jigokumods (
jigokumods) wrote in
jigokuooc2022-08-28 10:34 am
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HOW WE DOIN? six month anniversary edition
MOD FEEDBACK POST!
It's been almost six months of Jigokucho, and with this current app period setting up to be our biggest since launch, we're doing another player feedback post to help shape the game moving forward!
For an idea of the kind of things we'd like feedback on;Story, events, and how the plot has been handled. Structure, when events, tdm, and substories are posted. Posting flow and the like. Rewards, AC, and housekeeping stuff Player ideas for substories or events! (we also take suggestions for these year round on the mod contact page, but hey, post'em here too)
You are by no means required to offer feedback, of course, and compliments are appreciated as well, either way, we're open to ideas on how to polish things!
Issues we're aware of; Reserves haven't been "processed" the way we traditionally do them, and we're probably going to change them to something less involved moving forward. We also know that a lot of rank updates got lost in the shuffle, and that's part of why we made the Rank Update header on the Taken page, which should hopefully fix that.
AS A REMINDER this is a normal AC month, so if you haven't done your AC yet, please do so!. We will not be posting any warning posts or anything of that sort, so please be sure to get it in before the end of the month!
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Everything else is good, good timing and whatnots.
I have nothing bad to say actually! You're doing great, and i hope the best for you.
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I don't have too many specific thoughts or ideas regarding substories but I like the PvP element of the game and the inherent conflict of each of these factions having their own domains and clashing interests. Personally, I'd like to see more plots like this where faction members might have more opposing goals though I also like the scope of events like the Cursed Night where a city-wide event encouraged the factions to work together against a common enemy as well. I do like how the plot isn't just all one thing all the time, there's good variety and moderation in intensity and scope here and I think that's a nice way to go about it.
As far as housekeeping goes, I think that a roster organized by faction, rank, and a brief description of their job within it might be very helpful in cutting down on what you need to update yourselves as the game keeps growing. The way that I would handle this is simply a post on the comm with comment headers for each faction with a short form to fill out (pretty much the AC page structure, just purposed differently). Nothing too elaborate, something like name, journal, rank, brief job description to reflect a clan roster in-game that other characters have IC access to. This could allow for players to do their own housekeeping and share the info in a spot where it's available to everyone in the game. This is mainly just an alternate suggestion if it winds up wanted or needed.
Another idea for structure/organization that popped in my head is linking the Appearance and Handwaved CR memes on the OOC/Intro CR memes or the app responses as optional things since those kinds of things tend to be pretty helpful information on an ongoing basis sometimes people might feel like they get to it too late to post and it's something newcomers can add to themselves at their leisure if they want to. Anyway, it's just a thought!
Thank you again for making this game and all the work that goes into it. It's very much appreciated and I'm happy to be here.
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I do have some thoughts on AC now that I've had a while to kind of see how things feel. I think that, with AC only in mind, limiting it to just that month makes backtagging and keeping backtagging really difficult and very punishing for slower players, or if two slower players come in contact. I feel like when we can't use things for AC in the future with backtagging (as long as it is in the current month) it would encourage dropping of threads once requirements are met in an attempt to keep things current. Even a 50/50 split, one from this month and one tag can be from a backtagging month perhaps though I think across the board it would be better to just allow it as long as it is from 'that month' and only used once + no use for AC of course! I also think that letting it be from "the same thing" be it TL/Network/etc may be helpful in that way too alongside. Keep in mind this is just my own experience and is not everyone else's of course.
Overall I adore the events. I adore how unlimited the possibilities are and that we're allowed to just have Some Fun™️. I've been able to do stuff with a character I wasn't certain could do random things, meet random people and grow as quickly as he has. I can't be more thankful for that chance. I also appreciate that even though you guys have to explain a lot of stuff, we're not stuck reading someone's thesis just to participate. I also, also appreciate how creative things like that wish event were, because it takes a lot of thinking and back and forthing dedicatedly from a moderator I'm sure. Considering it was an "us pop in" and you guys give us a cool return?? That was so neat for future interactions and I was going on to anyone who would listen to me about it lmao.
All in all, and regardless of what does or doesn't change, thank you for the amazing place to play and I'm only ever too happy to be here. Thanks for coming to my Ted Talk.
+1
I think allowing for threads started the month before that haven't been used for rewards would give slower players a little more leeway without overextending themselves when plot events are developing quickly. It might help reduce stress all around and make it easier for players who like to dive deep into developments and explore with their characters to actively participate in plots.
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Coming back from a long RP hiatus it's been a while since I've been able to become so invested in a game and I would like to thank your team for all the lovely opportunities for CR and unique situations. I enjoy that this game is very active and happening but there usually isn't an expectation to engage in everything, and it's completely fine to sit out of things if we are still playing catch up with whatever was happening before. The events have been a nice mix of action and SOL. While I do prefer events with higher stakes, we did get that in June, and I'm sure you guys have something waiting for the future. I'm not the sort of RPer who can be turned on and engaged 24/7 so it's nice to have a chill space but still feel that enthusiasm for CR bubbling around me.
One thing I did enjoy when it comes to plot was the use of RNG to decide the characters that would be chosen for the tower log. That was a smart way to give everyone an equal opportunity to be involved. The points for rank system is a good one too, because it encourages people to work for rank through activity in the game, and everyone has a fair chance. There are some games where there is a bit of unspoken competition among characters to be seen and get important roles in the plot. I don't get that sense here, and because of that the environment feels friendly. That has been my experience, anyway.
One mechanic I have enjoyed is the flexibility with AC rewards. On top of powers and a rank up, it seems we can try our luck at asking for anything? I'm thinking back to when Hizen got everyone clothes. That can be a fun way to make unique situations happen. I have also enjoyed the mechanic within event logs where characters sign up for something and the mod tells them the outcome of whatever they signed up for.
This is just some slight feedback, and feel free to correct me if it's already stipulated. It would be nice if ranked characters had some clear duties and responsibilities e.g. training the newbies? playing welcome wagon? That can give those characters some additional prompts to play with and push them to take on more responsibility over the faction, which I believe can promote a sense of faction unity.
There is another concern of mine. You mods put up 2-3 event logs per month and respond to questions and AC rewards so quickly it's insane. You're doing so much and working so hard. I wouldn't want you to feel burned out over time. Please do what you need to do to unwind and take rests. If certain posts need to go up a bit later, I'm sure it is fine to let the players know that. Reach out if you need help too, because I'm sure there are players who would be more than happy to lend a hand.
That's all. Thank you for the lovely experience.
Story, events, and how the plot has been handled.
Prefacing that like, obviously just speaking for myself. As someone who has been around since the opening of the game, I'm focusing this largely on the direction I predict the game is heading towards. Consider my feedback largely speculative! I know it might not continue to go this way, but I want to point this concern with game direction out from a player perspective. Mods can consider if this observation is worthwhile. (And if this isn't the direction the game is headed, then it's all pretty moot!)
So, I have one main concern seeing how plot elements have gone so far. Put most simply, it's a "Big Bad" problem.
With a faction game like this, I believe the most interesting element is the tension and conflict between the factions which have Player Characters. I'm extremely cold on the idea that there is an NPC only faction that everybody playing needs to band together to deal with. Personally, it seems like squandered potential to not make any actual faction(s) responsible for upcoming/ongoing plot conflict. It sets up factions as all on the same team. That seems entirely antithetical to what the game concept is and what JGK is advertising itself as.
To back up what I'm saying here, I'll summarize my take-aways from previous plot beats. During the very first event, there was a suspicious assassination of a major faction leader. This was largely interesting as a who-dun-it. Then, it turned out that nobody could have guessed who-dun-it, because it wasn't even a known element, so to speak. No other faction, not even an internal coup, but a mysterious outside force. Then the blood rain was caused by an outside force to the four factions. Then the smuggling and big kidnapping at Tanabata was caused by an outside force... I feel like in all of these instances the plot would have held more meaning and suited the game concept better if an actual faction was responsible for the conflicts at hand. Instead, the cause of conflict always seems pushed off of the factions so nobody takes the blame.
This is something I've noticed building up with time. The more it builds up, the more I feel it compromises the setting. Players can be told things about the faction dynamics, but if all the big conflict are being shown as the fault of outside forces ICly, then characters are going to act/react ICly with less concern for their faction interest when there are bigger plot concerns.
I thought this might be something the mods wanted to examine for themselves and make a determination on, for the health of future plot development. I wanted to draw attention to this without really... proposing or demanding a solution. That is entirely at mod discretion and judgement to address or not. If this isn't a concern to the team, I accept this might just be my own issue with faction based game structure.
Anyways, that's my bit of observational feedback. I appreciate the time and effort being put into the game! It's been a blast so far. I hope to really get back into it when my RL lightens up a bit.
+1
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My feedback is mostly positive at this point: I’m enjoying myself in the game, I really like the personal touches you put on things such as rewards posts and PCs being able to report participation in certain parts of events, and I think the two-month system works out really well in letting players do SOL as well as plotty things. I love how the faction leaders have a real presence in the game as well, and I think they really sell the distinctness of the various factions. A lot of work must go into making these things happen, and I really appreciate the work that you put into making the game what it is!
I do have a small suggestion regarding the faction system- on the faction suitability section of the app, would you consider including the idea that appers can let the mods know if there’s a faction that they’ll really struggle with for their character (and why)? While sortings have worked out for the vast majority of cases, it would pretty seriously impact the few for whom it doesn’t. I know you mentioned on the discord that you take these things into account, which was a big relief to hear! I think it might help to communicate this to potential appers, as I felt bad writing “I think I’d struggle if my character is in X faction” given the app wording says to make a case for all factions. It might be better for potential players to know they can raise any serious concerns during their app, rather than keep quiet and then ask if things can be changed after they get their faction. This is just a suggestion though, and on the flip side I get that it’s not good for game balance for appers to pick and choose too much.
That's a really small thing though, and in general, I personally enjoy that faction rivalries exist but aren’t enforced too hard. I think you’ve struck a nice balance in having it be there, but not letting it threaten cross-faction CR (or if it does affect CR, it’s because the players think that would be fun and not because they feel forced to by the setting).
My other comment echoes Lin’s: with the game getting so large I’m a little worried about how much work it requires from your end. Please take care of yourselves and consider expanding the team or looking for ways to scale back work if you need to! Your wellbeing is important, too.