Thank you for the comment! First and foremost, we are focus on character inclusivity. Our main priority is that every character can have fun in Acatalepsy, regardless of who they are or what their motivations may be. The fun part about Acatalepsy is that magic tends to govern all character action -- so while everyone was underwater, everyone could breathe, no one would short-circuit, etc. We apologize if your character felt landlocked and unable to participate due to the setting; we should have made it explicitly clear that all characters would be able to move through the water with minimal restrictions.
We agree, we should have timed the team mechanic better. Our goal was to foster new CR, not to prevent folks from tagging new things. We’re definitely going to consider timing when/if we use it again in the future. Thank you for explaining your specific experience with the mechanic.
The length of Akvos was decided based on mod availability and the holiday season. We agree that it ran a bit too long, and we’re going to stick to a shorter world jump cycle.
We are currently brainstorming with the new members of the modteam on ways to rework our NPC interactions and plots. Several suggestions have been brought up by our playerbase. We are going to propose several solutions down below, once we work through the nitty-gritty! Our worlds aren’t always meant to have a clear “yes or no” answer to them, and some of them are likely going to fail. However, we also don’t want players to feel as if they’re stuck with “one option” due to the writing of the plots.
Thank you especially for providing cross-examples between Struxta and Akvos! Hearing what worked in Struxta is helpful in deciding how to proceed in the future, and we deeply appreciate the work you put into this comment. You did not sound angry or upset whatsoever, and we appreciate the feedback. :)
Finally, we are going to be posting our suggested solutions in a subheading below -- please don’t take this solution as anything finalized! If you have further ideas, please let us know.
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We agree, we should have timed the team mechanic better. Our goal was to foster new CR, not to prevent folks from tagging new things. We’re definitely going to consider timing when/if we use it again in the future. Thank you for explaining your specific experience with the mechanic.
The length of Akvos was decided based on mod availability and the holiday season. We agree that it ran a bit too long, and we’re going to stick to a shorter world jump cycle.
We are currently brainstorming with the new members of the modteam on ways to rework our NPC interactions and plots. Several suggestions have been brought up by our playerbase. We are going to propose several solutions down below, once we work through the nitty-gritty! Our worlds aren’t always meant to have a clear “yes or no” answer to them, and some of them are likely going to fail. However, we also don’t want players to feel as if they’re stuck with “one option” due to the writing of the plots.
Thank you especially for providing cross-examples between Struxta and Akvos! Hearing what worked in Struxta is helpful in deciding how to proceed in the future, and we deeply appreciate the work you put into this comment. You did not sound angry or upset whatsoever, and we appreciate the feedback. :)
Finally, we are going to be posting our suggested solutions in a subheading below -- please don’t take this solution as anything finalized! If you have further ideas, please let us know.