snowblindmods: (Default)
Snowblind Moderators ([personal profile] snowblindmods) wrote2015-04-06 10:47 pm

Moderator Contact

Moderator Contact

Mel [EST]
Head Moderator
Plurk: [plurk.com profile] maiiau - pings okay, private plurks okay

Cee [EST]
Moderator
Plurk: [plurk.com profile] ceesawaseesaw - pings okay, private plurks okay

Danielle [PST]
Assistant Moderator
Plurk: [plurk.com profile] ddsapphire - pings okay, private plurks okay

Moderator Plurk: [plurk.com profile] snowblindrpg
Please do not ping or private plurk the moderator account.

You may use this post to contact us if you are in need of moderator assistance, have something you wish to bring to our attention, or have other mod-related issues you would like to bring up. This is also the place to go to tell us ways we could improve the game or our modding style. If you have a question about game mechanics, please take that to the FAQ, and if you want to ask about a player plot, please take that to the player plot page. Comments are screened, anon is enabled, and IP logging is only on for anonymous comments, which means all we can do is tell how often any one person is commenting, and cannot connect it to any specific journal. If you would like to have a conversation with us through this post, please reply with your journal or a sock account so we can hold the conversation without unscreening anything for your privacy.

navigation

sockaroonie: (Default)

[personal profile] sockaroonie 2016-11-17 04:50 am (UTC)(link)
Hey mods! Some players have a few concerns about Snowblind's game mechanics. I have summarized a few points and the suggestions that were shared below.

Clarity of Plot Related Locations/Items
Sometimes, replies to search requests are vague. This leaves a lot of uncertainty of whether an action should continue to be pursued. Some examples brought up would be "it's ALMOST impossible to do X" which raises confusion if it's actually possible to do.

Another example is, "Using a pick, they find nothing here."

One of the suggestions was to give more small details so players would know whether to keep looking or to move on. To build on the previous example:

"Using the pick, they find nothing here." versus "Using a pick, they find nothing here, but there appears to be a way to wedge something between the ice."

Being more clear on if an area is a bust could help encourage exploration of unknown areas. There was some frustration in spending precious IC time on "dead end areas" with no clear hints on if there's more to be found.

Event Variety
There was interest in more events allowing players to interact with the plot. Sometimes, plot clues are difficult to find. Events like the dreamer event allowed players that interaction and gave them more clues to investigate the town. Snowblind is a psychological horror game focusing on the theme of isolation, but more chances to interact with the general setting would be excellent. A way to fix this could be to spread out plot clues, allowing any characters to find them, or to utilize the older areas of the setting. Having events that forces cooperation between characters was also a suggestion.

Tied to the above, it might be nice to have hints spread across the map. For example, the ragdoll plot makes the split tunnels a "hot spot" where players who want to interact with the plot can head over to. The downsides to this is it limits who can interact immediately with the plot. It would help a lot to make such chances easier to access, as characters are limited to scavenging or bumping into other groups otherwise.

Some players have been reluctant to bring up these concerns because the perceived attitude from the mod team is that these plot points should be very obvious to the playerbase. This feels like an issue of miscommunication. To quote:

"I've also had issue with the mods thinking plot related/relevant stuff is more obvious than it is to the rest of the player base. I can't be the only one who was slightly frustrated and upset when the split tunnels were announced and the mods' response was along the lines of 'this has been here since the start of the game, we can't believe it took you this long to find it' when there were not really any incredibly obvious clues leading to having our characters dig through the snow for days on end."

We really love this game, which is why we want to bring these concerns and suggestions up to you.
sockaroonie: (Default)

[personal profile] sockaroonie 2016-11-17 11:06 pm (UTC)(link)
Thanks mods for a fast response! Personally, I'm looking forward to more from you guys. And yeah, I'm ok with having this thread unscreened.
kittysocks: (3)

[personal profile] kittysocks 2017-03-23 12:26 pm (UTC)(link)
So lately there's been some concern floating around the anon comms concerning the time frame we have left in game. The idea of bringing it to you came up in a thread, so I'm going to try to do my best to sum up the concerns. Under a sock since it's not just any one player who's feeling this and I don't know the names of the others to ask them to add on support.

The issue is basically that we don't know how much time we have left IC or OOC beyond a loose idea, and that means we don't know what kind of ending we might get. People are wondering things about how far we have left to go in terms of areas to go through and general plot and puzzles to solve. It doesn't look like anybody wants a solution just handed over easy, but would it be possible to give us a rough idea of what we have left to get through, without spoiling the plot?

Following from that, players are concerned over whether we still have a chance to get the good ending. Do we have enough time left? Are we progressing fast enough? If we aren't or if a good end just isn't feasible at this point, do we have any other options for a lasting impact and IC closure? There's also OOC worry over the possibility that you as mods might burn out or lose interest before we make it to the end. Personally, I don't know where you stand on that, but I do believe you've been trying to do your best to listen to and accommodate player concerns when they come up. I appreciate it.

Mainly it looks like people want some reassurance that we're not going to get stuck with a sorry, not good enough at the end, and to get some idea of what we have left to do, since it's hard to see from where the plot stands right now.

I'm okay with this being unscreened, btw.
kittysocks: (Default)

[personal profile] kittysocks 2017-03-23 07:52 pm (UTC)(link)
Thanks for answering so quickly! This is helpful to know. I'm glad to know IC actions are the prime motivator, and it's reassuring to know you're willing to adjust things as needed.

(Anonymous) 2017-07-15 05:43 am (UTC)(link)
Would it be possible to do another Enable Me Please ad this month?
sockmebabe: (Default)

[personal profile] sockmebabe 2017-08-25 04:31 pm (UTC)(link)
Hi there. This is fine to be unscreened if you'd like. Doesn't matter to me.

I wanted to suggest that maybe in the future, when writing event posts, maybe the mods could condense all of the information into something easy to digest at the very end. I've noticed a lot of people have trouble with figuring out wording and specifics, and I feel like it would save you guys a lot of time answering questions if you had something like an easy list at the end.

For instance, with this latest event, the Automata one, you could do the typical write up like always, to fit the lore and the setting, and then underneath, have another section where you very clearly lay out what happens and what will be done.

Formatted something like:

"(event write up here)
---
Everybody in Norfinbury will be suffering from the effects of radiation poisoning, mild to moderate. However, if you'd like, your character can also receive a second set of symptoms. This is up to the players. The second set of symptoms include both the glitches and the emotional deadening, and you can't have one without the other."

Or something like that. Many other games do something like this - hadriel is another example, with the "details" section. I just think it would make things easier for everybody if the event posts are very clear about what is happening to our characters and what is left to our discretion. That way, when people are making plotting plurks, they don't have to debate back and forth on how they interpreted the write-up.

This is also not asking for you guys to stop doing write ups the way you usually do! I (and many players, I imagine) enjoy the way they're written, I just am looking for a bit more clarity. I know that this probably ruins a bit of the mystery of the plots but I would rather be sure oocly so that I can plan accordingly.

Thank you!
procyon_lotor: (Default)

[personal profile] procyon_lotor 2017-10-25 11:59 am (UTC)(link)
Hi mods! Prospect player here. I love the concept of Snowblind and I'm thinking about apping in during the November cycle. I wanted to follow-up on this question to see if December is still the projected end date, now that it's October. I'd love to play, but if I'll only be playing for two months, I'd like to think on that. Thank you!
procyon_lotor: (Default)

[personal profile] procyon_lotor 2017-10-29 02:17 pm (UTC)(link)
Wonderful. Thank you for responding so quickly! (Oh and feel free to unscreen this if you'd like!)
Edited 2017-10-29 14:18 (UTC)