Monomods (
monomods) wrote in
superhighschoollevelooc2014-02-19 11:11 pm
Feedback Post!
Hello darlings, sorry this has been so long in coming! We wanted to make sure that we had everything straight for what we’re going to change and what we’re going to keep the same. So bear with us while we run down the proposed changes, and absolutely feel free to give your own feedback in the comments. This post is open for everyone to reply to, not just players from round one, but anon commenting is disabled.
Overall, the trial system will remain unchanged in round 2. However, along with our overall more strict look at activity, we’re going to be much more strict about the required tag-in count. Remember, temporary hiatuses are still just fine as long as we the mods know about them. If you completely miss an investigation and trial without telling the mods, we will contact you about your character becoming the next victim.
The investigation system also seemed to come down to almost an art form by the end, so that too will remain mostly unchanged. However, one thing is that the amount of Evidence Bullets to be found will be stated at the beginning of the investigation, with a running tally being kept as the investigation progresses. This is to attempt to sustain activity through the investigation.
Death Rolls will be done on Sunday of the week before that death is slated to happen. This will effectively give the involved parties two weeks to hammer out the details of the crime, as opposed to the 3-5 days we tried to go for this round. This is simply because some of our best murders in round one were the ones that were planned more extensively, and we want round 2 to be even better than round 1.
There will be far fewer NPCs, especially in the endgame. We can’t say much plotwise, but we can say that aside from our beloved series mascot Monobear there will only be one other major mod-played NPC in the game.
There also won’t be any Hope Stars to turn in for regains. Instead, we’ve come up with a new system that involves much less HTML and mod tears. Every 20-comment thread will be worth a monocoin to be used in the Monomono Machine, which will be stocked with regainable items from the player characters. Unfortunately, it’s also going to be stocked with 90 other items from the actual Dangan Ronpa games. With every thread, there’s a 1/10 chance of regaining a player item, and a one in two chance of regaining one of your items.
Additional app sections: there will be two new sections, and an additional requirement for a third.
Character Underwear - exactly what it says on the tin. What kind of drawers does your character wear?
Regainable items - a list of five physical items from your character to go in the Monomono machine.
Canon Point - since round two will have memory loss, we ask that you give us two canon points, one that your character will remember and one that they will eventually regain memories of. Characters reapped from round 1 will automatically have “Post-round one of DRP” as their second canon point, although you are allowed to choose an earlier point for their first canon point. This includes SDR2s and DR1 survivors who appeared in round one. Round 1 reapps (that is, the 20 player characters, not counting DR1s and SDR2s) will count as their own canon, meaning that there is a “cast cap” of four round 1 reapps for round 2. More details on these sections and who’s appable and who’s not when we get the new app written up.
Round 2 will have 30 available character slots. In addition, we’re raising the cast cap to four characters per canon/company.
Round 2 will also have a much more strict AC (for characters who are still alive - dead characters still just have to check in as a formality): Two ten-comment threads with two different characters per week. AC threads can still come from the weekly mingle log, the body discovery/investigation log, or any player-posted logs from the check period, but again since the trials have their own activity requirements they are ineligible for the activity check. Failure to meet AC without informing the mods will result in a strike. Two weeks in a row will result in an automatic death roll. AC will go up on Sunday for the previous Sunday-Friday, and will close at 00:00 (EST) on the following Friday.
We would like to hear your feedback on what you thought about switching to a 3:1 OOC:IC day ratio for the endgame. Did this work for everyone? Would it work better if it was longer? Shorter? We do know that next time we will finagle the final trial to be OOCly on a Thursday+Friday+Saturday.
If there’s anything else that you think of that didn’t work, or that worked particularly well, please leave us some feedback! We want round 2 to be even more fun than round 1, and to do that we need to work out the bugs in the system.
Once again, thank you all so much for helping to make Dangan Roleplay such a phenomenal experience. It’s been a pleasure to mod, and we hope that it’s been just as much of a pleasure to play in. Thank you all, and see you again for Round Two!
Overall, the trial system will remain unchanged in round 2. However, along with our overall more strict look at activity, we’re going to be much more strict about the required tag-in count. Remember, temporary hiatuses are still just fine as long as we the mods know about them. If you completely miss an investigation and trial without telling the mods, we will contact you about your character becoming the next victim.
The investigation system also seemed to come down to almost an art form by the end, so that too will remain mostly unchanged. However, one thing is that the amount of Evidence Bullets to be found will be stated at the beginning of the investigation, with a running tally being kept as the investigation progresses. This is to attempt to sustain activity through the investigation.
Death Rolls will be done on Sunday of the week before that death is slated to happen. This will effectively give the involved parties two weeks to hammer out the details of the crime, as opposed to the 3-5 days we tried to go for this round. This is simply because some of our best murders in round one were the ones that were planned more extensively, and we want round 2 to be even better than round 1.
There will be far fewer NPCs, especially in the endgame. We can’t say much plotwise, but we can say that aside from our beloved series mascot Monobear there will only be one other major mod-played NPC in the game.
There also won’t be any Hope Stars to turn in for regains. Instead, we’ve come up with a new system that involves much less HTML and mod tears. Every 20-comment thread will be worth a monocoin to be used in the Monomono Machine, which will be stocked with regainable items from the player characters. Unfortunately, it’s also going to be stocked with 90 other items from the actual Dangan Ronpa games. With every thread, there’s a 1/10 chance of regaining a player item, and a one in two chance of regaining one of your items.
Additional app sections: there will be two new sections, and an additional requirement for a third.
Character Underwear - exactly what it says on the tin. What kind of drawers does your character wear?
Regainable items - a list of five physical items from your character to go in the Monomono machine.
Canon Point - since round two will have memory loss, we ask that you give us two canon points, one that your character will remember and one that they will eventually regain memories of. Characters reapped from round 1 will automatically have “Post-round one of DRP” as their second canon point, although you are allowed to choose an earlier point for their first canon point. This includes SDR2s and DR1 survivors who appeared in round one. Round 1 reapps (that is, the 20 player characters, not counting DR1s and SDR2s) will count as their own canon, meaning that there is a “cast cap” of four round 1 reapps for round 2. More details on these sections and who’s appable and who’s not when we get the new app written up.
Round 2 will have 30 available character slots. In addition, we’re raising the cast cap to four characters per canon/company.
Round 2 will also have a much more strict AC (for characters who are still alive - dead characters still just have to check in as a formality): Two ten-comment threads with two different characters per week. AC threads can still come from the weekly mingle log, the body discovery/investigation log, or any player-posted logs from the check period, but again since the trials have their own activity requirements they are ineligible for the activity check. Failure to meet AC without informing the mods will result in a strike. Two weeks in a row will result in an automatic death roll. AC will go up on Sunday for the previous Sunday-Friday, and will close at 00:00 (EST) on the following Friday.
We would like to hear your feedback on what you thought about switching to a 3:1 OOC:IC day ratio for the endgame. Did this work for everyone? Would it work better if it was longer? Shorter? We do know that next time we will finagle the final trial to be OOCly on a Thursday+Friday+Saturday.
If there’s anything else that you think of that didn’t work, or that worked particularly well, please leave us some feedback! We want round 2 to be even more fun than round 1, and to do that we need to work out the bugs in the system.
Once again, thank you all so much for helping to make Dangan Roleplay such a phenomenal experience. It’s been a pleasure to mod, and we hope that it’s been just as much of a pleasure to play in. Thank you all, and see you again for Round Two!

no subject
Babbling aside, here is my feedback for the game:
- I deeply approve of the proposition of a 3:1 OOC:IC day ratio. While it's still highly possible that the trials may end up solved within a single OOC day (or a couple of hours, as was the case with the first few trials), having a longer trial period would certainly allow people in funkier timezones to come and do their mandatory trial participation. I struggled to be involved in the trials (or to want to be involved) because of the terrible struggle which is being an RPer who lives in the GMT timezone and works all weekend, every weekend, and I know there were other players experiencing a similar dilemma.
My only concern with the 3:1 OOC:IC ratio for trials is, if the trial does end up being solved within the first day (as may continue being the case with the first few at least), then that leaves two OOC days for people to twiddle their thumbs unless there are trial threads not directly pertaining to the evidence to catch up on. There's also the issue that those in finicky timezones may still find they're not able to actually participate in the trials (as opposed to rolling up after the fact like "wow guys that sure was a thing").
I'm not sure what solution to propose to this, but I thought it was worth pointing out. Chances are that it might actually be okay having the two extra days to wrap up on threads before the next IC week begins, but I guess the mods could always decide to wrap up a trial early if everything has already come to light, all characters have checked in and the bulk of the playerbase is in agreement for things to go ahead early.
- RE: The Recycle Bin and dead characters From a completely selfish perspective, I loved the saccharine ending. Loved it! All the dead characters got to wake up and everyone was reunited before choosing whether to go home or to stay on at the Future Foundation. I know you guys have already admitted that this round of the game was straight-up wish fulfilment, and I am right here indulging in it with you because I love "everything worked out" endings.
...Buuuut yes, as much as I personally enjoyed it, the ending did...feel like it invalidated the struggles made throughout the rest of the game. I would agree with the notion that maybe the ending would have been more powerful if there had been that sense of loss and characters having to live with their mistakes and the fact the lives of people they cared about had been snuffed-out forever. To hear that the nicely-wrapped-and-tied-with-a-bow happy ending of S1 will be a one-off makes me all the more excited for round 2.
That said, it was really great how the dead characters weren't entirely out of the game and still had a means by which to participate, which was good especially for the characters who didn't have a very long run in the game at all (a moment of silence for Page and Dahlia, please). But for a long while it wasn't certain what the fates of the characters in the 'Bin would be, and I know I was fully aware myself that there was a chance the dead characters would never escape the dead island or would indeed meet their demise there.
Personally, that idea was perfectly okay to me and I would have been satisfied if the dead islanders had perhaps found a way to assist the live characters from behind the scenes, only to meet the tragic end of being stuck on the island forever or the program failing and their minds being wiped. So I think having continued participation for the dead characters would be a good thing, but that doesn't have to mean foregoing the gravity of permadeath if you're able to find a way to work the dead characters into the plot without saving them (especially since we now know ghosts exist in this universe).
- 4 characters per cast feels too much to me. I am in agreement with Silvie here in that I felt the cap of three characters per cast was too generous this round, and four characters per cast for round 2 feels just as much so (if not more, despite the larger number of players). Personally I feel you would be much better keeping the cap to three or even reducing it down to two to ensure the optimum amount of tagging outside of casts.
...In fact, I can tell this is going to be seen as a hugely unpopular opinion to some people, but I would actually advise having only one character per cast. My main reason for this (outside of the fact it would completely eliminate the option for certain players to interact primarily or only with their cast mate/s) is this: while for this first round everybody was civil with one another and got along, and from my understanding all the players who shared casts already knew one another, round 2 has garnered a much wider pool of interest than the first round.
As such, my concern is that players who are liable to conflict with one another or have clashing interpretations of their canons may end up stuck in a cast together. In any normal game this wouldn't be as big an issue, since in a game with a much bigger playerbase than 30 (and shrinking weekly) you can limit your interactions even with castmates if things aren't working out. In a game like DRRP where the characters and their affiliations are constantly under scrutiny due to the nature of the trials and the killing-game environment, I can see there being issues if there were characters who never interacted despite being close in canon.
While I would like to believe that in such a tiny, close-knit game environment everyone could manage to retain themselves and be polite to one another, it's simply not realistic for everybody to get along 100% of the time, and at least if every character is in a different cast it will be easier for any players who do have conflicts to give one another a sufficiently wide berth. While I'm sure you mods will do all you can to regulate player behaviour as before, it might be worth it to reduce the potential for grievances from the start.
...I think that about wraps up all the points I had to make! Although, I will add as a flippant afterthought that I do like the sound of the monocoins regain function and the potential for shenanigans in not knowing whether a character will manage to reclaim their own possession or not. Okay, I'm done for real now! Thank you again for all your hard work with round 1, and I shall look forward to being perma-glued to the edge of my seat once again in May!