overstrain: * (pic#13366922)
terrence "24/7 internal battles" nowell ([personal profile] overstrain) wrote in [community profile] vedana 2020-04-29 08:11 pm (UTC)

How did people like the logs? Was there enough to play off of in them? Was there too much? Did you like the types of events, thought there were too many festivals, is there anything you would change about the types of events or how they were presented?

I thought there was always enough to play off of in the logs! If not, we could base things on the log and make new prompts ourselves. Sometimes characters had their own agenda that was apart from the logs, but posted in the log because it fit the timeframe.

Though, if there was one thing I wish I could have suggested earlier, is to make each section of the log under a detail HTML tag (that clicky show/hide section thing) because there was a lot of scrolling every time I had to tag (the page didn't always automatically go to the tag when posted, etc). I think my mouse scroll wheel burned out...

How did you feel on the threading requirements for dungeon logs? If we have events like this in the future, do you like having the "boss" available ASAP once requirements are met or is having these things on a timeline better?

I personally didn't mind the dungeon threading requirements, but I could understand for the people who don't tag as fast or are always trying so hard to catch up when they can, that the dungeon threading requirements on a non-dungeon month was difficult. Even I had months where I threaded a bunch in the month, but then I double-take and go "oh I need a dungeon thread".

Regarding the boss availability threads, your thoughts on both sides are pretty much what I think of it. When we needed to unlock the boss, I felt that we were pressed even more for time, because it was like having two deadlines (even if there technically wasn't): one for unlocking the boss, and beating the boss by a certain time. I think this was a part of why the game's pacing felt fast at certain points despite how time is utterly fake in Cetana.

What I mean by how there technically wasn't a time limit for boss killing, but it felt like there was one was avoiding timeline paradoxes asap.

How do you feel your impact as a player?

It was... very, very big lol. Since it was a small game with small cast of characters, and in a contained setting, I definitely felt it. I think I did a lot in this game, especially with Terry in the first half of Cetana, and I really liked the impact my character had because it felt like he actually mattered in the game. If not setting-wise, it definitely felt like it CR-wise.

What are people's thoughts on the bonus points system? What are things you liked and/or found fun to play with, what are things that were sort of eh? How did you feel about the plot clues given out?

I loved bonuses, and it definitely gave enough incentive for me to thread a lot. One of the things I liked about it was that I could customize the Persona's skills to be whatever I wanted, which is normally like pulling teeth in the games they're based off of, so having the freedom to do that was really fun.

Also, at first I thought you guys would have restrictions on what we could regain, but then we started regaining entire houses lmao. Not that I mind! That was fun! But I felt that what we regained... the value(?) of that regain per threads we turn in for the regain was inconsistent. With a single regain, we could have a bomb, but we could also regain an entire house (with nothing in it). With a single regain, we could get a hoodie or a weapon of mass destruction that would eat entire worlds. I tried to impose limits on myself like adding onto Terry's longbow powers with separate regains, but at times it was really wild. I'm not saying to have a strict set of rules of how much we can regain with a single regain, but like... a general guideline of sorts? I remember when Terry was first regaining pinpointing, we discussed that he could have it separated into four tiers. Kinda like that!

I was also one of the people who regained plot clues every now and then, and my reactions ranged from what I can remember. It did give me some things to play out, and that was fun! It also gave us info of what we could expect from the game or what's going on behind the scenes. I realized halfway that gathering all these plot clues on a character who is not good at these things was... yeah. But I didn't want to stress myself on dividing who knows what regarding plot clues, so I continued to shove them onto Terry lmao. But that's a me problem. I did spend a lot of time in an effort to organize the plot clues that were given, and I had to sometimes use Orien as a "Terry you're dumb. THIS is what it means" with them. It was my first time doing that in a game, so that was quite an Experience. I kinda don't want to do it again though...

What sort of plot clues do you guys like?

Some more plot clues that would obviously point something out. As much as I like critical thinking as the next guy, it wore me out. o)-( Though, with so many plot clues that I got through bonuses, most of the problems I wrote out about them are really... just a me problem lmfao

Other notes:

Dani brought up the limited in-person interactions in pokespe already, but I'm a little more concerned on how voice/video/text kinda worked in Route 29 back in the day since there were so many characters, but considering this would be a small game with lesser amount of characters, this is my concern... I just imagine some characters are forever solo travelers and they're across the entire world, doing their own thing forever :'D

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