Naelwyn
Non sum qualis eram
I'd like to provide some constructive critique and feedback for Act 1 of the Aeon event, in the hopes of helping smooth out some of the rough parts, and I'll go in order of the major ones.
Part 1 - Navigation and Scaling:
1) Visibility, blocking, and scaling spaces to large numbers of people:
Compare to the Shoreless Maze event and the paths in this event. When you are going to have a large number of people, sight lines are obscured and people will bump in to one another and make a location largely unnavigable. This is especially pronounced if one is keeping IC, and not walking through other PCs, and becomes even more frustrating on a time limit.
2) Vertical Navigation:
Not all players have fly per means of emulating climbing, and the climbing hook plugin is no longer available. It is preferable to not need DM assistance in navigating a space. A good selection of the maze could have been replaced with a parkour jumping challenge.
3) Lighting:
The combination of poor lighting and multiple paths caused substantive chaos in the event. Encouraging or allowing for deploying lighting is one means to bypass this, but also, one can use lighting to subtly direct people's attention to where they need to go.
This was done well (Possibly unintentionally) by the Lava in the first room, and by the lighting in the final room, but the interim area was largely directionless in terms of lighting.
Recommendations:
Make all maze sections 3x3. If using a very dark setting, use minor elements of lighting to direct vision towards areas of interest. Ensure a player without any permissions can navigate the map with the provided resources.
Part 1 - Navigation and Scaling:
1) Visibility, blocking, and scaling spaces to large numbers of people:
Compare to the Shoreless Maze event and the paths in this event. When you are going to have a large number of people, sight lines are obscured and people will bump in to one another and make a location largely unnavigable. This is especially pronounced if one is keeping IC, and not walking through other PCs, and becomes even more frustrating on a time limit.
2) Vertical Navigation:
Not all players have fly per means of emulating climbing, and the climbing hook plugin is no longer available. It is preferable to not need DM assistance in navigating a space. A good selection of the maze could have been replaced with a parkour jumping challenge.
3) Lighting:
The combination of poor lighting and multiple paths caused substantive chaos in the event. Encouraging or allowing for deploying lighting is one means to bypass this, but also, one can use lighting to subtly direct people's attention to where they need to go.
This was done well (Possibly unintentionally) by the Lava in the first room, and by the lighting in the final room, but the interim area was largely directionless in terms of lighting.
Recommendations:
Make all maze sections 3x3. If using a very dark setting, use minor elements of lighting to direct vision towards areas of interest. Ensure a player without any permissions can navigate the map with the provided resources.