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Post by The City [EclipseZwolf] on Oct 30, 2015 19:52:15 GMT -8
Tertiary Fusion Feedback Thread Feedback for Season TF goes here! I will be posting my own feedback later, but for now in general I really liked this one so what does everyone else think?
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Post by The City [EclipseZwolf] on Oct 30, 2015 22:36:30 GMT -8
Eclipse's FeedbackAlright, my overall feedback for Tertiary Fusion. Obviously I will not be judging C as a mastermind like I have for the past couple masterminds as he has been doing this quite some time and knows what he is doing. The game itself I have some feedback to share on ideas that worked and a few things I felt didn't really work as well as they might have been intended too. On to the feedback!
Lacren Town + Random Forest + Mysterious Other side of Forest: The Map: I can't really say a whole lot on the overall structure of the map since I was unable to cross the forest for the entirety of the. As a result this entire section only really discusses the City and School areas. In terms of individual rooms details I felt there was enough information to describe what was necessary. Even if some rooms were fairly simple in their descriptions it never hindered anything. The supermarket didn't need exact numbers of rows or other things and just the food being there with cooling systems and such was plenty. The lack of extreme detail is a good thing since there are quite alot of rooms overall and having huge descriptions of each would no doubt be difficult to write and read. Usually by asking I could locate any extra items of import without any problems. Next is the overarching map design, imagining as if each room is a cube and I am lining up these cubes on a table to represent a board of movement. In general alot of it was a branching tree, with separate paths splitting up and then dead ending or splitting into more paths. Due to the extreme size of the map I don't feel that this inhibited murder *much.* Where it did affect things was like when Azuma was fleeing to her house after murder and Koro was in the single path to the houses and thus spotted her sprinting into their house. Yes, in that situation while sprinting without trying to be stealthy you are going to get caught regardless, but even being stealthy Azuma getting to her house without being seen would be extremely difficult. As I have stated in previous feedback threads, I think its best to try and have multiple routes to special locations so that one player being in the right place at the right time doesn't screw everything up. You did have areas like this that circled back on themselves giving multiple routes in and out, which were great. The consequences of night also alleviated the single path issues. I feel this issue is a minor one at most since there were ways to make moving over rooms with players plausible and the extreme size of the map usually meant a person being in your way if you scouted out would be predictable at worse. The map(what I experienced of it) was well made in terms of what it was trying to display to the players and I never felt like some areas were out of place. Again, NO idea what the overall map was on the other side of the forest, so just take this stuff for the side I was on.
Live to see the next Dawn: Day Night Cycle: I mention this mostly because of the fact I brought it up in the previous section. Darkness was never a real hindrance if you were carrying a source of light, but its existence did allow for more special actions relying on night. It even integrated with the Mutation abilities. You handled this in an ideal way as an piece of the game and didn't let it define a players experience but augment it. Players didn't have to play AROUND night time but it granted them a new tool and a new weakness for exploitation. Excellent stuff.
The Sheer Length of the Shrooms: Mutation Abilities: Awesome. These abilities really redefined some of the regular SHSL stuff that goes on in the games. Usually players just get their SHSL and thats it, yay thats what you are good at and thats that. The mutation abilities really encouraged a desire of self discovery since it was something strange that even the possessor didn't really understand. To compare it to Arcanas in a way, the goal is to make the player feel empowered. When a player is handed an Arcana its like tossing them a card and saying "THIS is YOUR trump card." That specific person feels awesome and empowered. The mutation had a similar effect but instead at the very start you dealt everyone a card face down and said, "These are your trump cards, but to use it you need to figure out what it is first." So everyone had this immediate knowledge they had in their possession something awesome, but had to play the game to find out. I was essentially told what my ability was so I can't really discuss the process of learning ones ability from nothing, but experimenting with my ability was still a thing and interesting to do. Now, I have to do the big bad comparison with Arcanas. Are the Mutation Abilities overpowered? Yeah, kind of. With my maxed out ability I knocked over a monstrous being and hit it with enough poison to kill it in 30 seconds. I dented refrigerators with just the impact of the Shroom Cannon. Saki got one shot by a sofa swung like a baseball bat. Kazuya tore out someones heart who had hardened themselves into stone. BUT! These powers all had to level up and it was nigh on impossible to figure out what leveled up ones ability. Some abilities were better early on, but just from scanning the mutation list at the end, all the powers seemed that at their best they could be extremely powerful. Reward those who play, but even those who don't still have something. I do think balance still matters even with a level up system like this, but its alleviated as everyone at a bare minimum had the potential to be OP as all get out. In its favor it fit with the superplot and was a rather large part of the overall theme of the game which gives it bonus points for fitting that. It wasn't a tacked on gimmick that was cool, but a central part of the entire game that was also cool. There is a danger of this kind of power system being unbalanced and a problem, but here I felt it was executed very well and with care something similar could be executed again.
ASSIMILATION 7; REVENGE OF GAIAPHAGE: The Superplot: Sadly, I can't actually talk a whole lot about this since I never found my way through the forest to the lab where alot of plot was. What I did find was interesting and powerful. Documents had obvious clues as to what exactly was going on so it never felt like I found a super plot document but then said, "Well that plot was pointless." The whole tension that was drawn though with the reveal of the beings fighting above and the steady falling of the barrier really did make the whole experience feel like a story being told. Yes its important for the players to feel like a part of the story, but the superplot still shows up and gets everybody on the ropes when things get serious. Interesting, I liked the twist about Nagisa being the mastermind and Aelori being a demi god. Both were really well planned and the figuring them out was very much a part of the game. So.... I guess it boils down to, "Great job with the story, the overall story of the game was interesting and fun to be a part of."
ASSIMILATION 7; THE MINISODES: Player specific plot lines: Awesome. Like mutation powers each player having a unique story inside of this overall situation was extremely fun as it defined how I played. Yeah I was worried about the overall plot, but my mini plot gave me a goal to pursue, learn who I am in the game. Everyone's stories had unique twists and turns and for the most part all of them seemed different(with the exception of late appliers which I expected). There were sub factions amidst the players, the Gaiaphage faction, the Alteir Faction, and the townspeople groups. All these little twists and turns come together to form interesting stories inside of the already interesting story that is the superplot. Plot documents were well written and really carried across the story of this town and the people still here. Excellently done, your hard work served you well.
YOU ARE UNDER CITIZEN'S ARREST!: Community Trials: Well....we had one! I do like the idea and it does fit the scenario we find the characters in so I can't complain about that. It didn't FEEL like at trial, but it felt like a trial? English, I mean two different meanings for each trial. It didn't feel like an official court trial, we didn't arrive and present our arguments like normal and stuff. But it did feel like a trial, like a hurdle that had to be crossed. With people searching for the culprit, splitting up, and investigating it felt like it was the duty of the group to catch the killer instead of us debating and trying to determine not who the killer is, but who can figure out who the killer is. If that makes any sense at all. The community trial we had really brought those involved together as a community to find the killer. Named appropriately I guessed. Yeah we kind of bypassed the trials later which is awkward especially since people won with that method. You said so yourself, shoulda made murder a little bit more difficult to win with considering trials could be ignored or bodies could just go undiscovered. I did feel this was a minor downside as the atmosphere created by the community trial when we had the one was great and really got me invested more than more generic trials might have.
The art of MURDER!: Murder, specifically motives: Yo! I did motives once and it didn't work great, mostly cause I poorly planned how gold motives worked. I mentioned in the AP review that players who wanted to murder were locked behind a plot/puzzle wall and that hurt activity, especially since murderers applied to murder that game. You have a scenario here where you built this to please the crowd you sold this game too. You sold this as a plot heavy game with individual plots for each character and players who wanted to know their specific plot and be a part of this story HAD to participate. You left murder open, but you didn't lock plot behind murder necessarily, at least not much. Players instead had to go find plot(WHAT THEY SIGNED UP FOR!) in order to unlock murder. So by the time a player has found their reason to murder they have played the game for what they applied for, their personal plot. Murder felt like the conclusion to everything, instead of a barrier to what we wanted. If player decided not to murder, great you still had your plot. If you decided to murder great you still have your plot. All about what we came for this game, which was PLOT. This is how motives in games should work. The motive was a part of the game and not just some barrier to the players fun and enjoyment. Doing what the game wanted you to do unlocked the freedom of murder within the realm of the game. The motives also controlled op powers to an extent as people couldn't just RANDOMLY murder most of the time. Another thing I felt you handled really well.
You know how I feel about the hun.... wait stamina?: The Stamina System: Yes. This is how we do hunger. Yes, if you don't eat you aren't punished by the game itself, it merely leaves you weakened to be punished by other characters. Stamina doesn't end the game for a character like hunger, but without it you are severely worse off in life/death scenarios. Having stamina be a thing is cool because it lets you control people who want to superman through the game, just doing crazy tough tasks one after another by forcing them to slow down. On the flip side there is a level of management as a resource. We could have micromanaged food and rationed, but we didn't. It didn't define my experience, but it augmented it. I needed to take it into account to do well, but I wasn't forced to swallow this mechanic whether I liked it or not. It really fit the situation well.
MACHINEGUN TALK BATTLE!: MACHINEGUN TALK BATTLE!: We never had one. RIP Mechanic. It sounded cool at least. Maybe next time we can actually try it out.
All according to Aizen's plan: The Endgame: The final segment of the game. The rules shift, the dead rise, and suddenly it gets real. The amount of tension in this situation was great. This is what the entire game was building up too and everyone understood that it was do or die time. I did feel that some people might have just been SHREKT a little too hard but I don't know the exact situations they got destroyed in, but its hard to not imagine them not having a chance when you find them with just a burned hole in their head. Bringing lots of people back to life fit the plot, it just felt really weird to have revived people constantly keep reviving and then regular person dies instantly and nobody cares to bring them back? I saw mention of a way to kill so they can't be revived, but that felt a little out of the blue. This was the one issue I had with this who thing was that disconnect between the seriousness of death and the carelessness of revival. I think reviving everyone right away was fine, but the consequence to them seemed kind of minimal compared to characters who straight up got killed off like Felix and Sayaka right at the end and are just dead. Having every separate factions plans coming together here was cool and did give a very big sense of the ENDGAME. The climax of everything essentially. Like I said, only thing was the weird jumping back and forth between person insta dead and dead after the events of the game then dead person is revived, dies twice more, then is revived and survives the endgame? Just kinda awkward, maybe if they got carried off by the god that was reviving them or something, but as it is it felt strange and disconnected.
Fusion and Fission: Final Summary: Tertiary Fusion was a delight to participate in. I wrote most of this feedback trying to look for things to nitpick and fall back on the regular things to nitpick, the map and other things like power balance. The game excels pretty much across the board and at least for me I had a great time participating in it and for the first time in a long while got that noxious feeling I get when I can't stop envisioning how the events of the game will play out. Death in legitimately worried me and I legitimately wanted to beat the game and be one of the ones left standing after the carnage. Tertiary Fusion takes alot of the great ways to create the atmosphere of the game and fused them together into a fantastic season. I have to fission it down to even commented on the mechanic that never happened to make this an acceptable length(2640 as of here...2645). The complex plot combined with all the little stories really made this an interesting season and one I WANTED to stick with and keep coming back for the next sessions. Excellent job Sea. Now I have to go work harder on Azure so I don't look like some scrub mastermind T_T.
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Post by Ryohei Sasagawa[Hero] on Oct 30, 2015 23:11:24 GMT -8
it was a good game, I honestly enjoyed it I was there most of the time being a drop-in player meant I was "teamed" up with other drop in players so me and Hitomi were team no powers. We started the game as agents of Altiar sent to destroy all research of the mutations and to kill the man behind the research, Dr.Arum, so we did except we failed to get the gaiaphage which was the last piece of research. Anyway enough about what happened to me,now onto the review:
Mutations:I didn't get mine until two sessions before end game. so I can only say I found out I could hide in the shadows which was cool but didn't get to use it much due to the shortness of night and when I got it. Us normal folk got mutations when we were near the lab for long periods.
Murder Motives:so a part of the standard win condition was completing your motive to kill another player or two, now this was a hard thing for me because most games I go in it for the mystery win condition which usually doesn't involve killing someone but I came to terms with it and actually did get my, or our team-no-power's, murder motive complete. Although I guess it does create a sort of wall to pass that may be harder than simply collect all the plot and figure it out...this part of the standard win condition became equally hard as other win conditions such as mystery if the target player was active.
Normal Days: They were fun trying to find the lab and destroy it, it was cool walking around the place searching everywhere eventually finding a clue here and there it was fun, but not realizing the Dr.Arum was a player until it was point blankly told to me by Hitomi was kinda of a surprise. I did not expect players to be so important to the plot. I have to admit it was fun searching the whole map but the side of the forest was much smaller than the main area so you didn't miss much rooms eclipse just much plot.
End Game: I missed it although I sense much rage I missed out on experiencing which is a plus...
I liked the plot until we started to involve gods in on the science bizz I liked it all science but sea and his gods *roll eyes*
Conclusion: TF was one of my favorite Seasons cause it was intresting as well as the fact I could be here almost everyday I wish I could do this for more seasons but if I can't be there I won't enjoy myself as much due to missing out on sessions.
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Post by John Dark Souls on Oct 31, 2015 14:06:48 GMT -8
『Well then, guess its time for me to write up my feedback too. Well, as I don't usually have any template or anything guess I'll just be randomly going through stuff I remember as I look back on whole experience~』
『Personal Plot:』 『From the very start, I woke up with little memory of what happened with but my clothes and key to my house in my pocket. But right as I went into my house, I found how it basically just screamed Saki all over it. It was a tidyish house with 4 pretty sharp ktichen knives in kitchen and teaset and all in living room + kitchen on first floor and a big study with 1010 books on different stories and tales and studies on subject of Fate. There was also an old book from Lacren Library on how to summon God of Fate with his name and need of 1000 sacrifices (yes, with 1010 books on fate in plain sight) but with most important part, the magic circle gone, the page in the book being unreadable. Its easy to figure out what Saki was trying to do in this house. I went to my room and found a poster with faces of all people with mutations on it,of course, I could recognize only Sayaka, Amyth and Kurai since I appear to have known them from before the moment my memory went missing, and it was precisely these 3 that had arrows pointed at them with Kurai having 5 different arrows at him for some reason. I tried looking behind poster and saw the “Fate requires Death” message. This alone wasn't enough of the motive, but it let me know what to expect from myself. There was also a diary in my room locked by a 4-digit number password and a note saying I needed to go to Media Center for interview. Of course, it took me little thought that password must've been related to Fate, and so I thought how to write FATE in numbers and realized that A=4, T=7, and E=3. So I only needed last digit. But after I told that to Sea, he was "Stop cheating" so I decided not to randomly go through all numbers and instead go find actual password hints. So I followed the obvious thread to Media Center and there saw the interview and all which also showed me live footage of who I was. And also after examining surrounding rooms in Media Center, there found documents on it being Alteir corporation that made them interview me in first place. And so I followed the next thread to Office Building and there found a file on me saying I wrote 5473 all over my diaries. Of course, it troubles me a little why 5=F but nevertheless, my earlier guess was correct. If anything, I am only sad that my password was written in an open just like this making it too easy of a puzzle. And only then I opened my diary (which I must note I could take with me for convenience) and found out about my power of Blades of Fate and about how I dealt with "3" using it already. I first thought it were Kurai, Sayaka and Amyth and was slightly surprised but nevertheless, it was pretty obvious that it were either their houses or school that I should've explored next. And indeed it was there that I found my next item that gave me motive to kill Kurai, Sayaka and Amyth. Well, it will take much longer if I just write the full tale of what I did and how, but I think this should give an idea on how the personal plot progression worked. And considering how famous I was and how much I was involved with everyone, there were still unknown parts of me to find from other people. Overall, it was easy and linear as long as you just thought ahead about yourself and followed the leads that were there. But even though easy, it still left you some sense of achievement as you understood more and more about yourself and your powers also allowing you to feel more powerful as you did. In the end, I think this was the game's greatest charm and I really loved just going around and looking for other people's plot! (though I was denied later as it revolved around motives and I didn't know some of people's names.)』
『PUZZLES!1!!!』 『Thought to write this first but I realized that I should've wrote personal plot first since it was the game's main point. Anyhow, back to my beloved ones. Puzzles! Some of you might not have met them since I went around solving most and puzzles around Lacren City were scarce, but nevertheless they were still there. I already wrote about my diary puzzle before. It was a very simple diary puzzle and I could really just solve it by getting in-character and thinking what puzzle I could do. But if I weren't this good at puzzles, I could still properly follow my plot and find the password itself. As I broke in people's houses, I found other small puzzles like Reimu's diary which was locked by a similar password lock. In the end, the password was a random XOXO word that I found on note in Church but still felt very simple and obvious to me since it felt so out of place on that note, that I got it done on 2nd attempt. But there were also puzzles locking the superplot and game progression too. First I met was password-locked PC in Department Store. I tried randomly writing random word and it gave me a hint: "Very obvious." after which I just inputted "password" and it opened. A very simple and straightforward yet still satisfying puzzle. The reward it gave me was so-so since I didn't really understand plot much at that moment, but nevertheless another puzzle solved. The more fun and complex puzzle was the door locked by voice lock on 4th floor of Office Building. I figured it would have to do with phones since they were everywhere. So I found the number of the Office Building and phoned it and heard the auto-answer of old man's voice recording. I recorded it on my cellphone (I took cellphone and recorded all sorts of info on it and also used as communication device (later on it)) and replayed in front of the door to get it opened. All puzzles were relatively simple, but still fun enough to solve. My only regret is that all puzzles remain solved after you solve them allowing everyone else to proceed to reap rewards and not allowing you yourself to try the puzzle out if anybody solved it already.』
『Game Progression:』 『Yes, after I spoke about the game progression puzzles, I just have to speak about this now. There were both things I liked and things I didn't like about it. First, lets go from things I didn't like. First, about when the school opening. The game map was split in few sections depending on plot progression. First was Lacren Town itself, second was the School and third was the buildings in Wasteland across the forest from school. And yes, as you can see already, it was me who solved Office Building puzzle first and it was me who got the key from school entrance padlock that everyone made a fuss about. I specifically solved it earlier and kept it unknown that I had it so that I could get at least some time to fully explore first area of the game because I literally participated in every single session of the game but I was still yet to have explored the full map at all. And all other people were going on and on about who solved the puzzle, who got the key and who doesn't open the school and how much they want to enter to continue their plot. I am 100% sure there was still something every single person in the game at that point haven't found about them in the first area still. Yet they and and the new bonus people who didn't much care about personal plots as they had none and just cared about destroying plot which was their objective just kept begging Sea to open new area ignoring the privilege I should've had as one who solved the puzzle and just blowing the whole door to school away in the same day that I solved the puzzle. Again, I had no intention of locking everyone inside. I just wanted to at least get some time to finish exploring the first area. But then Sea allowed everyone to just go in as I was exploring and in the end even though I was supposed to have advantage as one with key, I ended up getting to school last and receiving short end of the stick. This made me pretty salty throughout whole game. Can we stop the forceful progression of plot like this considering there was still lots of time till game ended and all it did was become a detriment to one who should've gotten a bonus considering all it made was still made me remain in first area as school was opened and as people moved on and Satori did murder and Touwa and Hero happily got to destroy the plot in Laboratory while everyone was distracted by everything? Okay, and now to the good point. Even with all that in mind, I still do think that the whole game progression was nice with you being able to sense the pressure the more frequent and fierce barrier explosions occurred letting you know things were going to get bad soon. The plot the further you progressed and locations you visited also kinda hinted on that this might be happening. If anything, I just felt that game progression was a bit too fast-paced. True, it was only 1-2 day difference from Paradox but I think those 1-2 days were felt too strongly.』
『Stamina and Hunger:』 『First of all, these 2 are in fact different. And contrary to popular belief, eating DOES NOT refill your stamina. Eating food increases your max amount of stamina available and if its your favorite food, amount is increased too. (probably temporary effect) While in order to actually restore your stamina, you need to rest. Like, go to sleep in bed and rest for 1 hour and your stamina will be back at 100% again. So, even if you didn't really eat that much, you still had enough freedom to act around if you just took rest sometimes. Unfortunately the food I picked was tea so I couldn't even make it unless it was place where there was a teapot and I'm pretty sure only my house had one so I had to return to house to drink tea and most often I didn't have the leisure to, but I still feel like I had enough total number of stamina. So Hunger itself felt as just a reward for being IC and eating. But, stamina is still very important part of the game because without stamina unless you are a special exception, you cannot even use your mutation ability. And low level mutation eats enourmous amounts of stamina too. So just the amount of stamina you have can easily decide whether you win in a fight or lose as it did for me. But, you didn't quite have the leisure of just resting for 1 hour on the last day when everything was going on. And Ilenskvel also kept resurrecting you with full stamina, so I feel this was a point that could quite clearly throw balance off the rails on last day for some people. Otherwise, am totally fine with stamina since it will make you try not to rely on your power for everything and show that there are limits to stuff.』
『Mutation Abilities:』 『The most cool part of the game that made everyone special. All players had them, but seeing as all lost memories, nobody had knowledge on how to properly use them at start. And so people went to look for plot on them. And even then, what everybody found was like first page of diary about how they found their abilities, and the use your character thought it had. So you could quite easily find another use for your ability if you just thought more openly. I'm pretty sure Saki from before just only used her mutation ability to create blades and slash at stuff, while I found a way to utilize shape-shifting of the blades as they are summoned to make blade fit the key form and lockpick doors this way. And abilities mostly weren't just som magic tricks like me using some magic all slicing metal or something. The blades I summoned were very metal and thus followed physics too. The glorious example I can give is how I got electricuted just by swinging my blade in school that was filled with static electricity and how stabbing my katana into the floor made it ground and disperse the electricity in the room through it. So lots of interesting ways to use your abilties could be found just by thinking about them. Evolving abilities was also interesting. First I thought that just following my plot made them evolve, but in fact, it was the fact that I found different corpses and seeing people's Fates as I did that it evolved. (Saki sure leaves corpses wherever she goes.) And even investigating where Kitty's corpse was in fact connected to my ability evolving which also was great. (though I was oblivious to that since from my Diary Saki clearly thought that it was killing herself that evolved it) Now as to the power balance. I think all abilities had a potential to be both very powerful and just nice depending on how much you leveled it. So in the end ability vs ability went to how you used them. Although there were still super poor matches like Kitty with her sight ability meeting Azuma with her... mutation (quite literally) into a big oversized 4-armed canary ability which I don't see any kind of way for Kitty to survive from. But in the end, even if you had a super awesome ability, if you had no stamina to use it, you are as good as normal person. Which is precisely what happened in Azuma's house when I was killed by her. I without any stamina (which is pretty much a state of normal human after running marathon) had to deal with a giant canary freely swinging sofa around. It wasn't at all that my ability was worse than hers and I am more than sure that I would've been able to win if I had same level of stamina. It was purely because of my SHSL, the situtation I was in and my lack of gas that I lost, so I don't feel like it was a balance issue at all. But in the end, fights with abilities are pretty much about how prepared you are. Wish I kinda didn't die in middle and had more time to experiment with my power though.』
『Trials, Murder and Motives:』 『Trials in the game felt... How should I put it... Very underwhelming. They weren't mandatory and you could either participate or not and they were mostly done during the game and in the middle between sessions, and most importantly your character had to be present in the trial room so you had to stop doing what you were doing and go there. This made people very disinterested in them, since they would much prefer just doing what they were doing. This was further encouraged by the fact that murders required a motive, so as long as you gave nobody a motive and you were sure that the murderer wouldn't go for you, you were fine and weren't threatened by murderer on the loose at all. There was also no fail to convict and murderer goes free and RIP you. And so we have an envoironment where murderer happens and people are like "Oh, somebody got their plot motive, we must hurry and go find our plot too before they end game or something". And most of all, we have another problem. A problem called late-in players. Late-in players didn't have any personal plot on the map, so they didn't need to search for it. They also didn't have any motives to kill anyone so they wouldn't be interested in murders and at the same time nobody had a motive to kill them too so they were super safe. Now tell me, why should they be caring about murders? Answer: they shouldn't and they didn't. Late-in players had a concrete goal of destroying superplot regarding Alteir Corporations and so right as the trial and investigation was going on, they were going around burning plot docs and blowing up Laboratories destroying all our precious plot while we were doing something completely unneccessary in any kind of way. And this point kinda makes me really salty since I liked finding all the random plot. Thus I very much think that combining late-in applications or characters returning to map after clearing their special objectives to find plot and motive system is in no way a good idea in any case.』
『God Summoning and Special Objectives』 『Summoning a god into the barrier using one of the books and a name, was one of the way to start endgame right away and gain a favor with a god to let them win and get special victory condition. This did sound epic and considering the amount of work you had to prepare and know, it also was fairly difficult. But if there was only one point I didn't like about it, it was the fact that books about god names were in player houses. So the player that started in that house naturally had a head start with that objective and all they had to do was find Library and prepare sacrifice. Of course, it was Koro's house so you can imagine how it went for them, but still, I think a better hidden place where everybody would have equal chance would've been better. There could be other secret objectives but pretty sure I haven't found any of them.』
『Map and exploring:』 『Mostly all as Eclipse said, the map didn't feel that big but might be because it was all pretty much connected to one point. So if you just camped around 3rd District and School Entrance, you could see most of the players passing through here and there going to different places. So camping for people or blocking people's paths or accidentally meeting them was a bit too easy.』
『Roleplaying:』 『This season had a really great opportunity to RP just from how much personal plot was going around. But very fast-paced progression made players run around a lot and be all too focused on finding their plot than interacting with others about it. Lack of proper trials didn't help at all. So all we got was just random few people who cared and RPd sometimes when they could, and other people running around doing whatever. People not knowing each other IC after memory loss also had it's toll on it. Of course, I was in slightly better position for this since everybody and their mom and dad and probably a pet too knew about Saki from her interview. And I also was kinda randomly going around making mess of a school just to kill a certain trio. So everybody was approaching me and going like "Hey, you are Saki right?" or "You are that fate girl Saki, aren't you?" and just talking about nothing in particular at all which I couldn't see as anything other than them trying to RP with me allowing me to shoo them off in style. Of course, I also met with Ravan mid-game as I was digging up corpses of 3 bullies I killed and finding more personall plot, but luckily we got along nicely somehow and then went around through game together RPing whenever we could which made the game much more enjoyable for me. But otherwise, if you were solo playing, there were very little space to RP unfortunately unless you just RPed with yourself in front of Sea which is also making you look even more sad and ronery which not everybody (unless you are called Wine) can keep doing.』
『Death is not the Ultimate Fate:』 『I did die in the middle of the game and just rolled around for few days watching. But even then, I had hope somebody like maybe Felix who I got along with would decide to summon a god and revive me which was totally possible. But unfortunately it was precisely because I got along with Felix too much that he despaired a lot and lost motivation (plus busy with uni) while Kazuya didn't quite have enough motive to ressurect me that I never returned to land of living until endgame. But even as I did, I was just temporarily resurrected by Ilenskvel to act as his pawn in collecting catalysts(players) dead or alive and dragging to him. He did promise to make me permanently revived and even make me ascend to god if I helped, but Saki thought "Screw you, only god that must exist is Abelvion" and so I did all in my power to prevent him from getting bodies even while knowing that it will result in my death. Strangely enough, it seems like he forgot to undo his temporary resurrection after he left which left me alive even after game ended. Well, it was nice to be able to play again like that, but in the end, I still felt like I was too tense trying to survive after being ressed once considering how Satori just YOLO'd with Eclipse and got ressed twice even after dying to Eclipse even as Ilenskvel was in the Residential Street. It also kinda makes little sense how he required us to bring him bodies if he could just res people at any point of the map while being there so pretty sure he could just grab them himself. But lets leave that point aside.』
『Overall:』 『In the end, I still very much enjoyed the game. It was a very fun and unique experience even with all it's ups and small downs. The atmosphere was there and I did manage to get in character to certain extend. But I still think I didn't get as much time or opportunity to RP as Saki so I might or might not be using her in some other game~ If I had any regrets, then it would be not being able to settle it with Azuma in smash in the very end of the season xD』
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Post by yaes on Oct 31, 2015 14:51:37 GMT -8
This was a very enjoyable season for me, and as someone who was alive and mostly active I will share my thoughts. [If there's a place you got to go, I'm the one you need to know] The Map: I felt that this was very well executed, with each player having a place they could call home (literally), but at the same time not making a completely safe haven for players to just afk at indefinitely. The streets and buildings were well structured, making it fairly easy to memorize where everything was at. The town served its purpose very well, you could find general information about what was going on so you could get an idea of what you should do, and also made you curious as to how you fit in to all of this. Then once the School was accessible, it felt like the game really started to get going, players started finding more information about themselves, those around them, and what was going on behind the scenes. I liked the idea of having to search and explore the area you're at in order to be able to access the next one (in this case, maps), although I hear that some just randomly found the secret/hidden areas. I enjoyed how the areas beyond the forest were all fairly important, not much fluff or filler areas, everything was there for a reason whether you realized it or not. They were straight to the point and I enjoyed exploring them. I believe I explored most of the map, with the exception of the blown up Laboratory and the mines (which I don't think I could get to, or even if I could it wasn't as important, for me at least). Overall, the map was very well made and I enjoyed the time I spent exploring it. [Harder, Better, Faster, Stronger] Players/Abilities/Freedom: This was all handled very well for how much was going on. There's always that small thought in the back of your mind about how you can keep it all under control and maintain a balance between the players without restricting their actions, and in this case I felt that everything was balanced correctly and that players were not very restricted in what they could do and it made the game pretty fast paced, or at least it felt that way since there was always something going on somewhere. I can't speak much for mutations themselves as I really did not encounter them myself in the game, but I felt that at the very least my own ability was well-made, when I sent in my personality, I was kind of going for a two-faced one, that could serve two purposes depending on the decisions and paths I took in the game, so I was very happy with what I got. Finding out how to level your mutation gave you that same sense of exploration, much like the map. It made me curious on just what I had to do in order to get stronger, now... I'm one of the players who never found out, unfortunately. Looking back now, finding it out was fairly simple, but I guess I just wasn't thinking about it enough. I only have myself to blame. From looking at the list of mutations, I can tell most --if not all-- mutations were well balanced to the point where an even fight between the players could be had, as long as they took care of themselves. Which brings me to my next point; Stamina system: Finally a system that helps to keep players in check while making them actually care about it! The problems with hunger system in the past was that most of the time people just ignored it, and when they couldn't they just found it annoying or whatnot. But not this time, I had to make sure to take care of my character or suffer the almost immediate consequences. I'm sure that other players can confirm what happens when you choose to ignore the system. Spoiler: You die. Not directly at the hands of the system no, but at the hands of other players, all because you didn't take care of yourself. Now this might be kind of hit or miss with some players, since some will just reject the idea of restriction just for what it represents, but I enjoyed it in my case. If the game calls for it, I believe this system is the best model for it at the moment. [The World Ends with Plot]:
Not going to lie, I was pretty confused about a lot of things from the beginning to around the middle of the game. An abandoned town, amnesia-ridden players, science/experiments, corporations working from behind the scenes, etc. All fairly standard, okay. But then it begins to open up, and you find that there's a lot more going on that you think, the players that you thought were similar to you (from your personal plot) ended up being a lot more important than you thought, and the introduction of Gods was also present and it kind of left me confused for a while as to just where all this was going. This is where I thought to myself "This is not enough, WE NEED TO GO DEEPER". And I did just that, I set out and explored even more, while still keeping an eye on what other players were doing, to an extent, although not as much as I would have liked to. But when the plot calls, you must go after it. To summarize my thoughts about the plot, I enjoyed it. It was well executed, and the confusion was something I actually liked. Why? Because once you're nearing the end, you see it all come together, the bits and pieces that you just found at random were actually tied into one big story that started to make sense in the endgame, as it should be. As for personal plot, I really liked this as it gave you a reason to care, something to strive for. It made me want to know more about myself, what I was doing, what I was looking for, and along the way it made me share the same goals with my character. It was a very good jumpstart to the mystery that awaited ahead. I realize how much work this must have been, but I am glad that you, as the host, were able to make it happen and it paid off. While it's unfortunate that there were a select few that were not able to attend to this great game, it is unavoidable. Life calls in the worst times, and there's not much you can do. [Trials and Tribulations]:Well, we had one trial. As the primary investigator (or so I'd like to think) for the trial that we had, I was pretty stubborn when it came to trying to find the body, exploring multiple parts of the map in order to find a clue, which was actually something refreshing, as usually you just have the body right there, in front of you, and instead you spend your time searching for clues. After I managed to finally reach the body, I was a bit depressed at how others just seemed to completely ignore what was happening, or put little effort into it. But I was able to rope in a couple of helpers (sort of) to join the investigation and trial. Well, most of us know how that went... and there were some bumps in the road, but that's something you can expect when you're in a town full of crazy people with powers. The trial was fairly simple, but I enjoyed the time I spent trying to solve it. I missed the second (possible) trial that could have happened if I were present, but who knows. I wanted to solve this murder afterwards, but time had run out unfortunately, and I simply could not take the small time I had left for it. While trials definitely took the backseat in this season, it was for good reason. If the trials had been forced, I believe that the game would have suffered in many ways, but most of all, inactivity. Let's face it, those who didn't participate in the trial weren't going to participate if it was forced either, which would have instead resulted in people being inactive, instead of going around doing plot stuff. Maybe it should be considered to remove trials altogether for a season similar to this one where trials just aren't very important. The players can still solve it on their own if they wish to, but that's it. Roleplaying: My character wasn't exactly the most social, as he was mostly just the lone investigator in the shadows. While not particularly unfriendly, he would not really approach others, and instead let them approach him... Which was difficult since most didn't want to take the time to meet or know each other. Most were simply too busy going ahead to solve puzzles and get the rewards before anyone else could and hoard them, and others just didn't care for anything besides their plot. Now, I enjoyed the time I could roleplay, I did spend some of the beginning pretty much just talking to myself, but after some time I started to feel like I was a crazy person and just kind of stopped doing it as much. While I found the fast pace of the game enjoyable, the roleplaying did suffer from it, but I wouldn't really trade one for the other. [Race Against the Clock] "Whatever was due to happen at 00:00:00 was unlikely to be good."
Endgame: The rush, the tension, the adrenaline. Faced against beings larger than you, you have to make a choice. Do you face them? Do you run? Do you try to get on their good side and use them to further your own goals? Well, my answer was all of the above. And it gave me a rush, to wonder if the decision I just made would be my last, if I could actually change anything, if my actions were the right one, all were thoughts racing through my mind. As the end began, I could see everything coming together, but at the same time left me with some questions: What do I do? Who do I side with? What is the right path? In my case, I chose to forge my own. I used the gods to try and achieve my own goals, and it worked - partially. There were some players dying, but that simply meant to me that they chose the wrong option, they couldn't overcome their Fate. Not much else I can say about it. It's fast pace added to the confusion and just made it all even more tense than it already was, so many things going on at once, and one single movement, one single decision would be the difference between life and death. [The End... Or Is It?]Final thoughts: One of the seasons I've enjoyed the most, and I was glad that I joined it. My only thoughts right now after reading the conclusion are that I am looking forward for the next game, seeing as how some things remained unresolved. Whether or not Kazuya returns remains to be seen, but even as a completely new person, I look forward to finding out what comes next. A note of thanks to C Drias/Seadrias for hosting this enjoyable season. Thank you. -Makoto [Kazuya]
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Post by Satori on Oct 31, 2015 17:42:27 GMT -8
My feedback on Tertiary Fusion~
Personal Plot: This a nice concept in addition to the superplot since it not only motivates people to play more and discover themselves but it also lets them experience the plot in their own unique way. Although I wasn't really focused on finding my plot (Even though I already found most of my plot since there were only a few docs which involved me) It was still nice to know who you were and what you were doing prior to the game.
The Superplot: Although I wasn't personally involved with the superplot, I liked how one of the players actually turned out to be one of the masterminds since we haven't seen something like that happen in a season since 4.5 but I also liked how some players (Most notably Jay and Koro) were involved in the superplot since they are people who don't accomplish much in other games (I totally expected major players like Eclipse, Sova and even myself to be involved in it but turns out that wasn't necessarily the case) and its nice to give players who don't get much attention a major role in the plot and empowers them to be even more engaged with the game.
Murder Motives: In addition to personal plot and unlike most games, there is no global murder right at the start but instead players are given personal motives to murder someone which is nice since it prevent players from randomly killing people and also prevents unnecessary violence at least for the early game which gives time for players to discover their plot without worrying about others. Though a global murder motive did exist. (Which I found in a secret location and empowered me to murder a lot more than my personal motive XD)
Mutation Abilities: In addition to our SHSL abilities, we are also given mutation abilities which are quite different from the usual abilities since you need certain requirements in order to use them and you aren't given your ability right away. (Though for most player, they could figure it out very early on) Unlike the usual abilities, mutations can be evolved to make them stronger which is nice since it gives a sort of customization for you power and encourages people to mess around with their power and try to discover what makes them tick. In terms of my ability, It was one of the most OP powers in the game (I mean I could literally turn into a giant mutant canary with 4 arms and crushed someone with a f*cking sofa! XD) but it was also the hardest the use and evolve since I needed to make "friends" with people and only triggers under certain conditions which is actually justifiable given the OPness of this power so it was pretty balanced. As for the other players abilities, some were pretty balanced while others were OP as f*ck (Looks at Eclipse's mushrooms of death...) but overall they were handled pretty well.
Stamina: Personally. I didn't really have much stamina issues (Mostly cuz I didn't do much physical activities) but for some others, it proved to be a challenge since it forces players to plan their actions more carefully and manage their resources. I think this system was handled pretty well and I like how you don't die if you don't eat for a day (Realistically, a person can survive 30 days without food although can't survive a day without water) but instead it just weakens you. Food itself wasn't too hard to find although most would spoil after a few days so you had to stock up on food as early as possible. Overall. I'd give this an okay.
The Endgame: Much like in Paradox, The dead players are given a chance to participate in the endgame and were tasked to assist the god of life in fulfilling his objectives which was nice since dead players won't feel left out of the endgame but at the same time it also felt kinda awkward since revived players can't die by normal means and a few of them (Including myself) survived at the end. While I didn't feel much tension from the endgame, for others, it surely gave that feeling that everything to coming to an end created a lot of tension. Overall. I'm quite satisfied with how things turned out at the end. (Besides the fact that my fight with Saki was never finished and she survived at the end ;/)
Overall: I really enjoyed Tertiary Fusion and it was one more engaging seasons compared to others since you makes you feel your part of something bigger with all the personal plot and all and like I mentioned before, it lets you experience the plot in your own unique way rather than having to follow a linear plotline like in most other seasons. Although some features can use a little work but overall. Its a great season and looking forward to your next season. ^_^
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Post by Chatt on Nov 2, 2015 19:44:17 GMT -8
*glances at walls of text above*
Nah. Every part was great for me except ...
The maps. Players hogging them locked out part of the maps, especially those with plot, for many. It can be argued both ways, but imo locking people out of parts of the map, particularly those with such important plot aspects, is detrimental to the whole experience. Particularly in seasons with such an emphasis on plot.
That being said, it's the only part I can complain about. Rest was freaking incredible. Easily one of my favorite seasons ever.
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