godsoffortune: (Default)
The Far Shore Mods ([personal profile] godsoffortune) wrote in [community profile] takamagahara2017-11-23 05:46 pm
Entry tags:

November Activity Check + HMD !

Welcome to another Activity Check + HMD!


The AC will run from November 23 through December 1st ending at MIDNIGHT EST. If that's confusing for you, just look here.

In order to pass AC, you will have to provide TWO proofs of your activity. What counts as a proof of activity? Simple! Any one or more network threads consisting of ten (10) or more comments from your character OR one or more log threads consisting of five (5) or more comments from your character. To make AC easier for you, we've created a nice little flowchart for you to follow. Remember, comments must be from November in order to count. That means anything from November 1 through November 30th will count towards AC.

There is now an additional requirement to passing AC!

Everyone is sent an approval email when their application is approved! We now require you do ALL of the following items from your approval email as part of your first month's AC with a new character.

1) Reply to the mod approval e-mail with the username that you will be using
2) Request to join these communities: thenearshore, thefarshore, takamagahara
  • New characters will not be granted access to the comms without having completed step #1
3) Fill out these forms and post them on your journal: permissions, god/shinki info
4) Make an inbox for your character and post it to your journal
5) Your application is posted on your journal as well
6) Reply to the Taken Character and God/Shinki Info pages, as well as the Tag Request post




Please copy the appropriate code, fill out the necessary information, and paste it in a reply to this post.

○ For Characters Accepted In November:


○ For All Other Characters:


This month will also have our mandatory bi-monthly HMD.
sharkmaid: (⚡ you're a lady dammit)

[personal profile] sharkmaid 2017-12-01 08:45 am (UTC)(link)
Player Name: Koko
Character Name: Rin Matsuoka
Proof One: Log [5+]
Proof Two: Log [5+]
sing_for_me: (Default)

Mikah l Alex Benedetto, Chinatsu Hiyama, and Kamui

[personal profile] sing_for_me 2017-12-01 03:41 pm (UTC)(link)
\o\

Re: TFS Mods

(Anonymous) 2017-12-01 07:06 pm (UTC)(link)
2:1 would be my preference. I have dropped most of my characters because the 3:1 has made it impossible to get anything done with super active characters, but 1:1 might be a little too fast for some people, especially with such a fluctuating player base. I've been in this game for well over a year and considering leaving entirely because the 3:1 ratio is just too slow to get anything accomplished.

A poll would be a good way to do this, I agree.
futhark: (hood; neutral)

[personal profile] futhark 2017-12-01 11:26 pm (UTC)(link)
Obviously, I can only answer for myself, but I have to say that the 3:1 ratio is something that does help me immensely and is probably the only reason I can keep up with the game.

The TL:dr version would probably say, a combination of work, life-commitments, and timezone makes it difficult-to-impossible to keep up with 1:1 ratio game.

The timezone might be the biggest reason behind it, true. Basically, during the time when I get back home, and can arrange some time for tagging, everyone is going to/at work/school etc. That means boomeranging can't happen and that with almost all threads all I'm able to give is at most one tag a day - and sadly it's not even that often, because I can't shave off time for tagging every evening.

It's something that did make me struggle in a game with 1:1 ratio, because realistically speaking most of the people weren't going to keep a thread going for that long, - new posts were made, new stuff happened and people moved to a more current plot. Which was the reason why the game instead of being fun, was being stressful. It was always a gamble "Will this thread reach the 10 comments length requirement and work for AC, or will it get dropped after a week, and I'll be left 3 comments short?". It also made actually finishing the threads, and getting anywhere in development even a bigger challenge.

This is where I want to preface there is nothing wrong with this playstyle. I do love boomeranging myself and wrapping up stuff quickly, even if it's not something I can do [ie timezone], what I want to show here is not that one is better than the other.

It's just that those different playstyles, may - and do - clash. A rare game with a slower ratio like TFS allows those like me, with more glacial speed, to enjoy a game and keep up with it. This time I play a fairly social character, so I'm really happy fact that I can lead all those threads with his, quite large CR network, to a conclusion, instead of dropping and handwaving what happened in it after a week or two.

That to speak, I understand the frustration of the development taking a long time. This is a completely valid concern, and I can relate to that. There are things I'm eager to have play-out, but because they require much more time development wise it will be few real-life months before it can happen. But then being busy with all the current in-game stuff makes it easier for me to not notice the time flying by.

Perhaps the 2:1 could be a compromise, and whatever the mods decide to do I will support them in their decision. And try to adapt accordingly. Unfortunately, I suppose that any change - or lack of it - is going to ultimately disappoint part of the player base. I have no good suggestion or solution for that.

I do also agree with some points made above - re. events happening in just one IC day which makes some characters do too much at any given time then it's physically possible - but that could be also worked around with having some events last longer than just one IC day [for example that heightened emotion stuff not going down after the festival night but continuing for some time ahead, maybe even requiring taking some IC action to make it go away, and thus giving characters reason to share the knowledge]. But that's a topic for different suggestion thread.
leapingchuu: (Default)

[personal profile] leapingchuu 2017-12-01 11:57 pm (UTC)(link)
Player Name: Heather
Character Name: Viktor Nikiforov
Due to my sound card dying and the subsequent lack of screen reader/text to speech software, I'm going to have to call a strike for the month. I do have a bit of activity but not enough to meet the quota, I'm afraid.
leapingchuu: (Default)

Heather | Viktor Nikiforov

[personal profile] leapingchuu 2017-12-02 12:15 am (UTC)(link)
I know I've been a massive flake! Once my sound card gets fixed I should be a lot more active.
sing_for_me: (Default)

[personal profile] sing_for_me 2017-12-02 01:34 am (UTC)(link)
Player Name: Mikah
Character Name: Alex Benedetto
Proof One: Proof [10+]
Proof Two: Proof [10+]

Character Name:
Proof One: Proof [10+]
Proof Two: Proof [10+]
hellishrabbit: (Default)

[personal profile] hellishrabbit 2017-12-02 01:35 am (UTC)(link)
Player Name: Mikah
Character Name: Kamui
katanas_and_tea: (Default)

Anthy| Takuma Ichijou

[personal profile] katanas_and_tea 2017-12-02 04:16 am (UTC)(link)
katanas_and_tea: (Default)

[personal profile] katanas_and_tea 2017-12-02 04:17 am (UTC)(link)
Player Name: Anthy
Character Name: Takuma Ichijou
Proof One: Proof 01
Proof Two: Proof02
socials: ʏᴏsᴜᴋᴇsʜᴇᴀᴅᴘʜᴏɴᴇs 🎥 ᴛᴜᴍʙʟʀ (Default)

[personal profile] socials 2017-12-02 04:28 am (UTC)(link)
Player Name: Snow

Character Name: Souji Seta
Proof One: Proof [2]
Proof Two: Proof [4]
Proof Three: Proof [9]

Character Name: Shouto Todoroki
Proof One: Proof [7] (copy as many times as necessary)
Proof Two: Proof [3 (starter + comments)]
socials: ʏᴏsᴜᴋᴇsʜᴇᴀᴅᴘʜᴏɴᴇs 🎥 ᴛᴜᴍʙʟʀ (Default)

Snow | Souji Seta, Shouto Todoroki

[personal profile] socials 2017-12-02 04:28 am (UTC)(link)
Take 2 fam.
subtract: you lose your mind (Default)

Re: Xar | Hibari Kyoya

[personal profile] subtract 2017-12-02 05:43 am (UTC)(link)
To be honest, the concerns brought up here are part of the reason why our CR petered out after Add and Hibari's first few encounters. I don't mind letting my characters get beat up in fights and I love negative CR, but it's extremely difficult to maintain any kind of CR if every encounter is going to turn into Hibari starting a fight. No one wants to have their character constantly at the losing end of a battle. It's important to be flexible when playing in a panfandom setting where the rules of your character's canon may not apply, and it's very tricky when you're playing the type of character that picks fights easily and has some ridiculously anime powerset. I'm not familiar enough with KHR to know how much Hibari would be able to bend to make forming CR with him easier, but I do have experience with playing a different character that had similar problems (world ending-tier powers within canon, extremely short temper and casual about attacking/injuring others). It can be difficult sometimes but it's certainly not impossible to get these types of characters to work in DWRP.

The general impression I get from Hibari is that he picks fights because he's competitive and enjoys fighting (and also because he's kind of an asshole, but hey it's an endearing quality), so an easy would be to have him deem most characters weak and a waste of effort and stick to verbal threats/downtalking them before resorting to violence. This would make it the other character's choice whether they start a brawl over something or not. I think it's also good for a battlethirsty character to take a few losses to soften their ego a little—let Hibari pick fights with characters that he'll definitely lose against, and maybe have him learn over time to be more cautious with who he throws punches at. Having your character lose fights and question themselves and their decisions is also a great opportunity for character development, especially when they're coming out of a world where they were the toughest of the tough and realizing that they're not anymore. If he's stubborn enough to pick a fight even when he knows from experience he's sure to lose anyway, this could also be in the form of his positive CR intervening/discouraging the behaviour for his own sake (such as when Hakkai made that truce between Hibari and Data-Roxas, though maybe with a bit more wiggle room for future interactions). He might come to value his closer CR over his need to fight people and thus tone himself down a little to keep them happy, developing in a different way. He could be put in a situation where fighting isn't an option and become frustrated with his inability to "beat" other characters, which could lead to him realizing that fighting can't solve everything or trying different things in order to maintain his superiority over others.

For when fight threads do break out, you should always make sure you're communicating with the other party and giving their character an equal chance to both attack and defend. This is super important for characters you're unfamiliar with as well, because you never know when an attack might be too powerful for a character to endure or when it might have unintended effects/not actually be possible to pull off for x reason. You never want to godmode another player's character by assuming something would work when it might not. In fights where the result is undecided or both characters are about equal in strength, I think it's really important to acknowledge the other character as a threat in your writing. This might mean letting your own character take a hit or two or getting knocked down by a powerful attack, or it might mean a narrow dodge where your character has to struggle to get out of the way or they mess up their own attack in order to block an incoming one. The fun part of a fight thread is seeing how the two characters stand up against eachother, which is why it sucks a lot of the fun out of it when the other player has their character shrug off everything thrown at them without much thought. Even if you are playing the type of character that facetanks every attack, they can still acknowledge those attacks by having their own moves thrown off, becoming more tired/slow from repeated hits, losing focus due to the pain, etc. There are lots of ways to let the other character shine even when they're playing the underdog!

Most of all, I think it's important just to consider what the other player is getting out of any interaction or CR. You should RP the things that you enjoy, but RP is a two-way street. There needs to be a balance of give and take. In that sense, fights are the same as angst—no one likes to constantly be the shoulder to cry on and never get to play the other side. The same goes for any type of interaction if it always ends the same way, really. If every thread ends with a character needing to be comforted, or picking a fight, or telling long and onesided stories about their homeworld, that character starts to feel very one-note and repetitive to play against. You need to show more than one side of your character if you want to maintain longterm CR with them, and sometimes you need to let them bend a little to allow more varied types of threads. It's something that gets easier the more you let the character grow into it, even if it might be hard to get them started on that path.

anyway wow this got really long and it's mostly just me rambling endlessly. I hope at least some of this might be useful to you! If there's anything in particular you want me to elaborate on you can PM/PP me or respond here, w/e works best for you. I'm also sorry for not bringing this up with you sooner since I kind of just let the CR fade out after an IC workaround was negotiated. I'd like to have more CR with Hibari since he left such a strong impression on Add, but I find fight threads a bit exhausting to pull off in general and can't see myself maintaining CR where every encounter is a fight regardless of what the outcome might be. I'd rather try to find a compromise that's satisfying for both of us, if possible.
minogame: pixiv: 4389618 (pic#9964692)

[personal profile] minogame 2017-12-02 01:11 pm (UTC)(link)
While I'm fine with 1:1, I can definitely see why it would be off putting for other people. As someone in a bit of a wonky timezone, 2:1 is actually what I prefer. It means I can keep up most of the time but if I fall behind, I'm not backdating as much as I would be with a 1:1 ratio. The game is really relaxed and backtag friendly so I don't mind being a little behind because I can still catch up.

3:1, 2:1, 1:1 each have their pros and cons and it looks like we players on different sides so a poll would be a great idea.

+1

(Anonymous) 2017-12-03 01:16 am (UTC)(link)
I think 2:1 would be a great way to meet in the middle. While I understand the pros to 3:1 for mods and some of the players I know of quite a few that thought it would be fine and then dropped because of it. If you're waiting for a season or certain day or amount of time it really drags. I mean the game started back in feb

I've also dropped my more active chars because of it. Protags that like to every little thing, at least for me, dont have enough to do or so low slow to accomplished with how 3:1 works. Other chars work great for me.

+1 to the poll idea and 2:1 idea.
futhark: (grin)

[personal profile] futhark 2017-12-03 09:58 am (UTC)(link)
Wow, awesome! You guys are literally the best. Thank you for all the hard work!
minogame: pixiv: 4389618 (Default)

[personal profile] minogame 2017-12-03 03:50 pm (UTC)(link)
Thanks! I'll look forward to your decision.

TBH that's something I wanted to do but the last time I approached you guys with something, it was handled pretty poorly. I get that you guys are busy and I figured that's what it was so I never really brought up how I felt about all of it. I figured I could just resolve the problem myself by just keeping mod involvement to a minimum with my future plans. And I'm not saying this to be difficult or mean but it honestly really frustrated and stressed me out at the time and I don't want to repeat a situation where I'm waiting for responses so I can do things...

Maybe things are better now in which case, I'm willing to give it a try if you guys are really down to help me make things work out because I really don't want to wait three months for something that shouldn't have to take this long OOC. (´ー`) ; ; Y'all have me on plurk and my private message are always open if y'all want to to plot something out.
subtract: you lose your mind (Default)

Re: TFS Mods

[personal profile] subtract 2017-12-03 11:09 pm (UTC)(link)
I try not to nag you guys or sound impatient since I know you all have lives and some things would require discussion to give an answer, but for the two larger-scale plots I've run (the time travel/ageswap event and the upcoming one I'm currently working on) I almost always have to PM the mod account twice to get any kind of response back. This is kind of a problem if there's anything time-sensitive involved, and the 3:1 time ratio exasperates this since I only have 1/3rd of the timeframe to work with when making progress on things ICly. Waiting a few days or a week for an answer is fine, but the longest stretch I've had is two months with no update and that's a bit ridiculous. For my first plot I figured this was just a fluke, but this has been a consistent issue I've noticed with my current plot's planning stages as well. I really shouldn't have to wait two weeks and send a second PM to get a reply.

Would it be easier to have something like a dedicated post for submitting player plots or contacting the mods rather than PMing the mod account? I imagine the mod account gets a lot of messages in its inbox between all the different mod posts and AC and whatever else it might be used to track, having a separate post that can be checked without digging through the inbox might be a bit easier to work with. You could even just turn commenting on for the Mod Contact page and make all comments screened and it'd function almost exactly the same as PMs anyway.

Or if there's some other way you'd rather have people contact you for plots like this you should list that somewhere, because I don't want to end up turning into That Player who sends a new PM every day in hopes of getting a quicker response.
moonlitknight: (Lily † Date)

[personal profile] moonlitknight 2017-12-11 03:54 am (UTC)(link)
I read/watched the series, manga and anime, all the way through, so I know the character is OP and because of it, it's extremely difficult to play them in a game. I've played a few characters that were OP and I know it's difficult to remain IC with a character that just wants to fight all the time b/c the urge to curb their personality to something easier to digest is strong. So, I applaud you for keeping his personality intact. Just because he has no memories doesn't mean his entire personality changes. Same goes for his abilities. Simply because he's a shinki doesn't mean he's a wimp or suddenly not an OP character. His entire character revolves around being OP. It's kind of why he was made in the first place. He's the guy they drop in when there's a bad guy they need to take down that isn't the main baddy b/c that one Tsuna has to take care of once he finally believes in himself.

Like I said, he's a difficult character to play in general b/c he's naturally going to be on a lot of people's bad side due to his personality and, let's be real, he starts fights over anything. Sometimes, characters like these just don't work well in games bc they tend to clash with almost everyone they meet except for those one or two people they miraculously can somehow stand. Hence why I thought the only advice I could give here is to make an Opt-Out post for him and spread it around the OOC community, but I noticed you already have an Opt-Out Post for him in the HMD on his journal, so I guess my only 'real' advice is to remind people every few months. He's a new character this round so I still don't have a good feel for him, since we've only interacted in on thread, but so far, he seems pretty IC, so keep up the good work!
disciplineking: (-_-...)

[personal profile] disciplineking 2017-12-11 05:57 am (UTC)(link)
Hello, and thanks for writing out your concerns. Hibari himself is a character who is OP in his canon which plays as a large part of his character. I can understand this would be a turn off for some people and more than welcome anyone to put something up on his permissions post, which doubles as an opt-out as well.

However, in terms of the game, Hibari is rather fresh out of canon as I have brought him back and hasn't had time to acclimate to his fight or flight response. I've been meaning to make him more available to less violent/negative CR once he calms down some and I'm more than happy to communicate with people regarding what they do or do not want in terms of what happens, which goes for both normal or fighting CR.

Hibari is absurdly powerful as a fighter, but I've been trying to mitigate this by trying my best not to god-mod and giving other players the option to block or parry-or run-from his fights as they see fit. He's also gotten beat, like its been said by people like Shizuo and Hakkai for example, and I've not had a single person come to me other than one about it.

If you have any specific examples, I'd be glad to hear about it, but Hibari hasn't been in the game long enough to enact any sort of major changes.

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