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Patch Notes
We used to have guidelines for Super Move damage that were basically "it's fixed damage, Tier 1s always do 2 damage, Tier 2s always do 4 damage, Tier 3s always do 6 damage", but then we decided to smudge the numbers a bit to allow for stats to matter and so that guaranteed kills were never a thing. However I just kind of REMOVED THE GUIDELINES AND REPLACED THEM WITH NOTHING. This was dumb and lazy, so today realising this, I updated the Fight rules to give some proper guidelines. Excerpt of the rewritten part:

Quote:If a Super Attack goes through, it is down to the targeted character to write out their characters attempt to mitigate the damage and the resulting injury. It is generally assumed that damage is dealt despite an attempt to block or dodge a Super Attack, as most characters aren't going to stand and take a giant beam to the face. The intention is that, if the attacker's ATK is similar to the defender's DEF, a Tier 1 Super Attack should deal around 2 damage (Minor Injury), a Tier 2 Super Attack should deal around 4 damage (Moderate Injury), and a Tier 3 Super Attack should deal around 6 damage (Serious Injury). If the defender's DEF is double or highter than the attacker's ATK, take away about 1 damage PER TIER. If the attacker's ATK is double or higher than the defender's DEF, add about 1 damage PER TIER.

These numbers are rough guidelines, and we might smudge them when it comes to allocating damage at the end of a fight for various reasons, including but not limited to: numbers not being exactly double or half, transformations used, how well we feel players wrote their attacks and defense, and managing a large level difference between characters. It's not an exact science, the judge uses their best discretion to come up with a believable, but fair number. We'll never allow guaranteed kills by spending SP (for example if one player is vastly higher in level than another), so if we feel the low-level player deserves to win despite the level difference, they might scrape through a fight with 19 damage even if they should have died "according to the numbers" after being hit with a bunch of Super Attacks. For more information on our judging criteria for winning and losing fights, see the FAQ at the bottom of the page.
I also realised that in past updates, I hadn't properly rewritten the fight example. For example, Tier 1 Super Moves costed 2 SP back in the day, and we had different random results instead of the more simplified coin flip we use now. So I rewrote that.

Then I rewrote the final fight FAQ about fight judgement, because the old version was a bit vague and shit. Here's the new version (which is about half old, half new):

Quote:A: The short answer is that it comes down to who the judge feels wrote better. However, a significant level difference can give an advantage to one player. A level difference of say, 3, isn't that big of a deal, but if you're level 1 and your opponent is level 11, you'll have to be the definitively superior writer (in the judge's opinion) to win. Other advantages include, if your opponent had an injury or used most of their SP before the fight, or if they choose not to use SP whereas you do (for example, if they're in an ongoing storyline and saving their SP for later).

In terms of writing, what matters most is creativity in using the situation. We want to be surprised, we want to be interested, we want to be engaged with the characters. We want to enjoy the read. That also includes having a good writing style (a typo or an awkward sentence here and there isn't a big deal, but if it's to the point that it distracts the reader, it won't help) and representing characters fairly and realistically in your writing. We want to reward those who put the effort in, both in the long and short-term, and we want to read epic stories.

Just remember that at the end of the day, losing a fight is just a chapter in your character's story. It's not meant to be a punishment, and it doesn't mean you're a bad writer. For many of us, the competitive aspect of the site is part of the fun, but if you don't enjoy it, there's plenty of non-competitive fun to be had on the Omniverse.
Curious about me and the characters I play? See the 'Staff' page! See also the rosters for my characters Samus Aran or Enel if you'd like to see examples of well-formatted rosters. Hope you enjoy the Omniverse!


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ATTN - All Faction Leaders - by Alex - 03-03-2016, 02:13 PM

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