Okay, time for a few responses.
In regards to #1:
I know it's early guys, but the main point of the question was to determine how RP life has changed and if we should continue creating RP's in the time frame we have been. Focus on things like: Should we eventually stop making RP's? What should be considered an "established RP"?
About the Dojo and it lacking RP: in truth, the Dojo kind of plays a much different role than the other RP's. The Dojo functions also as a general question thread, which is impossible to RP, really. If we started to RP seriously for every post, it will either get rushed or questions would never get answered clearly. So, the only RP'able thing is refereeing and challengers asking for battles. Other RP's have more chances to show off their RP skills because they focus more on specific assets, unlike the general-ness of the Dojo.
In regards to #3:
I'm not sure where I stand on this side myself at the moment. I feel like more discussion is needed before we make a decision. Therefore, let's focus on the following questions: How much more powerful will Rank 6 and above Pokemon become if we add 1.5 damage per rank instead of 1? Are there instances where this gives too much of an advantage? (NOTE: An advantage itself is fine. We're looking for whether this change will make the game too unbalanced.)
In regards to #4:
I think the main issue with this case is the fact that before considering definition, moves were hitting every single Pokemon on one side for the same damage. This was because there is no game mechanic to match this with. Making the base power lower would be okay, but this does nothing to address self-using moves such as Light Screen and Reflect. Having a team of eight under Reflect for five rounds is a bit unbalanced. Therefore, I feel like we should be focusing on more or less the amount of targets these moves affect. I have no problem keeping Rock Slide as a two-target move (like it is in-game) and Surf perhaps a three-target move (on both sides). The targets on the user's side would be picked at random. The base powers wouldn't be lowered, but it at least matches some in-game specifications. Reflect and Light Screen should also be capped to at least a minimum of three specific targets.
In regards to #5:
Guys, stop taking this question personally. :P I'm not calling out referees who have made mistakes before in the past. I am referring to referees who constantly make huge, gaping mistakes in their play, as well as constant errors. It's not a bad thing, but this results from a lack of knowledge. I think it's a good idea to implement some sort of mentor program for referees to go into before they become official. This will not apply to all referees (some of us actually were once "apprentices" and became official), but we will reach out to those who need assistance. It's not meant to be a punishment, it's meant to be a learning process.
In regards to #6:
Thanks for the support, guys. I will be coming up with a set of rules and post them shortly, to get public feedback on.
In regards to #7:
I personally see combos as one action that is 100% reliant on the two moves. Without the use of a non-attacking move, the combo would not exist. If a move prevents the use of a non-attacking move, as an extension, the combo should not exist. However, I do think we've boiled down this question to something else that might give us the answer: Should we treat combo moves as individually defined moves, or should they be combinations of two moves and be defined as those two moves? For example, if I combine Mud Sport and Crush Claw, does that become one whole attacking move completely separate from the combination as a result, or is it simply just the combination of a physical and non-attacking move?
In regards to #1:
I know it's early guys, but the main point of the question was to determine how RP life has changed and if we should continue creating RP's in the time frame we have been. Focus on things like: Should we eventually stop making RP's? What should be considered an "established RP"?
About the Dojo and it lacking RP: in truth, the Dojo kind of plays a much different role than the other RP's. The Dojo functions also as a general question thread, which is impossible to RP, really. If we started to RP seriously for every post, it will either get rushed or questions would never get answered clearly. So, the only RP'able thing is refereeing and challengers asking for battles. Other RP's have more chances to show off their RP skills because they focus more on specific assets, unlike the general-ness of the Dojo.
In regards to #3:
I'm not sure where I stand on this side myself at the moment. I feel like more discussion is needed before we make a decision. Therefore, let's focus on the following questions: How much more powerful will Rank 6 and above Pokemon become if we add 1.5 damage per rank instead of 1? Are there instances where this gives too much of an advantage? (NOTE: An advantage itself is fine. We're looking for whether this change will make the game too unbalanced.)
In regards to #4:
I think the main issue with this case is the fact that before considering definition, moves were hitting every single Pokemon on one side for the same damage. This was because there is no game mechanic to match this with. Making the base power lower would be okay, but this does nothing to address self-using moves such as Light Screen and Reflect. Having a team of eight under Reflect for five rounds is a bit unbalanced. Therefore, I feel like we should be focusing on more or less the amount of targets these moves affect. I have no problem keeping Rock Slide as a two-target move (like it is in-game) and Surf perhaps a three-target move (on both sides). The targets on the user's side would be picked at random. The base powers wouldn't be lowered, but it at least matches some in-game specifications. Reflect and Light Screen should also be capped to at least a minimum of three specific targets.
In regards to #5:
Guys, stop taking this question personally. :P I'm not calling out referees who have made mistakes before in the past. I am referring to referees who constantly make huge, gaping mistakes in their play, as well as constant errors. It's not a bad thing, but this results from a lack of knowledge. I think it's a good idea to implement some sort of mentor program for referees to go into before they become official. This will not apply to all referees (some of us actually were once "apprentices" and became official), but we will reach out to those who need assistance. It's not meant to be a punishment, it's meant to be a learning process.
In regards to #6:
Thanks for the support, guys. I will be coming up with a set of rules and post them shortly, to get public feedback on.
In regards to #7:
I personally see combos as one action that is 100% reliant on the two moves. Without the use of a non-attacking move, the combo would not exist. If a move prevents the use of a non-attacking move, as an extension, the combo should not exist. However, I do think we've boiled down this question to something else that might give us the answer: Should we treat combo moves as individually defined moves, or should they be combinations of two moves and be defined as those two moves? For example, if I combine Mud Sport and Crush Claw, does that become one whole attacking move completely separate from the combination as a result, or is it simply just the combination of a physical and non-attacking move?










