That would defeat the purpose of the system, which is to encourage real character development and to give context-sensitive rewards based on not only how much a player RPs, but on WHAT the player RPs. If you RP training combat a lot, you'll get the RP levels in combat so that your code backs up your RP. It doesn't make much sense to RP training combat and get more powerful in slicing, which would be possible if these were just RPP awards.And it would require coding either way.
Quote from: Shadowcat on August 24, 2010, 09:15:39 amThat would defeat the purpose of the system, which is to encourage real character development and to give context-sensitive rewards based on not only how much a player RPs, but on WHAT the player RPs. If you RP training combat a lot, you'll get the RP levels in combat so that your code backs up your RP. It doesn't make much sense to RP training combat and get more powerful in slicing, which would be possible if these were just RPP awards.And it would require coding either way.A portion of this is a major reason I don't like any of these ideas and have felt and still feel that the system for awarding rpp should become less subjective and more objective. There have been too many times in the past where people have gotten lower awards just because the reader didn't happen to like what the RP was, despite the effort. Granted I haven't seen the ones who were doing the majority of complaining about certain RP types in a while, but that doesn't change that it happened. I feel that this will only exacerbate the problem and serve to bring this problem one step further giving too much power of how a character progresses and how fast to others who may or may not have an ulterior motive in keeping a particular player's character in a weakened state. (Not accusing here, just saying it could happen and human nature would make it very tempting.)