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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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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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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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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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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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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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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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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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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