Entry tags:
EVENT #6: MOD ANNOUNCEMENT & BOSS BATTLE
Conflict Outcomes
EVENT CLARIFICATION
We want to provide you transparency on event mechanics while still keeping some surprises along the way. We hope that some clarification below will provide answers to questions. We are trying out a different style when it comes to events with the introduction of a Boss-type battle which, in addition to other player actions, has an effect on the ending to a plot that was carried on by player-legwork from past events..
Our intent was to integrate this into the event roll out as an introduction of a new type of event mechanic but we see that the lack of forward communication has caused some concern. We do want everyone to feel heard and know that the reasoning behind this was to highlight player actions as a viable impact on the world around them as well as give ample time for those actions to take place. We apologize for not making this clear at the onset.
Our intent was to integrate this into the event roll out as an introduction of a new type of event mechanic but we see that the lack of forward communication has caused some concern. We do want everyone to feel heard and know that the reasoning behind this was to highlight player actions as a viable impact on the world around them as well as give ample time for those actions to take place. We apologize for not making this clear at the onset.
Dissipation: It will be entirely up to each player whether or not their character is dissipated either in the PVE or PVP. There are rolls that may help facilitate it in the former but there will be no mod dictation that will keep a character out of commission for the entirety of the event.
Two Event Posts: There will be two "IC" event posts for Event #6. The first will be going up on the 18th which will be where a majority of the event and altercations are taking place. This is for PVE, PVP, rescue attempts, side quests, etc. will be held.
Event Timeline: We were originally planning on having part 2 wrap-up be posted on the 28th. However due to player concerns we are shortening this turnaround from 10 days to 7. This means that instead of the 28th we will be posting the wrap-up on the 25th. Because of this we are asking that everyone who is participating in the Boss Battle and submitting committed actions do this by 9PM EST on the 24th so that we can appropriately account for how these affect the end of the event.
Character Integration: While we ultimately leave up motivation for individual characters up to their players, we will offer this in advance: the Kenoma forces will be ordered to defend the Citadel regardless of whether or not a character is a veteran Aion or fresh out of the crystal. As for the Pleroma, even if you are not familiar with your new allies, there are things you can do both on and off of the battlefield to help your teammates. Ultimately every battle is once battle in the war to either save or destroy the universe.
The Innocence Plot has been touched on by several characters throughout the months and we wanted to give proper acknowledgement to the efforts that have brought it to this point. It is something that could have ended in Venera and initially we intended for it to only be a bit of a mystery for the Pleroma to investigate. But it was kept alive because of the player interest and plotting in both sects and especially by the Kenoma's interest in trying to destroy the Innocence once and for all, which is something we want to reward and promote in Aion Teleos. Two Event Posts: There will be two "IC" event posts for Event #6. The first will be going up on the 18th which will be where a majority of the event and altercations are taking place. This is for PVE, PVP, rescue attempts, side quests, etc. will be held.
Event Timeline: We were originally planning on having part 2 wrap-up be posted on the 28th. However due to player concerns we are shortening this turnaround from 10 days to 7. This means that instead of the 28th we will be posting the wrap-up on the 25th. Because of this we are asking that everyone who is participating in the Boss Battle and submitting committed actions do this by 9PM EST on the 24th so that we can appropriately account for how these affect the end of the event.
Character Integration: While we ultimately leave up motivation for individual characters up to their players, we will offer this in advance: the Kenoma forces will be ordered to defend the Citadel regardless of whether or not a character is a veteran Aion or fresh out of the crystal. As for the Pleroma, even if you are not familiar with your new allies, there are things you can do both on and off of the battlefield to help your teammates. Ultimately every battle is once battle in the war to either save or destroy the universe.
BOSS BATTLE MECHANICS
For the upcoming event, we will be trying out a new system intended to moderate group battles against high threat NPCs. This is intended to make big boss battles easier to follow along with and for people to be able to submit responses at their own pace rather than having it all happen in one linear thread. This will be our first time using this system, so it's a work in progress, but we've got to start somewhere!
An example of how the flow of posting is meant to work will be posted below. In general, though, it will work according to these steps:
STEP 1: The mods open up a new round. This will involve a description of any battle-wide effects that might be occurring.
STEP 2: Attacking players can reply to the round top-level with a description of their character's action. This should be broken into two part: 1) A bolded, one sentence summary of what is being done, follow by 2) the flavor-filled, more descriptive version of the action, including interior thoughts and everything else. This is meant to make it easier for the mods and the boss player to keep track of what's being done in each tag.
STEP 3: The mods will do a dice roll on a d100 and post it in response. The breakdown of what results will mean are as follows:
STEP 4: The boss reacts to the attack based on the roll and mod guidance. If a counter attack was triggered, they will write it into their response.
STEP 5: The original attacker can respond to the results of their attack. Other players may also reply in turn in the form of regular group RP.
Each round will last for 24 hours (starting and 9EST and ending at 9EST the next day) at which point a new round will begin. All participating characters may attack once per round, but are not required to. This will go on until the boss has taken enough high value attacks that they are taken out.
An example of how the flow of posting is meant to work will be posted below. In general, though, it will work according to these steps:
STEP 1: The mods open up a new round. This will involve a description of any battle-wide effects that might be occurring.
STEP 2: Attacking players can reply to the round top-level with a description of their character's action. This should be broken into two part: 1) A bolded, one sentence summary of what is being done, follow by 2) the flavor-filled, more descriptive version of the action, including interior thoughts and everything else. This is meant to make it easier for the mods and the boss player to keep track of what's being done in each tag.
STEP 3: The mods will do a dice roll on a d100 and post it in response. The breakdown of what results will mean are as follows:
1-5%: The character is dissipated or otherwise wounded badly enough to be taken out of the fight.
6-50%: The attack either misses, is ineffective, or it triggers a counter attack from the boss. The specific outcome of that counter attack is flexible, but they should take some damage. Which of these outcomes will be determined by the nature of the attack, but if you really want an attack to hit at the cost of taking a more severe counter attack, we can do that!
50-75%: The attack hits with moderate effectiveness, as determined by the nature of their action.
76-95%: Great attack! Even if the narrative circumstances were a bit of a reach or the character attacking isn't much of a fighter, fate conspires to guide it to a positive effect!
96-100%: The attack is so effective something special happens.
6-50%: The attack either misses, is ineffective, or it triggers a counter attack from the boss. The specific outcome of that counter attack is flexible, but they should take some damage. Which of these outcomes will be determined by the nature of the attack, but if you really want an attack to hit at the cost of taking a more severe counter attack, we can do that!
50-75%: The attack hits with moderate effectiveness, as determined by the nature of their action.
76-95%: Great attack! Even if the narrative circumstances were a bit of a reach or the character attacking isn't much of a fighter, fate conspires to guide it to a positive effect!
96-100%: The attack is so effective something special happens.
STEP 4: The boss reacts to the attack based on the roll and mod guidance. If a counter attack was triggered, they will write it into their response.
STEP 5: The original attacker can respond to the results of their attack. Other players may also reply in turn in the form of regular group RP.
Each round will last for 24 hours (starting and 9EST and ending at 9EST the next day) at which point a new round will begin. All participating characters may attack once per round, but are not required to. This will go on until the boss has taken enough high value attacks that they are taken out.
GROUP ATTACKS
If your character is providing support, you may team up with an attacker to submit a "group attack". This means that your character is putting their effort towards supporting that attacker character that round, and will not be able to submit their own separate action. In exchange, that attack will receive two mod rolls instead of one, and the attack itself will be based on the more favorable of the two rolls. (Sort of like rolling with an advantage in modern D&D.) We will make as many rolls as there there are characters combining their effort and select the best of them.
If any character rolls in the 1-5% zone they will still be taken out, however.
When submitting a group attack, make sure to indicate which characters are involved in the bolded summary portion of the attack, like so:
With Character Y's strength buff, Character Z is attacking the boss's wings!
For the flavor portion of the tag you can either combine your characters into one tag or tag one after another. (Make sure to make a note if another character's tag is incoming, however!)
If any character rolls in the 1-5% zone they will still be taken out, however.
When submitting a group attack, make sure to indicate which characters are involved in the bolded summary portion of the attack, like so:
With Character Y's strength buff, Character Z is attacking the boss's wings!
For the flavor portion of the tag you can either combine your characters into one tag or tag one after another. (Make sure to make a note if another character's tag is incoming, however!)
BOSS BATTLE [EXAMPLE]
ROUND ONE
ATTACK
[Flavor text description of Xishen's attack and more details as to the specifics and effects.]
MOD ROLL
[Short, generalized mods description of how effective it will be.]
BOSS RESPONSE
ATTACKER RESPONSE
MOD ROLL REQUESTS
This is NOT mandatory for PVP actions. This is only if you would like the result to be randomized. Players are always welcome to pre-plan the outcome of interactions and altercations between one another.
no subject
no subject
no subject
no subject
no subject
Thank you! (and this is so we know how to write it between us!)
no subject
no subject
no subject
no subject
no subject
QUESTIONS
no subject
As for an actual question, I'm curious about if it's possible to put a cap on outcomes — that is, a player opts into fighting the boss, but can't risk the outcome of a bad roll due to plans already made that would leave other players in other storylines hanging, would there be a way to ensure that they would still be able to participate? I know nobody is going to be dissipated against their will; I'm thinking more like flexibility in choosing injuries (e.g. if a character still has things to do, they can't have a broken leg kind of thing) or another means to be removed from the fight (knocked too far away from the fight to continue, too dazed to continue, etc)?
But I was also thinking in order to compensate for that, that would mean the character's attack can't be too strong — no reward without risk, essentially. Like, if I can't risk my character getting badly injured by the boss, then my planned attack can't do too much damage, no matter how high a roll I might end up with. Basically just trying to find the balance in being able to participate, because it would be IC for the character, without compromising anything that had been plotted earlier.
Again, thank you so much for all of this — I'm feeling a lot more confident going forward and looking forward to this!
no subject
If you make an attack with this restriction just add a little OOC note to your initial attack tag.
no subject
no subject
One quick question for this boss battle -- As someone who is more than likely going to be playing out support rather than attacking the boss (his AC is like 5 let's be real, he would be immediately squished), how would support be functioning with this mechanic?
Especially support that affects other players rather than direct/indirect actions on the boss -- would we assume that our actions would be nested within the group RP, or separate -- and then would the character affected by those then use those "buffs" essentially in a separate action?
no subject
no subject
no subject
Given this info can impact the roll, is there a limit to how many people can get these buffs? I assume that having raid-wide buffs are nonpreferential.
Oh. Additionally, if support characters have their "partner" character faint/dissipate in a roll, is it assumed that they continue fighting? Either by becoming the main attacker, or moved to another thread? Or are they expected to flee.
no subject
EDIT: Each round just has one attack per team, so there is no need to continue the thread. Only the character who got taken out will be unable to continue. The other character will be able to move on to the next round and either attack alone or find a new partner.
no subject
If your character is providing support, you may team up with an attacker to submit a "group attack". This means that your character is putting their effort towards supporting that attacker character that round, and will not be able to submit their own separate action. In exchange, that attack will receive two mod rolls instead of one, and the attack itself will be based on the more favorable of the two rolls. (Sort of like rolling with an advantage in modern D&D.) We will make as many rolls as there there are character combining their effort and select the best of them.
If any character rolls in the 1-5% zone they will still be taken out, however.
When submitting a group attack, make sure to indicate which characters are involved in the bolded summary portion of the attack, like so:
With Character Y's strength buff, Character Z is attacking the boss's wings!
For the flavor portion of the tag you can either combine your characters into one tag or tag one after another. (Make sure to make a note if another character's tag is incoming, however!)
no subject
no subject
no subject
Characters who ICly don't PVP/boss fight at all and just kind of kick back during the raid would get in trouble, but on a OOC level you don't have any threading requirements, as long as Sebastian is said to have been contributing somewhere.
no subject
Thanks for the clarification!
no subject
My only question/thought/request is would it be possible to do a two strike system before getting taken out of the fight/dissipated? Or at least nullify the 1-5% result for the first round on the 18th? That way people don't get bummed out about getting taken out of the fight before it even begins really. I understand if this isn't possible (there are several reasons I can think of which all very valid, but I just thought I'd ask!
My other question is, what if we collectively don't damage the boss enough in 7 rounds or all participates are taken out of battle before round 7? I don't need to know what you plan to do, just are those things that have been considered and prepared for already? It's highly unlikely (even moreso for a full wipe) but I have seen it happen where a battle is supposed to last 5 rounds and because of dice rolls goes to 17 or 18 rounds even with 10+ character participants.
no subject
Since the odds of rolling 1-5% are not high (in the entire history of the RNG Fight Club Discord channel we've only rolled results like that 3 times total) we don't think we'd want to nerf that aspect of the rolls during the first round. However! If any player wants to play more conservatively in earlier rounds, they'd be free to take the deal that's being offered to Ari up here. It would essentially just mean that, at the cost of not risking the worst result, they can only be moderately effective.
This was part of why we initially scheduled the first part for 9 days, so we would have more time to let the Kenoma resolve the boss combat, but as it is it does seem unlikely that rolls would be bad enough to result in the "bad end" as it were. We do have some things in mind, however, in the event that things go super badly. The objective would still be completed (the entity being captured), but it could result in extra damage being done to the city, Citadel, or other worldbuilding consequences. The possibility of this is part why we split it into two parts, so that the wrap up could account for any astronomically terrible luck.
no subject
no subject
i'm piggybacking off the support question thread and would like to know if the "group attack" answer will count for anyone looking to do tag-team attacks? for example, lazdo and i were spitballing ideas re: howl giving kaeya a lift during the boss fight so they might attack in tandem. or is it preferred to have individual attackers attack separately?
no subject
no subject
no subject
The way we envision it could work is that if an offensive character gets a bad roll to the extent they're at risk of severe injury/dissipation, a defensive character could step in to tank the hit for them or get them to safety, giving the attacker an opportunity to keep fighting. It would be another way that characters could contribute who don't have much offensive capability, but who might be tough/fast/...unlucky... enough to help a stronger member of the team. (This would be a one time only thing, so the defensive character would only have one chance to contribute, to be clear.)
no subject
no subject
no subject
no subject
no subject
no subject
You didn't see me in the wrong spot .....
Matt noticed that the Innocence really didn't like being scryed on. And I am told some of the Sanctifier's body parts are lying around on the ground!
COULD HE grab/levitate/cast a spell around one or part of one and try a scrying spell to distract the boss? Mechanically, this would be an attempt to aid someone else's attack roll.
no subject
no subject