Recollé Mods (
recollecters) wrote in
repeter2018-07-08 09:24 am
Entry tags:
HMD
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HMD - JULY Welcome to Recollé's quarterly HMD! Due to feedback from the playerbase, we have opted to switch from bi-monthly HMDs to an HMD once every three months. Players are encouraged to post to the HMD, though it is not required; there is a comment for mod and game feedback, as well. While anon is not enabled, socks may be used. However, any harassment is subject to being frozen or deleted, and if that should become an issue we will move the HMD meme to a members-only community such as our OOC community. Please remember to be respectful of your fellow players while offering crit and feedback. Thank you! MOD/GAME FEEDBACK COMMENT. |

GAME/MOD FEEDBACK
Re: GAME/MOD FEEDBACK
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Which we're in month 3 of this 4 month (?) plot and....tbh, I'm really struggling to see how this is different from Phase 1 other than we know it's not Retrospec causing the events (maybe?). I haven't gotten any real sense of weight to our actions (there was an attempt mid June to have update posts? But that was the only one), nor does the game feel any darker than it did last year-- if anything I'd argue year 1 had more gravity to it - as August and October were suspenseful in their own right, and even March 2017 had some suspense too with the secrets plot.
Meanwhile for this summer plot so far we've had:
I want to emphasize I don't think any of these plot ideas are bad ideas, they are actually all good ideas. But I have issue with the pacing of them and how they're utilized. You're either spending way too much time on an event that doesn't have that much to work with (May and the paint plot), or you're cramming too many gimmicks into one month so stuff that could be explored by players are shoved to the side (June and the Bingo plot). And because of this, the plot still ends up sounding much like a Phase 1 plot - weird monthly gimmick happens but no serious long term consequences.
Maybe all of this is leading somewhere in August. I don't know August's plot, maybe it'll be incredible. But so far the build-up of to August's plot has been pretty lackluster because of poor pacing and people have felt it. So far, the events have not lived up to the hype you've given us. Throw that on top of closing apps until the fall despite summer being the busy season for RP and the knowledge that you guys are involved with a murdergame on the side (which for the record, idc if you do a mudergame, mods have every right to do what they want in their spare time, but making it a big secret just made it come off way worse) - and it's led to a lot of discontent folks.
Which I know, there's no real way to change things this late into the game. But I guess for next time I'd advise that if you're going to hype up a plot, please make sure the entire plot is paced well enough to live up to the hype. I know you've guys said before that you have the plot planned out 6 months or a year ahead of time- which is cool! But I wonder if that's caused you guys to have a different scope of the timelines than the players. Rpers tend to focus on plots in month increments (as that's how often we make AC)- not 6 months to a year. So what seems like a short amount of time to you guys from your 6-month to a year perspective? Seems like an eternity to us players.
Also another idea is maybe re-examining August/September's plans to see if there's any possible way to push apps reopening to an earlier date- since I feel that'd help. Though I fully admit I don't know if that's feasible or not.
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so, to address the mods specifically: i do get why apps were closed for this particular event, since it'd be hard for new characters to get involved in all the changes when... they weren't there to experience what it was like beforehand. but closing them for the entire season until fall seems odd to me when there's nothing explicitly heavy or intense going on. i thought maybe the plot was gonna get super heavy and dark and not as accessible to newcomers, but so far it's just been painting and AU changes and random missions. those things are fine, but they're also not particularly dark or heavy. don't get me wrong, i LOVE the chance to change my AU for keigo; it's something i even considered dropping and reapping to do. but the issue i have specifically isn't with those events, it's just the tone set-up doesn't match what was offered.
however, one of the things i definitely noticed was what yuff pointed out: the dreamsharing is just october's nightmare event again. i honestly struggled to think of things to even write up regarding memory/dreamsharing bc i pretty much went over the spots i wanted to hit in october. revisiting that is doable, i guess, but it got to be pretty difficult to figure out where to go from there on a temporary basis. i think reintroducing dream/memory sharing concept is great, but i think it would work better if it was like a... constant option, so to speak? rather than a temp event. a side effect of something bigger, perhaps, that we're free to mess with as needed.
alternatively, if you wanted to introduce the dreamsharing as a sequel to the nightmare event from october as a one-off rather than a persistent effect, that'd be fine if it had a deeper catch to it. such as: people sleepwalking/in a trance throughout the day the longer they go without intervention in their dreams/memories... finding it harder and harder to wake up until dreamsharing is successful... something that puts a darker spin on the overall event instead of it just basically being a projector or slideshow of someone's experiences. that's hard enough to really work with, so having a bigger consequence and more weight to it would help make creative juices flow, i think.
one could say that this event was meant for people who weren't here in october to experience it, which is fine, but if that's the case, maybe tweaking it a bit so us veterans have something more to work with would have helped. maybe reintroducing the characters' tenure badges that were displayed on their retrospec IDs ("[x] amount of months on retrospec," anyone else remember those?) and have that come into play regarding characters who have a grip on what retrospec and the city are about vs newer participants. maybe characters who have been in the game for several months to a year experience slightly different/warped versions of events vs the "standard" version for those just joining us, for example.
but my main critique is basically... i don't feel like the plot is going anywhere. it felt like it might be headed somewhere after february, but it's july and it still feels the same as it did last year, tonally. that's fine, tbh, i would have no real issue with the game progressing gradually as a "weird monthly events and character relations/interactions returning people to their former selves" type deal. but as yuff said, there was a sort of expectation that the plot would get darker for year 2. it's over halfway through 2018 and it doesn't feel any darker. i don't need the game to suddenly take a nosedive into grimdark territory for that expectation to be satisfied, but i guess the main takeaway here is that ... well, i don't really know how to say it without sounding patronizing, so bear with me: in the future, consider how feasible your plans are before attaching expectation to them. i get that planning out an ENTIRE YEAR PLOT in advance is... not realistic all of the time, especially down to specific details. but i guess if things need to change or the darker tones need to be pushed back for whatever reason, just make it known! i personally don't give a crap what mods do outside of modding, so long as changes in plans are made known in advance. just a simple "hey guys, due to [whatever reason] we're gonna have to push back some of the darker elements we had planned" is really all i (or anyone else) should need. it might be disappointing at first, but at least it's not a case of "is this what they meant by darker?"
ANYWAY sorry for that massive tl;dr. i really do enjoy this game a lot and the concept has been fun to play with! i mean, obviously, since i'm still here over a year later... BUT YES i want the game to succeed and keep going until it gets a proper end! there are a lot of great ideas involved, but i think the solution is just a cohesiveness that needs to be achieved for things to flow together better! i really appreciate all the work you guys do and thanks for listening!
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That said on the flip side even if I am not using the option for it, the ability to provide for AU reconstruction is actually cool and I enjoyed the consequences of the buildings/things being repainted weird colors lasting through June and even into now too, that's actually a neat longer term thing especially if we still have the brushes which I'm pretty sure we do. I'm still on balance having a lot of fun with the game.
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But I feel like the tone of the event itself - with the whole 'painting the town' being more of a "fun gimmicky thing" than a harsh reality definitely clashed quite a bit, not to mention that there wasn't any way during that month to keep track of what was being colored in and what wasn't, especially when you take into consideration that the ones who were majorly doing in the coloring in were solely members of Retrospec.
As for the latter, this is a little more personal on my end but... I was actually extremely concerned that the June plot would have clashed really hard with the player plot that I had told you guys about months in advance. With the potential being there for NPCs not to return if we didn't have the turn-in, I almost felt uncomfortable moving forward with the player plot in the off chance that winded up being the case. And while it didn't happen, the fact that concern was actually there in spite of being told that the event wouldn't clash with my player plot was definitely something that I was worried about, and if I had known - even vaguely - that the event for the month of June was going to be a scale-wide event that would have affected the entirety of the town, then I wouldn't have done the player plot at all.
Other than that, I have nothing else to add other than what everyone else has said already - I really do enjoy this game and playing in it a lot myself, and I'd like to continue on hopefully playing in the months to come.
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the feeling i have been getting from these months is that something is deeply wrong with retrospec, whether it being something internal or an outside problem, but because of the nature of these recent events and lack of overall consequences to make people 🤔, characters have been unable to sense or grasp the gravity of what’s been happening to them and the city. it ends up getting overlooked, at least, that’s what i’d like to think. there are small aspects, like what would happen depending on how many tasks were completed in june and what was brought back in each sector, but it seems a tiny bit misplaced to the point that what i mentioned above ends up happening instead of being further investigated.
dream events are one of my favorites, but i do agree that given it was something already done, there could be perhaps a greater consequence for having these that ties in with the supposed darker aspects of phase two. right now, i agree, while there probably is, because you guys are keeping track of things, it doesn’t quite feel like player characters are weighing down on anything too important.
when we got the chance to play around with changing our character aus, i was thrilled, but somehow, i feel like the event was made more to play with their canon memories/original au memories rather than with their new ones? i mean, it’s an option, given the dreams, but i was expecting something with more focus onto the new aus. i don’t know if i’m wording this right, and i’ll try to again if it isn’t clear!! but again, the larger aspect of the given plot feels a little overlooked.
i think that is it, all other points i’ve thought of have already been covered. i still want to thank you mods, for keeping this game running because i have never felt as at home as i do now, and i continue to see myself here for a really long time, as long as the game permits, and i know you guys have been busy with life like we all sometimes have. it’s a lot of work and you guys still manage to pull through, as well as listening to our concerns, so— thank you! and i hope these could help!
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AN ADDRESS TO THE ABOVE;
First of all, thank you so much for bringing these things to my attention. I cannot go forward with fixing the plot or making the game into something greater and we as a team cannot go forward working together to flesh out ideas without knowing where players are at, so I appreciate hearing the feedback! I’m going to address my thoughts on these manners as well, so please bear with me as this comment is probably going to grow very lengthy.
First of all, I agree! I 100% agree that currently this plot feels like it’s not really going anywhere and I would personally like to bring back more plot elements instead of gimmicks or character growth options being a large majority of what’s going on in these months. However, I will also say as a mod team we are working on finding a balance between events like August/February and what's going on now. When initially in its planning phases, there were reasons behind how this plot arc is going which will be addressed below.
Ultimately my goal for the summer months was to ICly have characters go back to their roots, understand the foundation and parts of what Recollé itself is about (with the layers theory, how things are manipulated in the city, what things are happening to the characters themselves, etc) and also work to strengthen their CR and the foundation on which they’re playing. The last few events (May and June specifically) were meant to emphasize teamwork and CR building; it’s why they were “work together to repaint and bring things back to existence” or “work together to complete these tasks!”
The reason this was structured this way was to have a base of CR and IC support for more intensive events, especially our newer characters who apped in prior to this arc. The dream event right now is a lead-up to August and how permanent consequences will come into play. The main intention was to give players a chance to see how different events impact other characters and an alteration of how things are perceived.
Anyway there’s a lot I could say but the bottom line is that in hindsight, I’m pretty unhappy with how I structured these, too! I really don’t like what I’ve created, and for that, I apologize. I have hopes about August at least to re-steer the game in the direction that was originally planned in May and the overall tone of Phase 2, but all of these points are very valid from a player standpoint. As a mod, I had the above ideas and intentions, and I can see exactly why you guys are coming to me with these points.
Planning has been scrapped past August sans what’s planned for October. As the main plotmod, I’d like to re-evaluate what it is the playerbase is after and for that I’m thinking I would like to toss up a generalized “state of the game/what would you like out of the game” post for everyone to lay out ideas or goals they have in the game! Recollé as a whole was created with the frame of mind to have an underlying plot and mystery but at the end of the day it’s a game that we want you guys to be able to create your own versions of characters you love and get fun, amazing experiences out of them.
There are certain elements I’d like to go back to plot-wise for permanent changes, and there are permanent changes we are assessing and working with both mod-side and player-side that we hope will give players a direction and things to react to.
Going back to the painting the town plot, I fully acknowledge and respect that the opinion is that this fell flat and all I can really do on my end is apologize and strive to do better with actually creating events that aren’t self-contained.
Regarding the dream events, we had something more planned for July but as a team felt that playing with that in addition to working with new AUs might have been too busy so we are adding it into August! However, going forward I will be working on pacing in terms of plot elements and things for players to do.
I can acknowledge my own shortcomings and I really appreciate you guys coming to me with mentions of the pacing issues! Even as a player in the game, I definitely can see where my planning as a plot mod versus playing in the game versus you guys playing with what’s written are three very different things. Recollé has had pacing issues in the past, and I will be the first to acknowledge that’s on me and something I am trying to overcome while writing the game to be the best it can be. This summer we’ve tried a handful of things to help maximize the exploration and personal trajectory of characters (teamwork events, events that allow opportunities for open prompts rather than the same prompts 1-5 being recycled and tweaked per person, an attempt at a variety of ways to play with the setting (the four regions, quests, tasks, etc.)) but looking at it I can see that was definitely an oversight on my part how fun this would be for players, and for that I also apologize. The goal was to make the game easier to connect with each other by not having locked-in reactions and prompts, but instead I think I made it harder which isn’t fair.
Regarding this month’s event! Generally speaking the intention was to play around with the new AU during “waking hours” and the old AU/canon memories during “sleeping hours.” Again, looking at it from a player perspective I can see how this wasn’t clear and I apologize for that. August’s event will be utilizing the new AU further, along with the dreamscape, and the layer theory to tie all of these elements together.
Popping back up to one of the other comments, if the game would prefer to re-open apps at the end of August rather than September, this may be perfectly feasible! The main concern mod-side and player-side is that by going on a bi-monthly schedule, we run into what we ran into last year. Apps open in August, apps open in October, and apps open in the last week of December when a large majority of players and the mod team will be busy with holiday obligations, etc. A potential solution would be doing back to back app rounds October and November like we did last year as well. One of the other things would be that a TDM would be occurring in August, therefore running right into the middle of August’s event which is a carry-over and part two of July’s event. However, if that is something the playerbase would like, we will float the idea and work with it.
A personal apology to Len, as we do acknowledge that June’s event could have greatly clashed with your player plot. This was oversight on our part in gauging an estimate of the pacing of players playing with the elements and bringing back NPCs in waves.
Popping up to another comment! We realize that June was especially rocky with regards to mod responses and turnarounds and we apologize. I’m going to mostly address things based on my own personal ongoings and such.
The murdergame wasn’t something I felt the need to personally address at the time of its conception as the Recollé mod team decided on the summer line-up + discussions of closing apps prior to that and I joined the murdergame modteam a short time after that game started its inception. Looking back at it now, we should have just even made a mention of the potential of apps closing back when we were thinking about it rather than an abrupt announcement in May and for that I apologize as well. In addition, we as a team did not address this at the time as I am the only mod helping to mod the game and also the three of us had played in a short-term game before back during August’s event. I’ve brought up the murdergame in a handful of my plurks in passing on my regular timeline but I’ve moved most of my short-term game stuff to a separate account solely so my personal timeline wasn’t cluttered with mod-things from the second game (as a lot of PPs are sent during short-term games) and I could have a distinct separation for the two of them. It wasn’t meant to be so much a secret as it was something I did not feel warranted an announcement to Recollé as a whole as it was a game run on the side privately with three other mods. At the time of agreeing to be a part of the mod team for the short-term game, my schedule was clear enough to be able to upkeep mod duties in both games in addition to playing in my games which is another reason this was not brought up. I can see how not knowing the details would make this look unfair and poorly reflected upon by the playerbase, however, and I apologize for that as well. It wasn't necessarily meant to be a secret, but rather something that was more contained and manageable in addition to running Recollé as well. While we did ask our players we invited (a mixture of four mods' friends lists) to keep chatter to a minimum until the game's start, it was with the intention of keeping the game at a controlled size we could maintain rather than secrecy of its existence entirely.
Things I didn’t anticipate were real-life happenstances with my work schedule that meant being on a computer working on projects for long, extended periods of time in addition to our busy season starting two months early (May) and working overtime hours. I will admit that there was a period of time in which things were slower on my end due to attending modwork post-work which led to some sloppy work. Quests from last month were delayed due to this as well, as I personally did not want to hand out sloppy, half-assed quests and I reached out to the quest requesters after time had passed to notate the situation. (I’m mostly emphasizing “I personally” as I’m the mod behind quest-writing and I don’t want my own mistakes being pinned on the other mods.) Things we as a team didn’t anticipate as well were real-life happenings for the other mods as well that led to internet outages, being bound to mobile internet, health issues and being on erratic, different schedules in which it was harder to pin us down simultaneously to answer questions or get second opinions.
Moving forward we have a better system in place to keep these things running smoothly in the upcoming months, and we apologize for the delays and bumps over the last months.
Anyway! I hope I’ve addressed everything that you guys have brought up! I’ve read these comments repeatedly to try and ensure everything is touched upon but please let me know if there’s something I’ve accidentally missed. Alternatively, if you would like to talk to me personally knowing now that a large portion of this is on me, please feel free to message me via plurk (
Thank you guys very much for all of this, and I hope we can all work together going forward to make the game fleshed out to its full potential and deliver on what we’ve promised and have been slow on delivering. Edit: I left out another thought, whoops. You guys have been a fantastic playerbase and I'm glad to hear there are still parts of all of this you like even with all of these shortcomings! We'll do our best moving forward to work with this crit, address things going forward, and make sure we all find a happy medium with everything. Thank you again!
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I do have a couple points I want to bring up in response to this. I'm not going to address everything because either I don't think it was addressed to me or I don't have a particular issue. so if there's something I don't cover, assume I'm either fine or I just don't have a strong opinion on that issue.
I do really appreciate the apology though!, and I swear I'm not planning to keep bringing up Grimm. I mostly wanted acknowledge it as a factor in what's been causing discontent among players instead of treating it like an elephant in the room.
Year 1/Phase 1 of Recolle was very much the linear style. We had set prompts of what we were supposed to do, and while they were never quite mandatory, there wasn't a whole lot to do if you wanted to do something different other than continue slice of life stuff. August 2017 was a strong example of that. Sure, technically the groups were voluntary groups if you were in the city- but as anyone who opted out can tell you, there was not much for them to do if they weren't in a group. That's about as linear as you can get.
Year 2/Phase 2(?) feels like meanwhile like it's trying to be Open World, but it's not quite making the mark. There's still a heavy emphasis on following the main plot (like in June with the bingo, or May with the painting) - but now with the Open World element the prompts are much vaguer and the event log has gotten pretty bloated with all the stuff available for characters to do. A lot of players feel overwhelmed and aren't sure what to do. And it really doesn't help that the monthly plotting post the past several months has been super vague while the event post has all the details, so there's reluctance to plot out stuff in the plotting post as it might get messed up by the event log.
My big advice is that if you want to do more open world format, I'd recommend rehauling how you do the Plotting Post vs. the Event Log. As in, in the plotting post itself I'd put down all the things that'll be happening for the month (like what's up in the regions, weird changes in town, etc). That way, people have all the information when they do monthly plotting. And then for the event log, I'd reduce the number of prompts in it, and maybe keep it to like...specific optional prompts that could be Retrospec-related missions (or something like that). At least, that's one way you can do it.
Anyway, thank you for addressing all of us. I really do appreciate it. I really do love this game, and I want it to do well for everyone.
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Re: apps + state of the game: I'll discuss this with the other mods and most likely we will put up a post/poll/etc about both of these items to see how the playerbase at large feels about them! The longer I think about it, I as a player would want a "how's the game" feedback post, too, outside of just a standard HMD but we will leave this to the playerbase. It's something to think about at least in regards to making this a scheduled thing as well. Maybe pair it with the HMD's schedule or such.
Re: the murder game: this is absolutely fair and I can definitely see what happened and where I failed to communicate my intentions. Overall I mostly just want to stress to the playerbase at large that Lucy and Megan were not involved in the decisions I made regarding Grimmoired and extend a further apology. Going forward if something like this becomes a thing again transparency will be the default option.
Re: pacing - This is also a very fair point and I'm going to pin this one on me again as the mod who's writing the event logs. I think for me, personally, my fear is that the plot posts would be overbloated with information and the event logs too barebones so it's really more about me specifically finding a better balance (since like…yeah, more information is good information.) These are good ideas and while I can't guarantee they will be used in this specific way, they are appreciated and give a very clear idea of what might be best for the game at large.
With that said, I'll strive to make August's event log more "here were the things you guys plotted on the plot post, but in addition if you want, here are some other things you can do with what you've already found out." The August plot post is going to be a bit unique compared to the last couple of posts as it'll require more information and detailing, but I hope to hit the mark this time.
In the end, all I can really say is thank you very much for taking the time to talk through the concerns and give us a clear idea of what we can do to improve going forward. Lucy, Megan and I really love the game and love seeing players have fun with it so we want to make sure we're doing everything possible to make sure it's fun and not frustrating.
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While I agree with many of the concerns voiced, there's one thing I think I'd like to go into more detail that might be worth thinking about. In short, I think there isn't quite enough ground being gained to sustain interest in a game of this size with an overarching plot that so significantly affects characters lives. That isn't to say that, like, everything needs to go turbo and all the answers must be revealed now!! and all consequences must be permanent!! I just think maybe about a 10-15% increase on things having a meatier weight/feeling more consequential/being permanently affected or altered could go a huge way. Whether it's a good consequence that befalls the player characters or not, I think the speed at which developments happen and the information characters have context for or access to could be bumped up a bit.
For example, I think the disappearance of the world's NPCs could have been a huge moment for growth and an attempt for the characters to find self-sufficiency...but I think it sort of got blown over as something that could be fixed "quickly" by doing tasks, which took away some of the emotional urgency. In general, I think the go-to response for veteran players has been a sort of sad Charlie Brown trombone noise of "oh, that wacky Restrospec did it again/that wacky external force caused problems again/we're being given non-info again!" because things are resolved fairly quickly but with few substantial consequences. And with veteran characters well outnumbering new characters and many of them being very vocal w/ their Retrospec distaste, the new characters take on that attitude pretty quickly.
Similarly, I've noticed that Retrospec posts are getting much harder to respond to, possibly because characters haven't been given many new bargaining chips or meat for discussion to make them feel plot-relevant or like, game-oriented.
The way I see it, there's a huge spectrum of ways events in a game like this can go, starting on the end of "lighthearted" and ending on "grimdark." I think people might be craving something a little further down the spectrum; as some people have said, some of the serious consequences of past events seem to have gotten downplayed in light of the fluffier options, and I wonder if we need a gentle nudge to be slightly more serious...without the game turning into debbie downer simulator. Basically, I guess, some impetus to take things more seriously without
I know that spreading information to players has to be a nightmare from a mod perspective. Dump it via NPC and it looks like an exposition bomb. Give it to players and hope they announce it to the player base and put the pieces together...it's such a tough balance! I did have a random idea for a way an event that's designed to give player characters more substantial info might go, which I'm happy to contact you all separately about if you're interested or thinking about running one, but I don't want to impose, either!
I hope this sort of made sense, and thanks for opening yourselves up to comments!
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I'm going to go ahead and address most of this in a bullet kind of format since you've brought up a lot of good points that I feel deserve to be addressed.
-You're not wrong, and it's something I've noticed as well. As mentioned in the reply addressing everyone, for example we had something else planned for July but as a team felt that adding it in addition to the new AUs might have been too turbo and too much, but I think moderation can be met.
When we started plotting the summer arc, the intention was more of "hey let's not really self-contain events so much and have them tie in to things together and let their impact change things" and that mark was definitely missed. There are elements I'd like to bring back and things that I'd like to have impacting the game itself. Permanent changes gradually coming into effect, things being taken away permanently, etc. Execution is one of the things that needs work from me as a plot mod and I'm hoping with August leading into September things will level out and improvements will be seen.
-re: Retrospec, that's. Also 100% on me because of the way I write that specific NPC and I can see how it's stagnant and boring to reply to. My apologies for that! There's game lore that's ICly not even known to that particular NPC but in the upcoming months we're going to work on tailoring the Retrospec posts to be different. While we can't guarantee they will be plot dumps or anything of the sort, we acknowledge they should be a little easier to reply to.
-If anything, the failure to spread information is also a flaw of my own in that the way we're providing plot information may not always be clear, it's not something people feel they can share, any number of reasons! Initially, we did not plan to have a very hands-on NPC situation when the game started and with the Retrospec liaison we've been trying to find the best balance to keep players engaged in learning more about the meta and sharing it with the game at-large.
-"Basically, I guess, some impetus to take things more seriously without " I think this sentence may have been cut off or changed? But regardless you're right and it's what I hope August will be as we roll into September.
-As mentioned in the reply to the game at large, a "how's the game/what do you want from the game" post seems like something players and mods may benefit from and with that said we would be happy to hear player input! You're definitely free to either hit us on the mod contact or shoot us a PM that we can all look at.
Overall, player input is the most important thing and we want to be able to keep an open channel for players to tell us "hey, this is definitely not working, can we try something else?", so please never feel like it's imposing! Some ideas we will turn down simply because they don't fit our overall vision of the game! Some ideas we will take on and not change a thing because they're great and something we support! And some ideas we might take and massage a little to find a happy medium. Either way, we're here to work with you guys and provide a game that keeps everyone engaged and satisfied.
If you have anything else you'd like to discuss, if the above got jumbled because I rambled a lot or if you just want to chat further please don't hesitate to shoot us a message. Like I said above I really do appreciate you taking the time to lay out these points especially as they're something else to consider and things for us to adjust.
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But I do wanna say re: that incomplete sentence, I originally wrote something stupid and redundant like "Basically, I guess, some impetus to take things more seriously without forcing 'serious' to mean 'bleak' for everyone." I think I intended to reword it to something less goofy sounding or just cut it back to end before the "without." My bad!