Sodder (
sodder) wrote in
soddersays2018-04-30 12:46 am
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Entry tags:
Feedback/Complaints
FEEDBACK AND COMPLAINTS
If you have any feedback on recent plots or events that have occurred in the game, this is the place for them! If you have suggestions as to how better improve the game or certain aspects of it, please let us know here. This can also include suggesting events if you feel events have grown stale or you're feeling like the game could benefit from something in particular.
All comments have been left unscreened to encourage open communication within the game.
If you have a more private complaint, please feel free to message one of the mods! Thank you for all feedback and criticism.
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I realize the way things are set up now it'd be kind of difficult to put up a plotting post in advance of an event and allow for a couple of days of plotting when all the necessary info is in the log itself, but maybe instead we could have logs forward dated a bit? For instance, instead of OOC plotting starting on the same day an event is ICly scheduled to start, we could create a little leeway by putting up both posts with the event officially "beginning" a few days later, i.e. posts go up on the 10th of a month with the event ICly starting on the 12th or 13th.
My thought is that getting in touch with people to hash out OOC plans currently eats up IC time, and in that time it may take to set down concrete thread plans, suddenly half the event could be over and you're in the territory of starting threads "late" and scrambling to backdate IC reactions. For 1-2 day events I feel like this could especially be a problem (speaking for myself), since plotting may take those 1-2 days, and boom, insta-late for a very important date.
Anyway, I just wanted to float the idea and create some food for thought!
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Forward dating might actually be a great option and we think that's something worth trying out. We'll enact it with our next plot and hopefully it'll allow for more wiggle room for players to plan things out. If that doesn't work with people, we can figure out a better solution, but we agree that this might be the best option for everyone.
Thank you very much for the suggestion!
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I don't recommend reading some of these at night though. They are spooky as heck 8')
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We live to be haunted here at Deerington. The fear makes us stronger.
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I had a thought and it occurred to me why not bring it here in case you guys think it’s a good idea, too! How do you feel about adding a mod plot tag to event logs? I realized as time goes on and more posts are made it’s going to get more challenging to go back and look at details from previous events since there’s currently no way to sort them out from other posts on the comms.
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A wonderful idea. We updated our events with the tag 'mod event'. Thanks for the suggestion!
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1) I was wondering if the questions section in event posts could possibly be moved to the plotting post instead? Just because sometimes a lot of questions come in and it pushes the actual log event top levels even further down.
2) If at all possible, could we maybe have the plotting post go up a few days prior to the actual event? That way people have something to work towards before the event actually goes up.
Thanks for taking the time to read this! :)
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We'll try out putting the questions into the plotting post itself and see how the game responds. It would definitely be a better way to organize the event questions, so we appreciate this suggestion.
We agree that providing event details and a plotting post prior to the event could be beneficial as well, and we will try that out with this event! You can expect a plotting post to be put up later today.
Thank you for the suggestions!
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Since the reserves go up the next day, apps only 6 days afterward, and there's not much else that usually happens the last week of the month, we could bump it up a little to allow more time to get samples together and more time for ingame characters to get more bonus points?
Just a thought. Thank you for all your work and your great game!
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Thank you for your feedback.
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I wanted to bring up some comments about Event Posts, Event Information, and Plotting. Since I joined in July/August I've been struggling a little with the event schedule and finding time to make posts or logs for my characters that aren't directly involved with the mod posts because I don't know when the post is going to go up or if the mod plot is going to be something huge and setting changing like October and November, or something relatively minor like the power going out at night in August.
The timing of the plotting posts and event logs going up has felt fairly inconsistent since I joined (for example, August and Sept when up around the 12th, while October and November were the 3rd, and December was back to the later schedule). December in particular was frustrating because of the major setting changes we were told would be reversed but there was no information given to the player base at large, though I found a non-specific answer on the discord after some digging. I feel like that kind of information should be made available to the playerbase via some sort of announcement post so that we can engage with the setting and play and plan what we're doing for the month.
Down the same vein, I feel as though letting the player base know at the beginning of the month when to expect a mod-made event log and an indication of it's intensity or impact on the setting would be good. It would make timing player network posts and logs a little easier without making us wonder if what we're doing will run into the mod plot and either be missed/dropped in the rush to engage with that plot, or cause tag overload/burnout. Even a minor announcement with just dates would be helpful! If possible I feel like having an early month plot post with some indication of what's coming would be excellent, even if logs go up later so that significant CR affecting plans (like a character death, or a major change in situation like a major injury) can be figured out and not feel rushed.
Thanks for reading, and sorry for the lengthy comment.
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I think putting things up at the very beginning of the month would be the most helpful.
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Basically plotting for this game before the event is almost impossible since we have to come up with something to do before the event starts on our own when we have no idea what the state of the world is other than going by the TDM which not everyone looks at. Is there a way to get a quick overview post at the beginning, not the middle, of the month? Or even the end of the month going into the next?
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Thank you so much for leaving feedback for the game. We think that this is a wonderful solution to bridge the gap between the beginning of the month lull and the mid-month event plotting posts. While it’s too late to implement it for April, we will start trying out this method in May.
We appreciate you taking the time to bring us your ideas and concerns. We hope that this will help early plotters feel more at ease in the game!
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I think it might be beneficial for players if the Mods could post an 'AC Results' page every month after AC closes, detailing any changes to players - ie. should any characters be swept/not make AC.
Not everyone has muns added on Plurk, for example, and aren't aware of changes. A post on the OOC comms would allow others to know if a player has left the game in a way that's accessible. Also adding a list of drops from the month with the 'did not make AC list and therefore swept from the game' list could also help since not everyone checks the Drops/Hiatus page.
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This is a great suggestion and we appreciate you pointing it out! We agree that it would make it much easier on players to have a more streamlined source to figure out who is no longer in game available in the OOC community.
Our team is going to figure out a specific time of month to post an AC/Drop Results Post, but you can definitely expect this change to come into place following our next AC round in September!
We usually do have a list of on the drop page of who has dropped, but we will instead apply that list to the new AC/Drop Post in order to cut back on redundancy.
We appreciate the feedback! If you feel anything about our motions to change might be confusing or could use further improvement, feel free to speak up!
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and i did read this before i submitted my request, because i thought that it meant people could now unlock locations for free. i didn't realize that meant we could no longer unlock locations at all. to add to my confusion, the rewards doc says that you can unlock locations for 900 points, and that was what i'd been saving up my points for.
i was just thinking that the doc might want to be edited for future players who missed the memo on unlocking locations. :) i talked with a few people on plurk who were confused about this as well.
otherwise, i have enjoyed my time here very much. thanks!
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We also cleaned up our Full Navigation list to no longer reflect the Unlocked Locations and instead link to the old information on the Locations page in general. We hope this helps with some confusion as well!
Thank you for pointing it out! And again, we're sorry about that!
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I'm a bit new to the game, so I know there's a lot to learn, but the more I look into lore and events to adjust and get into the setting everything comes off incredibly overwhelming and a detriment to actual participation. It's super important to keep to game themes and the horror (as that's what this game is about), but it feels like a lot of things are present just for the sake of something being present. Events seem to be like this consistently- certain things that happen in event posts don't seem to match with the rest of the event. For instance, this month's event was largely about doppelgangers and the continuation of the food shortage. However, there were prompts for SAW style torture and an Animal Crossing-esque video game, neither of which fit into what was happening right then. Compounded with all the prompts from last month, and the teams and their effects, AND plot reveals coming from different characters lead to an absolute information overload without even considering the backlog. Not to say that different things can't happen- the baked goods sale completely made sense with the overarching food shortages and forgetting who you are as copies of yourself rise- but there's a lot of "fluff" that makes it feel complicated for a character to know what's going on at any given time or interact with the setting properly. I know this game runs quickly, but it feels impossible to keep up with everything that goes on in even a single month.
On top of that, the lore of the actual game is just as extensive. There's over 50 locations on the locations page, all of which have individual supernatural effects. There are also over 30 types of housing, and the Great Sleep page clocks in over 6 thousand words. This isn't even to mention information about character jobs, organizations, items, and more. While I know you want to be able to explain yourself in a way that gets people excited and into the setting, for a game focused on mystery and unraveling the plot it's hard to figure out what hasn't already been covered, piece together progress, or determine what's actually important. This is especially compounded by the fact that events come out with tons and tons of new lore every month which is already difficult enough to make sure you're on top of. This isn't to say I dislike the lore or plot in any way- I really love digging into this sort of thing, so much so that I made a 30 page lore document for another game of mine just out of excitement. But there being so much, it's not only overpowering, it feels cluttering to the actual point of what's being uncovered.
Of course, it could be that there's a lore reason or otherwise set reason to having all of this extra stuff, at which point I'd love to hear it! But right now as much as I enjoy some of the more "strange" options, having so so so many really feels like it's burying the lead of a really interesting game.
Thanks for listening!
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We’re sorry that the amount of information provided can feel overwhelming. Deerington is a plot heavy game that has been open for over a year and a half; because of this, much of the information you see in the pages was rolled out over the time that the game has been active. The locations have grown as new places were unlocked or created by player request. The length of information provided has helped to limit the number of questions that are asked about how certain aspects of the game function as many of our players want to know the intricate details without having to do a heavy amount of guess work on how settings such as the Great Sleep function. To new players, this certainly will come across as information rich and feel daunting to comb through, which is why we make sure to make every aspect of the game 100% optional so no one feels like they have to learn everything about the setting in order to jump in and start playing.
Deerington is a dreamscape; dreams inherently tend to not make sense 100% of time. We use this aspect to give a wider variety of options to our players during events. Not everyone in the game wants to have completely horror-focused options at all times, just like not every player wants to have completely plot-heavy focused events at all times. To balance the needs of everyone, we try to offer a variety of options, with light, slice-of-life worthy aspects to break up the intense horror that people often have their characters face. This allows for players to have breathing room and to give characters a chance to not be completely re-traumatized with every event if that isn’t what a player wishes to do. Given that there are multiple aspects of dreams that feel random and chaotic, it’s not unnatural for something “fluffy” to feel out of place and confusing to characters. Likewise, we try to balance rolling out intense pieces of plot with having long stretches of time that lack plot; i.e. July & August were plot heavy but not necessarily horror-driven, September is not plot heavy and offers lighter event options, October will be heavier in horror, etc. This is a pattern that has helped to keep the game balanced for the majority of players. We make sure that any aspect of the events can be ignored by anyone and players are able to pick and choose what they want to focus on in any given month. This is true of both temporary events as well as the overarching plot.
The game is also meant to hold a certain amount of mystery; no character can realistically obtain all information nor will they be able to figure out what information is useful and what is not. In order to keep the plotline interesting and to keep players from figuring out the core of the story, we make sure to give a mix of functional and useless information without clarifying which is which, as not everything discovered in any investigation will ever be completely useful. We have no intention of changing this aspect of the game as we feel it gives the best function for creating a mystery that isn’t easily solved by any one player.
We appreciate your feedback and are happy to take suggestions on how to improve consistency in the provided story elements and are happy to improve on how plot-relevant information could be revealed in a way that is perhaps less overwhelming for new players, but overall, we intend to continue to use the function of the dreamscape to provide sometimes strange or random options to players to avoid bogging people down with constant, non-stop horror and mystery.
Thank you for reaching out and we hope that this gives a better explanation of the mechanics of the game.
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Secondly, if it is possible to have links that go to the OOC plotting post to the event log and vice versa. I find I have to manually look up either or. It's usually not as big of a deal early on, but it can become cumbersome later on when the event log gets buried by open/closed logs done by players.
Thirdly, if Overflow posts can link to their original event log/tagged with the event tag.
This is a minor complaint, but a bit helpful for housekeeping and such. I hope you consider it. Thank you.
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We will also implement linking to events on the OOC plotting posts as well as the overflow posts as well.
Thank you for the feedback.
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Due to the various suggestions to this we are going to compile a way to provide easier IC and OOC access to all of this information! As soon as we have we will let the entire game know.
Thank you for your feedback! We hope to think of a helpful resolution that works with everyone very soon!
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This could unfortunately be a difference of screens/lighting/computer settings/eye sensitivity so we aren't too sure if full game re-coding of font color would be the best move. Thank you for bringing it to our attention though!
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There's a question on the application that asks everyone to list the things they absolutely need specific warnings for, and at one time I was able to locate a spreadsheet (though not updated) with some of these things listed. Unfortunately I can't seem to locate it now, so I don't know if it might have actually been an internal document intended for moderator use when writing up event information.
To date, there have been two or three instances of information being presented in prelude and event posts where information that I requested a content warning was presented without one. I can't imagine the enormity of what you guys are trying to work through to accommodate our huge player base and still provide the horror environment that we all came here for, but the fact that the application asks that question gave me some assurance that the information I provided would be noted and it really hasn't.
Moreover, I'm sure I've missed tagging my own content with regards to the triggers of other members that I'm not even aware of. I know people have tagged in on me and crossed my limit as well, despite it being listed in my permissions page. And I guess I get why, because I have to admit that I don't always do as good of a job as I know I should of checking them before I tag in with someone new. I know there's got to be some personal responsibility here across the board, but maybe there's still a way to make it easier? A spreadsheet people could modify for themselves that's centrally housed and made clearly available?
I'm sorry I'm rambling, but obviously this is something that's just happened and immediately relevant and the very nature of a trigger means that I'm pretty worked up over it.
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We genuinely apologize for missteps in providing the appropriate content warnings. While it is not an excuse, we genuinely did not realize biting to wrists/neck would constitute as trauma to those areas and so we apologize about the misunderstanding for what constituted as trauma for you specifically. We have adjusted the prelude to reflect these content warnings.
We do encourage players to immediately bring this to our attention since there are many times in which we simply do not realize that specific wording or phrasing might fall within the specifications of someone's triggers. We are always happy to make immediate adjustments if necessary, so we encourage you and every player to speak up the moment they feel uncomfortable about something so that we can properly adjust our content warnings.
Content warnings are an on-going struggle for many people of the game, as you stated, and you have a great suggestion in creating a player-run CWs excel sheet. We found that our old spreadsheet was far too generalized and often lead to more confusion as to what might constitute as someone's trigger and what might not.
We think that creating an excel where players can list the characters that they play and then make a note specifically for their trigger warnings will hopefully help aid players in the future. We hope that this sounds like a functional option for you. Instead of having a section on the applications for cws we can link to the excel spread sheet upon acceptance for people to fill out. We will get this set up immediately.
We understand that a horror game has a higher risk than most game for brushing against people's sensitive topics, and we strive to provide as thorough of content warnings as we possibly can. Hopefully an excel spreadsheet maintained by players can offer more clarity on what people consider to be associated with their CWs.
Thank you for your feedback.
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Given how lengthy the event posts are, would it be possible to put each section under a details disclosure widget? You'd also be able to put the content warnings in the summary/header so people who might be affected by them won't accidentally read a section while scanning through.
I understand this might ruin the aesthetic of the event logs. It's just a thought and it might help for people who like to read up on the event on their phones or those who get intimidated by the length of the event logs at first glance.
Alternatively, perhaps the event logs could be more streamlined? I understand it's story-telling, but it's quite a bit of text to get through and especially to refer back to while writing top-levels and doing tags within the event in general. Putting short summaries of the different event sections in the plotting post could also help players who have trouble remembering the whole log or those who want a quick reference/catalog of happenings later down the line without having to reread the whole log repeatedly.
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We will put summaries onto the plotting post, but they would be quite thin as it would feel redundant to offer a fully fleshed out summary on top of the information sections and prelude. We will try this next event to see if it works for both players and mods alike.
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It would be good if the link to content warnings on the
Also I noticed the game calendar is getting out of date. Maybe it would be easier to just have a Month 1/Month 2 structure, then designated the months as alternating 1/2, so you can effectively post the entire year in one go? Or maybe just list the dates that everything seems to generally happen on rather than specific months?
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Yeah, we have definitely been struggling to maintain the calendar and have decided our best bet might be to just have a stagnant calendar up for when people can expect things to happen- like you said, listing the dates that everything seems to generally happen on. Our events are mostly the same date and we announce those dates per preludes. Thank you for bringing it up - we are currently trying to revise the calendar page, and we apologize for stumbling a bit behind on it!
Thanks for the feedback!
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Just a couple of event-related suggestions/some bits of feedback.
I feel like the events have become a bit disconnected and unwieldy lately -- don't get me wrong, they're still great fun and interesting to play out, but with the longer preludes plus the TDMs and the events, it's starting to feel like we have three separate events per month, which don't always have any connection to each other. Of course there's never any obligation to play out every single thing (which is great), but for those who want to stay connected to what's going on, it can be a lot of things to deal with. In general it feels as though we're being thrown a lot of random bits and pieces to try to give everyone something to work with, rather than a cohesive event each month.
Here are a few suggestions I think might help:
And on a related note, a couple of event ideas I had:
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its bestiary link and it goes to this page: https://deeringtonpost.dreamwidth.org/265.html#cutid1
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We appreciate the message!
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That's all! Thanks for the great job you do here <3
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This is more an accessibility issue than anything, but a lot of Deerington's info pages and more immediately relevant the TDM use a font colour that's not compatible with dreamwidth in dark mode (example from the TDM). Just wanted to give a head's up!
As the game moves into chapter two, I think it would be really helpful to make sure that the new game is dark mode (and while I'm here) mobile friendly as well! I know I at least have to phone tag a lot for accessibility reasons and while the current info pages aren't a deal breaker at the moment (they're navigable just a bit too wide), if you're going to be building new pages anyway, it might make the experience far smoother to keep that kind of thing in mind.
Thank you for your time!
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I do believe the new entry layouts I went with are much more mobile-friendly since they are more narrow. Here is a (clipped) example of what the stacking of the pages look like under the new system (sorry it's limited for obvious reasons). Also this page was done pre-dark mode and can be adjusted to fit the dark mode images linked below.
And here is what I came up with for a "dark mode" version that will be applicable both on people's dark modes and regular modes of viewing the game:
Dark Mode:
Normal/Light Mode:
Do these seem like more accessible options? Sorry I can't link directly to the information pages but both these screenshots were taken directly off my phone to ensure the smooth translation to mobile-friendly.
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re the new event https://soddersays.dreamwidth.org/73713.html
someone in the game posted to wankgate that they felt the "mountain people" section of the event hit on some racist tropes, and i agree with them, so i wanted to see if you wouldn't mind editing these npcs a bit?
the mountain people read to me as similar to wendigo. they're specifically creatures, not humans, with "long black tongues" and other monstrous features. they're cannibals that "might have once been humans but have become corrupt by their own appetite." all of that is not racist and is good horror. love it!
unlike the other anon, i don't think them being covered in mud and making bird noises and clicking sounds to each other is necessarily racist, because zombies are often covered in mud and it's a common horror trope that monsters can imitate birds or people to lure in victims or make clicking or hissing sounds to communicate. but it depends on the context. the problem i see here is that these creatures are specifically called "mountain people" instead of by some horror creature name. they wear clothes from animal skins and use tools they made post-monster transformation including sleep darts, and outside of their supernatural appearance, they're generally described more like people than monsters.
i think it walks a racist line, so i wanted to see if you'd be willing to change the name "mountain people" to a creature name instead (like wendigo or one-eyed-one-horned-flying-purple-people-eaters or whatever!). And to make sure they're more monstrous and less like people, have the bark/mud/fur be their skin not clothing (tough skin, no animal skins needed?), and the sleep darts be a poison in their teeth/claws instead. they could still be "hunting for survival" since wendigo are always starving in the stories to the point of eating themselves if they can't eat other people.
if you were going for more of a "hills have eyes" vibe instead, you could specify that the sleep darts are fired from shotguns, change the animal skins to denim overalls, and just have imitating bird calls, no clicking, to cut out racist tropes resembling "violent society of killers wearing animal skins and using weapons made from nature." whatever is more what you were going for, or other ideas if you have them!
thanks for listening!
Re: re the new event https://soddersays.dreamwidth.org/73713.html
We can see why you feel that these tropes when all tied together walk a line and we'd like to rectify that. The intention of them was to be seen more as creature than anything human, but we can see how that might not have been made clear in the initial descriptions and we would like to change the language to make it much more clear and to move away from this combination of tropes as our intention is never to make our players uncomfortable in this way.
We will make an update post as soon as we're able with what those changes will be, but we wanted to respond to you quickly and let you know that we hear you and we are taking your feedback seriously and we are discussing how best to make changes in line with it.
Re: re the new event https://soddersays.dreamwidth.org/73713.html