fairyfoes: (Default)
EACHDRAIDH RP ([personal profile] fairyfoes) wrote2014-06-25 09:29 am

( 22 ) FEEDBACK



. . . GAMEPLAY SUGGESTIONS

How To Leave Feedback:


Interested in making ED better for one and all? All for one? Here's where you can help your Awkward Tree-house! The Locations & Bestiary suggestion post is for what it says on the tin, and the FAQ deals with any general fly-by questions, with any long-term suggestions popped here for consideration by at least four-to-six of the main gameplay-orientated mods.

↓ HERE ↓


You're all our fairybros and we love to help! Post as many suggestions as you like, but please do number them clearly so we can respond in kind and keep from muddling up replies once everything has been processed.

Have at thee, EDwardians!


. . . NAVIGATION
bullhorned: (Default)

[personal profile] bullhorned 2014-06-27 01:06 pm (UTC)(link)
NAME: Masa.
GAMEPLAY SUGGESTION(S):

Just a suggestion to make things a little more easily navigated. I have to go through a lot of steps when I do a few certain things like post a log or do event things, which could be fixed for the playerbase relatively easily:

The Log Templates should be stickied on the log comm. It's kind of a pain to set it up, but it's worth it. Otherwise putting it on the sidebar or profile would be just as good.

Because we only get the calendar of events for plotting at the start of each month, it makes it kind of hard in the middle of the month to navigate back to find it. But because you guys already have a tag for it, simply linking to Calendar of Events on the comm profiles would make it so people always know what's current and going on. A general link to Mod Posts wouldn't be a bad idea either.

That's all I have for now. Thanks!
bullhorned: (Default)

[personal profile] bullhorned 2014-07-28 01:24 pm (UTC)(link)
NAME: Masa
GAMEPLAY SUGGESTION(S): One thing I think is missing from the game premise is that in spite of this being a game with fairies and witches running amok, there doesn't feel to be a lot of freedom on allowing for certain sillier outcomes. Like, common folklore will have things where disturbing a group of fairies can have you be cursed in some way small or great. Or like what happened with Arya and Renly's pets, witches transforming innocent people for no real reason.

Essentially I'm just saying it would be cool to open this up to player characters. If it's already open, it should be a little more obvious that it's something to be played with. Personally I love that we don't do ridiculous personality/body altering events in the game, but some of those effects would be fun to be opened up as results of NPC magic and shenanigans on the side for personal player plots. In fact, it would make them even better than in other games, because characters would be empowered to try and find a way to undo it!
orcsurfing: (Default)

[personal profile] orcsurfing 2014-09-22 10:38 pm (UTC)(link)
NAME: Blanche
GAMEPLAY SUGGESTION(S):
Currently the restrictions on the characters who lose their shards are very strict and, in a way, can make it difficult to play in the game at all if a person decides to go through with it.

I realise the consequences of killing off a character should be severe, that it should not be an easy thing to do at all, but as things are they seem might be putting people off and likely not many might be willing to go through with it (which is a shame, considering this is a war game and... well, deaths should happen! Since May when the game opened we've had only one PC death) since they cut off 2 out of 3 avenues of upholding or gaining new CR.

First: the character will not be able to attend the feast when new arrivals show up, second: the character is entirely cut off from the "network" except for people they already know (because how could they figure out who else they could contact if they don't know they're even there). The third is, of course, meeting face to face, except with the size of the map and the travel times for the shardless (since fairy rings don't work for them) that further makes any CR and any activity difficult unless the character stays at the Station all the time or travels in a large group.

Additionally, lack of the "network" access cuts off one avenue of submitting activity check, since characters can't post to it. And character inbox threads don't count towards AC... and making only filtered posts to the network comm (if it'd be allowed at all?) kind of are at odds with the idea of panfandom games.

My only suggestion is to perhaps rethink this approach? Maybe posts that are "open," as in not filtered to either court, could still be visible for them? Maybe the posts made by the shardless would always show up as open as well, unless they "select" every single person from the court they want to filter to? I don't mean to get rid of the mechanic entirely, since I wholly understand why it's implemented ICly, but perhaps just to loosen it a bit?

(no subject)

[personal profile] orcsurfing - 2014-09-22 22:56 (UTC) - Expand
notavirtue: (Fuckin busted)

[personal profile] notavirtue 2014-10-02 01:17 am (UTC)(link)
NAME: Fastback
GAMEPLAY SUGGESTION(S):

Is it possible to change how/when you post the feast log? I'm assuming what you're doing is screening it and getting it ready in advance, which I understand, but once it's unscreened, it doesn't show up on reading lists as a new post. Since this one was dated for the 26th, it got buried pretty quickly. Maybe when the time comes, copy/paste the original screened post and make a new one?

Thanks, and stay wonderful!

edit: ALSO could you add the Feedback link to the main navigation page? Also also the Events link goes to a locked post on the main navigation page and travel & transportation page. I should write these things down before hitting post whoops, thank you!
Edited 2014-10-02 12:19 (UTC)
orcsurfing: (Default)

+1

[personal profile] orcsurfing 2014-10-02 12:44 pm (UTC)(link)
I was just coming in to suggest that. Alternatively the link to the feast log could be included in the monthly calendar write up?
curser: (Default)

[personal profile] curser 2014-10-05 02:06 am (UTC)(link)
NAME: Harley
GAMEPLAY SUGGESTION(S): Re: this discussion on rpanons. Possibly having a scheduled 'state of the chars/game' post every month/second month which allows players to put in a singular location what their characters have been up to that month/two months. It can feel sometimes like so much is going on in the game that it's almost impossible to keep up with it, even tangentially, so I think having a place to at least put out the basics of what's been happening might help out with characters feeling less swamped by everything and more in tune with how they can possibly interact.

I'd suggest two categories of "What the general populace/everyone can know about what (C) has been up to" and "What close cr/only (C) knows" so that there's a strict border of what IC knowledge characters can have about the goings on.

I know we have the cr/friending meme, but not everyone chooses to tag into those and we really only give short blurps on what we're doing. Having a place to note things that have altered certain settings or that will affect people that come into contact with so and so when they haven't necessarily had pre-existing cr to base changes on or know about, say, a horn on someone's face or scars or whatever might crop up can also lessen retcons and oopsies.

Maybe have it be in tandem with the state of the game post, so it's one big update that both the mods can put in NPC and game info into (like the post linked in there) as well as char updates.

And I'll shut up now.

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knightscode: Do you remember when I was this young (Default)

[personal profile] knightscode 2014-11-08 02:16 pm (UTC)(link)
NAME: Jack
CHARACTER(S) PLAYED: Lancelot, Red
GAMEPLAY SUGGESTION(S):

Strike list/AC fails lists!

By this I mean: At the moment AC sort of happens mysteriously. People get kicked, and we don't find out! Likewise, sometimes when you are swamped we don't get a reply confirming if we passed or not. Thus: a lot of games I am in post a list of people who are going to be swept before they do it. The benefit of this is twofold: first, their CR / castmates find out if someone is being officially swept. Second, if someone is away on hiatus and is being accidentally kicked we can correct before they get kicked and confusion breaks out! Edit to note that it doesn't have to be fancy! Just a List! I guess in our case first warning would be replaced by 'Doubling up'. But you don't even have to include that if it makes it too much extra work.
Edited (added more rambling) 2014-11-08 14:22 (UTC)

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[personal profile] knightscode - 2014-11-08 16:41 (UTC) - Expand

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[personal profile] knightscode - 2014-11-08 18:25 (UTC) - Expand
athousandcurses: (Under A Tree)

[personal profile] athousandcurses 2014-12-15 01:56 am (UTC)(link)
NAME: Zen
CHARACTER(S) PLAYED: Grainne
GAMEPLAY SUGGESTION(S): A monthly sticky post in the OOC com with links to things like boons, announcements and basic game mechanics like AC- also possibly a link while quest requests are open because I think a few people missed the window this last time.

It wouldn't take much, just an extra new post at the start of the month (or just a static one that gets edited!), and a couple links as official posts go up, but it would really help, I think! The OOC com is so very active at times. I think it would be especially helpful to new players during app cycles since things can really get moving then. There's community tags, of course, but having it all in one place specifically for that month would be convenient, and sometimes for unexpected things like announcements people don't think to check the tags. It would help people see instantly upon visiting the com if AC is up, and just got swept down a few posts, for instance.

I made a link post in my journal so I could check those things quickly, and it's been really working well for me so I thought I'd suggest something similar for the com.

[personal profile] scorchedchivalry 2015-01-02 06:55 am (UTC)(link)
NAME: Sin
CHARACTER(S) PLAYED: Saber Alter, Kara Beckworth
GAMEPLAY SUGGESTION(S): With the implementation of the quest system and PCs of sufficient rank being able to give their own quests, I think it would be very useful to the players if links to the Quest Boards set up by the 4/5 star characters are added to the general quest request page.

When looking for the boards put up by Ganondorf and Lancelot to make sure I was keeping mine in line with the necessary information, it took me a bit to find the mod post in the ooc comm with an update on the quest system to even find it. I also noticed the PC given quests are mostly open and I wonder if the difficulty in finding the boards when a player looks into signing up for a quest contributes to it.

BTW, here is Saber's quest board.
depicted: (it's better to leave)

[personal profile] depicted 2015-02-15 09:06 pm (UTC)(link)
NAME: Farrah
CHARACTER(S) PLAYED: Dorian Gray
GAMEPLAY SUGGESTION(S): A tiny possibility for making navigation easier! With the filtering of locket posts increasing, and about to be outright locked in the future, I wonder if it might be useful to have, like, (seelie) and (unseelie) tags for network posts, so that things can easily be filtered by which court has access to them? Similarly, having a tag for (open) logs might be useful for sorting out open logs from quest logs and such. Not sure if other players might find it useful, but it feels like it might help sort things out a bit.
raavashing: (Default)

[personal profile] raavashing 2015-02-25 10:52 pm (UTC)(link)
NAME: KCH
CHARACTER(S) PLAYED: Wan
GAMEPLAY SUGGESTION(S): Creating an 'Overall Drabwurld Influence' Roster

With there being a sizable chunk of characters attempting to go 'neutral' in the war, as well as characters who, when they take quests, might spread themselves out more across the world instead of 'focusing' in one place, their influence and contributions should have a way of being measured as much as the two court specific influences are.

The Overall Influence roster would be more difficult to gain ranks on and everyone would start at 0 stars. My current idea for it is that it would take doing at minimum 5 Stars in quests to obtain each rank. For a total of 25 stars to reach Rank 5. This reflects the 'word of mouth' spread of an individual's deeds across the world. Not all quests will be able to contribute to this - if a character spends too much time in one area, their reputation will not spread as fast as a character that does a lot of quests scattered across the map. Mod discretion would be advised for policing rather than give hard limits. Characters could also possibly take quests specifically to spread their reputation in lieu of earning court specific influence. Players could also 'argue' for their Character gaining a single star for actions taken outside of quests (only one per 3 month period) that are both public and significant enough to draw attention to them. Gaining and Losing Court Influence doesn't effect the Overall Influence outside of determining what kind of reputation the character might have.

Characters can lose Overall Influence should they cease doing quests that spread their names - for every two months that they go without such quests, 1 star is subtracted from their star total. This can drop them a rank, but never below 1 star. Once a character is on the Roster, they remain on it - though they are very likely to be considered a minor footnote in some history book should they never have their name spread further.

The 'rewards' for gaining ranks on the influence would be less of the material kind seen in the Court Influence rosters and be more reputation based. If they are likely to be recognized by name or not, if they are more likely to be sought out for their knowledge or their abilities, if they are feared or beloved, etc.

1 Star = Character's Court Title (if any) and one or two major deeds have been heard of in passing in all major cities of the Drabwurld, though their actual name may not be recognized as tied to that title. (Example: people recognize the title "The Lord of Mair", but might not know his name is "Ganondorf"). Anyone with 5 stars on their Court Influence roster would automatically gain 1 Star on the Overall Influnce roster, if it's implemented. Characters that achieve this rank will likely have their names remembered in a history book somewhere.

2 Stars = Character's name is now recognized in all major cities as easily as their Court Title (if any) and they have gained a 'known' reputation for how they usually treat others; Character's Court Title (if any) is recognized in most of the smaller villages of the Drabwurld but their name might not be recognized as associated with the title; Character's reputation may have earned them a 'nickname' or 'title' that reflects or mocks their reputation (Example: The Lord of Mair is also known as 'The Just' for his firm, but fair actions toward those that serve him.)

3 Stars = Character's name is now recognized in most of the smaller villages of the Drabwurld as easily as their Court Title; their reputation preceeds them and people are as likely to judge them based on that as they are their status as a Shardbearer (or not as the case may be) OR their Court Affiliation. This could cause some Seelie natives to treat Unseelie with kindness (and vice versa) or neutral populations to be more in favor or opposed to a specific individual due to said reputation. Character is one of the first people thought of when someone of decent social standing is in need of something regarding their area of expertise. Invitations to social gatherings of the well-to-do and politically influential may come in once or twice a year. Characters that Achieve this rank will likely be remembered in a folk legend of some sort, even if their reputation drops.

4 Stars = Character has a nickname rather than a title (Example: Ganondorf is known as 'The Pig' rather than 'The Just') and they have become a minor celebrity of the Drabwurld - for good or ill. If someone hasn't at least heard of the Character's Court Title (if any), they're either newly arrived or have been living without contact with the rest of world and should definitely get out more. Character's public travel and who they are seen with is gossiped about in most major cities. Their reputation influences the common NPC's reactions more the character's Court Alliance (if applicable). Major lords and rulers of the world are likely to take the public's opinion on the Character into consideration when deciding how to treat the Character - well liked/hero-of-the-people sort will earn the rulership enemies of their own people if acted against in haste but could earn goodwill from the peasants if treated kindly; the reverse being true for those with more sinister reputations. Invitations to social gatherings of the well-to-do and politically influential come in monthly, either out of genuine interest, or to give their other party goers a shock.

5 stars = Character is considered a major celebrity among the Drabwurld. Character's 'nickname' more accurately reflects their reputation and is less likely to be one of mockery regardless of deeds; it is more commonly used than character's Court Title (if any) when they are spoken about in general conversation. The well-to-do and politically influential generally consider themselves lucky to get an audience with the character when it happens. Despite Court Alliegence and Court Standing, even the Monarchs must take pause when deciding how to respond to dealings with the Character due to how far their reputation precedes them, else they earn the enmity of their own people, however short-lived it may be. Characters who achieve this rank will be as well remembered as Reynard the Fox for centuries to come, regardless if their overall influence drops.

It was just something I was thinking about - Characters without court alliances due to the loss of a shard or being Native OCs, characters who don't care about court titles, characters who do a lot but don't have it easily reflected in the game mechanics, etc, could still have influence in the world at large just as easily as those who maintain a Court Allegiance. NPCs could be rated on it as well just to give an idea of how well known to the public they are. If implemented before/during the Timeskip, characters who are actively trying to spread their influence during the timeskip could post up requests to have their actions during the timeskip considered as equal to 1 to 3 quest stars to count toward the roster's totals for where their reputation is at at the end of the timeskip.

Even if it doesn't get implemented, I hope you'll consider something similar for the future.

I know it's a long post, so thank you in advance for reading it.

(no subject)

[personal profile] raavashing - 2015-02-25 23:18 (UTC) - Expand

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(Anonymous) 2015-04-12 08:12 pm (UTC)(link)
Hello, there.

So I was wondering among the mod team who does what, exactly, because it seems to me and a lot of people that Snow does a disproportionately large amount of things? It's a bit of a concern because this is a really great game and the last thing anyone wants is for it to come apart because of burnout. If there are other mod(s) doing things, what, exactly, are they doing, just for clarity's sake. Thanks!

(Anonymous) 2015-04-17 06:06 pm (UTC)(link)
Hello!

I've been involved in a lot of talk about the next app round, since the last round had such a limited window and it will have been a considerable time once the new one rolls around. I, and some other people interested in the game, was wondering if you might consider reserving a certain amount of slots for new players (perhaps 1/2 to 2/3). I have friends who are already anxious about being able to refresh in time to get an app in, and I think knowing there's consideration in place for new players would be reassuring and prevent more interested players from being discouraged about their chances of getting in.

I don't think it should be a general rule, but rather a one-time event since it's been so long between rounds.

Thank you!

[personal profile] gandere 2015-04-29 02:38 pm (UTC)(link)
NAME: Mei
GAMEPLAY SUGGESTION(S): A standalone community for quest givers and their boards for easier management.

  • community membership can only be given to those who do have the ability to give quests for obvious reasons.
  • each quest giver can post their board every month with new stuff and they can be tagged via month.
  • additional tags besides unseelie and seelie could be used as well. neutral. location specific tags. political, action, war, etc. that way players can click on a tag they're interested in (trade for example) and see boards that have quests related to what they want for their character.
  • this would make it easier for people to know when new quests were available because they could track the community for new posts (especially ones that are tagged unseelie or seelie) or subscribe so they can see when there's a new set of quests on their friends list.
  • right now the current system leaves it so people delete or screen comments which makes it harder for folks to follow, though if mod account was maintainer of the community they could see all screened comments. plus there wouldn't be a need to screen them necessarily if the posts were being cycled out every time there was an update.
  • old posts that are expired could be members locked so that only maintainers + current quest givers can see them as well.
  • obviously they can still pimp them out via plurk or ooc post, this would just make it easier all around just to have them in the same journal instead of spread out across pages.
  • plus it's obnoxious to have to read sometimes in someone's journal layout (even if that can be fixed with a simple ?=site or whatever), but for those who wouldn't know the fix this could make it easier.

This cuts down on the clutter in user journals as well as make it easier for all players to locate quests as they would be located in a single journal (or community in this case) with the ability to sort through tags. The cons of a system of this nature is maintaining yet another community plus the possibility of spam when it comes to pimping the post out. I think having a permanent record of past quests in a single area would be beneficial to players, especially new quest givers who might want to look over past ideas for inspiration and limitations.

(no subject)

[personal profile] gandere - 2015-04-29 15:29 (UTC) - Expand

(Anonymous) 2015-04-29 04:05 pm (UTC)(link)
Hi! I just saw that you were going to overhaul the quest system and remove mod quests. While I'm normally very impressed by the careful consideration and innovation that you put into running the game (the two week waitlist is genius, for example), I'm a bit concerned about this particular idea. I thought I might voice some of my fears, with the hope that you might be able to keep them in mind while you're doing your overhaul.

1. The mod quests have kinda been where characters have really been able to push the boat out and get new and interesting things. I'm using terrible examples but what if a character wants a dragon? Or superpowers? Or an island? Or to be a famous popstar? Or basically anything that isn't just under the current high up characters' jurisdiction?

2. Power-wise there's already quite a big difference between the high up players and the newer ones. With this new system in place, wouldn't characters only be able to reach just below the current top players? For example, if my character's a big army general, wouldn't they only be able to promote other players to colonels? I doubt I would be able to promote someone to king?

3. It looks like this would put a lot of pressure on the high starred players. To be honest, at times getting quests from some of them currently has been very very difficult. The players can be unreliable, fickle and it feels as if you have to make sure to be on their good side. Nothing against the players, but at the end of the day they're not necessarily there to help others climb rank.

I totally get that the mod quests take a lot of time and effort to do, but they were a source of hope that, if I lucked out and managed to get one, I could get somewhere cool with it. As someone who hoped to climb the ranks at some point, it looks as if that is soon about to become impossible.

If I'm wrong, please do tell me! I'm sure you guys are figuring it all out and have put a lot of thought into this. Please put my mind at ease, fairymods!
gordianknots: Please don't waste your pity votes on me (Default)

[personal profile] gordianknots 2015-05-01 09:27 pm (UTC)(link)
Normally I would take something like this up via PM, but since this is a something that impacts the whole game, I figured I would bring it up here.

With a number of recent drops, we've lost people who have massive political influence and physical control over locations. It's occurred to me, looking back at the establishment of the White Citadel and the Spires, that only the White Citadel has back-up individuals in case a player who has a marquis position drops. Likewise, the Seelie have three individuals that are at the top of the military chain of command - Lancelot, Clarisse, and Faolan. In comparison, the Unseelie do not have this back-up in place for the barons, for Saber, or for Mair. Cothromach's transfer was handled well when Ned Stark dropped and Sansa took it over, but there is no back-up in case of something happening either, nor is there something in place for Redgate.

I understand that the case of the White Citadel having back-ups was to ensure that 10 players on each side were given positions of power, but I would like to ask the mod team to consider having on file back-ups for these locations and others in spots of power in the future. It would make drops and the turmoil resulting from them go much smoother, and have less of a game upset.

(Anonymous) 2015-05-11 11:59 pm (UTC)(link)
Hi. This is a bit of actually one minor concern of mine. Firstly, I have the majority of players friended on plurk and I've been in this game for a long time. One thing that honestly does bother me is that with new information coming into game mechanics (referencing the major development regarding the fox cultists as a huge example as well as the void), most of these come out through IC investigation, which is fine, I get that. But from an OOC perspective, I actually find it really frustrating that some of this information is revealed later within plots when we actually just start to get them rolling. I understand that it's not your intention, but speaking as someone who's been a few meta game plots, this feels really, really inclusive and for some of us who have been in those major plots beforehand, a lot of it feels anti-climatic, and previous characters that have been affected by major events would have done more if they knew about it. I do wish that a lot of this didn't develop over plurk, I wish that there was a way that there was a bit more dialogue and a bit more transparency. At the very least, a lot more of explaining what is going on with the game mechanics.

My honest suggestion is something that would make collecting and editing information much more easier, something that we can link, share, and something that the mods can link on the game profile.

So here's my suggestion: a game run wiki we all can edit, mods and players. Hear me out, I've played in the past at [community profile] paradisa and this was actually really, really helpful to edit, post, and share to keep up with game information. A game-ran wiki could be easily accessed, you could put in more game mechanic information that's constantly changing (like the fact that the shard magic could be used as mind games) or even just referencing network devices that are not the locket. Google docs are great and all, but they're consistently scattered throughout plurk and because of that, it's hard to remember to edit things. You could add in more information about the NPCs, shard magic, Drabwurld magic, who has what, abilities, etc.

If that isn't something that appeals to you, then perhaps it may be in the best interest to reference the docs in the user info, rather than letting them get lost in the shuffle that is a plurk timeline. Please understand that some of us don't have time to frequently look through plurk, some of us work well over 40 hours a day, have multiple jobs, and/or go to school in addition. I think something that would easily compile this information would actually be fantastic.
falconkick: (Default)

[personal profile] falconkick 2015-05-15 09:15 am (UTC)(link)
NAME: Faith
CHARACTER(S) PLAYED: Sam Wilson
GAMEPLAY SUGGESTION(S): Hello, darling modly ones! I went on a bit of a ramble on plurk yesterday and was told that many shared my sentiments and that they might be worth bringing forward here for your eyes, if you have a free moment!

I think it's pretty fair to say that this most recent plot update / mechanic change with Verla's fall caused a bit of a stir, if not upset then at least some alarm and confusion. While I do think it's a natural progression of the plot and a good IC sign to our characters that this apocalypse business is a serious deal, I also think that its implementation was sudden and overwhelming for most, even those of us that aren't directly affected by the loss of fire magic. Rather, I think it's part of an overarching problem that's been consistently throwing many players off balance over the last few months, myself included.

The short version is simply to say that everything really, truly does happen so much. Before I joined the game, I asked friends of mine that had already been playing in Each for several months if not from the very beginning about the general pace and tone of the game. It was pitched to me as medium paced and more of a fantasy / adventure theme than action or active war, where you could kind of take things at your leisure and explore the world by your own means. While some of that may still hold true, several people agreed with me when I said that the game itself is moving and growing far faster than many of us had anticipated. As a former mod, I fully understand the idea that as the plot moves forward, there will certainly be changes to the pace and tone and various sundries, but I also think it's important to make sure that this development doesn't outgrow your playerbase.

What I mean to say with this terrible rambling is that - recent game developments, both ICly and OOCly, have been implemented too quickly for a good portion of our players to be able to keep up. I told a friend that is considering applying in the upcoming app round that I have the unique perspective of both a new player and a player that has been tossed through the ringer already, which seems like it should be an oxymoron. But since my acceptance in February, I've seen the fall of Caer Scima, the death of the Jabberwhelp, the disappearance of the Monarchs and the network along with the entire overwhelming fiasco that was the entirety of the timeskip, the AC, boon, and quest changes, the severe schism between cross-court CR, and the sudden rise of the Cult as an active threat. When this unexpected twist of the Pyrii dying and taking all fire magic with them, not two days after the huge scramble caused by the attack is Diasbaille, it's kind of just like. There's no breathing space, there's no room to settle into the newest leap in a completely different direction before we're being spun around again by something else.

Things are happening too quickly, on both the IC and the OOC front, for more than just a few of your players. I don't mean to speak for everyone by any means, but when I voiced my concerns on plurk, I was met with an overall agreement from my timeline.

The pace has picked up dramatically in several ways, which has not only changes the tone of the game itself but also the level at which your players have to operate in order to feel like we have any grasp at all of what is happening at any given time. I, personally, feel like I have not been able to find my feet despite having been in game for over three months now. This is absolutely in part due to my own limitations from RL and what have you, but I think there is something to be said for taking the capabilities of your playerbase into mind as you move forward with significant game changes. Curveballs can be fun and exciting, but if they're coming one after the other on both the IC and OOC sides of the equation, it can end up being exhausting and stressful instead.

I don't mean for this to be damning or objecting to game development. Like I said, I really do understand this as the natural progression of things. I suppose my only intent behind this long and arduous task of a critique is the hope that maybe you brilliant minds might find the time to give us a little more of it. The problem isn't that changes are happening. It's that they're happening too quickly for us to be able to follow them.

I have loved and adored everything I've had the privilege of doing in this game, but I took a hiatus for the month because I felt that I needed a little bit of breathing room to be able to wrap my head around the game again. Yet I haven't been able to look away for longer than a few seconds, because in the short two weeks of May so far, I've already gone through multiple CR upheavals and major game changes. I feel like if I do turn my back for a moment, I will return to a completely different game. Again. And that is entirely too stressful a thing to think about something I hold so dear. I hate the idea that I'll have to drop not for lack of motivation or time, but because my efforts aren't enough anymore. It is getting harder and harder to keep up.

If you read nothing but this last paragraph of my feedback ( for which I would not at all blame you, I am so sorry I don't know how to make my points more concisely ), I would ask that maybe you consider a little more communication with the playerbase before implementing large game changes that aren't inherently significant plot reveals. Things like AC changes or game mechanics, such as the violent cross-court divide and the magic restrictions, that might make sense on the mod side of things but are unfolding in sudden and jarring patterns on the player side; these aren't necessarily bad changes, but I would hope that we might be given more time to settle into the idea of them before being forced to adapt to all of them at once. There is a resounding love and respect for you guys as our mod team. I just really hope that we can learn to communicate a little better to operate on the same level as we move forward - hopefully together!

(no subject)

[personal profile] falconkick - 2015-05-17 16:06 (UTC) - Expand
oathshackledbird: Pondering (Pondering)

[personal profile] oathshackledbird 2015-05-17 07:45 pm (UTC)(link)
NAME: Neko Sandy
CHARACTER(S) PLAYED: Diarmuid Ua Duibhne
GAMEPLAY SUGGESTION(S): One of the big things that has been bothering me lately is that we are given options to do things, but we have no idea the significance of the options until it is too late. Refer back to this tag where the mods mention the whole lost off the ability to raise a third court. Very few people know about this. My character was one and he has been fighting for another way or a third court option since he came into game. He was actually pushing a few things along that might have resulted in a third court, but then suddenly somehow two of the sigils have made their way to the monarchs and the option is lost? I knew one had made it there, but not the other. This is a very slim margin (12 sigils are still out and about after all), but that one other sigil going over suddenly destroys all chance of a third court and takes one large way of changing the outcome of the game away? This was doing of one player or a small group of players and yet it affects the whole game in a very large way. While I would never try to control the way players play the game, when the actions of so few greatly affect the game at large it comes off as them controlling the choices of other players and how they play the game. I know it is not their intent to do that, but in the end that is what happens. In a game that is suppose to be full of player choices, when things like this happen and choices are snapped away before the player base a a whole knows about them, it is not encouraging. In fact, it is very discouraging.

(Edit: It was pointed out to me after I posted this that using that specific event makes it seem like I am picking on those characters involved or the muns. Please note this IS NOT my intent. It might not be the best example, but since the mods brought it up in that other tag, I just went with it. In the end, the example isn't as important as the fact that IC information isn't getting passed around to the whole game and that needs to change if possible. If there are options out there that is great, but characters need to know about them in order to be able to use them.)

I know it was mentioned a lot of this stuff is happening to build a sense of urgency, but for me (and many others I talked to) seeing the Void so close did that well enough. Now all taking away these options is doing is making us feel discouraged. People are losing months/year worth of work. They are losing a HUGE chuck of their CR. Yes, there are options for getting boons, for contacting people, but for some people because of their characters personalities or beliefs most of those options do not and will not ever actually be options without our characters being forced to act OOC. This leaves us feeling very trapped, and as I mentioned before, discouraged, because the only choices we have are to make our character act OOC or fall behind gathering things that will help us fight on whatever side we choose.

One example of the difficulties certain characters and player have is this. New characters will now be coming into the game with no network and an environment where it will be almost impossible for them to safely do anything cross court or neutral. This is an issue for certain characters who have been in game for a while and have networks because they are not good at being sneaky or plan out don't care. The idea that characters like this can still do what they want and not be caught (because being caught requires consent) feels wrong and almost like godmodding on an OOC level. It adds a disconnect or an unbelievability that doesn't have to be there.

In less than a month, this game has gone from find your place, build your power, and tackle the war/Void problems however is best for you to you have to do it this way and by these rules or else you are out of luck. That isn't fun at all. It is stress inducing and the very opposite of RP should be. I would ask the mods to please realize that while this is a game about war, there are also characters in it who are peace loving, who would die before betraying one of their friends etc and realize that they need options for doing things just as much as those who are willing to fight hard and turn in any who disagree with them.

As has been mentioned in many other feedback posts, communication between the mods and the players seems to be breaking down. We are still a team, but a team can only work together if they have a clear idea of what the goals are. As it is? Me and a lot of other players (prospective players included!) no longer know what to goal of this game is. How are we suppose to play? What is your guys' intent? As I pointed out to Snow, when I joined in October, the impression was Neutral was a very viable option/path and people should do all they could to keep their shards. Now, it getting more difficult to be neutral makes sense, but at this point is seems like from what the mods are saying and doing that it is an option they don't really want us to take. Plus now, it almost seems like from some comments that we are being encouraged to lose our shards because there is no way to continue on without doing so.

If that is what needs to happen for the game to continue the way you guys imagine it, fine, but please, you need to let us know. As others have mentioned, we can't read your minds and there are some things we need to know to keep the game moving smoothly and so that we don't get upset or discouraged when months of work are suddenly gone.

Also, I am not sure if it is because you guys are so busy or because you are kind of surprised by our reaction to this, but several of the people who I have talked to on my timeline feel like your responses to some of our concerns have been dismissive or borderline "this is how it is so deal with it" in tone or wording. I am sure this is not your guys' intent at all, but it is something you might want to look into dealing with. Take a little longer to answer if you need to. We are patient and we want to work with you. If it takes a little time, no worries! We're all a team here after all!
Edited (Oops! I didn't realize you have a format for this... D'oh!) 2015-05-21 03:54 (UTC)

(no subject)

[personal profile] oathshackledbird - 2015-05-27 20:07 (UTC) - Expand
raavashing: (Default)

[personal profile] raavashing 2015-05-20 02:09 pm (UTC)(link)
NAME: KCH
CHARACTER(S) PLAYED: Wan
GAMEPLAY SUGGESTION(S):

I'm going to preface this with the fact that I really enjoyed the Verla plot, had a great time with it, am very happy with my personal involvement. And I actually don't mind RNG at all. I was very happy with the odds and method we worked out for determining if Mount Verla was successfully moved. For a personal/small group plot, I think what we agreed to was more than fair to all involved.

However, with how much was actually at stake, I do think that involving RNG could have been done differently in this case. And potentially in future cases where the results effect more than just a few characters. And been done in a way that included a means of allowing the playerbase as a whole to have a say, while still limiting most of the influence to those actively participating. I think there can be a balance between 'blindsiding everyone because RNG screwed us' and 'infomod to munchkin the odds!' when it comes to those variables.

Using the Mount Verla plot as an example:
You took away fire magic, okay. It was going to happen if no one did anything.

Hindsight being 20/20, I think giving a heads up or foreshadowing that things were going weird with it on an IC level would have helped make it clear that more was at stake after people were actively trying to save it.

As a quick thought:
On the 11th: The main participants all make their roles and we have the power boost bonus figured in. The mods have those numbers and hold onto them until the 15th to give 4 OOC days for the rest of the playerbase to influence the outcome in minor ways.

Also on the 11th: A global announcement that those sensitive to fire spirits/gods who are not at Mount Verla can tell that they're agitated. Some are afraid. Many are angry. Others are just restless. Those with intimate connections to fire (like Johnny) can feel their power wavering every so often, going into more fits of 'on and off' as the mountain is actively picked up and moved.

ICy, this would give people a chance after the first day of the move attempt to get there and either help to move the mountain, or stop the effort and let Verla be swallowed (potentially whole and intact). Or find another way to effect the effort (maybe via prayers and sacrifices to Verla? If they're creative, let them have a chance!)

OOCly, it would give people an OOC chance to effect the RNG outcome after the main rolls (and thus main participation) is made. Either to help or hinder the effort with it being made clear on an IC level that messing with Verla has some effect on the fire magic of the Drabwurld (for good or ill) without actually saying what that effect is. There's enough vagueness that it could be 'verla dies, magic goes poof' OR 'pyrii are mad and taking it out on everyone' OR 'Verla is a goddess and she doesn't like where you're touching her Wan.'

The OOC influence could be a 0.5 plus or minus to the average (depending on what the goal range is and if the person is trying to help or hinder the effort).

And if no one in the greater playerbase does anything to help or hinder, then the roll remains as it was and the fallout is the fallout.

End result: It was obvious something was happening and being effected, no one was blindsided by the changes, player participation and initiative was rewarded with the knowledge that the Pyrii's fate had larger consequences than just their life or death even if they didn't know the specifics.


And having had some time to think about this and figure out exactly what's been giving me some dis-ease over this, I think that's really what's at the heart of the "blindsiding/discouraging on an OOC level" feelings that have been expressed lately. It feels like taking initiative to do something potentially cool and interesting is being actively punished because the same result would occur if nothing was done. That it doesn't matter that the playerbase is getting involved (or trying to) and working hard and putting their efforts towards doing things. We still aren't getting told what our efforts may or may not effect.

I'm not saying you should tell us the exact consequences of action or inaction, but giving us a heads up (in my example, the IC post about fire spirits and gods acting weird) that it may involve large, sweeping, and sudden changes to the game as a whole should we actively take initiative would be something I'd hope you will consider in the future. Give us a reason to go investigate this or that: if we don't, we won't find out anything; if we do, we get small hints about their connection to the greater whole regardless of failure, with success giving us a lot more.

Reward initiative OOCly even if it ICly fails. Reward taking chances OOCly even if it ICly fails. Reward active participation OOCly even if it ICly fails.

Because right now it just feels like we're going to get 'punished' whether we attempt to do things or not. So what's the point of doing them at all? And I know that's not the intention, it's just how it's unfortunately come across.

But small rewards like that, just hints and clues that we're going in the right direction (or not) for participation regardless of IC outcome would go a long way towards alleviating the discouraging aspect of plots or efforts that are still determined by RNG.
falconkick: (Default)

[personal profile] falconkick 2015-05-20 06:23 pm (UTC)(link)
it's me again I am so sorry

But I just want to chime in with extreme support for this comment! It is a perfect example of what I meant in my last comment when I said that letting us in on the machinations behind your plotting will help ease the process of moving forward.

I know I keep using my old game as an example, and I do apologize for that, I don't want it to seem like I'm saying you should adopt my modding practices, but I think it serves as an example of what has worked in the past. When we were leading up to our own endgame cataclysm of doom and gloom mass destruction with severe consequences, we dropped several IC hints and clues along the way with things like visions or certain powers doing weird stuff or natural disasters in places they've never happened before, things like that. OOCly, the players could only guess as to what it all added up to, but it at least gave them the chance to speculate and prepare themselves for possible outcomes; ICly, it gave the characters a chance to take notice and make efforts to fight back against their impending fate. We did all of this without ever outright revealing that it meant the apocalypse was going to happen within the year or any of our other big plot reveals. It was just small teases to let characters start preparing themselves for it.

KCH's example here is a perfect example of how this could've been done with the Mt Verla plot. Without giving away the exact result of the plot, it would OOCly clue the players in to something being wrong and ICly give the characters a chance to try and do something about it. This is the best way to implement a plot like this so that it doesn't blindside everyone when something drastic happens. It's not meta-gaming or god-modding information if it's all based on speculation and the hope that maybe what we're doing will help the plot. Instead of feeling like a suckerpunch we never had a chance to dodge, it would be more of a "Ohhh, so that's why fire magic was going wonky." Which is a lot more satisfying of a curveball than suddenly slamming straight into a brick wall.

I think this is awesome. If we could have just a few more hints dropped along the way, nothing concrete or 100% revealing, it would give us a lot more of that hope for the future rather than bleakly accepting we can't do anything to change the outcome of a game's plot. This would give us a fighting chance, and I think we could really use that right now!

(Anonymous) 2015-05-27 03:00 am (UTC)(link)
not so much a suggestion, but an overall grievance regarding your moderator team. i don't know whether or not that a) you need more people on your team or b) the lack of communication is that faulty, but it's at the point where it's infuriating and makes the team look horrid.

there's been a slew of complaints on [community profile] rpanons regarding the disparity of powers, political influences, and influence roster. the biggest complaint that i have right now is that your npc staff (at least i am assuming as such) are absolutely unreliable and unreachable. you're playing NPCs like they're PCs, threading with in-game PCs and ignore PMs, concerns, and plots given to you by other players. there's been NUMEROUS times that we've pinged a mod for a question or just asking for an NPC thread to no avail. but there's been many times that the NPC staff is threading with characters like hermoine or saralegui, who have critical in game information about the void, shards, or the cults.

my main grief here is with this is that we are to obtain level 2 shard usage by interacting with a NPC, unless i'm assuming otherwise. but your NPC staff/mod or what have you is off doing threads that sometimes do not constitute to the in game plot, therefore, make it absolutely difficult to get a hold of any one of you to get to shard level 2, let alone information on how to handle the cultists. do you know how unfair that is to the regular players, with a rank under two or three stars? it honestly makes you look like you're playing favorites half the time. and then you left one character hanging during the timeskip after she unlocked level 2 shard magic, which left her gravely injured and didn't tell the mun this. this character was gravely injured and there had to be at least three or four characters nearby who would have caught onto this. you forced that character to retcon most of her timeskip planning and then caused a chain reaction to her CR, making it look like her CR was horribly OOC because they didn't react to their friend being injured accordingly.

then, again, the NPC response left numerous players in a standstill in leathann, when the NPCs were off threading with repeat characters, yet again. the lack of NPC response has forced some of us to take serious retcons that affects our characterization and has, in turn, ruined some of our plans to develop our characters in game, and go along with the theme of using whatever means we can to stop the void. what are we going to do if we ask for level 2 shard magic, via boon? why are the NPCs treated like PCs, when the NPCs can't seem to juggle the log load? you have at least three open NPC logs, at the top of my head, one involving the white heart that is obviously related to the "godswar", in which the response has been slow and a newer one with saragelui.

it has likely been said before, but it'll be said again: pick up what you are able to handle. but if it's at the point where you're treating major NPCs like PCs and continuously leaving more players lingering on a response, then maybe you should consider apping those NPCs, because the lack of consistency in regards to threading with NPCs for major plots and shard training is beyond ridiculous. it seriously makes you look like you're trying to make a pass at playing a character without having AC and that is seriously, seriously wrong, especially when the moderator team cracked down on AC.

the lack of documentation is also a major weak point in this game. plurk is a format that should be used for broadcasting any major mod updates and announcements, in the eachdraidh plurk not in one's personal plurk. major changes, for example, the out come of mount verla, or boon changes. at the very least, if you're not able to post that at the time in which it goes up, then at least wait for someone who is available to post them into the eachdraidh plurk. players who have had public plurks have taken up that handle of doing that and it's not fair. major developments should be available for everyone to see, not on one selective spot in which some of us may have said mod friended. numerous players in the past have offered a helping hand to keep these lists and documents updated, but i haven't seen any proactive response on the moderator side taking up these offers.

and on that note, in the past, i've seen a mod pop in a plurk talking to a player about businesses, boons, or developments and making off-handed comments that come off as absolutely passive aggressive. sometimes, i genuinely have no idea what the heck to make of your comments or the emotes you use, but i don't appreciate it, at all. if there's an issue with what i am doing via boons or plots, then tell me so, privately, not in an open plurk and then go ahead and debate that with the player. it's unprofessional and it's gotten to the point where i defriended a mod over a plurk and i'm left second-guessing what the heck i'm doing is good or bad, if i'm taking too many liberties or what. but honestly, it comes off you're trying to force me into a direction and coming off as trying to micro-manage everything and i don't like it, at all. maybe i don't want my character to be pushed into a war mind set yet. maybe i feel like that's really, really OOC and ruins my characterization and development in game.

sometimes it looks like there is a huge, HUGE disparity between the moderators talking to one another. for example, yet again, we have a mod plurking about the creation of the fire god and commenting how it was going to be killed off in the godswar. did the moderator reach out to the other moderator to okay it? if not, why is it okay to passive aggressively plurk behind the mun and other mod's back about it? did either any one of you discuss what went down or had a discussion for it? the fact this plurk went up bothers me to begin with makes it look like that neither one of you speak to each other. the same thing happens with boons, too, in some cases a mod will approve a boon or a power, only to tell that player months later that it's not doable, when it's been in-game for months, if not longer, ICly, in the timeskip.

so, largely, i don't know what the deal is, but again, it's getting the point where it's horrid. something has to give in which you expand your team or some of you should seriously start stepping down because of the IC/OOC blurring, the passive aggressive behavior on plurk, the lack of talking to each other as a team, or the inconsistencies with the over all plot and NPC handling. as a player, i cannot emphasize enough tthe way a mod conducts themselves on plurk is an overall reflection as to how approachable you are or not. in the past, the team has been excellent conducting themselves as a group effort, but i don't know what the heck happened after decemeber, but i don't like it one bit.

i am very angry and i'm sorry that my tone is sharp. but i am hoping a moderator looks at this and i'm not very likely to respond. and i do hope OTHER mods look at this comment, otherwise, i will make a point to contact the head mod and discuss my grievances with the handling of talking to players via plurk and the usage of NPCs. if you're expanding your NPCs? okay, cool, that's awesome, but please stop dropping threads and actually thread things that conclude to the over all arching plot of this game. you've got several people waiting on you and some of us were hoping you had this solved after the IC investigation and reports, but after looking at the new NPC logs, i highly doubt that and that's beyond aggravating.

[personal profile] avisionofwar 2015-05-27 01:56 pm (UTC)(link)
This is Snow, answering from my personal account because I'm the mod responsible for the source of all your complaints (being the NPC/main plot mod) and because your message has encouraged me to step down from the moderating team.

The fact is, I work a lot. Easily 50 hours a week. I was promoted at work some months ago and my workload quadrupled. Many old hand players might even be able to pinpoint the month because my activity slacked off so sharply. I've been struggling to keep up ever since.

You're not the only one who's felt that. Even my so called 'favorites' often have to wait weeks, sometimes months, for things to happen, to get answers to PMs, to see finished threads (or sometimes not to finish them at all). Almost without exception, the only threads I can finish are those that are boomeranged in times when I usually have my coffee breaks or lunch.

Regarding your example of the character who was injured: it was clarified in discussion that the NPC they were with would have healed them immediately. In no way was any retconning necessary. It had also been made clear in the character's prior attempts to do similar work that injury was likely, and it was the second time, ICly, when they were injured for their efforts.

Regarding shard power levels: IC mechanisms were made to cap the power level at 1 until the game story reached a certain point so that there would not be a huge disparity of power levels. A safeguard against what had been (and is still) happening via boons. But regarding your primary complaint:

I've been seeking out additional help with running the game and its story since shortly after Christmas. Help was gained within the last few weeks, and it's been a bumpy ride. There were some miscommunications. And I wasn't always the best teacher, the best co-mod, or the best communicator. Regarding the incident you mentioned, about me throwing my new co-mod under the bus; I'm not proud of myself. I acted rashly, regretted it later, and apologised to the individual when I could speak to them again.

And I apologise to you, for your experience; and for other players who feel the same way. By the time you left this feedback, several things had already been put in motion to safeguard others from a similar experience: the growth of the team, primarily, the changes to the quest system, etcetera. I'll be on-call for the team to assist in the transition so that all current players don't feel any interruption.

Thank you for your time and your honesty regarding these criticisms.
Edited 2015-05-27 13:57 (UTC)