ELUVIO MODS (
eluviomods) wrote in
spaceports2017-02-01 05:42 pm
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// POST-EVENT FEEDBACK_
// POST-EVENT FEEDBACK_ ![]() With our first event concluded, we'd like to hear from you about what you thought! There are two components to this feedback post. ➣ Mod Feedback First, we would like you to tell us, the mods, what you thought of the way the event was run. What worked? What didn't? What did you like? What didn't you like? Through watching the game communities and some player feedback, we've identified three areas that seemed to cause some issues and would like to hear any thoughts you might have on both of them. PACING: Because this was the game's first plot event and we acknowledge the slower pace of DWRP these days, we thought allowing the playerbase a month to work through the mission would allow plenty of time to thread, explore the setting, and complete logs without a significant amount of backtagging that might slow things down. However, we noticed that approach didn't seem to turn out to be as helpful as we thought it would. So we would like to hear your thoughts on how to achieve a good balance of time to thread versus not slowing the game down to a crawl.Aside from those three points, please let us know if there are any other areas that we need to take into consideration. In order to avoid repeating the same responses, we may not be responding to every comment, however we will be reading them. ➣ Player Feedback The second component of this post is to give you, players, the opportunity to discuss your experience with the event. Our hope is that having a venue for open, honest communication with one another will help alleviate frustrations and enable things run more smoothly going forward. We ask that you please keep things civil and respectful. Discussing frustrations is welcome and encouraged. Insulting one another is not. |
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I think there was definitely too much time given to things oocly and it put a stop on things in character. I think the way you pace something depends largely on the type of plot it is. This one was a timed one with open actions from the players directly influencing the outcome, so I don't think it would be unfair to ask players that sign up to be sure they can finish threads in a timely fashion, or at least be able to work out results amongst themselves in time. I think turning in reports by a certain ooc date is a good idea, but allowing the option for players to turn in a summary of what happened (worked out amongst themselves) before the thread itself is actually done is important, as well.
Generally, I feel like announcing events in advance and allowing forward dating is the best, but it should still only be maybe a week in advance or things around it are left hanging and unimportant, if that makes sense.
Basically, I think it would have gone great to give us two weeks ICly where the gamma events were scattered into and the alpha/beta teams were at the end of, and maybe announced it one week in advance, giving it three whole weeks for such a big event.
Participation
I think the punishment you guys have in place is fair! But as a side note to this section, there were a few things I noticed about this event.
1. There were limited slots.
Some of the gamma groups didn't mention a limit, but from my experience, threading in a group of any more than 3 characters can get messy real fast. 5 is usually pushing it, but can be done. I understand your issue with the alpha/beta balance, and there was no problem with cutting people out, but I think that trying to squeeze whoever was kicked out into the already nearly-full gamma teams left a lot of people without anything to do. A solution to this would have been to have a couple of "gamma" type missions that were able to be repeated, such as ones involving collecting information. Rewards could be reasonably less for these repeatable missions, but give people more to do!
2. There was nothing to do on the ship.
For characters that were unable to participate or didn't want to, the only thing they were told was that they could communicate with people on the planet through their communicators. That's important to note, but I feel like pointing out some things for them to do on the ship would have been especially helpful in giving characters something to do. I'm of the mind that plots should always have an "opt-out" that also gives characters something to do. So even throw-away silly things like, one restaurant in the mall has things go horribly wrong with the menu, and characters can help defeat the mass of space meatloaf that's attacking customers! Or something ridiculous or more aptly themed, you know. Something with a determined end (the space meatloaf will be eliminated one way or another) that people can still play with in open logs. Or really, anything similar as long as people have something a bit more to do while not participating, or in the in-between of events.
I think that's about all I can think of to mention there!
Mod guidance
I absolutely love the freedom to be creative with the setting and world build, but the one thing I've noticed is in how you guys answer questions. I've seen some players come forward with questions that try to lead them to a bit more world building, but they get shut down with answers of how "as you stated" earlier in the post, this or that. In other words, I think you should try to be a little more open in offering a tiny bit of information when it's asked for. That's not limiting, it's just to help spring new things! We as players love the freedom, but we don't want to overstep and do anything that would end up as something we have to retcon, or that would be "wrong," if that makes sense.
I know in one game I was in previously, questions that were asked where the answer was "do whatever you want" was answered in a way that was really helpful! They would say something like "You can do whatever you'd like! Maybe example a, or example b, or make up your own as long as it fits in the setting. If you have a specific idea in mind you can run it by us, but there shouldn't be a problem as long as it fits within the setting we've already established." Or something like that. Basically, example ideas in response to questions would be one way I can see that would make it easier, but even if you cut that part out and just say people can run ideas by you, that would be just fine.
Overall
This comment got huge, but overall I think you guys are doing great! I love that you're open to feedback, and I did very much enjoy this event. I also really loved that the outcome could have changed depending on what characters did, as that is very difficult to pull off plot-wise. I just found myself without activity outside of the event since nothing else was going on, but I'm confident that things will be adjusted based on how everyone feels. If anyone else in the game has anything to bounce off of me or disagree/agree with, I'd love to hear that as well! These are just my two cents.
I hope this all makes sense, but let me know if any part is confusing!
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We agree that pacing was an issue in this event and with what we've learned, we hope the next one runs much more smoothly for all involved. We aren't going to repeat everything we've said elsewhere, but we want to assure you that we are aware of what a widespread issue it was and will be taking steps to correct it in the future.
What we'd like to address specifically is the point you brought up about players who didn't participate in the event having nothing to do on the ship. The scenario you used as an example about the attack of the killer space meatloaf is a fantastic idea and it's exactly the kind of thing we want to see our players doing with the setting! It's also an example of the sort of event that players can run without having to ask us for permission. If you're bored and your characters don't have anything to do, make something up!
At no time do we expect players who aren't participating in the current event to sit back and twiddle their thumbs waiting for it to be over. Twenty characters might be off the ship overthrowing an alien government, but life goes on for everyone else and we want you to use the setting to create little mini-events and plots like this. Not just during event downtime for players who aren't participating but at any time in the game.
Occasionally, and where appropriate for the plot, we may offer a secondary event for players who don't participate in the main one, but that will not be standard procedure. We're happy to answer questions if players have them, give the all clear if someone wants to do a minor event during a major one and just wants that extra bit of comfort knowing the mods are officially on-board with it, and clarify details if there's confusion. But ultimately the game experience we want to provide is one where players have the freedom to be creative and to run with their ideas without having to worry about a lot of heavy-handed mod oversight.
We agree that turning players loose on a planet with limited structure for a first mission was a little too much freedom at the outset and will be adjusting what information and parameters we provide for all future events and missions. We hope that will alleviate some of the confusion and lack of traction players experienced with this first event. However we do want to stress that player creativity in adding to the experience will remain an important part of this game. We'll do what we can to help players who struggle with this, but please be aware that at its core, this is not a game designed for players who prefer a great deal of mod-provided structure, limitation, and oversight or who are uncomfortable making up details to add to the game experience. Players who prefer that type of game style will likely find this one to be frustrating.
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I love the idea of more freedom, and in theory it is great, but from my experience both as a player and a mod in various games, I've found that giving people too much freedom can actually be more limiting than it is freeing. If there's any way, or you would consider it, it would even help to have some background information about what's going on during the main event. For example, in this event, if we could have had more information on how the NPCs were acting on board, or what the general "feel" was on the ship, maybe that would have helped, if you're not willing to have separate little events!
I find that when you just say nothing, then it leaves a lot of confusion and most players don't know where to start as far as being creative goes.
But if there are going to be more spaces in future plots/events where everyone has the chance to play in it, then this won't be as much of an issue (even if it would still help)! I hope that makes sense.
Basically, I am all for being creative and coming up with things and I love that it's allowed, but since I am unfamiliar with the setting, more information is probably the key! Which you guys have already addressed that you'll be adjusting, so hopefully the next event will go a lot smoother!
Thanks for listening!
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Thank you very much for the thought and effort you put into your feedback! We appreciate it.
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Having people there who are explicitly willing to step in short notice might make things run smoother, especially if players can quietly swap out without being penalised before the mission is underway. Usually people sign up in good faith, but shit happens sometimes.
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In the initial OOC post announcing the Oros Mission, we did address a general situation of this nature. Players who signed up for any of the missions were asked to contact us as soon as possible if they were going to be unable to participate so that we could assign someone to take their character's place.
For future missions when it's appropriate, we can certainly offer a standby list for players willing to step in if someone who initially gets a slot can't participate.
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Mod Guidance: Major sticking points for me are that I haven't yet seen any record of player impact on the environment, there's no link to
The easiest way I can think of would be a quick form on the player locations page for non-ship additions and something in the mission completion form prompting people for any changes that don't involve accidentally blowing up something important, but others might have better ideas depending on how time-sensitive such an undertaking might get.
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A link to the Eluviopedia is featured twice on the mod journal and has been since the community was created! First, it's located in the link section on the sidebar on all the game communties. Second, it's in the main navigation under "History." The player locations post is meant to be used for all player created locations, whether that's ships they bring into the fleet, businesses they create for the Eluvio, or other locations they want. The form itself has contained that since the beginning! That page is currently in the process of getting a coding overhaul for easier navigation and will be switched over shortly, however it should be noted that players can still comment to it at any time to add whatever they'd like to the game.
Regarding the jobs given in application acceptances, we will not be adding those to the locations of the game. They are given to players to have a jumping off point for their characters to have a conversation piece or small plot point to work with once they are in play. However, if players wish for their job location to have a more prominent role, they are more than welcome to comment to the player location page to have it added!
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In terms of mod guidance... well, I'm personally not good at being creative when having too much freedom to work with. I certainly appreciate you mods being open about giving us this freedom, but I and possibly other players would probably benefit from having more of a framework and guidelines to work with when we're asked to be creative for things. Hopefully an ideal middle ground could be figured out between mod guidance and player freedom?
I think that's about all I have to comment on specifically. But thank you mods for being open to feedback and for running this game! And I wish you guys all the luck in figuring things out!
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The timing of the event was an issue and one we will be working on in the future. We are definitely hoping to prevent something like this from happening again!
To paraphrase what we've said above regarding player guidance and freedom, from the outset Eluvio has been a game that will be created and guided by the players and mod team alike. We encourage our players to be creative and take the initiative to have their own plots if they aren't chosen or participating in the meta plot itself. We will from time to time offer secondary events for those staying or left behind, but that won't always be the case. We've left much of the game open because we are interested in seeing how the players here can help us shape this world! In order to keep that spirit of the game, we will not always be providing more than a basic framework for players to fill in and color with their own imaginations.
For an example of what we mean by basic framework, the background information we provided on the Oros Mission is representative of what you can expect in future additions to the meta plot. Team-specific information and schedules will be tightened up a bit so that team and timed events don't drag or dissolve into confusion. But it's important to us that our players aren't just filling spots in a rigid, pre-written script and we do intend to stay true to the spirit of the game.
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Participation I don't really have any ideas on what else you could do. I just like that there are penalties in place for people who don't participate.
Mod Guidance I'm thrilled with the freedom you give us. Coming from games where you have to ask mod permission for every nitpicky detail and then wait days for a yes or no, it's refreshing to be able to make up a location on the ship if I want it for a plot point or decide to have my character fight a dragon and then do it. I also really like that our characters' actions matter. Too often events in games have foregone conclusions and it feels like characters have no impact on anything so why bother. Alpha and Beta team destroying a planet by accident was pretty damn cool and I'm glad some of my characters got a chance to be a part of that.
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We are taking into consideration the concern about pacing. As we have mentioned to others within this post, for the future plots we have laid out we will be reworking things to provide a hopefully better time frame for everyone involved.
We are glad you are enjoying the freedom provided! One of the efforts we are striving for here at Eluvio is to do away with those foregone conclusions that game events and/or missions tend to have. There will be some adjustment over it for both mods and players alike, but hope it will work to the enjoyment of everyone in the end.
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PARTICIPATION I'm going to be frank. My biggest complaint is here. Definitely appreciate there being punishments in place for afterward, but during it's kind of difficult to work with since no one can force anyone to do things. This is excluding, of course, people who were ill or had genuine issues irl. Shit happens, I know that! Some people disappeared without any input at all and that wasn't fair to the remaining members of the teams. For the majority of the A/B plot, it felt like only a few of us were pushing toward something. There wasn't as much input as I would have liked and often felt like I was directing things too much. It was frustrating and wound up burning me out quicker than I would have liked for this mission. Which was kind of a bummer because I do like what was given and had high expectations. But it didn't quite work as I imagined. My suggestion would be smaller teams and leave it up to the players in each team if they want to do a big mash-up. You'd still have the teamwork sort of environment, but with the bonus of it actually likely working much better.
GUIDANCE Steady on, guys. I like the freedom we have to be as ridiculous or as serious as we want. I mean at this juncture there's not much that can be said imo? The game is still pretty fresh and we're all still trying to find our place here so.
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We are definitely taking all the notes about the pacing to heart and discussing this among ourselves so we can better frame our upcoming events. Just as we are with the points about team size and interaction. Unfortunately we mods can only act on the good faith that everyone who signs up will participate or let us know if they need to pull out. We do understand your frustration with regards to participation and would encourage you, or anyone part of a team like this, to come to us with concerns as we may be able to help more within the time of the event itself.
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I personally think a month-long event/mission is too long unless the entire game is able to participate in it without having to formerly sign up for designated missions, if that makes any sense. Or, alternatively, there could be more missions with a similar agenda available (like collecting flora/soil samples could have definitely gone to a few more potential teams). For me, two weeks seems best as a maximum amount of time for time sensitive, team-based missions like Alpha and Beta, whereas exploration-based events can last for a bit longer assuming more characters are able to freely explore the setting. I think that would also solve the issue of activity on board the ship grinding to a standstill as well, if freedom to explore was open to more players than just those who have signed up for the limited amount of missions instead of only being stuck aboard the ship. THAT BEING SAID I think once this game's meta plot regarding the Eluvio gets rolling, there will be more incentive to stay aboard the ship, perhaps with the intent of unlocking other mysteries of the ship and its crew.
Also, with mission sign ups, I think there should be measures to enforce players to state their preferred method of plotting, by either linking to their plurk so team members can add/ping them, or by stating that they don't have a plurk and would prefer plotting with teammates via the plotting post itself/a private journal entry/etc. This is admittedly more relevant to the players than to the mods, but perhaps it is something the mods should highlight in plotting posts? This is really only a thought, since I had no issue adding and communicating with teammates via private plurk, but know there are likely some people in this game who don't use plurk.
That being said, the modteam is very good at receiving and answering questions, and questions are answered in a rather quick manner, which I think works perfectly with the freedom afforded to players with these plots. In the case of guidance, I think it is up to the players to decide whether they should ask the mods if they're uncertain of a particular idea. For example, the mods were very helpful when I had a question about whether it was okay to find a baby Trilk, and what to expect of the creature.
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We're absolutely going to be reworking the timeframe and the way the missions are structured in the future. The way the Oros Mission progressed was a good learning experience for us in what not to do and what to do. Without the added confusion of rolling applications, it's our hope that the next one proceeds more smoothly in all respects.
We also like your idea about making the preferred method of plotting part of the signup process. Thank you! While we have no foolproof way of making sure that all players communicate OOCly in a timely manner, we do want to do everything we can to promote avenues for it.
Regarding what you said about mission consequences, nearly every major event in this game will have consequences. Some may not be as dire or immediately apparent as what transpired on Oros (and some may also be worse), but IC actions in this game will always have consequences and even the most innocuous detail may turn out to be the lead-in to larger events down the road. Just in the case of what players did on the Oros Mission, there are about half a dozen plots of various size and impact now currently in the works that will be unveiled over time. Because we had to do a major time adjustment to this event on the fly, time was limited for us to get the information to the players. This isn't going to be typical of event handling!
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& I'm super excited to see the further consequences of what happened during this event, as well as all the future events that will happen down the line. Again, thank you guys so much for ensuring this game runs smoothly!
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As far as pacing for the Alpha/Beta mission goes, I understand what you were trying to do with giving us lots of time to plan/thread at a pace you thought would be easy for us to manage. However, I think it encouraged more feet-dragging than anything. As someone who was trying to help OOCly spearhead the plotting among participating players, we had a really hard time doing anything that even vaguely resembled planning the whole thing out in advance, because it was just too long a time to deal with. We wound up having to keep striking up conversation every few days to discuss our next steps, when it honestly could have been easier to have a shorter time frame where no one had to worry about wanting to change their minds in a week, or whatever the exact holdups of various conversations were. What could have been entirely plotted out and finalized for smooth OOC sailing weeks ago wound up getting held up until some time last week, just because there was no sense of urgency for players to weigh in on plotting or end decision making in a timely matter and I think we were all guilty of just letting it fall to the side.
On this note, I think a mission that long could have been fine with either fewer people or more mod input re: what dates things should happen on, or even specific setbacks to encounter on specific dates, but as it was, it was long and kinda unruly.
Participation: The penalty system still seems like a great idea to me, honestly, so long as you have a fair method of keeping track of what qualifies as actually participating and what doesn't. If it's just "did they tag at all," that's nice and clear, but anything muddier than that will leave room for argument with both the people who didn't do much participating, whether because of RL issues or any other reason that would have stopped them. And honestly, that muddy area is somewhere that other players can get frustrated with, too, because there's a big difference between a fellow player who has input into planning conversations and tries to tag where they can and just can't because of whatever reason and one who don't make that OOC effort. (A disclaimer that this isn't about anyone on the Alpha/Beta mission in particular, just that this is a feeling I've gotten in other games before and with an event like this, there was definitely a risk of it coming up and both hindering plotting and creating negative feelings.)
On top of the penalty system you already have in place, I admittedly really like IC rewards for participation, especially ones that come with an invitation for future plotting, like Sombra's puzzle box and the other ones from your aftermath post. This is a nice bonus incentive and also really helps to make someone feel like their results weren't predetermined and something unique could come of them, something that's hard to find in most games.
Mod Guidance: Thank you for giving us so much freedom! That's a rare thing in rp and we had fun knowing that we could throw ideas around without worrying about having to hold things up to come to you. I think it really encouraged creativity and I know I'm thrilled to know that Beta team's actions wrecked a planet. That's freaking awesome.
However, like I said above, it was hard to coordinate this much freedom with this many people, which definitely had me wishing at a few points that you'd given us a little less. I know it's a new game and you're still sorting out balances, but having a few more limits with anything involving this many people in the future might be beneficial just for ease of plotting. This much freedom with a smaller group would have been fun, but I think there were just too many of us and because all decisions were in our hands, it unfortunately turned into a few players making most of the choices for the mission, because otherwise we'd have never gotten anywhere.
And oh my gosh, I'm sorry that this got really long but I'm loving this game so much so far and that fact that you're open to feedback about all this just makes me love it more. I look forward to seeing what you guys come up with next. ♥
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As said with everyone else, and please forgive us sounding repetitive, but we are taking the pacing concerns seriously and adjusting what we have behind the scenes! Since this was our first event and none of us have done a mission based sort of rp game before, this was likely going to be our biggest concern and issue. We hope the adjustments made will find a happy balance between the players and the mod team.
In a sense this was our test run to see where we can tweak situations and timing, and there were hurdles along the way. We do understand why and how too much freedom can be a bad thing, but while we may have built the framework of the game to provide a place for others to come play in, Eluvio is very much player driven and created! This isn't to say we won't provide guidance where and when necessary, however we would like our players (both current and potential) to know that this is a world that will exist and be built on their actions and creativity!
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Participation:
Mod Guidance:
Beyond that, I want to thank you for the time and energy you are all putting into Eluvio! The fact you're willing to open up these discussions to hear back and decide on what adjustments the mod team as a whole does or doesn't want to make is encouraging.
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Events are not going to be on a schedule of every two months. There is no actual set schedule for events, as the mod events are based on player actions. Not only that, but we are also trying to be completely flexible to work in player run events should they come into play. We have an event scheduled to begin in March, however that is happening directly because of actions taken during the Oros Mission. Punishments are put into place here because interaction and participation are very big parts of the game. It isn't fair to the other players to continuously allow those who sign up and don't participate.
Yes, going forward we do have a plan to get characters to ICly participate in missions. As we've said before, it's perfectly reasonable and expected for characters not to trust the captain or the crew. We are planning for it and in fact are counting on it. When future events require characters to ICly volunteer, we will be taking the general feeling toward the crew into consideration. It is also something to take into consideration that the crew can and often may be just as in the dark as the player characters. They, too, are just doing their jobs.
As for answering questions, we'll do our best to answer whatever questions the playerbase has about anything pertaining to the game. There will be occasions when players will just need to make things up and we'll try to communicate those occasions more effectively in the future. Again, not to repeat ourselves continuously in this post, but the basic part of the game is players contributing to the open world setting.
On our end, part of the trouble we've had answering questions is that many of them seem to be asking for a level of detail we never intended to provide. In your example of questioning Trilk and Fek tech, it seemed as if the intent was for us to provide an extremely detailed explanation, which we weren't going to do as we wanted players to have the freedom to do that. Knowing that general, generic answers like "Stone Age level tech" suffice is very helpful to us and we will do our best in the future to provide at least this level of information whenever possible.
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(And yeah, OOCly one expects no one much knows what's going on; the way it's been framed for PCs simply makes it seem more like the crewmembers, not so much the civilians, have at least better info access since they weren't sent down planetside.)
Yeah, for me at least as a rule, all I ever want is generic answers to know what I have to work within. If there's something that I really need a specific answer on, it's much more likely to relate to something on ship (since that's permanent! in theory). By and large with missions I won't need detailed answers from the mod team, just the generals.
Thank you so much!