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Malefactors - Feedback

ZeroPants

Radio Bob Approved
Events Lead
Joined
Dec 25, 2020
Messages
727
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Whether you were left behind by your friends or escaped alongside them, your journey will continue...

The survivors:

A large number of inmates and a few guards escaped via this boat1748215872708.png

A small group of guards and an inmate escaped via boat
1748215921779.png

A full list credits can be found here, all of the players should be on it: https://docs.google.com/document/d/1yTcyVg9Wn79JMfiikFhPvZ_O3Bnlk6zxNNeWT-nAHoQ/edit?usp=sharing

The event had its ups and downs; the final resonance cascade section of the event was a little more rushed than I would have liked, but it is what it is.

We had a few server issues during the event, which should be ironed out by the time we host the next prequel event. (For one, melee didn't work against NPCs, which was a big problem we only found out about during the cascade section.)

I'd also like to say that I could not have done this event without support from some awesome GMs, Brickwall, Rad, and Badger really made sure the cascade finale section worked, I really couldn't have done it without them.

The signups for the next event should be up soon!

Feedback Format:

What did you like about the event?

What did you not like about the event?

What could we have done better?

How would you rate the event?
 
What did you like about the event?
Was pretty fun overall, playing as a guard was extremely fun and the last part had me on edge
What did you not like about the event?

Players arguing with eachother
What could we have done better?

Make it less rushed, it was quite overwhelming some times
How would you rate the event?

10/10 masterpiece GOTY beautiful incredible GOAT delightful absolutely the best
 
Will be taking the event as a whole into consideration. I may be in the minority and I know some express exhaustion with my criticism, but given there are two sequels and a mega-event on the horizon, I feel honest feedback is probably more important than typical here....

What did you like about the event?

- The concept was pretty fresh. It was a pretty contained environment with the potential for interesting dynamics given the separation between guards and prisoners. With some of these people clearly being the types who might have one day become loyalists given their temperaments and occupations.

- Schedule, beyond the first day, wasn't intrusive to RP. In general, despite being a prisoner, It felt like there was mostly room for Roleplay across the event. Even hiding items away and doing illegal acts, while difficult wasn't rendered impossible by overzealous staff.

- Its perhaps expected, but I do like that the prison event, actually enabled us to remain prisoners for some time. Often, the gates and walls are broken down before long. This felt like it had actual time to cook, and if not for the way the cascade went, felt as if connections/schemes were worthy enough to matter.

- I enjoyed the effort the GM's went through to provide my character with a presence beyond the wall, given his backstory. While making use of his connections proved rather difficult for me, for a variety of reasons, by the end I felt that such was actually ultimately accomplished. Without this, he'd have struggled as a concept, so its something that absolutely elevated the character and experience.

- The lore building via the radios, was very nice. Worldbuilding sometimes feels like its neglected in Willard, and its neat to see something of that sort make a prominent return within this event. My only, mild, gripe is that it probably should have been done using broadcasts. As it was kinda getting mixed in with all the other people speaking, and struggled to stand out. More of this type of stuff in following events for sure.

- Very small thing, but when the cascade started, the rubble appearing suddenly, before our cameras were raised from being blacked-out, was a welcome detail. Just something I noticed and thought was nice.


What did you not like about the event?

- The map choices were pretty weak. The primary prison map was not only ugly, but also rather barren. Lacking alot of quality of life features you'd often expect from Willard (Functioning chairs, objects, entities, etc.) It isn't often that I am too picky with maps, as even relatively bad looking maps can be brought to quality by propping. Ultimately though, the propping enacted was not nearly enough. I do not exaggerate when I say the maps appearance passively lessened the atmosphere of the event, while also being a bit wearing on the eyes.​
- The secondary map, following the escape was also weak due to being a direct Half Life adaptation in part. It reduced the feeling of 'being different' in terms of setting. It also didn't really fit the atmosphere of the ongoing setting and, once more, looked pretty rough to a possible lack of preparation.

- The cascade itself was, without trying to be mean, extremely flawed.
- There was a significant lack of preparation for the cascade starting. On the final day, all we had really gotten was the radio broadcasts and some helicopters flying over. It felt as if a significant portion of build-up was absent.​
- The manner in which it occurred, trapping all prisoners in the gym and forcing us to escape brought a screeching halt to any and all machinations that might have been planned within the prison. Schemes, alliances with guards or items stowed away carefully were all instantly nullified with no chance of recovery.
- Once started, there was little to no time for RP right up until the end. The event turned to NPC's being littered before us, giving us practically no room to really react to the alien invasion right before us. Escape was assured and your options were binary. Escape to a bus and live. Remain and die.​
- Technically a repeat of the map problems, but the prison maps exterior did not lend itself well at all to the cascade. Made the thing, despite efforts of GM's appear remarkably dated.
- Technical issues, especially the two servers restarts took considerable wind from the events sails.

- RP quality was pretty all over the place. I felt general RP was perhaps more dry and distant than you might have found on main. I believe this is partly due to less developed characters, but I just, personally, find myself not feeling like I really *knew* that many characters in the end. Maybe this is just because the character I myself played, its hard to say. All I can say, that's the sensation I have.

- Warden had absolutely zero presence. Not a major deal, all told, but its a bit noticeable when the 'lead' role is absent. I don't really think this impacted *much*, but still an unfortunate case.

- Some requests for GM assistance could take a considerable amount of time to be responded to. I am supposing this is due to a lack of staff attending. I only had this matter a few times, so its no great fault, but it was ever slightly frustrating.

What could we have done better?

Cascade should have gone like (In order)
Reports coming in
Helicopters and ambience
Storms open overhead, chaos heard outside
Few creatures spotted, perhaps a Vortigaunt who turns hostile quickly.
Mass breaches within the prison. The scattering of the characters begins.

Maps need to be chosen more carefully. Northwing was another map that was considered for this event and I can imagine how much it would have improved the atmosphere.

Chaos doesn't have to equal holding sprint and spawning NPC's. I feel we lost a good amount of drama from the sudden cascade. Secondly, consider prior actions. An event like this should not have bottlenecked guards/prisoners into one respective option for survival.

How would you rate the event?


I cannot lie, it was a pretty mixed bag. I mostly was satiated by it, and outright enjoyed some of it. The cascade section damaged it a lot, if I am being honest, with me being completely checked out by the time we arrived at the second map. The first day had some teething issues itself, with the event I feel, peaking in quality between the second day and just prior to the cascade reaching us.

I would personally give it a 5/10

Do note, that really does mean I just found it *average* not bad. The work that went into is extensive, and for what its worth, I would not call this event bad when taken as a whole. It was a good idea, lessened by technical and planning hiccups. Even despite that, it's not deserving of being called 'bad'.
It was just average. Still enjoyable, and something I cared enough about to show up for all three days, easily. So, don't take this as dissuading towards the future events, cause likewise, I'll probably show up for those too. Despite the many flaws I found with it, I don't regret my time going towards its attendance.
 
[]- The map choices were pretty weak. The primary prison map was not only ugly, but also rather barren. Lacking alot of quality of life features you'd often expect from Willard (Functioning chairs, objects, entities, etc.) It isn't often that I am too picky with maps, as even relatively bad looking maps can be brought to quality by propping. Ultimately though, the propping enacted was not nearly enough. I do not exaggerate when I say the maps appearance passively lessened the atmosphere of the event, while also being a bit wearing on the eyes.[/]- The secondary map, following the escape was also weak due to being a direct Half Life adaptation in part. It reduced the feeling of 'being different' in terms of setting. It also didn't really fit the atmosphere of the ongoing setting and, once more, looked pretty rough to a possible lack of preparation.
Although rp_northwing looked really good, I didn't think it would be very fun for players. The map didn't have much for inmates to do or explore. Alpha_prison had a bunch of empty rooms we propped up to serve different functions (the gym, visiting rooms, yard, library, workshop, etc.).

alpha_prison looks like crap but has more for inmates to do, northwing looks really good but has less for inmates to do. I decided to go with alpha_prison, I didn't want to keep the inmates cooped up in a cafeteria or a tiny basketball court for the whole event, that wouldn't have been fun.

- The cascade itself was, without trying to be mean, extremely flawed.
- There was a significant lack of preparation for the cascade starting. On the final day, all we had really gotten was the radio broadcasts and some helicopters flying over. It felt as if a significant portion of build-up was absent.- The manner in which it occurred, trapping all prisoners in the gym and forcing us to escape brought a screeching halt to any and all machinations that might have been planned within the prison. Schemes, alliances with guards or items stowed away carefully were all instantly nullified with no chance of recovery.- Once started, there was little to no time for RP right up until the end. The event turned to NPC's being littered before us, giving us practically no room to really react to the alien invasion right before us. Escape was assured and your options were binary. Escape to a bus and live. Remain and die.- Technically a repeat of the map problems, but the prison maps exterior did not lend itself well at all to the cascade. Made the thing, despite efforts of GM's appear remarkably dated.
I won't argue here.

The cascade was super rushed, and I should have planned it out better. It would have been far worse if Rad and Brickwall hadn't come to help.

I wanted to start the cascade while the prisoners were in the gym so players could have the option of either fleeing the prison or going through the air vent to rejoin the guards (but nobody saw the air vent, and all the prisoners fled through the hole in the wall).

The NPCs were immune to melee damage (because of a bug with SS). A panther eye was spawned in the escape tunnel and insta-killed some poor inmate during the escape, The NPCs were overall pretty dangerous. I should have communicated better about what NPCs should have been used.

If I were to do this again, I would do the cascade earlier in the day, I'd make a list of what NPCs should be used, and I wouldn't seal the players in a room like that, I should have just let things play out naturally instead of forcing anything.

- Technical issues, especially the two servers restarts took considerable wind from the events sails.
Yeah, there were even more issues that you might have not seen, we wanted to have a little garden for inmates to work on in the yard, but planters didn't work, so yard time was pretty boring asides from the library.

The big issues should be fixed by the next event, I hear that the devs are fixing them.

- RP quality was pretty all over the place. I felt general RP was perhaps more dry and distant than you might have found on main. I believe this is partly due to less developed characters, but I just, personally, find myself not feeling like I really *knew* that many characters in the end. Maybe this is just because the character I myself played, its hard to say. All I can say, that's the sensation I have.
There isn't all that much I can do about that aside from being more careful when it comes to reviewing applications in the future.

It sucks to see that some people treated their characters like throwaways (the whole point of the event was to establish new characters that could be used in the future), but there isn't much I can really do about players.

The guards did pretty well, they acted like humans instead of like CPs, which was great. Some of the inmates did pretty well, too.

- Warden had absolutely zero presence. Not a major deal, all told, but its a bit noticeable when the 'lead' role is absent. I don't really think this impacted *much*, but still an unfortunate case.
I saw him a few times, but only at the start of days 2 and 3. Mullet's captain character kind of took over as the "prison leader" during the event, so the event wasn't de-railed or anything.

Sadly, not everyone is able to attend the full event, scheduling can be a nightmare, even I was late for day 2 because of IRL stuff.

- Some requests for GM assistance could take a considerable amount of time to be responded to. I am supposing this is due to a lack of staff attending. I only had this matter a few times, so its no great fault, but it was ever slightly frustrating.
We had a few people helping out during the first two days, but a bunch of the GMs were doing IC stuff for certain portions of the event (playing as lawyers or visitors at the visitor center for instance). So it was hard to get respond to the tickets until that RP was concluded.

I'll do what I can to make sure tickets are taken quicker in the future!

I cannot lie, it was a pretty mixed bag. I mostly was satiated by it, and outright enjoyed some of it. The cascade section damaged it a lot, if I am being honest, with me being completely checked out by the time we arrived at the second map. The first day had some teething issues itself, with the event I feel, peaking in quality between the second day and just prior to the cascade reaching us.

I would personally give it a 5/10
Totally agree with the rating, the event had some issues (particularly at the end). I'm just happy the prison RP parts turned out decent, that's what the focus of the event was on, anyway.
 
I wanted to start the cascade while the prisoners were in the gym so players could have the option of either fleeing the prison or going through the air vent to rejoin the guards (but nobody saw the air vent, and all the prisoners fled through the hole in the wall).
No, we saw it. It's just that it was reasonable to assume that the ticket response time would've just left you way behind everyone else (for example, the guards escaped the map in basically 5 minutes).

Anyway, I'm too lazy to write in-depth feedback and Ginger basically wrote everything that was on my mind. I'll say that I mostly enjoyed the characters Day 2 and thereafter. The GM'd stuff for some characters was quite baller (like Alfonso's lawyer or Quincy's divorce papers), although it was pretty obvious that not everyone received that attention, which kinda sucked.
 
No, we saw it. It's just that it was reasonable to assume that the ticket response time would've just left you way behind everyone else (for example, the guards escaped the map in basically 5 minutes).

Anyway, I'm too lazy to write in-depth feedback and Ginger basically wrote everything that was on my mind. I'll say that I mostly enjoyed the characters Day 2 and thereafter. The GM'd stuff for some characters was quite baller (like Alfonso's lawyer or Quincy's divorce papers), although it was pretty obvious that not everyone received that attention, which kinda sucked.
Basically what he and ginger said.

If the cascade was prepared on day 2 then there would be plenty of time to adapt more events into the circle. I heard zero wanted to do all of this the other day but wanted to develop enough roleplay between the prisoners / guards. REST IN PEACE TREVYON HE WONT BE FORGOTTEN. The gang still lives with John Thompson, alfonso and a few others. ❤️
 
No, we saw it. It's just that it was reasonable to assume that the ticket response time would've just left you way behind everyone else (for example, the guards escaped the map in basically 5 minutes).

Anyway, I'm too lazy to write in-depth feedback and Ginger basically wrote everything that was on my mind. I'll say that I mostly enjoyed the characters Day 2 and thereafter. The GM'd stuff for some characters was quite baller (like Alfonso's lawyer or Quincy's divorce papers), although it was pretty obvious that not everyone received that attention, which kinda sucked.
It was a teleporter door, tickets wouldn't have been needed

On the other thing you mentioned, I think if I were to ever do this again, I would plan out at least one/visitation lawyer interaction for each inmate character to make everyone feel important.
 
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