Coming to the conclusion that Zane won't be back any time soon, and having seen at least some form of interest for activity returning from the Discord, the current plan is to initiate story activity again while keeping Zane's primary arc on hold until he returns.
This will only happen if enough interest is shown by posting/voting in this thread, so if you want to see more activity on the site and plan on joining said activity, post here.
As for what this poll is for: Staff wants to gauge player interest in the current Stats System. Do you like it for how it is, want it changed, or just want it removed entirely. I would personally appreciate a reason behind your votes in the form of a post, but it is not required.
That's all for now. Holding off on my own vote to prevent bias. For more disambiguation of the poll options, read below.
Stay The Same If you're totally satisfied with stats being handled as they are now and don't want anything changed. If you want small specific changes specify those in a post.
Low-Scale Changes Rules stay the same (except for some poorly defined interactions being better elaborated), but we'll do another balance pass over everything. This means all Navis will need reapproval. The goal is to reduce the number of overpowered outliers (IE: things that provide way more power than they should -- including Items, specific Skills or Abilities, and even Story-Equipment pieces).
Example (Tentative) Targets: - Imbuing Chips nerfed further or disabled entirely - ADC's toned down - Docking the stacking of Survival Effects (1 per battle, can't intercept once triggered) - More strict judgement on Custom Skill / Attack Effects (mostly directed at things multiplying efficiency rather than the more tame stuff)
Medium-Scale Changes Various Reworks to certain systems, nerfs to Avoidances, Attack Slots, and top-end Damage, plus everything from Low-Scale Changes above. The goal behind this one is to make it so that Damage will be better balanced against Mitigation rather than blowing it out of the water, Avoidances will be better throttled so that having tons of Attack Slots and Turns isn't an absolute necessity in 90% of fights.
Example (Tentative) Targets: - Inverting Armor and %-Mitigation (Mitigation is more common and applies before Armor, Armor is still flat and now occurs after Mitigation but is far less common to acquire) - Nerfing Survival Effects (never Full Turn) - Improving the Charge vs Interrupt mechanic (Charges cannot begin again on turn of release, Interrupt no longer S-Tier) - Avoid Separately and similar effects gutted (essentially "rare-item only" tier)
Large-Scale Changes Battle System and Version System Rework. Fundamental systems will still exist (Aimers vs Avoidances vs Attack Slots, Damage vs Armor, Customizable Skills/Attacks/Hyper Modes, various sub-systems through Hypers/Programs/Chips/maybe more), but expressed in new ways and with new guidelines. It'll still be recognizable as MMM, so don't think we're going full SFRP or RERN or something distinctly different, but simplicity would certainly be the goal. The Version System rework would be less focused at just resetting you back and making you climb again (a soft-reset is still intended), and more focused on equalizing power outside of story (so PvP is equal-footing) while letting you grow somewhat boundlessly in-story (think of it as having a Version Cap that goes up each time you make a major impact In-Story, generally by defeating an important Boss. It may work literally like this or different, not planning to commit much thought into it unless this is the popular vote). This one's goal is to nix the power discrepancy in the Battle Field (except for fights that "turn story power on") but to greatly reward your growth as a character by encouraging story participation.
Example of some changes: - You can still fight at full power in the Battle Field if all participants agree - Side Modes like Virus Horde and Bosses are still full power - Battle Field Rewards would be more geared toward Zenny or some other form of growth, ideally far more significant than it is now, but Exp toward Version is only acquired in-story - The Reworked Battle System is still aimed to address all previous issues (mentioned in Medium- and Large-Scale changes) and will be a net power down, which makes more room for other paths to getting stronger instead of the linear pursuit of Version Ups. - Timespan for all of this is something to account for and mostly depends on everyone's willingness to comply with the changes that are made
Max-Scale Changes Nix the Stats System and proceed with free form RP only. This one actually does require a reason for voting otherwise the vote won't be considered.
Last Edit: May 10, 2019 13:47:08 GMT -8 by Warrior
Post by Nightshade on May 10, 2019 15:15:44 GMT -8
I am in favor of freeform RP but only when it comes to story mode. In the end the plot is above all and as we have seen, many npcs simply are created unreachable stat wise even by top tier players to enfoce plot points so already we are kinda freeform. I'd advise for story mode to just be rp focused with a tier system to keep a sense of power scaling.
F Rank- Normal navi like level of power. (V1-5) E Rank- Slightly stronger custom navi (v6-10) D Rank- As strong as netpolice. (V10-v15) C Rank- Military grade navi. (V15-V18) B Rank- Spec Ops combat grade navi (V18-V20) A Rank- Experimental combat technology (V21) S Rank- Navis capable of accessing hidden elements. Ss Rank- Navis with Giga Programs. XS Rank- Navis with unique story powers or multiple Gigas/Hidden elements combinations or exceptional destructive power.
Miniboss- Navis capable of large scale, city level destruction. Beast Over Juuka level power. Boss- Navis able to destroy entire continents, Cybeast level power. Titan- Forte levels of strength.
Each rank is 1/3rd stronger than the one below it while boss ranks remain their own world out of players hands and are used for plot building. Something like...minibosses being 50% stronger than any XS Rank navi.
So basically you preserve X being stronger than Y without having the hassle of turning fights into steamrolls cause X's stats are Y's counter. It allows both players to go at it somewhat. One guy should have advatage, but winning its not completely out of the way even if they arent max version. It would coerce people in trying to fight under permadeath instead of fearing oneshots. Or in general contribute more instead of feeling insignificant or worthless cause they werent here years to collect shiny goodies.
Stat remain here for everything else and versions is used to regulate tier system. It would be a shame to waste years of finetuning. They can be used for stat based events and challenges but you arem't pressured in hoarding stats or building meta to compete in story mode anymore. More variety for everyone.
In short,keep rp and stat separate and independent from eachother. They can combine if needed or wanted, but it leaves people room to be free to decide what to do in RP without thinking too much about meta building and stuff.
I voted for high class changes. My personal system theory is that if a system can be improved and has a concern that can be addressed, it should be. Change for the sake of change scares people, but people are also largely turned away by seemingly monstrous stat blocks created by people that have been around for so long. In short, if the concern is well placed, it should be addressed, and almost all of the concerns on that section have been made by multiple members of the remaining crew.
Ohey, I made the vote even now. I went with Medium, feeling like some counterpick options would open up fun builds in the future, and that further nerfing would result in more of the same, just simply adapting a profile to fit and decreasing battle strength. I'd much prefer just more viable options in the future rather than using what we have out of necessity because our build was nerfed into the ground.
With that said, the problem with nerfing avoidance is that then Attack Slot spam won't be something made out of necessity, it'll be made into something overpowered and fight ending. Attack Slot additions is already one of the primary methods that people can stack % Damage with Multipliers in the form of sacrificial slots. Take away avoiding and it just makes that problem more severe. Further ways to mitigate and build armor seem like a decent stop gap, but it can only do so much.
Edit: Also, considering how convoluted and undocumented a lot of the plot is, how many absurdly overpowered navis are just chilling until someone does something stupid, and how hard it is for someone actually new to jump into the overarching plot because perma-deletion is a thing, I would say that plot is not everything.
Last Edit: May 10, 2019 18:48:51 GMT -8 by Blazewind
In complete honesty, I wouldn't mind the system being as it is now. I wouldn't mind stats being taken from story (since I've never operated under that motion). I wouldn't mind the system changing either. A change could be fun and figuring out new systems can be fun too. So since either No Changes or Large Overhauls would suit me, I'm simply saying Mid-Scale.
For example, Rem's R.R. tournament that fell apart a while back was a fun introduction of a simple, yet versatile and powerful system (and fun too). Could always pull up those blueprints and redesign some ideas from there as well.
Here are some of the ideas I think we should venture (not all necessarily together):
*Nerf high end output
*Buff Base HP tremendously, nerf Base Damage tremendously, nerf sources granting Damage tremendously (lengthens fights without making them stalemates)
*Have Offense and Defense follow PEMDAS, making Armor more rare and Damage Mitigation more common (but this would essentially ruin the point of Multi-Hit attacks aside from Avoid Seperately, so maybe not?)
*More options on everything (but of course this can come with time, more content is fun!)
*Keep Skill tiers and base uses
*Approve things based on the individual Navi (some things may be broken on one Navi, but not others)
Of the top of my head, thats all I can think of right now so I'll leave it there.
Trebuchet MS Navi Info -The Fatebringers- CthulhUni V9-(Tank/Madness)||Mayura V1-(Maho Shoujo of Prophecy) -Rosario's Followers- Rosario V5-(Statuses/Sustain)||Labrys V6-(Attack Slots/CD)||SILENT_CLOAK V9-(VIRII)||Altair V5-(Objects) -Neutrals/Unaligned- Rosary V11-(Damage/Charge)||Commander Kraft V3-(Titan Complex)