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!
holocast: (CONSIDER ♛ i'll save you for 5mil)

[personal profile] holocast 2014-02-20 10:33 pm (UTC)(link)
All right, first of all I want to say that I have absolutely loved playing in this game - it's some of the most fun I've had in quite some time, and I'm definitely looking forward to seeing what's done with Round 2.

I only have a couple of things to bring up that haven't been said already, and perhaps a few points to discuss regarding some things that have.

1. Re-apps - While I see no issue with allowing them (assuming, as was stated above, that there's a limit on what can be said ICly to new players), I think that people shouldn't be able to app the same character into the game more than twice, if for no better reason than it kind of lends itself to a sense of "what in the good fuck is your luck even, man." Basically, I'd be okay with people playing the same character from Round 1 in Round 2, but I'm decidedly less okay with people bringing them back for a third time.

2. Time ratio - I'm going to respectfully disagree with Katar in saying that I don't think messing with the day ratio is a good idea; it led to things feeling like they were dragging quite a bit in endgame because bluntly put, there's just not a whole lot that happens during the week. It's CR-building, yes, but overall ICly there isn't that much to do and I feel that if anything, it will skew the organic CR feeling to it - one has a different reaction to people they've known for a week than those they've known for a day and a half.

Of course, that still leaves the problem of "what is in the water on Thursdays," but I don't feel that was too much of an IC issue in this round? It was predictable on an OOC level, granted, but that isn't a bad thing due to scheduling reasons; at the same time, I don't think "you'd think people would learn to not leave their cabins on Thursday night" is even a problem due to IC handling - Case 3 was reliant on weather getting worse over time and Thursday was a coincidence; Case 4 involved murderer and victim collaborating; Case 5 actually had the murder happen on Tuesday (MUCH TO EVERYBODY'S DISMAY, UH); Case 6 involved a lot of IC setup. So I don't see why "is there a reason these people don't just sit inside on Thursdays, they are clearly too dumb to live" is even a consideration, given that IC ways can be found around it.

2a. Trials and Investigations - However, I definitely do approve of stretching out the weekends a bit and just assuming that people are recovering for the rest of it, or doing their afterparty thing or whatever. Just saying, this is a good idea.

3. Death Rolls - Speaking as someone who had nearly three weeks to plan our investigation and trial, because that's just how the rolling happened this time around, I definitely approve of the longer timeframe to work things out. I don't think we would have gotten half as far as we managed to with only a three-day timeframe. Good idea, you should feel good, etc.

4. "Emergency Out" - I agree wholeheartedly with Katar; if life happens in such a way that makes play impossible, we should be able to sign up for Gungniring or pulling a Lysandre or something. However, this isn't something that should even be a problem in terms of activity-only wanting-out, because everyone should know what they're getting into by now.

As for the rest, I just kind of want to address a few things that I don't think are plain to the people who are just spectating - stuff that's been brought up over and over again in various venues that I think need to be mentioned.

First of all, the mods do not control when we confess or what direction the trials go in. Speaking as a culprit (and one in a case where multiple confessions were necessary because we felt the need to be needlessly convoluted or something, in b4 "sit the fuck down, Celes"), I was not approached by either of the mods at any point and told to go kick the gambit into high gear, nor was I told to confess at any point after that, and from what I've heard it was the same for most (if not all - I haven't spoken to everybody) of the other culprits in this game. The time we choose to confess is entirely on us.

Secondly, culprits provide their own evidence lists. Again, any issues with reliance on too-convenient or too-obvious evidence is the responsibility of the players. The mods could possibly guide us a bit more and/or ask us to revise, and I think that isn't an unreasonable request, but ultimately the basic structure of the murders and the trials is left up to the players.

This means that the responsibility for fixing this is also (almost entirely) on us. Part of the problem I had with this round was the sheer number of characters who ended up dying for altruistic reasons; while that's fine once in a while, things may have been improved greatly if that had been subverted just a bit. (For example, had Maya tried to kill everyone but only managed to kill Fran in Case 3.) If everyone is killing for noble reasons, it's hard to get them to not confess, because the sort of person that would become a murderer to save everyone is just logically not going to throw the rest of the class under a bus during a trial to save themselves.

Again, I think this is a case where the mods could stand to step up a little and nudge us if things are going that route too often - I don't think altruistic killings should be disallowed, per se, but I also think that people should take alternate routes into consideration, and I think the mods should be willing to kind of poke us and present alternatives for us to consider. Obviously they shouldn't direct the murders, because that's part of the fun, coming up with them, but they should be allowed to suggest - and by that token, if we want to avoid the problem of premature confessions and losing tension in the trials, we're all going to have to work together and fix it ourselves. We're given a lot of freedom to have the sort of trials we want to have, but that means we're also directly responsible for the outcome and whether they're satisfying or not.

tl;dr I HAVE A LOT OF FEELINGS but I am really happy with how this round went, honestly; I had a lot of fun, and I'm excited to see what Round 2 brings!
Edited (...english why do you do this) 2014-02-20 22:37 (UTC)