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Panda King Tai-tai Grim Vice Captain
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Posted: Tue Jan 03, 2017 5:43 pm
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Posted: Fri Feb 03, 2017 11:07 pm
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Patch 1.5
𝐆𝐄𝐍𝐄𝐑𝐀𝐋 𝐍𝐎𝐓𝐈𝐂𝐄 𝐎𝐍 𝐔𝐏𝐃𝐀𝐓𝐄𝐒
Labels and organization!
For those updating marine missions and fights, please label them in the links or in the posts! ex: 250 (Fight Start), 650, 234, etc...... , 352 (Fight End; Winner/Loser rpc name)
I noticed for Marines there were some who put them up in the exp update thread and not the marine mission update thread -- When this happens in the exp update thread, your marine missions may not have been counted under your posters missions accomplished tab and may have only updated exp/rewards for them instead.
So when you do put them up there, please direct link them back into your exp update and label them as such. Or, label your posts when doing missions. EX: Marine missions: [link w/ word count], [link w/word count]
And moderators ask that the general updaters separate cluttered links label their links like this; Baterilla (956) ----whenever there are several links ontop of other location links for the sake of organization, and to ease work for update mods.
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Posted: Sun Mar 19, 2017 10:29 pm
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__________▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄Patch 1.7 __________▄ ▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄◈ Experience System ::
┋ Marines Capturing Pirates :: There was really no reason to have not already had this within the system. Marines now gain experience when capturing a Pirate. [ View Changes Here ]
┋ 000 ⇒ 20,000 Experience
┋ Marine Missions :: With the new experience system, it was determined that there was no longer a need for the rule on Marines using words for both mission completion and general word count. If you were unfamiliar with this rule, it was because it was never actually written in (Thanks Tai). We figured that instead of correcting this, we will just leave it out and start letting people use their words for both. Marines can now use the words they write for missions for general word count experience.
┋ Spoken Rule ⇒ No longer exists
◈ Raiding & Reimbursing ::
┋ Limitations :: The week and two week limitations on raiding has been taken away. Raiders must still wait 24 hours before leaving the thread, but if they are able to get away afterward, they may raid another thread immediately. Raided areas will also no longer fix themselves. It is now up to the members to fix these threads. [ View Changes Here ]
┋ You must wait Two Weeks (Real time) after a raid before you can raid the same area again, and One Week before you can raid another area.
┋ Removed from Raiding System
┋ You must wait One Week (Real time) after such a task before you can do this again.
┋ Removed from Reimbursement System
◈ Alarm System ::
┋ Pirates Posting in DDN :: Another rule that was made, but never clearly written into the system. As with the previous spoken rule, this one will also be removed. Pirates will no longer be required to post within the Marine's DDN. Instead, information regarding a culprit will automatically be given to all marines via an unposted alarm. Marines must still post in order to solidify themselves as first responders to raids and destruction. The information given is a complete physical description of the culprit and the last known location based on the actual raiding/destruction post.
┋ Apparent Spoken Rule ⇒ No longer exists
◈ Territory System Overhaul :: Most of the system was left untouched so it's not a real overhaul, but there are some major changes that effect the way territories work. [ View Changes Here ]
┋ Everyone can now take and liberate territories :: There was really no reason to keep this exclusive to any specific faction.
┋ Swiper No Swiping :: When attempting to steal an unclaimed territory from someone who is currently in the progress of claiming it, you must not only meet the words they have already posted, but quote them as well. This is considered a challenge for the territory where the winner takes the land.
┋ 2,000 Words :: This is the new requirement for taking over an unclaimed territory. It fit better with the tone of the guild and the previous number was just.. random.
┋ Perks were reworked :: Owning all threads in a subforum now increase the word requirement for having your territory taken from you, Kingdoms no longer allow pirates to buy out their bounties, and destroyed threads ruin some of the previous benefits.
◈ Kingdoms ::
┋ Goa Kingdom :: To make up for the temporary loss of Torino Kingdom, East Blue now has its own Kingdom. [ View Changes Here ]
┋ Kano Country :: To make up for the temporary loss of Torino Kingdom, West Blue now has its own Kingdom [ View Changes Here ]
◈ Debate System ::
┋ Mod Rulings :: In order to quicken the pace of fights, as well as lessen the load on the two debate mods, a limit of Four [ 4 ] Mod Rulings per fight has been installed. The first three are mod interventions that determine the outcome of a specific problem within the fight, while the last ruling will always be for the entirety of the fight itself. We hope that this pushes members towards trying to solve issues among themselves and to use mods only when absolutely needed. [ View Changes Here ]
◈ Reincarnating ::
┋ Limitations :: We decided that it was silly to force people to drop their items in character just so that the person they reincarnated into could go and pick them up. Now, most of your stuff will reincarnate with you. [ View Changes Here ]
┋ Each character slot has a single free reincarnation per character slot, which is the same as deleting them, except their experience is retained and all guild event items transfer, unless otherwise specified.
┋ Each character slot has five reincarnations. Reincarnating a character is almost the same as deleting them. However, all experience, items, and beli are transferred over to the new character.
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Posted: Fri Apr 21, 2017 11:29 pm
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__________▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Patch 2.0 __________▄ ▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄◈ Alarm System ::
┋ Alarms When Raiding, Destroying, and Takeovers :: Just a quick fix to the alarm system when it comes to raiding. We felt that pirates needed a bit of a more PvE-oriented method in order to gain experience without taking such a huge risk of being forced into a fight and getting captured; allotting them the same option that Marines have with Reimbursing. So we've removed the wait time when a person raids and have also cut the wait time for Destruction and Territory Takeovers in half. [ View Changes Here ]
┋ 24 Hour wait after Raiding ⇒ Are free to leave after they're finished
┋ 24 Hour wait after Destroying or a Territory Takeover ⇒ 12 Hour wait after Destroying or a Territory Takeover
◈ Bounty System ::
┋ Bounty Gain :: Players were gaining high amounts of bounties far too fast. This was mostly caused by obtaining a Devil Fruit so we've removed that. We've also lowered the amount of Bounty you gain for committing crimes across the board so this way players will have to work that much harder to become the most wanted man alive. It's more of a gradual gain as opposed to massive bursts of bounty gain. [ View Changes Here ]
◈ Character Creation ::
┋ Occupations :: Occupations have been removed from the guild and have been replaced with Perks and Traits. Some of them may be recognizable from previous passives that classes got but we felt the need to split them up and to also remove unnecessary passive stat gains from the guild. What you can and cannot do based around what you chose as your Perk and Trait is more defining method than just having a occupation. We'll keep an eye on this for now and will most likely expand on the options you can choose from in the future. [ View Changes Here ]
┋ Races :: Races have been tweaked in some areas as well. Again, in order to avoid giving unnecessary stats we've removed the passive stat gain that races receive. The majority of their passive have also been tweaked and some races such as Merfolk and Fishmen, and Skypieans, Birkans, and Shandians, have been compressed together. You can still make each of them but it'll mostly be for cultural purposes now as they'll share the same racial passive ability. [ View Changes Here ]
┋ Sub-Races :: Sub-races have received minor tweaks as well in accordance to the changes to the other systems. Anti-Devils no longer gain Haki faster, the cybernetics system for Cyborgs is more clearly defined, and Zombies can obtain Devil Fruits. [ View Changes Here ]
◈ Combat System ::
┋ Fighting Experience :: We felt that people of even level should have incentive to fight one another more but should still be encouraged to battle and prevail over someone a lot more powerful than they are. On the other hand, we also felt that more powerful characters shouldn't be granted as much experience—or any at all—for defeating someone much weaker than them. Furthermore, we noticed that the more experience you have, the faster you gain experience and hit the cap depending on who you're fighting so we aimed to change that; deciding on more of a flat rate. [ View Changes Here ]
┋ W: Gains 1/4 of the Loser's Experience. L: Gains1/10 of the Winner's experience.
┋ W: Gains 150,000 exp +/- 10,000 exp for every 100,000 experience between the combatants. L: Gains 60,000 exp +/- 10,000 exp for every 100,000 experience between the combatants.
◈ Customs System ::
┋ Custom Techniques :: We've completely overhauled the Custom Techniques System. We changed out the boosts, what you can do, when you can do them, techniques slots and points, the whole shebang. We've reworked everything so having certain effects in your abilities and when you can have them are no longer Mod Discretion™; though there still may be a few gray areas. You no longer gain passive abilities and Technique Points no longer exist. Every technique has a use and costs stamina. But beware, the stronger your ability is, the more you'll have to pay for it. Furthermore, Custom Techniques and Custom Items have separate threads now and you no longer have to quote moderators or reserve posts in them. Just post them up and the Custom Moderators will go through the threads in order with approvals, pendings, or denials. [ View Changes Here ] [ New Custom Techniques Thread ] [ New Custom Items Thread ]
┋ Custom Items :: In order to coincide with the changes made to custom techniques and class perks and traits, the Custom Items System have also been overhauled entirely. We felt that the old system was a cluttered copy/paste job from previous guild, like many other things, so we've tweaked and re-tweaked it to make it more refined and precise. This system also encompasses the Tier system but with a few more restrictions as to what you can make and when you can make it based around both your total Experience and Intelligence levels. We've also included how the Cybernetics rework comes to play under this system. [ View Changes Here ]
◈ Experience System ::
┋ Word Count & Experience Cap :: In hopes of lessening how many stats one can have and to make gaining experience more challenging than just racking up word count we've slashed the experience cap in half and have removed word count for experience from the guild. However, words can now be exchanged for Beli. [ View Changes Here ]
┋ 10,000,000 Experience Cap ⇒ 5,000,000 Experience Cap
┋ Word Count for Experience ⇒ Removed
◈ Gears & Final Form ::
┋ Transformations :: Trying to keep up with the canon in terms to Devil Fruit transformations was not only tiring and taxing on the guild as a whole due to this archaic system, but it was also inaccurate given there was no factual proof outside of the main character having actual transformations outside of Zoans. So, we've decided that, while you're able to make and name your Devil Fruit customs whatever you want, they all only have one real, statistical transformation instead of three. This was also done to even the playing field with Anti-Devils' one form. Zoans can still have their full form and make customs around it but the form itself yields stats; only hybrid does this. [ View Changes Here ]
◈ Great Maw ::
┋ Devil Fruit Locations :: Some of the fruit locations didn't make much sense so they've been rearranged according what we feel their actual threat level is as opposed to just what type of fruit they are. Those with fruits already still get to keep them though. [ View Changes Here ]
◈ Meitou ::
┋ Meitou :: In our effort to lessen stat gain all around we noticed that Meitou were quite a big problem when it came to this since they were just stat-sticks. After failed attempts at trying to remedy this predicament we've just decided to remove them altogether. However, individuals with Meitou will receive a full refund.
◈ Profiles & Posters ::
┋ New Look :: In order to incorporate all of the new changes we've spruced up the skeletons for both the profiles and the posters—the latter more than the former. Currently, we are encouraging members to upgrade to the new poster format as soon as possible for all of their characters, and to label them as their First, Second, or Third character. [ View Changes Here ]
◈ Raiding & Reimbursing Systems ::
┋ Experience From Kingdoms :: With the current changes we've given a slight nerf to how much experience one receives when raiding or reimbursing kingdom. While kingdoms are more important they really aren't too different than raiding a regular area but have the added effect of being very valuable if you take it over. [ View Changes Here ]
┋ 50,000 experience for raiding a kingdom ⇒ 30,000 experience for raiding a kingdom
┋ 50,000 experience for reimbursing a kingdom ⇒ 30,000 experience for reimbursing a kingdom
◈ Stat System ::
┋ Stat Overview :: With the new incoming changes we decided to re-work and refine stats a little more so they're clearly defined as to what they can and can't do, primarily when it comes to creating and using Customs. Some areas we didn't touch at all, others we changed entirely. [ View Changes Here ]
┋ Power :: We've chosen to split this stat into two parts. The first being Strength which governs the physical or raw power of a force—and the second being Prowess which incorporates the old Accuracy stat but is much more versatile.
┋ Power ⇒ Strength & Prowess
┋ Endurance :: With all of the new changes we noticed that players could become incredibly tanky but just tossing all of their points into Endurance. This would've become an even larger problem had the 4:1 Endurance to HP ratio stayed in place after we lowered overall stat gain; so we chose to remove it.
┋ Endurance to Bonus Health Ratio = 4:1 ⇒ Endurance no longer gives Bonus Health
┋ Intelligence :: Intelligence has always been a difficult stat to incorporate into our systems. It was an impactful, must-have stat on a couple of occupations that can use it in place of more than one stat while most occupations could choose to ignore it altogether. So instead of removing it we've reworked it to make it a little more relevant and versatile but not something that's system breaking.
┋ Determines the power of any and all custom item creations
Used as a benchmark to enable Tiers for Custom Items. Is now a tertiary option to determine the power of certain customs items such as explosives, robotics, lasers, and other items that can fall between the lines of melee and ranged weapons.
┋ Accuracy :: Much like Intelligence we noticed that it had very little purpose if you weren't specializing in a very specific thing. With that in mind we also acknowledged the desires members expressed about Devil Fruits having their own stat. To remedy this along with a couple of other underlying problems we chose to kill two birds with one stone. So we've removed Accuracy and replaced it with a more resourceful optional stat called Prowess.
┋ Accuracy: Used to determine the power of all ranged attacks.
Prowess: Used to govern attacks that aren't melee and/or physical based such as: Varying Devil Fruit techniques, projectiles and other long ranged attacks, certain fighting techniques like Fishman Karate, etc.
┋ Dexterity :: Although it's a hidden stat it really wasn't being used much because it was just a touch to low to really be impactful in battles, so we're giving it a little love.
┋ +15 Dex every 100,000 exp ⇒ +20 Dex every 100,000 exp
◈ Territory System ::
┋ Takeovers :: While raiding and reimbursing a kingdom had its experience lowered we've decided to kick the experience gained for taking over a territory up a notch. [ View Changes Here ]
┋ 5,000 Experience for taking over a Normal Thread ⇒ 10,000 Experience for taking over a Normal Thread
┋ 10,000 Experience for taking over a Kingdom ⇒ 20,000 Experience for taking over a Kingdom
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Panda King Tai-tai Grim Vice Captain
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Posted: Tue May 09, 2017 11:06 pm
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Posted: Fri May 12, 2017 10:20 am
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Panda King Tai-tai Grim Vice Captain
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Posted: Fri May 19, 2017 1:14 am
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__________▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ Patch 2.4 __________▄ ▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
Crafting In regards to the crafting classes, all intelligence requirements for the tiers has been removed. You only require the experience listed in order to make something from a given tier, however the Engineer and Inventor traits may still use their Intelligence stat to determine the base power of their creations. Additionally, in exchange for their inability to craft more unique items and effects into what they make, anything crafted by someone with the Blacksmith trait will now require double the normal amount of Endurance to be destroyed with a Weapon Breaker technique in battle.
Gaining Haki In lieu of the overwhelming advantage provided by the Iron Will perk, all tiers of Haki will now be gained based directly upon the characters Experience instead of their Spirit stat itself. Members of the Kuja or Skypiean races will gain their specific Haki specialty at lower amounts of experience than others as their altered racial perk. The requirements for all tiers will now be as follows:
Basic: 500,000 experience || 370,000 experience (for Kuja/Skypieans) Intermediate: 1,000,000 experience || 750,000 experience (for Kuja/Skypieans) Advanced: 2,000,000 experience || 1,500,000 experience (for Kuja/Skypieans)
Busoshoku Haki The general rules regarding Buso have been cleaned up and made more clear, in regards to use and bypass. Using Buso to defense with is now fully considered a defensive technique on its own that allows the use of full Endurance plus the applied boost if any. Furthermore, penetrating this defense now requires you to overpower the entire defense and not just the invested spirit in the Buso itself. Higher tiers of Buso will also no longer automatically bypass lower tiers without simply being part of a more powerful attack as well.
Kenbunshoku Haki Kenbunshoku Haki has been deemed a bit weaker at mid tier, and too overwhelming at the highest tier. As such, Intermediate Kenbun will now last for 2 posts after the cost is paid for. The same has been applied to Advanced, superseding its old duration of 5 posts as well as having a 1 post cool down afterwards. Finally, the ability to completely predict an attack while Advanced is in use per post, has been changed to once per activation.
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Posted: Fri Jun 01, 2018 3:47 pm
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Panda King Tai-tai Grim Vice Captain
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