Perks, Ranks and Knowledges reviews!


Hello guys! Before we go deep in talking about the changes in this area, let me try to explain shortly:

Big changes were introduced with the perks review in the last open beta, I really like the new dynamics of the new perks, and how it mirrors through the gameplay of the entire character playthrough (you go better as you play etc) instead of the old 2 days full build.

And, if you played last beta you know that perks now have tiers and can be improved, and these changed alot of the game's perspective and it will require time untill we rebuild/fit all the changes on the new playstyle! So expect to see some changes and balances in and out in the next updates untill we reach the right direction!

I wanted to make these topics apart on the devlog so I can update the texts about each area separatedly without making it all super confusing! So, in this page I will be talking with everything that  is related to perks/specializations of your character!

- Medic and Nurses changes:

First of all,  Medic perk became obsolete with the tiers system so it will be removed, as medic is just an improvement of nurses. So "Surgery" that used to be the medic perks' command, is now a Nurse's tier 4 command. By default now nurses have "First Aids", "Treatment", "Surgery" as perks' command (You access those by clicking your perk)

To fit the approach to bring more trainer battles, the damage caused from battles without lethal intent reduced a little bit, but the damage reduction in First Aid is now absolute. (it can also stop a lethal intended battle to damage)

PS: some people don't know that, nurses members of govern's concil can wear the nurse uniform (this makes you a generic nurse, very good to be generic and make events like nurse joy etc)


- Behavior Specialist

Goodbye to behavior specialist as a rank, and say hello to behavior specialist knowledge! The knowledge can be taught, requiring Breeder and 500 RPP to be learned.

The first ones can be unlocked through projects in farms. (actually pretty easy auto reqs)

- HM Masters

The ranks like Fly master etc. were all removed, as they aren't really needed to be a rank, and instead was changed to be knowledges. The knowledge allows you to teach other pokemons to fly/surf/ride etc. each knowledge for a specifc "HM", this knowledge itself cant be taught.

This one isn't unlockable by a default auto project, is meant to be event related/rewards or through custom projects (This means this knowledge can be tied to items, event characters, or any general reward to good rps)

This change on HM Masters basically remove the "rank duty" of the ranked player to MUST teach their HM etc. made obtaining those pretty "unatural" and some dull ranks? this being a knowledge not only allow people with it to freely choose if they will teach the HM, keeping the HM more unique/impressive and bring back some sense of rewarding good rps etc.




- Farmers

This was mentioned in the Progression Changes  topic, but now the farmer's hunt for eggs in the wild is back! so you can go and find eggs while you take care and protect wild areas while you wait your passive daily eggs from farm to kick in!

- Archeology and Geneticists

(you might find some missing explanation on new items here, but they will be in the #ContentsTopicLinkLater )

Finally getting their love! added in game a new crafting preset that allows the introduction of a pokemon. This means I can now set (even at runtime) requeriments for players to bring a pokemon to life through an interactable action.

By default we have the new Genetics Tubes in the beta's lab.

Preset Genetic craftables:

-Aerodactyl ( 1 Old Amber, 5 Awakenings, 1 Incubator )

-Kabuto ( 1 Dome Fossil, 5 Awakenings, 1 Incubator )

-Omanyte ( 1 Helix Fossil, 5 Awakenings, 1 Incubator )

-Porygon ( 5 Red Porygonite, 5 Yellow Porygonite, 5 Blue Porygonite, 5 Awakenings, 1 Incubator)

-Ditto (5 Star Dust, 1 Old Amber, 5 Awakening, 1 Incubator)

-Mewtwo (1 Ancient DNA, 1 Ancient Amber, 1 Upgrade,  5 Awakening, 1 Incubator)

The crafting requires the knowledge for specific method itself, can be taught and shared between scientists similar to discovery of new technologies.

However the genetics knowledge are tied specifically to custom projects (means those projects are only concluded/obtainable after admin review)

- Police and Crimes!

After last beta's fixes on jails it revealed a very easy and useless jail timer, (you could always just, well, write a long rp and leave after being jailed) making the whole police gameplay kind of dull, as it was more efficient to just injure a criminal instead of jailing them to control criminality.

So, it was of extreme importance to get a jail system review/redo.

First of all I want to mention here that every Police should have access to the Govern's uniform feature, wich makes it very usefull for events and being generic under a cop's uniform! You guys should view/use those features more! they are dope!

The jails is meant to be a very powerfull tool of the region, who controls it should have an immense power, having the judgement power to define jail sentences and, of course keep in mind: innocents can be jailed in pwo!

Thats what the Police Commander rank and role exist for, so I want to bring back the talk about their duties and how they work!

The Commander Badge is a item that allows the commander to remove a cop, hire cops or promote them to Captains;

(They can hire officers without the default npc reqs)

Captains (and the commander) cant be jailed by other cops and, have the power to judge and manipulate the jails sentences, increasing or removing someone's jail timer etc.

With this explained its a little bit more obvious that the commander have a huge power in their hands, as they can control the entire regions' prison and organize everything!

They are also given Council of the govern, but keep in mind, this rank is tied/dependant of the group owning the jail territory and can be stripped by, for example the governor!

with this explained time to talk about how the Prison Life works now:



When you are jailed, you will receive a sentence amount of time, by default its 2. If you get jailed again, that will double, and so on.

But to actually have that time reduced you must "check in" prison life cycles once a IC day.

To do that, you basically perform an action, and deliver the "job" to the jail monitor.

The order is:

-Sleep

-Bathroom

-Food

-Sunbath.

You will have the Jail Timer reduced once you check in a sunbath on a new IC day. 

Keep in mind you still gain RPP and progress normally in the jails so its wise to try to get into roleplays and actions if possible in the jails.

Also this is where criminals can get the Escape Artists perks!


Don't forget: You can still be judged in IC, if the jails prison is organized who knows you convince the captains you are an innocent and get your sentence cut?

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