voidnpcs: (freeman。)
MODS ARE VOID。 ([personal profile] voidnpcs) wrote in [community profile] resetvoid2012-09-08 10:47 pm
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Week 4 Write-Up

Week 4 Write-Up
September 9th - September 22nd




We had previously planned for the docking event to Jurassic Park to take place now, on week 4. Due to a number of irl issues that came up, I (jao) wasn't able to produce a write-up in time that was the same sort of quality that we've shown in the past. The other mods offered to help, and I turned down their offers in an attempt to do it myself. It was my mistake and my lack and not the fault of any other mod. I sincerely apologize to you and them and I regret that decision. We're going to work together and come up with a solid plan for a better workload division to prevent this in the future.

Along with reserves and apps this week and the next, there is a lot of behind the scenes work to be done to make Exit Void a better game for everyone. By ic week 5, we'll have a better work model, new players, and a write-up that represents one of the best parts of our game: the docking event. Postponing Jurassic Park till ic week 5 will also allow the new characters coming in to participate.

✘ Before we go on to talk about this ic week's events, I'd like to bring up one more thing that we wanted to discuss with everyone. We currently have a death toll limit of 10 deaths. This was decided so that death would still hold some weight. If death is cheap and doesn't hold consequence it robs the gameplay of fear or tension. However, 10 may not be enough given the violent nature of some of our events. For those planning to play for the long run, it may cause some players to be reluctant to allow their character to be harmed or killed which restricts gameplay and also robs the game of the horror we're trying to inflict.

That said, we were considering extending the death toll to 20, or introducing an item of some sort that would allow for a death free of penalty. Before making anything official, we'd like to hear back from you guys. Is 20 too many? Do you think a revive-type of item would be too exploitable? If you have a better solution in mind, please share it.

Week 4 Events


Week 4 will be an extension of week 3. The mannequin room and its effects will still be active. As of day 1, those who have been punished are healed as planned and described in week 3's write-up. This is a good time to begin and expand on rebellion plots and movements and for the moles to start their work. With everyone healed, is the Project Head trying to make amends like Eike said? No, not really, but it might seem that way. Maybe she's just screwing with everyone's minds? Maybe she wants everyone to drop their guard.

The heat wave is also still going strong and thanks to Guy, all the water on the ship is hot or scalding. The ocean is still cool, and the morgue and walk in freezer are good places to beat the heat.

Weather


Image Day 1 ( 9th - 10th ): Sunny. 98°F / 36.6°C
Image Day 2 ( 11th - 12th ): Sunny. 102°F / 38.8°C
Image Day 3 ( 13th - 14th ): Sunny. 96°F / 35.5°C
Image Day 4 ( 15th - 16th ): Sunny. 95°F / 35°C
Image Day 5 ( 17th - 18th ): Sunny. 90°F / 32°C
Image Day 6 ( 19th - 20th ): Sunny. 95°F / 35°C
Image Day 7 ( 21st - 22nd ): Sunny 90°F / 32°C

If you have any questions or suggestions, they are always welcomed and appreciated. Thank you, truly, and again I apologize to those who were looking forward to dinosaur shenanigans this week. I promise it will be worth the wait.

Re: MOD QUESTIONS

[personal profile] todefydestiny 2012-09-09 04:39 am (UTC)(link)
Eike feels this is a good sign, though...

Not sure why this isn't a question... sure question, PH, ARE WE GONNA BE FRIENDS NOW?
Edited 2012-09-09 04:39 (UTC)

[personal profile] todefydestiny 2012-09-09 04:43 am (UTC)(link)
That's good, because who needs enemies?
acemedium: respect the plant, bitch (Charley is the real head of the family)

Re: MOD QUESTIONS

[personal profile] acemedium 2012-09-09 08:19 am (UTC)(link)
Are you sure it's a good idea to have the event simultaneously take place with a new wave of intros? Not to exclude new players/characters, but I can see it getting very hectic and overwhelming with so much going on, not just for the players, but for the mods as well
Edited 2012-09-09 08:19 (UTC)

[personal profile] todefydestiny 2012-09-09 04:44 am (UTC)(link)
I'm a little tired, but maybe a compromise ... 15 deaths total? 'Course when the 15 deaths is up, does that mean the character is dropped until the next app cycle? Or does it mean that the character can never come back to the game?
webstersquiptionary: <user name=corelite> (Default)

Re: Death Toll Discussion

[personal profile] webstersquiptionary 2012-09-09 05:06 am (UTC)(link)
Could some particularly gruesome events that should incur a large body count maybe include a 'doesn't count towards the death total' option?
innocencemybrother: (we know)

Re: Death Toll Discussion

[personal profile] innocencemybrother 2012-09-09 06:32 am (UTC)(link)
Seconding the free pass option, it's what I was going to say. We can have our MASS DEATH PARTY WOO opportunities while still reasonably limiting the death plots we do on our own time.
didnotwant: (Full moon)

Re: Death Toll Discussion

[personal profile] didnotwant 2012-09-09 07:36 am (UTC)(link)
Well.

I know that it would make sense for 20 because it would extend the amount of evil we could feel safe inflicting on our characters.

Maybe characters who do something for the Project Head get a few 'free deaths' as a part of the benefits package? Could be a fun way to add incentive OOCly besides just ~shenanigans~.
rosebow: (my love is your flashlight)

[personal profile] rosebow 2012-09-09 08:23 am (UTC)(link)
PERSONALLY I'd be up for a get-a-death-free item just because I think it's kinda neat and video-game gimmicky, but any decision would be cool!
acemedium: IS THIS THE HUMAN EMOTION THEY CALL "WUB" (This concept of "wub" confuses us!)

Re: Death Toll Discussion

[personal profile] acemedium 2012-09-09 08:48 am (UTC)(link)
I think 10 is already too lenient. Killing your character off 10 times (even in the course of a year, that's almost one death a month) is really excessive and would definitely cheapen death - there are ways to enjoy a horror game without axing your characters right left and center. Too much body horror makes it lose its impact, which iirc was a bump with the previous incarnation of EV, so even events that would cause mass-death I'd suggest be used sparingly

I like the idea of being able to cheat death through PH, especially if moles are caught and attacked.

I'd also suggest playing around with the IC consequences to death? like, losing powers, body parts not functioning correctly, sustaining injuries, maybe even becoming a ghost for a period of time and having to join the crew and slave away?
Edited 2012-09-09 08:52 (UTC)
shipwrecking: (distort)

[personal profile] shipwrecking 2012-09-09 09:02 am (UTC)(link)
> maybe even becoming a ghost for a period of time and having to join the crew and slave away?

I like this idea tbh
innocencemybrother: (wards. how the fuck do they work?)

[personal profile] innocencemybrother 2012-09-09 09:21 am (UTC)(link)
Ooo, thirding that. That would be an excellent penalty especially for passing the death limit, and having to pay the piper...FOR ETERNITY o_o
lovestotest: (Drunk snugs)

[personal profile] lovestotest 2012-09-09 06:29 pm (UTC)(link)
Forthing! Really neat idea. Sipp is a genius.

This kinda reminds me of Pirates and Davey Jones.
overeducated: (It's the projected economy for 2012.)

[personal profile] overeducated 2012-09-09 07:25 pm (UTC)(link)
Fourthing fifthing for the temporary ghost business! Because Sipp is, indeed, a genius.

I'm ... also of the opinion that 10 deaths are a little ... excessive, but then, there hasn't been a character that's even hit the point where they've noticed their revival is "off," has there? Maybe after your first death/revival, ghosts could... welcome you back and warn you or something (culminating into what Sipp proposed at death 10 or so?).
Edited 2012-09-09 19:25 (UTC)

[personal profile] septim 2012-09-11 08:33 pm (UTC)(link)
I love this punishment. I don't know what number I am, so just +1 this.
fishstick: duicons @ lj/dw (abe's closet is a frightening place)

Re: Death Toll Discussion

[personal profile] fishstick 2012-09-09 07:51 pm (UTC)(link)
Seconding that 10 is already a lot for a year. EV's definitely the most violent game I've seen, but you don't have to opt to have your character die every event. Plus, I'm guessing several events will be more psychological trauma than physical damage, in which case you'd basically have to die every time they dock/shit gets real to reach 10 within a year anyway.

More rigorous death penalties also sounds awesome!
distinctive_guy: (Distinctive Awareness)

Re: Death Toll Discussion

[personal profile] distinctive_guy 2012-09-09 08:13 pm (UTC)(link)
I agree that 10 seems already excessive, and 20 times seems... Yeah. Remembering that the game goes on 2 to 1 days schedule, dying 10 times in a year would mean they die twice a month in the game.

I think before coming up with the number of deaths, a punishment should be decided on first. I like the idea of them losing control of their bodies, at least for a certain period of time, when they have reached their max number.

Not sure that'd be a deterrent though... :\
jackbotsattack: (droopy)

Re: Death Toll Discussion

[personal profile] jackbotsattack 2012-09-10 03:30 am (UTC)(link)
Why do you not love me?

Am I the red-headed stepchild?

:(
acemedium: MAAAAAAAYAAAA JENKIIIIIINS (At least I have chicken)

Re: Death Toll Discussion

[personal profile] acemedium 2012-09-12 05:23 am (UTC)(link)
Precisely >:3

That's a really creative spin! I like it a lot, especially as it gives incentive for moles and even protection, but double-edged.

POOR JACK

I think the first should be a freebie, second should be something milder that could be fun to play around with (like body parts not moving correctly - you try to move your arm and your leg moves instead. HILARITY ENSUES... at your expense), and then ramping up the punishments. Character-specific would be awesome but I'd probably go from death #3 so it'd be less strenuous (in case you do have events with mass-deaths) on the mod team, and and you could work in the temporary (to permanent?) ghost slavery near the end. You could also have maybe PH taking control of their body for a while at some point? or something to that effect. I can try to come up with other ones if necessary :'D

My suggestion for death limits would be 7 (partially for the irony) But maybe poll the community?
alwayswithscissors: (Default)

Re: Death Toll Discussion

[personal profile] alwayswithscissors 2012-09-09 03:21 pm (UTC)(link)
I think 20 would be fine, but there's something that I feel would definitely be interesting to add especially after the first death. It's in part because I'm bringing Spike back that the idea even came around, but like, maybe there's an inbetween spot, not necessarily the void, that the characters could randomly disappear to?

Hell it could be the void for some people but like something close to what Spike was seeing in Angel before he was corporeal again. If I could find the video that I wanted to, I'd show you. Pretty much hell, though. But like, everyones own hell would be created?

And like I said it'd be like second death, once in a blue moon you disappear. Like, maybe once a month or bimonthly? On top of the harm done to your body? Death 3, little more frequent maybe definitely once a month or like twice a month with 10 or 20% harm done to your health whichever way you choose to go for 10 or 20 deaths. Anyone who watched the series knows what I'm talking about for Spike's noncorporeal days of course xD
skepticseer: (Default)

Re: Death Toll Discussion

[personal profile] skepticseer 2012-09-10 02:05 am (UTC)(link)
I'm for 20 for this reason: just as people feel comfortable with the idea they may come back POOF no more.
str: (気付けばあたしも笑えてました)

Re: Death Toll Discussion

[personal profile] str 2012-09-10 02:08 am (UTC)(link)
I think 10 as a quota works, in a general sense, because dying is a big deal to most characters even if their players find it worth playing out. And it is indeed an inevitability given the setting of the game, so as much as a character might want to avoid dying, it could still happen to him or her.

Some characters and canons have death occurring on a regular basis, though, particularly those where immortality is involved. I believe the current approach is to have regeneration taking place at a lowered rate, or some other form of power dampening? Perhaps there could be a higher death cap for such characters instead. Or, since "experimentation" on characters is said to take place (is that the handwaving explanation for how powers are restricted? I...never put much thought into it before, oops), maybe the higher death cap could come at a price, such as a greater susceptibility to mortal injury? When such characters are applied for, their acceptance notices could give them such an option should the players wish to take it.

Other than that, I don't wish to make multiple comments in the thread, so I'll just add a +1 for greater leniency in terms of large-scale events, a bonus for working with the Project Head, or some sort of item. Having the item make you wish you were dead instead is cool too. IC-consequences-wise I can't come up with anything that hasn't already been brought up, but I like them all...I'm sorry, this isn't a very useful paragraph.
Edited (html) 2012-09-10 02:08 (UTC)
twilitduty: icon of Kariko with her cloak (Default)

Re: Death Toll Discussion

[personal profile] twilitduty 2012-09-10 04:50 pm (UTC)(link)
I like a lot of the ideas presented in the comments thus far. The ghost one, even if it's temporary, sounds like a lot of fun.

A lot of the people from Alpha don't have much of a fear of dying because they know people come back. Is there a way to revive that fear of death at an earlier point in the number of deaths cycle? Ivan is a lot more sacrificial, "I don't care if I die" because he's died a few times, and I'm sure a few others are the same. I'd like to have him fear death again, but having him die a few to get to that point seems a little counter productive. The way he's acting, I fear ICly he would get to the upper end of the death count if I wasn't holding him back OOCly.

Maybe there is something that can be done at the earlier deaths that would make many deaths seem like something you really want to avoid. Or randomize things a bit (mun and mod talk about it), so ICly, characters don't know what will happen to them when. A death could be nothing that time. It could also be coming back, and your foot is missing/turned to a ghost for a bit/whatever.