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DFRP "Patch Notes" [MUST READ]
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Post by Byakko on Apr 18, 2016 15:58:18 GMT
We know that the rules are in need of a cleaning up and reworking. So there will be a rewrite in the future once all the rule changes are decided on.
*However*, until that happens, we will post reworked rules here. Any rule mentioned here will supersede any mention of that rule outside this thread. I know this isn't the... cleanest method of delivering updated rules, but it will allow you, the users, to better see what the changes are. And there's going to be some changes very, very soon. So keep an eye out on this thread! We hope we can make the rules clearer and get rid of some of the confusion.
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Post by Slrarthryng on Apr 18, 2016 19:42:18 GMT
Attack Slots/Passives As many of you are aware... or as the problem is, not aware, each Digimon form is allowed two passive abilities, which do not count towards the number of attacks each Digimon is allowed. This rule is not written anywhere, was only decided unofficially, and is especially problematic for new players who often do not learn it until they have made their first, and even second, characters. We are abolishing this rule. Passive abilities are now classified as one of two categories. There are Combat Passives, which include abilities such as damage resistance, regeneration, and agility. Combat passives require the use of ability slots, the same as regular attacks. As such, the only limit on number of passives is the number of ability slots available at that level- But for each passive ability you take, you lose an attack. The other type of passive ability is a Non-Combat Passive. These abilities, such as flight or shapeshifting, do not use passive slots, and are not limited by number or slots. While it is possible to use a non-combat passive in combat, doing so provides no greater advantage than the creativity with which it is used. If you are unsure as to whether an ability is a combat ability or not, feel free to ask any of our moderating staff- Myself, Panzermanathod, Maia, Bonetrousled, or ArcXivix. As compensation for passives now requiring moveslots, higher level Digimon forms now have more ability slots available. Fresh and In-Training ability slots remain unchanged. - Rookie, S-spirits, and Xros Partners - 4 ability slots (Up from 3)
- Champion, Armor Champion, H-spirits, H-fractions, and Xros Level 1 - 6 ability slots (Up from 4)
- Ultimate, Armor Ultimate, B-spirits, B-fractions, and Xros level 2 - 7 ability slots (Up from 5)
- Mega, A-spirits, and Xros level 3 - 9 ability slots (up from 6)
- Super Mega, Z-spirits, and Xros level 4 - 10 ability slots (up from 7)
While any new applications or edits should follow the new system, existing applications are not required to change unless you wish to take advantage of the extra ability slots.
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Post by Bonetrousled? on Jun 10, 2016 0:51:38 GMT
MISCELLANEOUS PATCHING We've had a few miscellaneous staff edits kicking around for a while. Today marks the majority of them being put into practice. Our first activity check in a while has been created! Until the check finishes, we are putting our Digimon and Faceclaim censuses on the backburner. They will be back to regular updates after the AC. The cost of accessing Ultimate level for twin characters has been reduced from 350 to 300. Enjoy getting earlier access to the forms you've worked hard on. Mercenary Xros has been removed, due to being an undercooked, confusing, and unexplained feature. Small changes to DNA Digivolution have been clarified. Namely, that you may have 2 DNA forms per level, that DNA Digivolutions cannot DNA with each other, and that twin Digimon may fuse in order to DNA at once. Small changes to shop items have been clarified. Namely, that Digimon attacks and abilities disrupt holosuits from functioning, and that Digiports can be used to travel back to the human world along with the Digital World.
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Post by Bonetrousled? on Oct 24, 2016 19:58:09 GMT
MISCELLANEOUS PATCH 2 - THE BIG ONE To celebrate the huge revival the site has had recently, have a huge helping of patch notes! Most of these are systematic changes, links to events, and a few minor clarifications. However, we're also cooking up a plan to try and keep the steam going on this revival, and will be cluing you in to a general idea of what we have planned. CLARIFICATIONS AND EXPLANATIONS Firstly, the term "Core Partner" has been replaced due to being misleading. It is now called the Primary Partner. We would like to firmly re-state that the Primary Partner does not need to be part of your Xroses, although as the Primary Partner is the strongest of them the Xros will only be around Mercenary strength without their presence. Secondly, we have specified that the S-Spirit and Primary Partner do not need a staffed and approved hunt thread. We apologize for the uncertainty. Thirdly, we have allowed Super Ultimate Evolution for Tamers, sans-Biomerge, as an acceptable alternative. It has long been an unofficial option, so we decided to canonize it. We have also taken a hatchet to the word "paragraph." Every instance of it has been converted into five sentences. For example, spirit and partner hunts now require 50 sentences, while MPCs and armor hunts now require 75 sentences. We hope this allows for more structural fluidity and less haziness in what we require. Finally, a few points about how the Digital World works. The two large departures it has from the human world are as follows: Firstly, time moves far faster, a week in the Digital World as equivalent to a day in the human world. This should be a huge relief for many of our school-aged characters. Secondly, electronic devices do not work properly. Digital watches scramble, compasses misalign, and anything that requires reception or signal is toast. If you're lucky, a completely independent devices like a Gameboy will still function, but even this is inconsistent. LINKS AND EVENTS MPC Rule Changes! We've balanced them to make post rewards more valuable, and kicked the system back off with 5 new MPCs. They're still around until November 15th, so get 'em while they're available! Scary Story Competition! Halloween's almost here, but you still have plenty of time to chill your friends with a good old fashioned ghost story. We hope this will be the first of many site contests. Signups remain until the 31st, at which point we will start judging. Haunted House Maze Event! And here is our first site event in a long while. This is a tour through an ever-shifting haunted house, molded to your character's deepest, darkest fears. Dare you enter? The rewards are great for those who do, but so is the peril. Signups close on the 27th, at which point threads will start being posted up. Store Discussion! We want to make the store full of items people want to buy. What better way to ensure this than asking what items people want to buy? Make your voice heard and your ideas could very well end up on display. DIGIVOLUTION, MERCENARY, AND BANLIST CHANGES We have made changes to the Digivolution structure, making the very top end of things slightly easier to achieve while still making it require investment and a solid story to tell. The changes are as follows: Rookie: 25 posts. (same) Champion: 100 posts. (same) Ultimate: 200 posts. (same) Mega: 350 posts. (from 400) Super Mega: 600 posts. (from 750) For twins, the changes are as follows: Twin Rookie: 35 posts. (same) Twin Champion: 150 posts. (same) Twin Ultimate: 275 posts. (from 300) Twin Mega: 500 posts. (from 550) Twin Super Mega: 800 posts. (from 1000) ~~~~ In addition, we have lowered the cost of the second alternate line for your Digimon. As a reminder, twins count as the same account for purposes of alt line purchases. They cannot each buy a copy of the cheaper line in order to save money. The changes are as follows: Processor Upgrade α • Grants the Digimon an additional Champion form. Price: 5,000 Bits for first, 12,500 Bits for second. Limit 2 per account Processor Upgrade β • Grants the Digimon an additional Ultimate form. Price: 10,000 Bits for first, 25,000 Bits for second. Limit 2 per account Processor Upgrade γ • Grants the Digimon an additional Mega form. Price: 20,000 Bits for first, 50,000 Bits for second. Limit 2 per account Processor Upgrade δ • Grants the Digimon an additional Super Mega form. Price: 40,000 Bits for first, 100,000 for second. Limit 2 per account ~~~~ Along with this, mode changes have been updated. We now provide a Mode Change for Super Mega as well as Mega, and have clarified a few minute differences between a Mode Change and an alternate line. The changes are as follows: Overdrive Sequence • Allows the Digimon to gain access to "Mode Shift" while in Mega form. Mode Change form is equal in power to mega form and can be accessed when you have reached post requirements for mega. Compared to alternate lines Mode Shifts tend to be derived in design from an existing form, and do not require a separate spirit hunt for Spirit Users. Price: 25,000 Bits. Limit 1 per Mega Form. new! Overdrive Sequence Ω • Allows the Digimon to gain access to "Mode Shift" while in Super Mega form. Mode Change form is equal in power to super mega form and can be accessed when you have reached post requirements for mega. Compared to alternate lines Mode Shifts tend to be derived in design from an existing form, and do not require a spirit hunt for Spirit Users. Price: 50,000 Bits. Limit 1 per Super Mega ~~~~ Temporary mercenaries have been removed, on account of them being far too much effort for far too little payoff for all parties involved. In their place, we now allow purchase of a second merc contract. Prices have also raised to put them more in line with alternate Digivolution lines, as they were similar in utility yet vastly cheaper. Changes are as follows: Mercenary Contract α • Bestows the buyer with a Non-Player Character Digimon at Rookie stage. Price: 3,000 Bits for the first contract, 7,500 for the second. Limit 2 per account. Mercenary Contract β • Bestows the buyer with a Non-Player Character Digimon at Champion stage. Price: 6,000 Bits for the first contract, 15,000 for the second. Limit 2 per account. Mercenary Contract γ • Bestows the buyer with a Non-Player Character Digimon at Ultimate stage. Price: 12,000 bits for the first contract, 30,000 for the second. Limit 2 per account. Mercenary Contract δ • Bestows the buyer with a Non-Player Character Digimon at Mega stage. Price: 24,000 bits for the first contract, 60,000 for the second. Limit 2 per account. ~~~~~ Finally, we have overhauled the banlist, removing the canon power requirement due to the haziness of Digimon power levels. We trust our members to play fairly, and our staff to prevent any shenanigans or power abuses. The sole exception is the four Sovereigns, who are treated with divinity and reverence that no other Digimon (not even Fanglongmon) is. The following Digimon have been removed from the list: Arkadimon, Chronomon, Death-Xmon, Fanglongmon, Grimmon, Lucemon Larva, Metamormon, Ogudomon, and Parallelmon. The banlist as it stands now is those too big, those who aren't Digimon, and those who are of dubious canonicity/existence, and is now as follows: 1. Behemoth 2. Burpmon 3. Computers of any sort (ENIAC, Yggdrasil, etc.) 4. Damemon (C'mon Digimon ver) 5. Deathmon [C'mon Digimon ver] 6. Digi Elves 7. Digi Gnomes 8. D-Reaper (and all Agents) 9. Eaters (All Forms) 10. Eldoradimon 11. Erasers (All Forms) 12. GAIA 13. Gaiamon (Digimon World 3 ver.) 14. Giga Devast 15. Hypothetical/Spoof Digimon (Anything listed here, besides Hubmon.) 16. KingWhamon 17. Leviathan. 18. Mecha Rogues (All Forms) 19. NEO 20. Oinkmon 21. Quartzmon 22. Summoned Beings (Drippin, Evilevil, Familiar Bat, Amon and Umon, Jormungandr and Surtr, etc.) 23. Tera Devast 24. Vitium (All Forms) 25. Whispered 26. ZERO-ARMS: Grani 27. ZERO-ARMS: Orochi GET A JOB! We are also proud to announce the reformatting of DFRP's job system! It has been lying kind of unused and unnoticed in the corner for a long time now, so we hope this overhaul makes it a fruitful and enjoyable part of the site. Jobs are somewhat like lower stake missions. Whereas missions are large adventures with a chance of failure and a DM doing their best to make you squirm, jobs are mostly safe, lower-key, and serve as a reliable sources of bits. They come in two varieties, and in total you can perform 4 jobs a month. The first type is Odd Jobs. These are quick and easy jobs you can get on a board's job counter, and tend to be more generally helpful than anything life-changing. They usually require no input from NPCs or other members, although if you really want one you can request one. These are very quick, 25 sentences for 1500 bits. Odd Jobs will be especially present in areas that have been destroyed or areas currently undergoing plot. In these cases completion of Odd Jobs tends to speed up the reconstruction of a region or the solution of a problem, and the members who partake in them may even have a say as to which direction the region takes next. This is the first half of the old job system. The second half, where you could optionally double the post requirement and double the bit count, has been changed into what I like to call the Career system. In this system, your character gets to show off their own unique talents and make an impact on the Digital World. Maybe you're running a restaurant. Maybe you're a tailor or a repairman. Maybe it's something more dangerous, like Terminus Mall security or a private investigator. Maybe you just want to make people laugh. Whichever the case, you can set up your own personal career booth thread. Here you can either request NPC clientele or take on requests from other members, doing your job and getting in some fun character interaction in the process. The bit payoff for this thread takes around slightly longer than an MPC, at 100 sentences total, but we hope having plenty of interaction with other members and NPCs gives enough material to make this feasible. As your reward for a job well done you get 7500 bits, and if there are other members in the thread they get 2500 for participation as well. We will try to make this system live on October 31st, overhauling all of the old job boards into this newer state. We hope odd jobs and careers provide great new ways of making bits and can serve you well as characterization outlets. FINALLY . . . THE PLAN Now, we're doing a lot here to try and help out our current members. However, a site can't stand on its own without progress. This is why we need to cast an eye to the future, and with it find new ways of recruiting members. That's why I've come up with a simple plan to try and help not just the DFRP of now, but the DFRP of later. First, cleanup. Broken links, inaccurate rules, long-dead affiliates. All of that needs to be shuffled away and cleaned up, so we look less old and worn and more up-to-date. If you have any suggestions or improvements for our presentation, this would be the phase to suggest it. Then, advertisement. Our presence has existed as a top google result and . . . that's really about it. It helps get a trickle of new members, but if we want to bring back the glory days we'll need a lot more activity than that. Once the site has been cleaned up and we all agree its of a perfectly presentable standard, I'll put up an ad contest so we can go on an ad blitz. We'll be bringing the name DFRP back in a major way, and hopefully with it bring a sorely needed injection of new blood. Next, events. Not just any events, but events geared towards new members to help them feel comfortable and welcome. For this I have two proposals. One is an old-new thread matcher, where old members and new members enter a lotto and are paired up at random. This will ensure our new members have solid, reliable thread partners, and that nobody will be left without anyone to thread with. The other is a Beginner Tournament, but this time we strike when the iron is hot and put it into play as soon as signups end. Last time we dawdled and lost a lot of momentum. If we do it right, hopefully we can both excite new members and restore faith in us from old members. And once that's all done? Well, lets just say we have some fiendish things in store. Exactly seven of them, in fact. Thank you very much for reading these patch notes, and I hope you're as excited as I am for the site to reach new heights.
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Post by Bonetrousled? on Jan 1, 2017 5:48:41 GMT
TERMINUS MALL 2.0Main reason why I'm writing to you guys today is to announce that the Terminus Mall system has been freshly tricked out and renovated. Now any purchases you want to make can be done at the click of a button. We've also cleaned up the layout and drastically expanded the amount of items you can get. This includes; New GadgetsWhether updated versions of older ones, such as new deluxe versions of the mechanical arm, Infini-Store, and No-Clone, or plenty of new treats, we have all sorts of new gear to help your character get a leg up on the Digital World. Some ideas of what to look out for: Virtual Pet style gear, such as the Feed Program, Shadow Boxing Program, and V-Pet partner storage pay a little bit of homage towards Digimon's roots, and help you tailor your Digivice to be more like classic choices like the 01 and the Pendulum. Exploratory gear in the vein of the antigravity device, such as the EV Suit and grapple gun, can help your character get around better and have more options when out in the world. A few antipersonnel items inspires by DATS choices, the Light Screen and Hardlight Baton, should help make sure your character isn't completely helpless when on their own. New CardsThe card list has been completely upgraded and overhauled, now featuring over twice the assortment it did prior. In addition, new theme packs help you refine your choices with a more specific (albeit limited) flavor, singles let you pick whichever card you want, and new items such as the Trap Card, Team PLayer, and Maelstrom let you use old favorites in new and exciting ways. New VehiclesVehicles have been overhauled, replacing the four static options from before with a new set of customizable choices. By combining a chassis option and four upgrades, you can make a vehicle that truly suits your needs in the Digital World. Feel free to cosmetically describe them however you like; after all, the point of having a car is freedom, right? Vehicle upgrades largely follow the character of gadgets, so expect mobility, exploratory, defensive, and offensive options. New ContractsNot for mercenaries, but for generals. At long last, Xros Generals have access to mercenaries and alternate Digivolutions. The new Teammate Contract option allows Xros Generals to draft an additional teammate, each teammate opening up the door for a new form or two at each level of power. Get a full set of four and reclaim your throne as the most versatile class of character. Team ContentTeams have often fallen a bit to the wayside of DFRP, most of their implementation somewhat hazy and their one item not actually located in the store. Today that changes, with a ton of items allowing teams to organize, mobilize, and personalize. These items are to be purchased by team leaders, but their effects extend to the entire team. We hope whether for utility, like the Home Portal and Team Communicator, or for power, like the Team Attack, these help teams feel more cohesive than ever before. TradingIf you don't want an item anymore, and someone else does, now trading is easier than ever. Just click on the green icon in the bottom right corner of the screen, peruse through your inventory, and pick a user to send items to. Not all items can be traded (alt forms and moveslots cannot be), but feel free to spread the love with the ones that can. Do note the trade window may be a bit cramped, too. We'll see if we can get that to expand a bit. If not, we may resize the full-size icons a little to free up some room. Terminus Mall Bargain Sale and Inventory SectionIn addition to automating the system, we also want to make sure information can be stored as efficiently as possible. For this reason we've opened up an inventory section right next to profile edits, where members can post their card lists, the details of their cosmetic inventory, and any unofficial or flavor items they feel are important to their character. This will be where a topic, Terminus Mall Bargain Sale, allows you to redeem your old items and have their automated equivalents transferred to you. The section is here.THE ARTIFACT SYSTEMIn addition, we've been drafting a system for character artifacts. Many of the site's historic characters have had weapons and items they're wrested from the hands of peril. Rather than let such a system remain unofficial and hazy, we've decided to open it up to the playerbase. Artifacts tend to pop up as rewards for especially daunting missions. For the time being these will be from moderator assigned missions only, but as we work out the kinks of the system we will likely open it up to member assigned missions as well. They are designed to be useful at all levels of power, tending to scale and grow in power with their wielders. After all, a seasoned warrior could swing Excalibur with far more force than a green peasant. Rather than represent flat-out increases in strength, they tend to grant the wielder new and exciting effects in order to spice up their ability. Artifacts tend to come in three types; Weapons, obviously, need to be wielded. More so than any artifact category, these are directly related to combat and strength, and often modify the nature of their wielder's attacks. Equipment also must be worn in order to be utilized. Its effects tend to be more broad and general than those of combat-focused weapons, but that doesn't mean they should be underestimated in the slightest. Finally, trinkets do not even need to be obviously worn or utilized in order to harness their abilities. They resemble jewels or small, unsuspecting tokens of fortune, but they radiate power without even needing to be called upon. That said, these are just broad examples. Some artifacts exists outside of this paradigm. One may carry up to three artifacts at a time. However, they may only be actively using the effects of one. Switching between these in the middle of combat takes a post, sacrificing an attack but instead allowing for a crucial change-up in strategy. Still, be wary of getting greedy and wasting too many posts juggling your artifacts! Beyond that, artifacts are similar to any other item. They can be passed down, whether for free or for a price. They can even be fought for, so long as both parties consent. They, too, should be noted of in your character's inventory page, likely in a position of high acclaim. After all, each has a story to tell, both before and after being claimed, and it'd be a pity not to show it. Finally, some say there are artifacts that are even more powerful than the ones described here. Some day these artifacts are so strong, only one at a time may be used. But for the time being, these are just whispers. Legends, if you will.
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Post by Bonetrousled? on Aug 21, 2017 22:38:28 GMT
THE RULE RENOVATION MEGAPATCH - PHASE 1 Last I posted these updates, I told you guys that there would be some big rule changes coming in the near future. The good news is, we've been workshopping some awesome stuff for you guys since that point. The bad news is that real life decided to throw us down several flights of stairs between Point A and Point B. Fortunately, through all of that mess, eight new rule threads rose up from the ashes. The framework that DFRP has been running on has been a bit creaky for a while now, but we took the best parts of it and polished them to a sheen. While it'd be best to read all of these new rules carefully so that you fully understand the changes we've made (or even rediscovered old info we've put back into the spotlight), we're also including a handy changelog so you can see what's different from the DFRP of old at a glance. The first thing about the DFRP Rules you'll notice is that it's a bit slimmer around the midsection, at 1 post compared to the 3 it was previously. This is because the combat rules will be moved to their own combat guide section, where we will do our best to go more in depth with the site's battle system, including giving more concrete guidelines on designing moves in a freeform environment. Until this combat guide is written, the rules from the old thread will stand. The rules index has also been updated. It now provides links to all of the rule threads on site, from general rules like Digimon Information to more specific rules like Mission Rules. You may notice that three of these are currently missing links. Much like the combat guide, we will be having in-depth setting guides and beginner's guides to fully round out our suite of rules threads. Expect these three threads to be wave 2 of our rule renovations. Beyond this, the core site rules are mostly the same, albeit explained in slightly more detail. Some changes of note are: - The introduction of a "MATURE CONTENT" tag for threads, to be used as a content warning if skirting past the PG-13 rating to a tasteful degree. Remember, emphasis is on tasteful. Please do not abuse this to write ultraviolence or highly sexual content.
- A lowered overall word count (it is now 150 words rather than 200 per post), albeit with some tighter restrictions on solo threads. Namely, each post in a solo thread should be 500 words or more, and we are putting an upper limit of three posts per day made in such fashion..
- A reinstatement of the post transfer cap. Each account may only receive 100 posts per month; enough to give them boosts as needed, but with enough space for you to explore your character between donations.
- Postcount penalties for repeated or malicious rule-breaking have been replaced with temporary bans. We feel time-outs in such fashion are better for giving fired-up members a chance to decompress and keeping trolls away from the site, rather than taking away posts and potentially making them more hostile.
- Chatbox rules have been expanded to go into more detail about conduct when utilizing Chatango's more unique features, such as the tag system and private messaging.
In contrast to the site rules, the Digimon and Digivolution rules have become far more expansive. Please don't be intimidated, though. This is simply because they now include a lot of the information that was once present in the Character Templates and Information page. In addition, this information has been cleaned up and scrubbed of any redundancies. Rather than focusing entirely on given numbers, there are also sections explaining what makes each character unique and outlining the roleplaying possibilities that each presents. If you're ever undecided on your next character type, maybe reading those sections can help give you some inspiration. In addition, you'll notice that some of your characters may have leveled up seemingly overnight. We've shuffled around the postcount requirements yet again, this time with an emphasis on the earlier game rather than the later game. We fully acknowledge that the In Training to Champion period can be one of the most brutal on member interest, especially the pre-Rookie period. To make that easier, we've shuffled all postcount requirements down the line to make getting through that initial hump easier. The new postcount requirements are as follows: In-Training
| 0 Posts
| Rookie
| 10 Posts
| Champion
| 75 Posts
| Ultimate
| 150 Posts
| Mega
| 300 Posts
| Super Mega
| 600 Posts
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And for twins:
In-Training
| 0 Posts
| Rookie
| 15 Posts
| Champion
| 100 Posts
| Ultimate
| 200 Posts
| Mega
| 400 Posts
| Super Mega
| 800 Posts
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Beyond that major change, a few other changes are as follows: - Less harsh protocol for when your Digimon and human separate, or for when Digivices are lost. Rather than immediately knock your Digimon down two levels, it instead restricts them to Rookie (if naturally below Mega) or Champion (if naturally Mega or above). This makes Rookie and Champion level Digimon capable of basic independence when separated from their human, rather than being immediately knocked into a baby form.
- Explanations for Digivolution terms not officially codified on site (Dark Digivolution) have been removed to avoid confusion. Explanations for Digivolution terms that are both used on site and previously unexplained (Mode Changes) have been put up to better clarify.
- Hunt threads now require a word count rather than a post count for ease of tracking. 1000 words are required for Spirit and Xros Partner hunts, while 1500 words are required for Armor Hunts and anything similar.
- By popular demand, two Super Mega evolution options are present for each class besides Solo Digimon. For example: Tamers get Biomerging as they always have, or the option for a Burst Mode. This has no bearing on a character's power, although it may influence minor factors such as stamina and risk presented to the human partner.
- Xros Generals have been brought much more in line with other character classes. They now have an Armor Digivolution and Twin equivalent like Spirit Users do, and are capable of compensating for their lack of mercenaries or alternate Digivolutions through the new Xros Contract item series. There are too many changes here for me to say all at once: if interested in a General, please read the new rules!
- Protocol for previously unofficial rules, such as regenerating a fallen Digimon into a new form rather than their old one (a la the Digimon World games), changing your character's class (ex: a solo Digimon finding a Tamer), and shuffling a fitting Digimon to a different level for the sake of line cohesion (ex: using Astamon as a Human Spirit and Sangloupmon as a Beast Spirit) have now been officially described.
- The banlist has been updated. The Sovereigns have been removed, and non-Digital entities have been better described so members checking Wikimon's Digimon list do not get confused and pick them.
- The Xros Wars Digimon list has been expanded to include Applimon and other unranked Digimon. See if you can find where your favorite is!
- A series of simple guidelines for custom Digimon have been given. As "what is a Digimon" is a very hard question, these are more used to get you thinking about your designs than they are to limit or shut down ideas.
The Bits and Shop Guide has been touched up to accommodate for our automated shop, linking to that instead of the former Terminus Mall thread. It also provides instruction on how to give items and bits to other members, as well as how to receive them. This should make transfers far easier and require less effort for both members and staff. The guide has also been updated to reflect higher bit rewards from regular posting. The bit-per-post reward has been raised from 40 bits to 100 bits. In addition, there is now a bit reward for completed threads, incentivizing all members to see their threads through to the end. Any thread finished as of 7/1/2017 is eligible for cash-in! The guide now includes a tour of the shop's item categories, including in-depth rules for cards and mercenaries. While these rules were present before, they are now all in the same thread for maximum member convenience. Speaking of mercenaries, a new item is now present in the store. Keep an eye out for the Synthesis Core, which allows two Mega-level mercenaries to DNA Digivolve into a step even further beyond. Specific Other Rule Threads For a long time, we have not had proper threads for a lot of the site's more understated rules. Now proper rule threads have been made for many of these activities, including: Mission Rules:- You can now take up to three missions on a single character. Of these, only one may contain 4+ members. To compensate, a cap of 5 missions per user has been introduced as well to prevent hogging.
- Missions now have a mandatory grace period, after which a member may be skipped in the post order. This is to prevent missions from being held up for too long.
- In order to prevent newer members being overwhelmed, who can make a mission has now been somewhat regulated. Champion-level members can make Small (3 or less member) missions, and Ultimate-level members can also make Large (4 or more member) missions. A Mega-level member can even make two missions at once!
- A more regulated table of rewards has been posted up, based on a mission's size and difficulty. In addition, rules have put in place to give members rewards for mission threads that have fallen through or been interrupted, ensuring that their hard work and time are not wasted.
NPC Rules:- There are now two types of NPC encounter. "For Fun" NPCs are the mostly-unregulated encounters that exist solely to spice up a thread, whether at another user's request or casually added to their own threads. "For Glory" NPCs are strictly-regulated encounters with postcount rewards, bits, and even new moves put on the line.
- In similar fashion to mission rewards, NPC rewards have become more standardized. Their scope has also been expanded past postcount alone, making them more attractive for members who don't want to mercilessly drain their opponent's data.
- Most notable of all, members can now take on NPC requests. This should get a lot more NPCs into circulation, allowing more fight-happy members chances to flex their muscles and members who love making expansive casts a chance to put their new designs and concepts to the test. A member must at least be Champion rank to write a For Glory NPC, but For Fun requests can be taken by anyone.
MPC Rules:- MPC rewards have been adjusted slightly to account for lower postcounts all around. Now members receive 15 posts for Rookie or Champion level characters, 20 posts for Ultimate level characters, and 25 posts for Mega or Super Mega characters.
- MPCs are now on a tighter grading schedule, rather than done whenever staff feel like it. By grading them on the 15th and 31st exclusively, members will have a better idea of when to expect their rewards and staff will be able to better brace themselves for incoming workload.
- As with hunt threads, MPC threads are now based on wordcount rather than sentence count. Each MPC has a 1500 word minimum before it can be considered approved.
- MPC labeling requirements have been made more clear for both members and staff.
- A new matchmaking thread has been put up for the purposes of finding MPC partners.
Job Rules:- The Odd Job system has been revamped. Rather than a series of static tasks attached to each location in the Digital World, jobs now cycle out on a two month basis. This more dynamic cycling system should prevent jobs from getting stale quickly and encouraging us to keep innovating new prompts to use. The first of these new job prompts will go up on 9/1/2017
- Job thread rewards have also been converted from sentence counts to word counts. Basic odd jobs have a word count of 500.
- By writing 1000 words instead of 500, the corresponding reward increases to 2500 bits. This makes odd jobs a better source of character income in a pinch.
- Career threads now have a word count of 2000.
- A new matchmaking thread has been put up for the purposes of finding job and career partners.
Team Rules:- A cap of seven members has been put on teams in order to prevent bloating and encouraging the formation and joining of more teams. Note that this says members rather than characters: multiple characters from one member may be part of the same team without impeding the entry of other members.
- A new Team Activity Bonus has been made. This increases the bit rewards for threads where a team member works towards what their team represents.
- To prevent teams from being founded out of the blue and vanishing just as quickly, founding a team has been restricted to members of at least Champion or higher to ensure a degree of commitment.
- Protocols for team leaders leaving, whether willingly or due to IRL constraints, have been made to ensure that teams don't wither due to activity.
By clarifying options already present on the site, adding new, more dynamic ones, and adding layers of stability and certainty to an often unclear framework, I hope that these new rules represent the start of DFRP's great strides forward. Of course, this is just the beginning. These first updates mostly tackled the site's core and a few more ancillary rules. Future updates should begin getting neck-deep in more systematic overhauls, making the site's setting and combat system far more engaging to deal with. We hope until that point, you enjoy having the chance to play with options new and old alike.
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Post by Bonetrousled? on Sept 1, 2017 18:53:08 GMT
9/1/17 - HAPPY FREEFORUMS-IVERSARY That's right, guys! On 8/31/2013, DFRP moved from its previous host to Freeforums. For that reason, September is going to be an anniversary month of sorts for DFRP. We're a year away from hitting that big 5, and while this year we're waiting for our site rules to marinate a little we still have some small surprises in store for you. Firstly, your told us your favorite MPCs from the past year and we've been all too happy to listen. In honor of this MPC Choice Awards, we have not three but six prompts for you all to choose from! They are as follows: Digivolve Into President.Reunion.Mon. Digi Mon.Video Game Nightmare.Fruits of Your Labor.Wish Upon A Star.You might be asking "but Bone, what about new prompts?" Fear not, because the MPC prompts aren't the only sets of prompts that'll be cycling each month anymore. As promised in the patch notes revamped job threads were coming, and starting with this month they're here! Get these prompts while they're hot! Today's set focuses on scenic Whitewater City. One of the site's most beautiful places, and boasting quality of life over quantity of size (take that, Terminus City), some argue it is the true seat of Digital World civilization. Active JobsFinally, to celebrate the hard work our members do in making threads come together, we're offering 200 bits per post! This doubling of bits, on top of the already increased rewards for posting, will do great to help secure those last bits needed to buy those items you've been eyeing. To match this increase, starting a thread now gives 300 bits as opposed to 150. The increase is for this month alone, so seize the day and let your imaginations flow! Thank you all so much for being here, whether you've been here since before Freeforums or just came here yesterday. Your support and enthusiasm are why DFRP is still kicking, and we hope you're all excited to see what'll be in store for Year 5. We promise, it'll be one hell of a ride.
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Post by Bonetrousled? on Sept 7, 2017 6:07:26 GMT
9/7/17 - TAG! YOU'RE IT! Pop out the champagne, because the cbox is now spoken for! You'll notice a secondary cbox labelled "Notification Box" floating on our sidebar. This is because we've seen that announcements, open threads, requests such as NPC partners or mission participants, and sometimes even staff matters like profile edits tend to fade from the public eye once no longer in the most recent few posts. Occasionally cbox poking prompts participation, but this tends to fall by the wayside too due to the speed of cbox conversation. That's why we now have a notification box, serving as an intermediary between posting in a thread database and throwing your question onto our fast moving chat. The rules of the notification box are quite simple. A) Please keep it to notifications only, rather than chatting. B) Please do not flood the notification box with the same request an inordinate number of times. If there isn't a bite at first, give it time to settle. C) Beyond that, follow all other on-site rules. Hopefully this will help some of you guys get your ideas out there far more easily than before. Thank you, and enjoy!
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Post by Bonetrousled? on Sept 24, 2017 21:41:42 GMT
9/24/17 - CHARACTER CREATION CLEANUP In the past there's been some confusions with character creation. "Where are the apps" in particular has been an unfortunately common question, and the rules on what characters can and can't be like were tucked in an awkward section of the board surrounded by unrelated rules. With a bit of tweaking, we have made a few changes to hopefully make the character creation progress smoother for all parties involved. The first thing you'll notice is that our character apps have been moved! Rather than being moved to an unrelated corner of the forum, they are now located right in the application section of the forum. In addition, they are specifically marked with a red sticky symbol to help draw the eye towards them. We hope this makes finding our apps slightly more intuitive than it formerly was, and minimizes the amount of flipping through tabs when working on making your character. The next most important thing is that all instances of sentence count have been replaced with word count, in much the same fashion as all other instances of sentence counts on our site. Appearance and Personality both require 150 words in order to count as complete, while history requires 200 words. The exception to this is if you have a picture or faceclaim you are using to represent your character. In this case, you only need 75 words, due to the picture filling in the grand majority of details for us already. Finally, the Digimon section of the app has a new section: Fighting Style. It's no secret that not all Digimon are created equal. A Justimon and a Machinedramon will both fight vastly differently, even if they are both technology-augmented dragons. The goal of the Fighting Style section of the app is to help highlight these differences in a reasonable, freeform fashion. Now you can easily tell at a glance what sort of fight you'll be in for when going against an opponent, whether based on their physical attributes or their demeanor. It also helps us nip any instances of "my Digimon is the best at everything" in the bud, encouraging everyone to think on their Digimon's strengths and weaknesses alike. These requirements will not set off a mandatory spree of edits. Anyone whose apps are already approved as of today is perfectly fine. However, the next time you're working on profile edits, feel free to play around with the Fighting Style section a bit. You might have fun thinking on how each of your Digimon's stages plans on tackling a fight. As a side note, you'll notice that we took steps to reduce needless clutter and hassle. Eastern Horoscope has been removed. The Digivolution line section of the app thread now only presents one form in order to make the app easier on the eyes, while still having the full line set up for you beneath the coded spoiler tag. Speaking of the coded spoiler tag, ready-made apps are now set up for twin characters of every character type, making it less of a hassle to copy paste two or three Digivolution lines for each new twin. Finally, optional Digivolution lines are moved to their own spoiler tag and broken up by type, making it less of a hassle pruning them out of the app if not intent on using them. Similarly, we've finally retired the venerable Profile Checklist, giving it a sleek new update to make it easier to peruse through and more positive in nature. This new Character Creation Guideline can be located on our rules sidebar, and is paired with the other rules threads in our main rules section. Compared to its prior iteration, we've made a few changes. Firstly, we decided to lead off on a more positive foot. The old Profile Checklist was very focused on what not to do, but its advice on actually making characters was scarce at best. We decided to flip this focus and stress the guidelines part of "rules and guidelines," giving tips from the staff team on how we flesh our characters out and help breathe life into them. Every creative process is different, so our tips are far from the end-all and be-all, but we sincerely hope that they help bring you some inspiration. We've also fleshed out the Japanese culture section of the checklist, including some links that may be pertinent to DFRP. You don't have to bust your butt becoming an expert on Japan, but we hope these quick links help you breathe a bit of extra life into your cast. Finally, we've lightened up on a few restrictions that have been shrugged off for the most part anyway. While there are still provisions about several past problems (such as overly-angsty characters motivated by everyone they know dying), we have decided to address the problem (Mary Sues cobbled out of disrespectfully-handled tragedies) rather than just erase the symptom (dead family). While we still reserve the right to put our foot down on matters such as weapons experience, comically improbable levels of tragedy, highly unfocused Digivolution lines, and character experience with Digimon, we are also making sure to be flexible with character concepts and properly explain our reasoning for each ban or restriction. We hope these changes help improve the character creation process for everyone. Thank you for reading.
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Post by Bonetrousled? on Oct 16, 2017 0:26:34 GMT
10/15/17 - D-ARC PRICE DROP COUNTDOWN, STARTER PACK, APPLIPAC, AND MORE I'm sure you've all heard it before. The D-Arc is too expensive. It's been a topic of debate since far before I've joined, and I'm sure it'll be one far after. However, while many of us in staff believe it should be just expensive enough to make it a fun goal to work towards, the majority believe it has failed at this goal. It's been just expensive enough to dissuade rather than entice, which has left many feel burnt out and preventing them from engaging with an entertaining, robust system. Fortunately, we're here to lighten 10,000 bits of that load, near-halving its price to make it far simpler to reach. On 10/29/2017, we will be discounting the D-Arc to 15,000 bits. We believe this number is far easier to reach while casually engaging with the site, considering the uptick in mission and NPC threads, the recent plot threads starting to stir, and bonuses for completing jobs, MPCs, and even normal threads. This change isn't just going to be for new purchases, though. The reason why were are handling this discount on a delay is because we are reimbursing those who have previously purchased a D-Arc. Until the discount goes into effect, all members with a D-Arc who post interest in the refund will be getting 7,500 bits added back. This opportunity will cease after the discount is put into effect, as it will become far harder to tell who purchased their D-Arcs when. You may wonder why we are giving 7,500 instead of the full 10,000. This is because we will also be giving you the D-Arc Starter Set, which will now be coming with all D-Arcs in lieu of a standard pack. While we all love the excitement of seeing what our first cards are, it is always disappointing seeing that they are ones that don't fit our Digimon. The starter pack aims to change this by focusing on 9 reliable and dependent cards, usable by Digimon at all levels and of all species. In addition, it also comes with 3 random cards to keep the spirit of excitement and chance that an open card pack gives. The starter pack card list, barring your 3 random selections, is as follows: STARTER PACK CONTENTS: Every character with a D-Arc gets to use these nine cards. SD-01 Card Name: Attack! Type: Digimon Rank: Starter Duration: 1 Post Digi Burst: The target Digimon fires a blast of crackling energy at an opponent! Deals damage proportional to the modified Digimon's level, up to Mega. Digi Smash: The target Digimon glows softly as it wallops its opponent with a powerful strike! Deals damage proportional to the modified Digimon's level, up to Mega.
SD-02 Card Name: Reload! Type: Modify Rank: Starter Duration: 1 Post The target Digimon immediately refreshes one post of cooldown from one of its moves.
SD-03 Card Name: Regenerate! Type: Modify Rank: Starter Duration: 3 Posts The target Digimon heals surface-level wounds and fatigue over the course of three posts.
SD-04 Card Name: Berserker Protocol Type: Modify Rank: Starter Duration: 3 Posts The target Digimon gains a boost to attack power at the cost of its defense.
SD-05 Card Name: Guardian Protocol Type: Modify Rank: Starter Duration: 3 Posts The target Digimon gains a boost to defense at the cost of its speed.
SD-06 Card Name: Evasion Protocol Type: Modify Rank: Starter Duration: 3 Posts The target Digimon gains a boost to speed at the cost of its attack power.
SD-07 Card Name: Final Destination Type: Environment Rank: Starter Duration: 3 Posts The battlefield shifts and smooths itself out, removing obstacles and making it into an even, level plateau. A fair and balanced battlefield.
SD-08 Card Name: Wild Growth Type: Environment Rank: Starter Duration: 3 Posts The battlefield's natural state becomes more extreme, maintaining a similar environment yet becoming more hazardous in nature. A few trees become a thick jungle, rolling hills become higher peaks, and a small pond becomes a sizable lake, for a few examples.
SD-09 Card Name: Bota Bubble Type: Modify Rank: Starter Duration: 1 Post Creates a bubble in front of the caster. On impact with an attack, detonates, sending a force outwards to dampen the attack. In addition, we are introducing a new theme pack based on Applimon. This AppliPac is primarily focused on utility, both in and out of combat, but that doesn't mean that it doesn't have a few very dangerous combat tricks up its sleeves. As with all themed lists, the AppliPac cards can be randomly pulled from Alpha and DX packs, purchased as singles, or purchased as their own 6-card theme pack. This new list is as follows: APPLI-PACK CARD LIST: Digimon CardsBronzeAP-1 Card Name: Dokamon Type: Digimon Rank: Bronze Duration: 1 Post Dokkan Punch: The target Digimon's fist burns with heart-pounding passion as they slam it into their opponent. A short ranged yet surprisingly powerful attack. Doka Crash: The target Digimon prepares a powerful punch, but overcompensates and tumbles into the enemy. Is it a feint, or an attack in disguise?
AP-2 Card Name: Musimon Type: Digimon Rank: Bronze Duration: 1 Post Music Hour!: The target Digimon shouts a shockwave of musical force at an opponent, dealing very minor damage but knocking them back. Happy Playlist: The target Digimon sings a merry tune, rejuvenating its allies' spirits and healing surface-level wounds.
AP-3 Card Name: Offmon Type: Digimon Rank: Bronze Duration: 1 Post Switch Lazy: The target Digimon charges a ball of dark energy for one post, then fires it the next. An attack with a surprisingly large radius. Disconnecting Link: The target Digimon kicks up a pitch-black dome. While it provides no protection against attacks, it blocks any sound from exiting the dome.
AP-4 Card Name: Roleplaymon Type: Digimon Rank: Bronze Duration: 1 Post Holy Sword: The target Digimon produces a small sword, slashing at their opponent three times. The third slash hits hardest. Brave Shield: The target Digimon flings itself in front of an ally, taking an incoming hit of Rookie or below with a buckler of light. The absorbed hit only deals half damage.
AP-5 Card Name: Onmon Type: Digimon Rank: Bronze Duration: 1 Post Switch Pulse: The target Digimon fires a pulse of energy at another Digimon. Whoever they hit gains a brief burst of energy, as if a motivational switch went off in their head. Connecting Link: The target Digimon fires a tether of energy at another, whether ally or enemy. For the next post, all damage and healing that they take are evenly split. SilverAP-6 Card Name: DoGatchmon Type: Digimon Rank: Silver Duration: 1 Post Deep Dive: The target Digimon opens two portals to the Net Ocean, diving into one to get the jump on an opponent from behind. The portal takes time and focus to summon, however, so it is useless as a dodge against all but the most long-winded attacks. Sonic Slash: The target Digimon's flings a green, cursor-shaped dagger at the opponent. Not the strongest move, but blindingly fast and very quiet.
AP-7 Card Name: Raidramon Type: Digimon Rank: Silver Duration: 1 Post Cracking Key: The target Digimon's claws glow an ominous red as it swipes them towards the opponent. Any shields, barriers, or armor put in the way of this attack are sliced through as if they weren't even there. Banshee Scream: The target Digimon roars, loudly and shrilly. While not the most damaging attack, it is capable of causing great pain and leaving a target's ears ringing.
AP-8 Card Name: Uratecmon Type: Digimon Rank: Silver Duration: 1 Post ↑↓↑↓→→←←XY: The target Digimon inputs a cheat code into the Digital World, refreshing their abilities so that they can fight at full power. During the post after the cheat is entered, all of the Digimon's stats are given a slight boost. Miracle Combo: The target Digimon lightly jabs at an opponent, dealing just enough damage to make them flinch but not enough damage to wound them. This flurry of light jabs continues unopposed until the opponent manages to escape or block one of the punches, each jab marked by a glowing number over the opponent's head.
AP-9 Card Name: Sakusimon Type: Digimon Rank: Silver Duration: 1 Post Flame Dance Formation: The target Digimon summons a circle of flames around its opponent. Once fully ranked up, the flames crash inwards to engulf the target. Wolong Fan: The target Digimon slaps their opponent upside the head with a paper fan. The damage dealt by the fan itself is minimal, but all damage dealt to the slapped opponent is increased in response. GoldAP-10 Card Name: Bootmon Type: Digimon Rank: Gold Duration: 1 Post Power Boot: The target Digimon freezes up, moving in place for the duration of one post. After the post has past it "reloads" all of the movement that it has stored, charging forward for a flying kick with far more momentum than otherwise possible. Knuckle Sol: The target Digimon's hand glows blindingly, distracting the opponent as they swing down for a hammerfist blow.
AP-11 Card Name: Entermon Type: Digimon Rank: Gold Duration: 1 Post Happy Phantom: A gleeful looking ghost appears behind the target Digimon, swaying back and forth to an invisible beat. It fires an exact copy of the target Digimon's next attacking move, albeit at one third of the power. Melos Staves: The target Digimon moves their arms in a wave-like motion, musical notes spilling out from them. This attack can be nudged upwards, downwards, to the left, and to the right by "conducting" motions from the target.
AP-12 Card Name: Beautymon Type: Digimon Rank: Gold Duration: 1 Post Rosa Phoenix: A pair of beautiful, pink wings stretch behind the target Digimon. They then explode into a pulse of luminous energy, damaging enemy Digimon based on how close they are. Venus Rod: The target Digimon summons a microphone-tipped staff, twirling it in an elegant and distracting manner. Once their opponent is sufficiently bamboozled, they opportunistically lash out.
AP-13 Card Name: Damedamon Type: Digimon Rank: Gold Duration: 1 Post Modameda~: The target Digimon exudes an aura of bad luck, focusing it towards an enemy Digimon in a greasy looking cloud. The first Digimon hit by this cloud has their attack neutralized, often in a hilariously unlucky fashion. Dame Damage: The target Digimon wallops the opponent with a soft-looking felt fist. Its an incredibly weak attack, but very distracting. PlatinumAP-14 Card Name: Globemon Type: Digimon Rank: Platinum Duration: 1 Post Ultimate Search: The target Digimon summons a blue orb rumored to hold bountiful amounts of knowledge. So long as a Digimon is otherwise within range of a Digivice scan, they can learn all of its moves and even get a sense of its temperament. Glanz Gazer: The target Digimon's chest glows a bright blue and crackles with electricity. After a second, a massive beam fires from the glowing spot.
AP-15 Card Name: Warudamon Type: Digimon Rank: Platinum Duration: 1 Post Satan Mund: The target Digimon is wrapped in a pink veil, turning into a squid-like monstrosity. It then launches at the opponent to snatch them into its horrifying maw. Demon Arm: The target Digimon's arm turns into a terrifying, red-tipped claw, then thrusts out at the opponent. It is capable of extending to nearly any length, bending wildly to chase after its target.
AP-16 Card Name: Oujamon Type: Digimon Rank: Chrome Digizoid Duration: 1 Post Ultimate Adamas: The target Digimon fires a blast of energy from its body in the shape of a golden lion. It pounces the first enemy in its sights relentlessly. Flame Straight: The target Digimon lashes out with a series of flaming punches, seemingly striking faster than it can even move. Chrome DigizoidAP-17 Card Name: Gaiamon Type: Digimon Rank: Chrome Digizoid Duration: 1 Post Ultimate Adamas: The target Digimon creates a small metal shield beyond parallel, stronger than even Chrome Digizoid. It lingers for one post, fully absorbing all attacks coming from a single direction. Imagine Maar: With but a thought, the target Digimon creates a volcanic eruption at a spot of its choosing. Magma-filled cracks and wisps of smoke are the only signals that a foe must escape.
AP-18 Card Name: Uranusmon Type: Digimon Rank: Chrome Digizoid Duration: 1 Post Astral Eruption: The target Digimon spreads their arms wide, firing multiple projectiles from them in the shape of a large ring. Halo Halo: A magnificent glowing ring spreads from around the target Digimon, inspiring fear and awe in any who look upon them. For a single post, all allied Digimon's combat abilities are improved substantially.
AP-** Card Name: Deusmon Type: Digimon Rank: Chrome Digizoid Duration: 1 Post Initial Zero: The target Digimon creates an energy field between its hands, designed to purge any data that it makes contact with. "Nonliving" data (not Digimon, not anything from Earth) within the field is destroyed outright, while Digimon are badly harmed. Code: Origin: The target Digimon speaks of the origin of all Digital sentience, demanding its opponents surrender their wills to it. An all-consuming urge to bend the knee fills the mind of all Digimon who hear it. Field and Modify CardsBronzeAP-19 Card Name: Gatch Helmet Type: Modify Rank: Bronze Duration: 3 Posts The target Digimon sprouts a stylish yet functional helmet, complete with a magnifying glass over their left eye. So long as they are focusing and peering through this magnifying glass, they can see through walls and other tangible obstacles.
AP-20 Card Name: Hacker's Claw Type: Modify Rank: Bronze Duration: 3 Posts The target Digimon's claws become enveloped in menacing looking red pixels. Each melee attack leaves a corrosive burn on the enemy, causing minor damage on the next post.
AP-21 Card Name: Get Pumped! Type: Modify Rank: Bronze Duration: 3 Posts The target Digimon's arm muscles swell to an inordinate size, looking more like a realistic bodybuilder's than an actual Digimon's. They are capable of lifting three times as much as usual, and hit somewhat harder to boot!
AP-22 Card Name: Doga Screen Type: Modify Rank: Bronze Duration: 3 Posts A Dogamon appears before of the target Digimon, broadcasting whatever it is instructed to show off. If it can't see what it is told to create, it broadcasts a CGI image to the best of its ability. It is trying its best. Please be proud. SilverAP-23 Card Name: Dohyo Field Type: Modify Rank: Silver Duration: 3 Posts The target Digimon cracks its knuckles as a wire-frame matrix stretches out from its shadow. Any Digimon standing within the wire-frame matrix are compelled to only fight in one on one duels. Any Digimon who interferes in these duels is painfully zapped in response.
AP-24 Card Name: Arcana Draw Type: Modify Rank: Silver Duration: 1 Post The target Digimon draws a luminous card from its wrist, often after asking a pivotal question. The card they draw from the deck advises them as to whether the next course of action they take will bring fortune, tragedy, both, or neither. This card is best used in missions, NPC threads, and other threads with a curated plotline. Answers may be muddy or unsatisfying in more freeform threads.
AP-25 Card Name: Gossip Sentry Type: Modify Rank: Silver Duration: 3 Posts A Gossipmon's hat appears on top of the target Digimon's head. While normally it sits there and looks stylish, telling the hat to "pass it on" causes it to warp to another Digimon and repeat the last message said to it. Whether for helpful advice or trash talk, this communication network can be set up so long as the target is visible.
AP-26 Card Name: The Big Brain Type: Modify Rank: Silver Duration: 3 Posts A massive purple brain sprouts from the target Digimon's head. While providing an annoyingly cumbersome weak spot, it also gives the target a genius level intellect. Even already smart Digimon will find their intelligence greatly inflated by this. GoldAP-27 Card Name: Shut Gauntlet Type: Modify Rank: Gold Duration: 3 Posts The target Digimon sprouts a pair of scissor blades from its wrists. Attacks made with these scissor blades not only do a surprising amount of damage but also dull the sensation of pain in Digimon who are hit. This can be equal parts a blessing and a curse.
AP-28 Card Name: Faker's Mask Type: Modify Rank: Gold Duration: 3 Posts The target Digimon dons a tragic-looking mask, using its power to take the form of another being within eyesight. This can be a Digimon, a human, or even an inanimate object. When transformed like this, the Digimon cannot attack; the motions of its first attack will break its disguise.
AP-29 Card Name: Nano Serum Type: Modify Rank: Gold Duration: 3 Posts (Expires when used) The target Digimon produces a serum of helpful nanomachines, allowing it to medicate a Digimon within melee range. The serum heals surface level wounds and gives the target a powerful kick of adrenaline. If not used before the card's 3 post duration expires, it vanishes into the ether. PlatinumAP-30 Card Name: Data Reconstruction Type: Modify Rank: Platinum Duration: 3 Posts The target Digimon takes data from the nearby area and amplifies it, using it to mend the data of anything destroyed in the vicinity. Over the course of three posts, the target Digimon can either heal an ally's moderate wounds or repair broken objects up to the size of a house.
AP-31 Card Name: Charis Cloak Type: Modify Rank: Platinum Duration: 3 Posts The target Digimon is wrapped in a lightweight and stylish cloak, resembling the one possessed by the bewitching Charismon. While wrapped in the cloak, other Digimon will not recognize it, instead believing them to be a very important person.
AP-32 Card Name: Meteo Orbit Type: Modify Rank: Platinum Duration: 3 Posts A trio of meteor-like satellites begin to orbit the target Digimon, each surrounding them from an equidistant point. Each satellite can either crash into an enemy target for large damage or crash into a single attack in order to absorb the damage. Chrome DigizoidAP-33 Card Name: Reboot Type: Modify Rank: Chrome Digizoid Duration: 1 Post The target Digimon saves its current state of being in the matrix of the Digital World. In the next post it will return to this state, undoing any damage or healing, buffs and debuffs, status effects, and Digivolutions or degenerations that it has experienced. In essence, it is as if the last set of posts has not affected it. Finally, I leave you all with a link. If looking for how to get in on this deal, just remember to post in the Card Pack Redemption Station to receive your 7,500 bits and complementary starter pack. Remember, this deal lasts until 10/29/2017, so get your reimbursement while it lasts!
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Apr 21, 2018 6:29:58 GMT
04/21/2018 Patch Notes Oh boy. There's some juicy stuff coming! Hope you're all as excited as me. 1. HERE'S WHERE THE STAFF THROWS ROSES AT ITSELF As you might've noticed, we've been adding new content in the form of areas to the forum, and we're committed to polishing the site even more. We've been loving this spike in activity, and the staff sincerely hopes you all have been enjoying the forum! This is just the beginning, and you can expect quite a bit of awesome stuff down the line. 2. MISC/QOL CHANGES. Yeah. Not the most important or the reason why I'm hyped about this post, so let's get these out of the way fast. 1) We're setting a max duration for Mega (Ultimate) and Super Mega (Super Ultimate) stages. Four and two hours, respectively. We figured this would make some of the end game content be pretty interesting by introduced a new variable, and also emphasizing that these forms tend to tax digimons by a fair bit! 2) Digiports will now take 5 minutes to charge between activations. This is more or less a safety measure to prevent potential abuse. 3) Starting amount of bits will now be 2.000 (up to 1.000). To celebrate this, we'll open a thread where everyone can claim 1.000 bits to compensate for this long-held injustice. HERE'S THE THREAD4) Holosuits are getting their price changed to 2.000 (up to 1.000) in order to balance this out a little bit. 5) Tamers can now officially choose between the OG Digivice, Digivice 01, D-3, iC Digivice, and D-Cyber Digivices as their starter option for their character. Spirit Users and Xros Generals use D-Tectors and Xros Loaders, respectively. D-Arcs still require purchasing. 3. MPC 50. For the month of May, we will be hosting five different MPC prompts. Sides of our standard three prompts, (one of which will probably be quite the surprise) we'll have two design prompts. These are opportunities to create something that may very well see usage on site, so prepare accordingly for them! 4. ORGANIZATIONS! This a revamp from a previous idea. Organizations are a way of expanding a team consisting of branching it; same core goal, but enacted through a different focus! To get an Organization, you must pay 50.000 bits for an Organization Contract. This increases your team's roster by 3, for a maximum of 10 active users, and allows you to separate them into two divisions. But it doesn't stop there! The Organization Expansion, another item, boosts your team's size by a further 2. It also allows you to branch off a third division. This item costs 25.000 bits. Finally, you may by a Divisional Ability for your team. This is another team ability, but rather than applying one effect to your entire team it applies a different effect to each of your divisions. You only need to buy this once in order to unlock all divisional abilities: you do not need to purchase one for each division. This costs 20.000 bits. In order for a team to transition into an organization, however, there's a couple of requirements! Here they are. 1) The team in question has to have a base. 2) It has to have at least 6 members (for the first contract) or 9 members (for the second). 3) The team's transition must be approved by staff before being fully official. But these are easy, right? Looking forward to seeing what you guys pull out with this! 5. VEHICLES. The revamp is here! All the hype finally worked out, I guess. Let's list the changes! 1) Vehicles now scale with level. They can get up (3/4/5/6/7) upgrades at (Rookie/Champ/Ultimate/Mega/SM). 2) Their prices got lowered; now they are: Hovercraft (2.000), Small (5.000), Medium (7.500), Large (10.000). 3) Now, as the final and seventh upgrade for vehicles, we're getting Super Upgrades™ (most original name, don't steal). These are pretty sick, so I suggest to check the shop asap to see what're they about! 6. STAFF APPLICATIONS ARE OPEN! They will last more or less a month! After that time has passed, we'll close them and, may choose an unlucky person to become a staff assistant. Be warned, though; right now, most of the staff work is grading apps... And... that's all! Hope you like the changes!
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Post by Bonetrousled? on May 2, 2018 4:01:49 GMT
05/01/18 - MISC. CHANGES 2: ELECTRIC BOOGALOO These staff meetings have been super productive! Yuu's notes last week were only the beginning, because we've got some more minor yet hopefully impactful changes coming right at you guys. 1) Digivolution Time Limits Firstly, we want you to know that we heard you loud and clear on the Digivolution time limit changes. They didn't quite accomplish what either we or you wanted to do, so we decided to take them back to the lab and touch them up a little. You can find the modern wording in the Digimon and Digivolution Rules thread, but so you don't have to go digging I'll cut it out for you. "While Digimon is quite the awe-inspiring power, harnessing it is not something that can be taken lightly. Your highest level form (beyond the ideal, simple forms of Rookie and below) takes quite a bit of strain to maintain, and cannot be held onto indefinitely. The more strenuous the activity, the more challenging this becomes. Each form becomes easier to handle as you gain new forms past it. For example, a fresh Champion will struggle to maintain the form, but a Digimon that can achieve Mega would have no issue whatsoever going back to Champion. As the pinnacle of power Super Mega will always be a temporary form that puts heavy strain on the user. The form below your highest (ex, Mega, for a Super Mega level Digimon) can be maintained more easily in normal conditions, but strenuous activity can necessitate degenerating nonetheless. When in doubt, just remember to give your Digimon a break every now and then! If you try and push past these limitations, be aware that the consequences can be severe." We hope the looser, more freestyle writing of this idea helps turn it from a hard limitation to an interesting bit of story material to brush against. 2) Custom Digimon "Faceclaims" Also in the Digimon Rules, we've expanded the range of valid art that can be used for custom Digimon. We still do not allow specific series art, if only due to the potential for lifting ideas wholesale that would be allowed by that. However, rather than only allowing art specifically drawn as a Digimon, we are allowing any sufficiently setting-agnostic piece of art to be used as a visual basis for your Digimon. This should expand the range of possibilities when making your designs. If this still feels a bit tight, remember that you can always take design cues from pre-existing ideas. We just prefer in that case you take the extra step make it your own rather than write a loving description of a Charmander or Blue-Eyes. 3) Art Credit This is just a quick point, but we'd like to stress the importance of showing respect for artists by crediting their work. It can help draw more eyes to their other pieces, and in general is an important show of appreciation. Please credit any art in your profile, avatar, or signature, provided it is possible. If you can't find any trace of the artist we'll allow a general "credit to the original artist," but please at least note that you are not the source. 4) New Site Advertisement Speaking of artists, the amazing signatures you've seen around lately aren't the only thing that Dr. Eizer's been cooking up. With a bit of coding from me to decorate it, here is our brand-new ad for DFRP! Pretty snazzy, huh? And if the good doctor has his way, this might not be the only site-backed image he ends up kicking over to us. Stay tuned, hopefully! 5) New Plugin(s?) At the time of me typing this, I have written 631 words. How do I know this? Why, with the word counter we just installed, of course! It updates in real time (just hit 655) so you always know how much you're writing, and makes tracking your MPCs and hunts a lot less of a pain. It has some other features hidden inside too, but those may or may not pop up at a later date. With great wordcounts comes great responsibility, after all.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on May 6, 2018 20:09:58 GMT
05/06/2018 Patch Notes Yup, yet another change! It has come to the staff's attention that most teams currently want to run missions that involve some or the majority of the members of a team, but more often than not are unable to because those members are busy with other missions and are subject to our current mission cap. This is why we're implementing team missions! Here's a quick rundown of them. 1) Only one team mission may be active at the same time per team. Any member can create them, but if you aren't the team's leader, you should consult them before posting a team mission to coordinate! 2) They're subject to the same rules than normal missions regarding creation and rewards. 3) Only members of the team can join team missions in case of small missions (that's three or fewer participants). In case of a large mission, up to one person not belonging to the team may join as long as they have the consent of the mission creator. 4) Mission rewards will be split in two; half of the rewards will go towards the team's common funds (Team leaders will have to create a way to track these) and the other half to the participants of the missions. What are a team's common funds, you ask? Simple, it's money the team leader can funnel into buying team stuff; for more info, consult the team store. There's plenty of good stuff in there! In case the mission rewards posts, those will be converted with our handful bit conversion guide (1 post = 600 bits) in order to fit a team's common funds. That's all! Hope I can see a fair bit of team missions springing up, or maybe people feeling encouraged to join/create teams this way! Until next time.
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on May 19, 2018 5:17:46 GMT
05/19/2018 Patch Notes Guess who's back. It's time for some patch notes by yours truly. By this time, take everyone loves reading me, don't you?1. Jogress/DNA Evolution Update We've tweaked how jogress/DNA evolution between two different players works! Class is now in session. 1) For two characters to become Jogress/DNA partners, first they have to have shared 3 threads. No need to do something amazing or save the world, but at least some degree of meaningful interaction between the soon-to-be partners must occur on every thread. 2) After those three happen, you gotta hunt! Like any hunt, the requirement is 1500 words. Once that's done, you can start using your jogress forms as much as you want! 3) It doesn't stop there, though! Once both jogress partners have reached Super Mega/Super ultimate, and if they have at least used their jogress meaningfully on three separate occasions, they can do another hunt. If they do it, the bond between the two partners reaches its cusp; the jogress is now able to stand its ground against two super megas/super ultimates by its own, or a bit less if twins are involved. As a couple of small reminders, each player character can have up to 3 Jogress/DNA evolution partners! And, if both consent or one partner becomes inactive for a length of time, these ties can be dropped (though you gotta hunt for those again if you want to reestablish them). These forms function like any other form (you can buy mode changes/ram upgrades for them), they adopt the RAM Upgrade plus/giga of both components and has a total number of moves equal to the number of moves that form would normally have +1 (For example, a DNA SM would have a base amount of moves equal to 11, rather than 10). Last reminder! If you already have a DNA/Jogress partner and you have jogressed with them in the past, you don't have to write the first hunt! 2. Small change when grading profiles From now on, when apping anything that needs to be bought (Mercenaries, RAM upgrades, alternate forms, etc), you need to buy the item, then app the thing. We're not accepting unbought stuff on apps anymore. That's all. 3. Using PCs on 'For Glory' threads While not as important, this is a spicy one; if the person who posted the NPC requests consents, the 'NPCing' player may use their player character to participate in a 'For Glory' NPC thread just as if it were a NPC. They're subject to the exact same rules and regulations than normal NPCs. 4. Discord Server's open thread list Since staffwork_hills had been a relative success, we've decided to implement an open thread list on the discord server! This is how it's gonna work. 1) Post in notify_staff a link to your open thread. State up to how many people you need there. 2) Post on notify_staff when the requirements have been met so I can take down the thread. 3) ??? 4) Profit. Easy enough, right? 5. Adding a new rule to our Discord Server We've gotten complaints about people engaging into disruptive behavior on this server. I want to be clear about it; our first rule is Be excellent to each other. Some examples of behavior have been nothing short of unacceptable, and the staff, as such, has decided to implement a new rule. 10. Any kind of disruptive behavior in any of the channels of this servers will yield at least a warning as a result. 3 warnings constitute a 1-hour ban from the server, 6 a 1-day, 9 a 1-week and 12 a permanent ban from the server. 1 Strike is given for minor infractions, and 3 Strikes for major infractions. To clarify, this just a general guideline - we reserve the right to ban obvious trolls and extremely disruptive people without warning. That's all for now! Stay tuned for more updates!
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Amelie
Better Mod
2019 Tounament Winner!
Also, the person who tends to grade things.
Posts: 2,562
OOC Name: Yuu™
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Post by Amelie on Dec 16, 2018 1:28:30 GMT
12/15/2018 Patch Notes My fourth patch note, and probably the last batch of patch notes of this year. Aren't you excited? I'm excited! The year's been quite a ride, if you ask me! Partial Mission Revamp These changes won't affect missions themselves, but rather the obscure and mostly unwanted cases regarding what are the repercussions of leaving an active mission and what tools both players and DMs have at their disposal when those unsavory situations arise. Before the actual rulings, I'd like to say that in missions, way more than in anywhere else, OOC communication is something that should be highly valued, and if any trouble, confusion or unwanted situation arises, try to talk them over with your mission group or DM first. You'd be surprised at the number of times when potential problems are just misunderstandings! The following rulings are in the case that resolving things through a conversation isn't an option. And, finally, that all the rules exposed in here aren't set in stone. Every sanction can be appealed as long as there are grounds for that. These cases involve personal matters more often than not, so the staff isn't afraid to pipe in and mediate a conflict if need to be. Without further ado, let's begin. Here are the most frequent cases and their consequences1) Case 1: A non-DM person fails to post within their allotted grace period in a mission without providing a reason or asking for an extension. Resolution: The DM can decide to skip their turn. How lengthy an extension can be? That depends on the DM. A DM reserves the privilege to reject the petition for an extension if they feel the reason for it isn't valid. In case this happens and the user feels their reason is valid, the staff should be contacted. Penalty: No penalty. Addendum: The participants of a mission should be aware and keep track of the mission's turn order. While the DM reminding the participants of it is something nice for them to do, it isn't necessary. 'I forgot' or 'I didn't know it was my turn' aren't valid reasons to ask for an extension unless the DM accepts them as so. 2) Case 2: A non-DM person gets skipped in two consecutive posting rounds or four times during the total length of the mission. This normally happens due to Case 1 repeating two times in a row or four times during the length of a mission. Resolution: The DM can kick that participant out of the mission. They're free to seek out a replacement or to continue the mission if they want to. If this happened after the fifth round of the mission, the rewards for DMing aren't diminished due to the reduced number of participants. Penalty: The character loses a number of posts equal to the number of posts they have written for the mission if the number is higher than 10. Otherwise, 10. Similarly, the character loses a number of bits equal to 100 multiplied by the number of posts they have written for the mission if the number is higher than 1000. otherwise, 1000. 3) Case 3: The DM fails to respect his own grace period two times in a row or four times during the total length of the mission. Resolution: The participants of the mission are free to leave the mission at their leisure and without experiencing any kind of consequence and/or penalty. They receive rewards depending on how far into the mission they are, from 1/10 of the total rewards to full rewards if it's near completion. Penalty: The DM's character receives Case 2's penalties. Addendum: If this happens because the DM has gone MIA and the participants are willing to continue the mission, they can put it to adoption for anyone willing to DM it. When adopting a mission in this fashion, the maximum number of missions a user can run at the same time is ignored (meaning, anyone who is willing to pick the mission up can do so, regardless of how many missions they are running at the moment). Caution is advised, however; don't chew more than what you can swallow. Addendum 2: If this situation happened because the DM stumbled and they decided they want to return to their mission, they can either gather the mission's old members or gather a new crew and continue the mission normally. In case they successfully complete the mission, the penalty applied is refunded; however, if this case repeats, the penalty is applied again. 4) Case 4: Two people don't have enough compatibility, and threading together is impossible during the length of the mission. Resolution: Any participant that posts in time during the first three rounds of the missions may exit the thread before the fourth round begins. Penalty: No penalty. The DM needs to find a replacement for any members who exited. Addendum: If there's a person you don't like in the mission team, the ideal would be for you to exit before the mission itself begins, but in case that's not possible or you weren't aware, this is the best solution to that case. Once the fourth round is over, the user pretending to quit the mission would have to incur into the penalties detailed in Case 2. 5) Case 5: An irreconcilable disagreement between the DM and the participants of the mission happens. Resolution: Staff has to mediate the conflict. The possible reasons are too many to accurately describe them all here. Penalty: Depends on the staff's judgment. The subject of this penalty also depends on the staff's judgment; they can't get worse than anything already written in here unless any of the two sides has infracted site rules while arguing, though. Addendum: These cases apply to member-run plots as well. In nature, the two are pretty much equivalent in the sense that both involve people working closely together, grace periods, and rewards. That's all for now! Hope the changes are well-received!
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