting, but usually longer.
The site will ordinarily be under cool temperature, as this encapsulates the site when it is progressing normally. There may be multiple Action Threads ongoing, but overall activity remains high and planets are still generally populated.
When Action Threads begin to overtake ordinary activity and planets become largely depopulated due to the amount of characters locked into threads, the site will shift to hot temperature. This is intended to help provide a natural break for the site to prevent snowballing Action Threads from resulting in low-population ATs, a lack of general threads for new characters or players, or the tension that can result between players when they feel compelled to join Action Threads because there simply aren't enough responders that aren't already locked.
2: NEW ITEMS & ADJUSTMENTS
We are expanding the shop with one new Super Item and one new Battle Item! In addition to this, the Power Pole is getting a slight buff to enhance its versatility a little further.
Bansho Fan *NEW SUPER ITEM* (15,000 XP)
This item enables the user to use their Evasive or Escape techniques on other players, allowing them to dodge or escape threads with the item-holder's power calculation. This also grants the use of a one-time Escape valued at 100% of your PL, usable on yourself or another player. This can only be used with the consent of the escaping player.
This item enables the user to use their Evasive or Escape techniques on other players, allowing them to dodge or escape threads with the item-holder's power calculation. This also grants the use of a one-time Escape valued at 100% of your PL, usable on yourself or another player. This can only be used with the consent of the escaping player.
Power Pole (ADJUSTED)
The Power Pole's charge may now be used for a free Escape attempt.
The Power Pole's charge may now be used for a free Escape attempt.
Chipped Potara *NEW ITEM* (7,000 XP)
Once per thread, you may split incoming damage between yourself and a consenting ally. Buddies may use this effect twice, and may split damage more than once; however, minions below 10% may not interact with this item at all.*
*If you have minion mastery, this extends to 20%: as a general rule, minions that are not impacted by Malus can not interact with this item.
Once per thread, you may split incoming damage between yourself and a consenting ally. Buddies may use this effect twice, and may split damage more than once; however, minions below 10% may not interact with this item at all.*
*If you have minion mastery, this extends to 20%: as a general rule, minions that are not impacted by Malus can not interact with this item.
3: NEW VARIANTS & ADJUSTMENTS
We're adding a couple new variants for you to outfit your Sparking techniques with! In addition, an old favourite that didn't seem quite worth the TP investment is receiving an overall buff to make it a little more desireable.
Stasis+ [Sparking] *NEW*
Your Stasis technique now lasts for six turns, and can be traded between players multiple times.
Your Stasis technique now lasts for six turns, and can be traded between players multiple times.
Triple Threat [Sparking] *NEW*
Your Sparking technique may now have three Standard variants, but no other Sparking variants. You receive a 1 TP discount on the bonus variant gained from this.
Your Sparking technique may now have three Standard variants, but no other Sparking variants. You receive a 1 TP discount on the bonus variant gained from this.
Preparation [Sparking] *UPDATED*
Preparation now boosts your Sparking Technique's power by 30% per turn, up from 20%.
Preparation now boosts your Sparking Technique's power by 30% per turn, up from 20%.
4: TRAIT ADJUSTMENTS
Quick Learner
In addition to its previous effect, Quick Learner now also provides a 50% discount to trait and technique respec manuals. These are the Naughty Magazine, the FighterZ Manual, and the Sparking Strategy guide.
In addition to its previous effect, Quick Learner now also provides a 50% discount to trait and technique respec manuals. These are the Naughty Magazine, the FighterZ Manual, and the Sparking Strategy guide.
5: MALUS AND XP FLOOR
SMM has been raised to 130,000 XP. In accordance with this, LMB now now lasts until 65,000 XP.
If you are in malus now and have ongoing threads, please take note of how many posts you made under the old Malus. We can grade the thread half-in-malus and half-out-of-malus, but if we aren't informed, the thread as a whole may be graded under malus! Make sure to let the graders know so we can give you full XP for posts made after the malus changed!
6: MEDIUM AND HEAVY TECHNIQUE CHANGES
In an effort to allow further diversification of player builds and strategies, we're announcing changes to Technique building--specifically, to Medium and Heavy techniques. This is a pretty big change and will require virtually every player to submit reworked techniques, but we think it will be an overall improvement to the combat system. These changes are as follows:
Medium Techniques now begin with a base strength of 40% (up from 30%), while Heavy Techniques now start with a base strength of 70% (up from 50%). This should put higher brackets of techniques on par with light techniques in terms of KP efficiency, and allow for new and powerful Sparking techniques. In accordance with this, there's some busywork for... everyone!
As part of this, KP Reduction will now cost 2 TP across the board: no more discount for the second reduction!
As part of this, KP Reduction will now cost 2 TP across the board: no more discount for the second reduction!
- Medium and Heavy Techniques and Sparkings will need to be recalculated, and may be redesigned, to fit the new TP calculator.
- Players get a one-time optional respec of current Light Sparking(s) if they choose to change their build around this rebalancing.
- Players with the Trump Card General Trait may swap to a new trait if they opt to change their Sparking techniques.
- Tuffles may opt to change the applicable Technique bracket for their Strategist trait if it's currently applied to Light techniques. If they do this, they must ensure previous Light techniques adhere to standard TP limits.
Head on over to Technique Applications and apply for your new Techniques! Any ongoing Action Threads will use the old techniques, and you can continue to use your old techniques until we're able to catch up on all the applications. Since this will amount to quite a lot of techniques being swapped, there'll be a lot of checking that needs to happen. To make this easier, we encourage all players to make a copy of the New TP Calculator so that you can ensure your techniques are correct when you apply for them!
The prebuilt techniques thread will be updated shortly, but for now--the TP calculator and the Techniques page should be up to date! Just make sure to grab the new calculator.
7: ACTION THREAD CHANGE ROUND-UP
These changes have already been implemented, but we wanted to provide an overview of them here for the record.
Action Thread Creation Timers
Characters will now need to have been active [posting, at least infrequently] over the past month to create a Conquest, and the past two months to create a Carnage.
Power Restrictions Removed
These didn't really play a role in our current system and so mostly opened up potential loopholes. They've been removed!
Conquest Emergency Exits
Moving forward, you will be able to Emergency Exit from one Conquest to another if one joins in your home region. You must open a ticket with staff to justify this transition. If allowing this would open a loophole, such as swapping threads to avoid certain defeat and a wound, your attempt will be denied. This is intended to help allow players to more readily defend their home regions.
Action Thread Post Timer *Reminder*
This isn't exactly a new rule, but we wanted to take this time to remind everyone: once you past 48 hours on your post in an Action Thread, you are automatically skipped. You must wait until the next post rotation to make a post, even if the person immediately after you hasn't posted yet. Moving forward, posts made after the 48 hour timer may be subject to being invalidated. This was a necessary change to ensure the pace of Action Threads is not slowed by the post timers being artificially inflated by late posts.
As usual, we want to encourage everyone to only join Action Threads if they think they'll be able to post--and to reach out to staff if you can't! We can make exceptions to the rule or grant leeway for the Sportsmanship Bonus, but only if we know there's a problem.
8: BIODROID CHANGES
In order to encourage more diversity amongst trait selections, Biodroids are being slightly reworked. The changes are as follows:
Durability is being removed from Enhanced DNA.
Keen Senses is being removed from Enhanced DNA.
Supremacy is being added to Enhanced DNA.
Overdrive is being added to Enhanced DNA.
Keen Senses is being removed from Enhanced DNA.
Supremacy is being added to Enhanced DNA.
Overdrive is being added to Enhanced DNA.
CONCLUSION: FUTURE OUTLOOK
The Malus is in motion yet again, and that means that 150,000 is now within reach!
This means that in the next couple of months, we'll see our first major shift in species balance since the 100,000 forms first unlocked. Some species see their powers boosted, while others will lag behind slightly. As usual, we're hoping to keep the malus moving with activity, so if you stand to benefit from this--great! If not, we hope you'll still have fun playing the underdog while we continue to toil through power level shifts. 200,000 isn't as far away as it sounds, after all--and all species should still feel fun to play!
There should be some exciting things happening at the next couple of transformation brackets. 200,000 will bring another shift in species power, new iconic transformations, and yes--customizable Saiyan forms for the first time in this site's history. However, there's something that some players may be expecting around the corner at 250,000 that won't be happening: tierbreaking.
While the first tierbreak was an overall fun experience, some of the tension in the community around it was a little less fun. To avoid that, we're going to do away with the system. Whenever the 250,000 tier forms are unlocked, it will likely unlock for everyone at once. We haven't decided if these forms will be free to unlock like most brackets or if there will be some sort of community tierbreak, but there will be no single moment where any one player unlocks the forms.
That's everything we have! Go out and enjoy the patch!