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. |
no subject
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.
no subject
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!
no subject
Thank you very much for the thought and effort you put into your feedback! We appreciate it.
no subject