monomods: (dont do the fwickle fwackle)
Monomods ([personal profile] monomods) wrote in [community profile] 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!
toheirishuman: (firing up the windy thing.)

[personal profile] toheirishuman 2014-02-20 08:37 pm (UTC)(link)
It probably goes without saying that I had a blast in this game and I'm looking forward to seeing what round two brings. As far as issues I specifically had with the game itself, I really only had two:

1. I think that the endgame switch from day ratio switch was a good idea. So good in fact, I would suggest applying it to the entire run of the game. One of my only real complaints about this round was how funky the pacing worked out ic'ly. There was the whole "something weird is in the water every Thursday night" issue and there was also just the issue of how LONG the game dragged out thanks to the 1:1 ratio. You would think that people would have just learned to stop leaving their cabins on Thursday night after the second or third week. My suggestion to fix this would be to do something like a 1:2 day ratio for mon-thurs and then 1:3 fri-sun for the investigation/trials. That way, we're still having the investigations/trials on the weekend but we're not stuck with the WHY DOES EVERYONE DIE ON FRIDAY thing. Or, honestly, sunday could just be 1:1, start of the week, then the rest of the week is 1:2 with fri-sat being the trial days. Sunday kind of ended up being a wasted day this time around since the executions were usually posted the night of the trial with only a few exceptions. EITHER WAY, the trial portion of things I think worked fine it was really just the downtime that I feel could use some tweaking.

2. Like some other people have said, the ending felt a little...lacking and clumsy. And I say this as someone who was dually involved with it on both the pc and npc level. Do I think it was terrible? No. I don't know exactly what you have planned for round two, but I think it did present a good hook for round 2 and it DID tie everything up neatly. Though it was a little too canon-tied and sometimes things just felt a little forced/unnecessary in the final trial. Actually, the more i think about it, I think my issues lay more with the final trial than the actual ending. The happy ending part didn't bother me at all.

That's really all I had as far as gameplay issues went that are actually something the mods CAN DO something about. (Unfortunately, you can't really MAKE people be active or app more villains so I'm not going to waste my figurative internet breath on that). As far as the changes you've put forth on this post:

1. Investigation system - I don't really think we need to be told how many there are in advance, but I'm also not adamantly opposed to the idea. I just think it worked out fine being told "hey you still have a few left to go.

2. Death Rolls - The murders that were planned out further in advance were without a doubt the stronger cases in this round. So I wholeheartedly agree with this change even if it's very hard to keep quiet about your plans.

3. Regains - This is a much better way to do it, I think. Especially since powers aren't a regain this time. The only thing I'm really iffy on with this is the odds against getting an actual regain vs. getting a canon item. I wonder if maybe getting a coin every ten 10 comments from your character might help with that? So instead of just getting to 20 comments on a single thread and stopping, you could keep going and potentially get several coins out of a single thread. (The number of times I had someone drop a thread on me at 18 or 19 comments this round was maddening). Alternatively: do what they do in the game itself and have the number of coins you put in have an influence on the item you get. Only instead of "more coins means less of a chance of a repeat item" it would be "more coins means a higher chance of getting a regain vs. poop coffee"

4. Cast cap - I don't think it should be lowered. I actually didn't have a problem with it being bumped up to 4 since the app cap itself was being bumped up as well but I really don't think it should be bumped down lower than 3.

5. Trial days - I think it should be left as Fri-Sat-Sun (or just Fri-Sat, since honestly Sunday seemed more like a wasted day than anything else most of the time). Having a trial on weekdays should be avoided at all costs since it interferes with school and/or work and leads to more lulls/dragging

And finally, I have a few issues with things that I've seen on both this feedback post and in the mod plurk from people involved and not involved with the game alike that I'd like to address.

1. I like cross canon CR as much as the next person but with a limited character pool like this, you can be kind of...well, limited. Not EVERY character is going to mesh with every other one, and I don't mean that in just a positive sense. Some characters don't lend themselves well to negative CR either and might even just flat out ignore people they don't get along with/aren't interested in. And if you try and force CR with someone just for the sake of NOT tagging a castmate it can be frustrating. That being said, I do agree that people SHOULDN'T be able to tag JUST their castmates, but I think saying something like ALL YOUR AC HAS TO COME FROM A CROSS CANON CHARACTER isn't exactly fair either. So maybe say one of your threads HAS to be cross canon but the other doesn't have to? Idk, I just think this is a silly thing to have your panties in a twist over when it really wasn't THAT big of a deal this round.

2. On the subject of people from round one reapping...there are a lot of people who are saying that we shouldn't be able to app in at ALL (be it with a new character or a reapp of the same one we played this time) which just plain isn't fair and is really kind of rude, to be be completely honest. Especially considering that this round was only as successful as it was BECAUSE of those of us who were willing to give this game a shot with absolutely nothing to go on. As long as the people reapping were actually ACTIVE this round and proved that they could handle the pace, I don't see why they shouldn't be allowed to come back.

...I think this about covers everything but if I think of anything else, I'll let you know!
Edited (I LIED A LITTLE.) 2014-02-20 20:42 (UTC)
toheirishuman: (but that is--! i mean! hufwuuh?)

[personal profile] toheirishuman 2014-02-20 08:54 pm (UTC)(link)
OKAY, I LIED A LOT THERE WAS ONE OTHER THING I FORGOT TO ADDRESS.

Sword brought up the idea of an "emergency out" and while I DON'T think there should be one for cases of "help the game is too fast", there are occasions where life happens and shit could potentially hit the fan in a terrible way. I say there shouldn't be anything for speed because after this round we KNOW what the pace is like. You know going into the game what is expected of you and if you cannot deal with fast-paced games and/or be around on plot-critical days you do not need to be apping to this game. Kind of blunt and maybe a little rude to say, but that's just how it is. It's very frustrating to have what are essentially participation events be the core part of the game and only the same small, consistent core of people actually be involved.

But in cases where a legitimate, unforeseen real-life issue DOES come up and it means that a player cannot continue and needs out asap, perhaps you could pull something along the lines of a Spear of Gungnir. Have them break a rule and get punished for it during the week. Or, pull a Lysandre and accidentally blow themselves up, only actually die instead of just losing a hand. Basically, arrange an "accident" of some kind for drops unrelated to activity issues.

Okay, NOW I think I'm done. This is probably a lie.