Hi, hi! Having a really great time at this game so far, thank you so much for creating and upkeeping such a fun environment to play in. I wanted to throw (1) concern and (1) frustration out there, just in case they were something the mods found illuminating. (I will immediately say that these lean heavily on my personal preferences as a player and might not be what the Mods are looking for for the game, which I absolutely respect!)
Rewards and Capping Power Scaling: I'll preface this one: This is something that might be best left up to individual player preferences and dictated purely by the playerbase. Like a lot of stuff in RP, maybe I'm overthinking this as a system and players just need to be cool with self regulating.
I feel like before the game gets too far along, it might be wise to consider a Cap/Limit on how many powers a single character can amass. It's really a shame when the struggle inherent to a setting is almost entirely placed on new characters, while older characters are lavished with earned bonuses. Honestly, I love the depowered starting state of the game! I also love getting some powers back and feeling rewarded for playing!
My concern is that, as the months go on, older users might start to drastically "out scale" new people coming in. That feels like it could cause some friction with new/old players over time. Nobody wants new players to feel like they're playing catch up/can't get involved because older players have earned all the influence.
I find the current cost of reward upgrades very fair and rewarding. The system as it is is enough of a challenge that it doesn't feel too easy, but also doesn't turn threading into something to grind. I don't really see anybody rushing to get every possible power their character can have, which I think speaks well to the attitude of this playerbase. The Faction Rank Up is also super tempting to go for and a great incentive to not *always* go for straight up power rewards.
All that said, maybe if there was an upper limit on straight power regains. The game might be able to long-term retain it's current (and what I find delightful!!) scrappiness, where everybody needs to be more creative because there's very clear limitations present. Not saying power gains are bad in any way (I've already grabbed two for Ydris, after all!), just that they might creep out of hand as the game continues and people keep adding on and on. Maybe something like a limit of five major upgrades and then you can swap out powers, like they're equip slots. Idk, maybe that's getting a bit too "gamified", but it came to my mind as an option mods might want to chew over. The game is still in an early stage, so gauging how things will evolve is definitely a tricky prospect!
Plot Questions: Admittedly, this is an element of the game I find very frustrating. Main plot might just not be my thing, it seems like others are really enjoy it so far!
Thinking constructively, I'm wondering if something can be done to clarify what plot avenues have/have not been exhausted? If discovery is intended as a core interaction point, maybe there is a way that the plot prompts could better highlight what should be the main focus of questions/IC pursuit?
With the initial assassination plot, it felt like questions often led to dead ends or immediately ran up against plot contrivances to keep players away from discovering too much too quickly (ex. no talking to the deceased, very little investigating allowed of the body, the underground is immediately blocked off...) I'm the kind of player that finds it really difficult to intuit when more questions could be useful versus just more busywork for the Mods. For the plot so far, I've mostly been left with an annoyed, indecisive feeling over if more questions need to be asked or if the well has run dry already. Nobody wants to feel like they are just one "correct" question away from making a break through.
I've inevitably talked myself out of further questioning over plot, since I absolutely hate to feel like I'm engaging in "That Guy who wants to WIN" rp behavior by trying to solve or fix a plot that isn't *meant* to be solved or fixed.
I'm not sure what could help this disconnected feeling of wanting to be a respectful player who isn't overstepping and wanting to make discoveries/engage with the main plot. The overall feeling the plot gives me at present, which is heavily influence by being a Sutoku Alliance member, is "I can't know what is going on yet, so what I'm doing won't make a difference here, so I'll just wait until the next reveal". Basically, I'm anticipating that the plot will be more like a prewritten script of events than something I'm actually supposed to have my character interact with or try to influence directly. I can't actually tell if that's how the plot is intended to be or if that's just the *impression* I'm getting, because I already feel discouraged and unsure on how to interact with the plot on it's own terms.
If this kind of personal experience feedback isn't useful to mods, I totally get that! Not everybody can be catered to/vibe with every element of a game. Jigoku-cho has a LOT to enjoy, even if the plot isn't something that speaks to a player/works for their character. I feel like I evidence this pretty well by easily finding avenues of play while this current plot isn't working for me personally. The fact that the plot ICly makes Ydris so angry is it's own kind of enjoyable conflict that I am absolutely having fun with!
The game is so far a blast, the players are amazing, the mods are responsive, and I feel very enthusiastic about being here despite some all-told minor discontent. I can definitely only speak for myself and I respect the judgement of moderation if such feedback is boiled down to being just one player's opinion.
Thank you very much for being open to what players have to say! It's great to see Mods that are open to player feedback. Your effort is clear and SO appreciated!
no subject
Rewards and Capping Power Scaling: I'll preface this one: This is something that might be best left up to individual player preferences and dictated purely by the playerbase. Like a lot of stuff in RP, maybe I'm overthinking this as a system and players just need to be cool with self regulating.
I feel like before the game gets too far along, it might be wise to consider a Cap/Limit on how many powers a single character can amass. It's really a shame when the struggle inherent to a setting is almost entirely placed on new characters, while older characters are lavished with earned bonuses. Honestly, I love the depowered starting state of the game! I also love getting some powers back and feeling rewarded for playing!
My concern is that, as the months go on, older users might start to drastically "out scale" new people coming in. That feels like it could cause some friction with new/old players over time. Nobody wants new players to feel like they're playing catch up/can't get involved because older players have earned all the influence.
I find the current cost of reward upgrades very fair and rewarding. The system as it is is enough of a challenge that it doesn't feel too easy, but also doesn't turn threading into something to grind. I don't really see anybody rushing to get every possible power their character can have, which I think speaks well to the attitude of this playerbase. The Faction Rank Up is also super tempting to go for and a great incentive to not *always* go for straight up power rewards.
All that said, maybe if there was an upper limit on straight power regains. The game might be able to long-term retain it's current (and what I find delightful!!) scrappiness, where everybody needs to be more creative because there's very clear limitations present. Not saying power gains are bad in any way (I've already grabbed two for Ydris, after all!), just that they might creep out of hand as the game continues and people keep adding on and on. Maybe something like a limit of five major upgrades and then you can swap out powers, like they're equip slots. Idk, maybe that's getting a bit too "gamified", but it came to my mind as an option mods might want to chew over. The game is still in an early stage, so gauging how things will evolve is definitely a tricky prospect!
Plot Questions: Admittedly, this is an element of the game I find very frustrating. Main plot might just not be my thing, it seems like others are really enjoy it so far!
Thinking constructively, I'm wondering if something can be done to clarify what plot avenues have/have not been exhausted? If discovery is intended as a core interaction point, maybe there is a way that the plot prompts could better highlight what should be the main focus of questions/IC pursuit?
With the initial assassination plot, it felt like questions often led to dead ends or immediately ran up against plot contrivances to keep players away from discovering too much too quickly (ex. no talking to the deceased, very little investigating allowed of the body, the underground is immediately blocked off...) I'm the kind of player that finds it really difficult to intuit when more questions could be useful versus just more busywork for the Mods. For the plot so far, I've mostly been left with an annoyed, indecisive feeling over if more questions need to be asked or if the well has run dry already. Nobody wants to feel like they are just one "correct" question away from making a break through.
I've inevitably talked myself out of further questioning over plot, since I absolutely hate to feel like I'm engaging in "That Guy who wants to WIN" rp behavior by trying to solve or fix a plot that isn't *meant* to be solved or fixed.
I'm not sure what could help this disconnected feeling of wanting to be a respectful player who isn't overstepping and wanting to make discoveries/engage with the main plot. The overall feeling the plot gives me at present, which is heavily influence by being a Sutoku Alliance member, is "I can't know what is going on yet, so what I'm doing won't make a difference here, so I'll just wait until the next reveal". Basically, I'm anticipating that the plot will be more like a prewritten script of events than something I'm actually supposed to have my character interact with or try to influence directly. I can't actually tell if that's how the plot is intended to be or if that's just the *impression* I'm getting, because I already feel discouraged and unsure on how to interact with the plot on it's own terms.
If this kind of personal experience feedback isn't useful to mods, I totally get that! Not everybody can be catered to/vibe with every element of a game. Jigoku-cho has a LOT to enjoy, even if the plot isn't something that speaks to a player/works for their character. I feel like I evidence this pretty well by easily finding avenues of play while this current plot isn't working for me personally. The fact that the plot ICly makes Ydris so angry is it's own kind of enjoyable conflict that I am absolutely having fun with!
The game is so far a blast, the players are amazing, the mods are responsive, and I feel very enthusiastic about being here despite some all-told minor discontent. I can definitely only speak for myself and I respect the judgement of moderation if such feedback is boiled down to being just one player's opinion.
Thank you very much for being open to what players have to say! It's great to see Mods that are open to player feedback. Your effort is clear and SO appreciated!