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| roleplay_points [2025/06/24 23:31] – gvgch | roleplay_points [2026/07/06 23:22] (current) – [4. Soft Cap Details] father | ||
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| ====== Roleplay Points (RPP) System ====== | ====== Roleplay Points (RPP) System ====== | ||
| - | + | Roleplay Points (RPP) are a passive form of progression in trace/ | |
| - | Roleplay Points (RPP) are awarded every 23 hours from your reward | + | |
| ===== 1. Activity → RPP Conversion ===== | ===== 1. Activity → RPP Conversion ===== | ||
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| * **Server-Average Boost** | * **Server-Average Boost** | ||
| * If you already have ≥ 3 RPP, you gain an extra +6 RPP per check (at 100 % Activity) until you reach the server average RPP. | * If you already have ≥ 3 RPP, you gain an extra +6 RPP per check (at 100 % Activity) until you reach the server average RPP. | ||
| + | {{ : | ||
| ===== 2. Threshold Unlocks ===== | ===== 2. Threshold Unlocks ===== | ||
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| * Ability to drop inventory items | * Ability to drop inventory items | ||
| * Join Squads | * Join Squads | ||
| - | * _Note:_ If you hit 100 % Activity before earning 3 RPP, these unlocks trigger immediately. | + | * Note: If you hit 100 % Activity before earning 3 RPP, these unlocks trigger immediately. |
| * **10 RPP** | * **10 RPP** | ||
| * Gain 1 Reputation Point (if you currently have 0 Reputation Points) | * Gain 1 Reputation Point (if you currently have 0 Reputation Points) | ||
| ===== 3. Stat & Skill Gains ===== | ===== 3. Stat & Skill Gains ===== | ||
| - | With each RPP reward chest, you also gain: | + | With each RPP reward chest, you also gain stat and skill points. These have diminishing returns. |
| - | * +1 Stat Point per RPP awarded | + | * +1 Stat Point per RPP awarded, 0.5 per RPP after 75, 0.25 per RPP after 175, |
| - | * +1 Skill Point per RPP awarded | + | * +1 Skill Point per RPP awarded, 0.75 per RPP after 100, 0.5 per RPP after 250 |
| - | _For example, | + | For example, |
| ===== 4. Soft Cap Details ===== | ===== 4. Soft Cap Details ===== | ||
| To prevent runaway growth, the RPP-per-check rate reduces at soft-cap breakpoints: | To prevent runaway growth, the RPP-per-check rate reduces at soft-cap breakpoints: | ||
| - | * 0 ≤ RPP < 50 → 5 RPP/ | + | * 0 ≤ RPP < 100 → 5 RPP/ |
| - | * 50 ≤ RPP < 100 → 4 RPP/ | + | * 100 ≤ RPP < 200 → 4 RPP/ |
| - | * RPP ≥ 100 → 3 RPP/ | + | * 200 < 300 → 3 RPP/ |
| Additionally, | Additionally, | ||
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| ===== 6. Notes & FAQs ===== | ===== 6. Notes & FAQs ===== | ||
| - | * **What happens if Activity > 100 %? | ||
| - | Any surplus Activity beyond 100 % is removed before converting to RPP. | ||
| * **Do RPP decay over time? | * **Do RPP decay over time? | ||
| No—RPP are permanent; only the per-check rate soft-caps as you accumulate more. | No—RPP are permanent; only the per-check rate soft-caps as you accumulate more. | ||
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| It’s the mean RPP across all active characters, recalculated daily. | It’s the mean RPP across all active characters, recalculated daily. | ||
| + | {{tag> | ||