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!
swordianmaster: fluttershy looking especially creepy (we all float in ponyville)

SWORD PART 2

[personal profile] swordianmaster 2014-02-21 12:12 am (UTC)(link)
I actually have to agree with keeping the cast morally ambiguous. I think in a situation less like SDR2 and more like DR1, there could've been motives presented that would've brought Locke to be willing to kill, but the fact of the matter is that it wasn't that situation, and Locke was rolled up into a situation where neither person involved would WANT to murder the other, for any reason. Having more people with notable, and exploitable, flaws would make it easier to work around. We need people willing to murder, and not just for a "needs of the many" situation! I think the mods might want to actually consider taking a mulligan here and there if they've rolled a death that the players in question have agreed just won't work out; I remember San and I lamenting that Locke and Coulson wouldn't have any reason to attack one another, much less murder them, and so most of our "planning time" was spent trying to figure out what convoluted methods of "accident" we could get in order to make it happen. I don't think it was really a high point for anyone in the game, though that's just my view on things.

And regarding my earlier "emergency out" statement, now that I've talked it out on Plurk, I'll just clear things up here: I was not prepared this time around because it was the test run, but I agree that anyone coming in after this point should expect a fast, draining game. After all, the weekly AC requirements you're proposing are equal to the monthly requirements in the games that I've been active in recently, and you know what? I think with as fast as the game went for most, there'd be no problems with a cast hitting that in their stride.

But people should still be aware, from this point forward, that this game moves very quickly. Backtags are still possible, but expect a turnout of a 500-1000 comment thread a week just on the trials/investigation alone. (This is just as much a "caveat emptor" to the mods, who would have a better idea if and when the game would need to account for post bloat)

Also, I want to just clear up that I really did enjoy this game, as stressful as it was for me. You guys are doing awesome, and I have no regrets; I'm just highly skilled at complaining. :V
Edited 2014-02-21 00:16 (UTC)