Post by Ichibey on Sept 17, 2022 1:56:34 GMT
BETA TEST RULES
No holds barred beatdowns across the board!
No holds barred beatdowns across the board!
Greetings, Beta Tester! If you're reading this, then you are interested in taking part in our Beta test.
Specifically, the point of this Beta, as with any other, is to find the flaws and chinks in the system that has been developed.
Whether that's a feature that turns out to be missing, or more likely than not, a bunch of abilities that are highly imbalanced and need to be fixed.
Those who built up this system admit to having no sense of balance, so we strongly suspect that a lot of what we made will be, well, imbalanced.
So feel free to build up the most OP character build possible, throw it at another build, and see which breaks first.
Without any further do, here are the rules!
GOAL
First and foremost, our primary goal is to perform 100 combat threads' worth of tests.
This should provide us with a sufficiently large sample size to get as many kinks as possible out of the system.
If there aren't enough possible builds and situations to simulate 100 threads, no biggie!
First and foremost, our primary goal is to perform 100 combat threads' worth of tests.
This should provide us with a sufficiently large sample size to get as many kinks as possible out of the system.
If there aren't enough possible builds and situations to simulate 100 threads, no biggie!
BUILD LOADOUTS
We will have three categories of builds to test out: Early Game, Mid-Game, and Endgame, each one represented by a Loadout. Each Loadout will be allotted an appropriate amount of resources: Mainly, a given Level range and all of its related perks, as well as a lump sum of the build's appropriate origin currency to use to purchase items.
From there, you are to create a build using your load out, and use it in beta testing battles to see how well (or how badly!) it works. Feel free to nickname them too if you want.
For items that you can't normally buy, like Seeds or Artefacts, that restriction is waived for the test period. Normal item restrictions still apply, such as 1 Artefact per character, and the like.
We will have three categories of builds to test out: Early Game, Mid-Game, and Endgame, each one represented by a Loadout. Each Loadout will be allotted an appropriate amount of resources: Mainly, a given Level range and all of its related perks, as well as a lump sum of the build's appropriate origin currency to use to purchase items.
From there, you are to create a build using your load out, and use it in beta testing battles to see how well (or how badly!) it works. Feel free to nickname them too if you want.
EARLY GAME
Character Level 1-7
Currency: 30,000-60,000
Character Level 1-7
Currency: 30,000-60,000
MID-GAME
Character Level 8-14
Currency: 80,000-150,000
Character Level 8-14
Currency: 80,000-150,000
ENDGAME
Character Level 15-20
Currency: 180,000-300,000
Character Level 15-20
Currency: 180,000-300,000
For items that you can't normally buy, like Seeds or Artefacts, that restriction is waived for the test period. Normal item restrictions still apply, such as 1 Artefact per character, and the like.
COMBAT THREADS
All beta testing combat threads are to be made in the Beta Test forum.
There are of course a lot of possible matchups you can do, so we'll try to simplify the process:
When creating a combat thread, be sure to put a brief summary in the first post of what you will be testing, as well as basic information about it. Filling out this form can help:
Matchup Type: 1v1, 2v1, 2v2, etc.
Player Count: 1, 2, 3, etc.
Character Builds: Gauge-Spam Elite, Ultimate Tank Knight, Advanced Doppel Outsider, Crit-Spam Hero, "I want to make a Homura build", etc. It doesn't have to be too precise, but descriptive enough to give us an idea of what the involved builds are supposed to do
Loadouts: Indicate the loadouts involved. Something as simple as "Early Game Lv 7, 50,000 currency" will do
Special Inclusions: Anything unique or hard to come by, like Daemon Seeds, Rumoured Lore, Artefacts, Top Tier Faction Assets, etc. Indicate what they are, and which build they're attached to.
Expectations: Tell us how you expect the fight to go, with details if you can about things like how many turns you predict it will last, which build might win, etc.
Intentions: Let us know what you want to get out of the test, for example, "create a tank that's so broken it has to be nerfed" or "prove that build X sucks and needs a buff". That sort of thing.
FORM TEMPLATE:
When engaging in combat, try to keep a fight to 1-on-1. From our experience, a majority of combat on other forums tend to be this way.
Exceptions can be made for when you are using mechanics that require team play, which is more common in Event battles, and the occasional fight that ends up with multiple people.
Testing team battles would involve testing everything from basic Team spells like Intercept, to more interesting things like CONNECT, or even the Artefact Bow of Humility.
There are no real player limits in a given combat thread, so long as you indicate how many will be involved. You can even go ahead and fight yourself, pitting two builds you came up with against each other.
All beta testing combat threads are to be made in the Beta Test forum.
There are of course a lot of possible matchups you can do, so we'll try to simplify the process:
When creating a combat thread, be sure to put a brief summary in the first post of what you will be testing, as well as basic information about it. Filling out this form can help:
Matchup Type: 1v1, 2v1, 2v2, etc.
Player Count: 1, 2, 3, etc.
Character Builds: Gauge-Spam Elite, Ultimate Tank Knight, Advanced Doppel Outsider, Crit-Spam Hero, "I want to make a Homura build", etc. It doesn't have to be too precise, but descriptive enough to give us an idea of what the involved builds are supposed to do
Loadouts: Indicate the loadouts involved. Something as simple as "Early Game Lv 7, 50,000 currency" will do
Special Inclusions: Anything unique or hard to come by, like Daemon Seeds, Rumoured Lore, Artefacts, Top Tier Faction Assets, etc. Indicate what they are, and which build they're attached to.
Expectations: Tell us how you expect the fight to go, with details if you can about things like how many turns you predict it will last, which build might win, etc.
Intentions: Let us know what you want to get out of the test, for example, "create a tank that's so broken it has to be nerfed" or "prove that build X sucks and needs a buff". That sort of thing.
FORM TEMPLATE:
[b]Matchup Type:[/b]
[b]Player Count:[/b]
[b]Character Builds:[/b]
[b]Loadouts:[/b]
[b]Special Inclusions:[/b]
[b]Expectations:[/b]
[b]Intentions:[/b]
When engaging in combat, try to keep a fight to 1-on-1. From our experience, a majority of combat on other forums tend to be this way.
Exceptions can be made for when you are using mechanics that require team play, which is more common in Event battles, and the occasional fight that ends up with multiple people.
Testing team battles would involve testing everything from basic Team spells like Intercept, to more interesting things like CONNECT, or even the Artefact Bow of Humility.
There are no real player limits in a given combat thread, so long as you indicate how many will be involved. You can even go ahead and fight yourself, pitting two builds you came up with against each other.
POSTING
RP word count requirements are waived. We are purely testing build mechanics here, so you don't need to write about your characters doing stuff. Only the mechanics involved.
Make full use of the Combat Tracker to the extent that your build allows you to.
Initiative rolls are in effect. Don't forget to do them!
Play the build the way you think it should be played. We are here to test builds and the system. There is no need to knock out your opponent on Turn 1 unless that is the whole point of the build.
RP word count requirements are waived. We are purely testing build mechanics here, so you don't need to write about your characters doing stuff. Only the mechanics involved.
Make full use of the Combat Tracker to the extent that your build allows you to.
Initiative rolls are in effect. Don't forget to do them!
Play the build the way you think it should be played. We are here to test builds and the system. There is no need to knock out your opponent on Turn 1 unless that is the whole point of the build.
AFTER ACTION REPORT
Once combat has concluded and a winner (if any) is decided, all players involved are to include their insights in their final posts.
Be sure to put everything on your mind! This form should help with that.
Result: Which build(s) won, which lost
Turn Count: How many turns did it take
Potentially Overpowered Elements: List them down, explain why you think so, then most importantly, propose a solution on how to resolve the issue. Doesn't always have to be a direct nerf. Maybe a given ability has too much synergy with too many abilities, so maybe that synergy needs to be nerfed, etc. Give this last one some thought other than "X OP pls nerf".
Potentially Underpowered Elements Same here. List them down, explain why you think so, and then propose a solution to resolve the issue. As above, doesn't always have to be a direct buff.
Conclusion: What you thought about the fight overall. Include any other insights you have that aren't specific to the previous sections.
Once combat has concluded and a winner (if any) is decided, all players involved are to include their insights in their final posts.
Be sure to put everything on your mind! This form should help with that.
Result: Which build(s) won, which lost
Turn Count: How many turns did it take
Potentially Overpowered Elements: List them down, explain why you think so, then most importantly, propose a solution on how to resolve the issue. Doesn't always have to be a direct nerf. Maybe a given ability has too much synergy with too many abilities, so maybe that synergy needs to be nerfed, etc. Give this last one some thought other than "X OP pls nerf".
Potentially Underpowered Elements Same here. List them down, explain why you think so, and then propose a solution to resolve the issue. As above, doesn't always have to be a direct buff.
Conclusion: What you thought about the fight overall. Include any other insights you have that aren't specific to the previous sections.
[b]Result:[/b]
[b]Turn Count:[/b]
[b]Potentially Overpowered Elements:[/b]
[b]Potentially Underpowered Elements[/b]
[b]Conclusion:[/b]