Console W.A.R.S. Mods (
consolemods) wrote in
consolewarriors2018-02-05 09:30 pm
BETA TESTING COMPLETE! (aka feedback post)
Hey, all! We hope you had a great time with the Mock Trial, and I'd like to thank everyone who participated! If you didn't really have the energy to or if your character didn't work out, don't feel bad about it. Mock Trials are basically, like, really intense TDMs that you sign up for, so it happens.
We would, however, like to know if there's anything we could improve upon! There are things we know didn't really get off the ground, like the Thursday Challenge and the boss battle. In the case of the latter, we couldn't really get to it because of time, which we kind of regret. We... also kind of regret the timing, since there was definitely a lot going on this weekend that we should have accounted for! And there was a little bit of bad luck for all of us too. So we'd like to ask your opinions on the experience as a whole, but especially the following:
1. The schedule. Did you guys like the Saturday/Sunday schedule as opposed to the Friday/Saturday schedule, or would you prefer something a little more traditional? Also, do you think a time limit built into trials (like, say, 6 hours) would be a good idea, or do you think that'd make things too stressful?
2. The challenge. Was it posted at a bad time? Would more direction have been helpful? Do you think the challenge should be built into the motive somehow?
3. Anything else? If there's anything else we could improve about the game, we'd like to hear it!
So, what's next? Well, Round 1, the Nintendo round, of course! For all first party, second party, and third party Nintendo games, whether they originated on a Nintendo system or not! So like you could totally play Night in the Woods characters. Just so you know. We don't have a definite timeframe for that yet, but it's definitely going to be in the spring after Airlocked and R3 of Foolish Mortals wrap up. We're thinking possibly late March-early April?
We would, however, like to know if there's anything we could improve upon! There are things we know didn't really get off the ground, like the Thursday Challenge and the boss battle. In the case of the latter, we couldn't really get to it because of time, which we kind of regret. We... also kind of regret the timing, since there was definitely a lot going on this weekend that we should have accounted for! And there was a little bit of bad luck for all of us too. So we'd like to ask your opinions on the experience as a whole, but especially the following:
1. The schedule. Did you guys like the Saturday/Sunday schedule as opposed to the Friday/Saturday schedule, or would you prefer something a little more traditional? Also, do you think a time limit built into trials (like, say, 6 hours) would be a good idea, or do you think that'd make things too stressful?
2. The challenge. Was it posted at a bad time? Would more direction have been helpful? Do you think the challenge should be built into the motive somehow?
3. Anything else? If there's anything else we could improve about the game, we'd like to hear it!
So, what's next? Well, Round 1, the Nintendo round, of course! For all first party, second party, and third party Nintendo games, whether they originated on a Nintendo system or not! So like you could totally play Night in the Woods characters. Just so you know. We don't have a definite timeframe for that yet, but it's definitely going to be in the spring after Airlocked and R3 of Foolish Mortals wrap up. We're thinking possibly late March-early April?

no subject
Schedule: I actually prefer investigations on Friday, I think. I like having Sunday as a cooldown/wind-down day. I understand that it's hard on the mods with work schedules for a typical Friday, but even starting them later (6pm est or maybe even a bit past that)? Might work out.
I also agree with everyone here that I had no idea when things were going up, and that would have been nice to know. I might have missed it in the FAQ, but even a causal reminder in plurk (see you tomorrow at X for trial!) would have helped a lot.
Investigations: This kind of ties into Makoto's death, but I found the details here very blunt and straightforward, and not descriptive in a sense. I know it can be a challenge to translate case docs into investigations, but I think it really helps to set the scene to show, not tell detail. Not only does it add to tone, but it also allows more to be discussed at trial.
Trial: I'm not sure if this was a mock trial only thing, but I think having profiles (even if they're very basic like weight/height, age) would help a lot. I found it a challenge to profile a killer with nothing to go on. In a kind of similar vein, I didn't like how the Sheriff straight up told everyone "you're missing a clue". I realize this is probably for OOC reasons with things going long and a lot of people being busy, but it just sat wrong with me.
Challenges: I like the idea of these in theory, but I wasn't really sure what I was supposed to do. And as a person who plays a lot of ornery/stubborn characters, I would preferably want something that I could rope them into somehow. I am all here for nonsense but a lot of my guys aren't.
Boss Battle: Seeing as these will likely be on the fly I understand there's little room for planning with these, but I personally am not really a fan of player driven executions. That being said, I think it might be better to allot some separate time for them—after sitting through a long trial a lot of people are understandably burnt out and need to recharge.
All that being said, I want to reiterate again that I did have fun!