eluviomods: (Default)
ELUVIO MODS ([personal profile] eluviomods) wrote in [community profile] 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.

Currently, we're considering providing less OOC time to complete events and missions in the hope of encouraging things to move along more quickly.

PARTICIPATION: When slots are limited, it's important that the players who sign up to take part in missions or events participate. This means actively playing with the group you sign up for and participating in logs, posts, or OOC communication. To encourage players not to squat on slots, we have a penalty system in place. Currently, if a player signs up for something that's plot important or has limited slots and then doesn't participate, that player will be ineligible to sign up their character(s) for the next two missions.

If there are other ways you believe might encourage participation or discourage signing up for a spot and then not participating, please let us know.

MOD GUIDANCE: We've been made aware that some players are struggling with the level of freedom provided to build the game environment along with us. Player contribution to the setting and the environment as a whole is a vital part of the collaborative game experience we want Eluvio to be. We want you to feel comfortable creating the details inside the framework we provide.

How can we help you achieve that level of comfort? We can't restrict player freedom too drastically or we run the risk of micromanaging everything you do and that's something we expressly want to avoid. We do intend to provide a little more structure to the next plot than what was provided for the Oros Mission and we're always available to answer questions about what characters can do in a particular setting or during a plot. But if there are other things you think would help, we want to know.
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.

luxuriant: (heard enough)

[personal profile] luxuriant 2017-02-01 11:18 pm (UTC)(link)
Pacing
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!
luxuriant: (we're gonna die young)

[personal profile] luxuriant 2017-02-04 09:14 pm (UTC)(link)
The pacing stuff sounds great! I just wanted to add a tiny bit to the participation thing.

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!
luxuriant: (if you keep talking that blah blah)

[personal profile] luxuriant 2017-02-04 10:45 pm (UTC)(link)
And thank you guys for taking feedback! ♥ I'm super excited for what's to come.