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Wait a sec are we going with traditional reduction battles or keeping the idea that more sigils = more enemies
Because now that I think of it traditional reduction may work better
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We could actually do both, with the default being traditional reduction battles. I'd like to implement something so chaining sigils means a signle battle with more enemies, though, depending on whether that would turn out unbalanced. For default, I agree traditional is better, so long as Pin cooldowns-- and Harmony-- carry across the battles (we don't want a Player eventually using a really powerful Pin every battle and just sweeping, for instance).
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The Tiering System
This post details the progressive Tiers that will be found on each Day of each Week. These Tiers are primarily meant as benchmarks for the sake of Levels, Experience, and Pin Points. It is not entirely correlative with Noise species found, but is indicative of Noise strength. Odd-numbered Days are Adaptive Days, bearing only one Tier so that Players should be brought at least to the standardized Level, while even-numbered Days are Progressive Days, where more ambitious Players can bring themselves up to the next standard a bit earlier. This should be enough of a curve to keep things progressing in a healthy manner while also providing a slight relaxing day to Players so they don't constantly have to "level-grind", depending on the rhythm they fall into in relation to Adaptive versus Progressive Days.
Week One
Day 1- Tier 1
Day 2- Tier 1 and Tier 2
Day 3- Tier 2
Day 4- Tier 2 and Tier 3
Day 5- Tier 3
Day 6- Tier 3 and Tier 4
Day 7- Tier 4
Week Two
Day 1- Tier 5
Day 2- Tier 5 and Tier 6
Day 3- Tier 6
Day 4- Tier 6 and Tier 7
Day 5- Tier 7
Day 6- Tier 7 and Tier 8
Day 7- Tier 8
Week Three
Day 1- Tier 9
Day 2- Tier 9 and Tier 10
Day 3- Tier 10
Day 4- Tier 10 and Tier 11
Day 5- Tier 11
Day 6- Tier 11 and Tier 12
Day 7- Tier 12
Week Four
Day 1- Tier 13
Day 2- Tier 13 and Tier 14
Day 3- Tier 14
Day 4- Tier 14 and Tier 15
Day 5- Tier 15
Day 6- Tier 15 and Tier 16
Day 7- Tier 16
Actual details of Tiers will be added later...
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I feel that Spectral and Boss noise should be excluded from the standard, as both are meant to be miniature bosses of sorts, and are (almost) completely optional.
How about Spectral is a tier above what that day should have (so Day 1 Spectral Noise, while they don't /exist/ would be Tier 2, Day 2 would be Tier /3/) and Boss... maybe the same standard as Spectral; I see them being about equal in strength, though maaaaaybe Boss Noise should be stronger than Spectral.
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Okay, establishing the methods for Pin Evolution (open to suggestion or change, of course). All methods are supposed to involve imprinting or Soul.
BPP stands for Battle Pin Points and are, of course, accrued through typical battle. The in-universe explanation is that Noise release the Soul they are comprised of when they are erased, and Pins used in battle gather some of this homogenized Soul and gain power through it.
NPP stands for Negative Pin Points (could likely use a better name). This type is gained, commonly, by freeing people in the Realground from the influence of Noise. The normal scatter of homogenized Soul from the erased Noise is affected or imprinted by the freed person's Soul.
EPP stands for Exchange (or perhaps Enterprise) Pin Points, and still needs some ironing out; when a Pin is traded between Players, though, either the previously-imprinted Pin Points switch to EPP, or further Pin Points are imprinted as EPP.
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Looks good. As for EPP, I'm thinking that it affects further Pin Points.