NEW CONTENT 🎉 (TRIAL RUN) Weekend Getaway and Mansion Mayhem 🎉

Hmm..I thought that it’s not just your dormmates that matter? Could ATA iron it out more clearly? Some people be saying they’re xxx stats but can’t hit, what amount of misc, dorm, pets, rs, bonuses do we need to hit? A combined rough range would be great.

Also, someone said there’s 50mcs with maxed dorms. I hardly find players with lvl 20 999s at that stat 👀 2nd dorm room is definitely nice to have. Are there many players with all maxed out furni?
ATA can’t give a definitive answer because it’s a case-by-case. It’s similar to who can hit on invite parties. You’re not gonna get an answer for this (so sorry ig).
 

🏰 Mayhem Mansion Review 🏰


Get ready for a long one yall, I had to open a notepad for everything I have to say. 🧙🏼‍♀️

ATA please refer to all my previous posts before this trial was released, especially the one at the bottom of page 8.

Lets start with introductions; Occult is a 25mcs+ p/potd club. We have quite a few larger members (100+mcs) in our club and scheduled via admin chat & club announcement to trial this party, initating @5:30pm CST today Thirsday Nov 7th. Our members are primarily active during the daytime in North America although we do run 24/7 parties. This was the best window for us to participate in.

Already I have issues here. Firstly this trial was scheduled on a Thursday when the majority of people still have work/school the next day; which means less availability from people in general as they are more likely to flex their bedtime schedule when they don't have obligations the next morning. If everyone works the "typical" 9am-5pm workday we are already stuttering the window for this party across timezones. Nevermind the clubbies who are offline at that hour, and don't have more than half the club active and online during their timezone to ever have a chance to participate without club hopping.

I had full intentions of being here to oversee the entire thing not only to participate, but to provide first hand feedback as well as being able to consider how we may schedule this at Occult once it is an official feature. I had every intention. But life came at me, refer to my post on page 8, and I was unable to do so. I am extremely grateful to the amazing admins I have who took over as club chats navigator in my absence and reported to our admin chat how things progressed. 💜 And while I was off attending to life I was stressed for them. Over pixels and the chaos that accompanies this party. I only had time to actually be here on this game towards the tail end of things and I am not impressed.

It took 1 hour for us to gather enough members to drop keys to even activate this party. So that's a 1h15 startup time before our members can even hit. Some of them dropped a key and then had their own life to attend to that they never even had the chance to hit the party. This isn't like an ec party where anyone might have one to drop at any time. The availability alone based on timezones is so unfair to your playerbase.

Once we started the flirt bar people's main accounts around ~40mcs were failing to hit, and those around ~75mcs were struggling, alternating lands/fails. Despite this bar being for the larger stats to have to "unlock" so smaller players can also participate it was blown past in under a minute. 1h15mins of waiting just to not even have the opportunity to fully unload if you aren't staring to see how things are progressing. This is ridiculous.

The next Vibe bar only took 20 minutes or so to complete.🧍‍♀️ Another 20 minutes after that is when I signed on, and I suspect that is largely due to my darlings holding out for me to be the one to turn on the lights and have a chance to get my hands in here. After confirmation everyone in chat was waiting on me the 5 minutes of "Dropping the Bass" was disappointingly fueled by DNs and the cash was far less than your hype had me expecting it to be. Not only that, but being unable to turn on the lights after the "drop the bass" 5 minutes has elapsed means I had to use my alt holding the club to quickly go through those motions to ensure party completion. That is a horrible set up for a club to complete a party without failing or scrambling to find someone who had not yet activated the drop the bass buff. Hell some people activated it long before the party even started and we're unable to even participate on this bar.

Once the lights were "turned on" the last bar was done and gone in the blink of an eye.

More time was spent on this party waiting to be able to hit than was spent hitting it. As a p/potd club that's crietera we look at when deciding to run a PRO party over a regular party. There is so much left wanting here. There's no reason us as players should have to consider removing our avis/dorms/misc in order to give this party better pacing for our other clubmates.

I personally only had the opportunity to use ~5 dns and my total cash only moved about 1T. The average cash payout in the club was less than that. This feels disappointing and disproportional.

By contrast 3720 main story drops and 600 side story drops felt like the huge plunder you advertised.
Lets do some math here! POTD pays out 126 main // 28 side drops and PPOTD 245 main // 49 side drops.

So we would need ~30 regular parties or ~15 pro parties completed just to achieve the same goal. Time vs story rewards here are stupendous. With a payout like that I 100% understand why you intend for this to not be an every day party. The decore box was a lovely surprise, I hope to see which one awards alternate as time moves forward.

The set up for this and the party speed I think is quite terrible as it stands. The drop the bass buff and turn the lights on drop are chaotic and will lead to outrage when used incorrectly for a "once a week maximum" party. Cash isn't great, but the drops and special rewards give this great potential.

See my post at the bottom of page 8. The current state of this party is for it to be geared towards event clubs ahead of their regularly scheduled event. It feels like crumbs as a p/potd club where people aren't litterally paying to be.

I did not have the opportunity to check how this stacks with amps/jets, but am pleased to see VIP stacks on top of the rewards.

Here are my suggestions:


Reduce the amount of keys needed. This needs to be made accessible across all timezones if you want the majority of p/potd clubs to implement it in a fair manner. I suggest ~ 30 keys. Limit them to 1 per showcase per week if need be. I am not at all opposed to them being awarded with the daily xc depending on how that is structured.

Alternatively award the club president 2-3 keys a week and drop the requirement needed to start down to 1 key. Let the president distribute the keys to their admins according to what they think works best for their club.

If you're worried about this party becoming the only party people want to run, limit it to only being able to be activated within a Club 2x a week or something. Don't have us abandon our clubbies with different schedules over this concern.

Increase the hits required to complete this party. We should be spending more time taptaping away than what we do sitting and waiting to be able to do so. I like the idea of the larger members having to "unlock" a bar to help the smaller members, but still don't feel it's fair.

Perhaps have 2 bars needing completion to "unlock" the rest of the party. That way big stats and low stats can hit at the same time towards a similar goal.

Increase the duration of the "drop the bass" buff. 5 minutes is not enough. If the trade off for 10 minutes is requiring to spend dns for that cash payout let us decide if it's worth it.
Alternatively keep the 5 minutes, and increase the cash payout. Also please keep this buff out of Molly's. Put it beside the carepack in the store or something. Put it as a hidden item except for during this specific party next to the attack pots that can only be activated once per party.

Turn on the lights needs a revamp. It should absoloutly be accessible to admins only. I loathe the idea of a drop needed to end a party. I detest it being hinged on use while "drop the bass" buff is active. That needs to be removed immediately. We should not be paying that close of attention to the clock on this game. Also move this out of Molly's.

Increase the hits needed for last bar and include a purple club announcement when the "turn on the lights" drop is activated.

Yall did something here. It is new, it is exciting, it is accessible to your free to play playerbase and encourages members of all stats to come together. I see how the structure of this is meant to alienate the bot alt accounts from capitalizing on this and further decaying the market and community. I'm in full support of this approach, but please do not wrap it up like this and say that's good enough, there are serious considerations here and changes need to be made.

TLDR


• Horrid structure
• Litterally work to organize
• Target audience unclear (currently event club leaning / home club events only for the high traffic timezones)
• Good potential
• Good drops
• Meh cash payout to dn usage

You wanted feedback, I gave it. I spent hours writing this. I love to see ATA in the fourms communicating with us. We hear you, do you hear us?
Bumping in support of these suggestions for our shared issues with Mansion Mayhem. Especially admire the inclusion of alternate suggestions to target the same issue. I like the idea behind the small stats being required to hit a bar to provide the collaborative spirit as well. This post by Witchee is on Page 12 with 40 Likes. Please Like it there if you support these proposed suggestions to improve Mansion Mayhem! Let’s show ATA what we want this game to become.
 
For all the players in this thread, we wanted to say thank you for taking the time to give Mansion Mayhem a try and then leave your extensive feedback! We will consider all these comments as we iterate on this party.
Love to hear that!

I would be very interested in doing another trial after the team makes some adjustments and to have the chance to provide feedback on that before official release. 👀
 

🏰 Mayhem Mansion Review 🏰


Get ready for a long one yall, I had to open a notepad for everything I have to say. 🧙🏼‍♀️

ATA please refer to all my previous posts before this trial was released, especially the one at the bottom of page 8.

Lets start with introductions; Occult is a 25mcs+ p/potd club. We have quite a few larger members (100+mcs) in our club and scheduled via admin chat & club announcement to trial this party, initating @5:30pm CST today Thirsday Nov 7th. Our members are primarily active during the daytime in North America although we do run 24/7 parties. This was the best window for us to participate in.

Already I have issues here. Firstly this trial was scheduled on a Thursday when the majority of people still have work/school the next day; which means less availability from people in general as they are more likely to flex their bedtime schedule when they don't have obligations the next morning. If everyone works the "typical" 9am-5pm workday we are already stuttering the window for this party across timezones. Nevermind the clubbies who are offline at that hour, and don't have more than half the club active and online during their timezone to ever have a chance to participate without club hopping.

I had full intentions of being here to oversee the entire thing not only to participate, but to provide first hand feedback as well as being able to consider how we may schedule this at Occult once it is an official feature. I had every intention. But life came at me, refer to my post on page 8, and I was unable to do so. I am extremely grateful to the amazing admins I have who took over as club chats navigator in my absence and reported to our admin chat how things progressed. 💜 And while I was off attending to life I was stressed for them. Over pixels and the chaos that accompanies this party. I only had time to actually be here on this game towards the tail end of things and I am not impressed.

It took 1 hour for us to gather enough members to drop keys to even activate this party. So that's a 1h15 startup time before our members can even hit. Some of them dropped a key and then had their own life to attend to that they never even had the chance to hit the party. This isn't like an ec party where anyone might have one to drop at any time. The availability alone based on timezones is so unfair to your playerbase.

Once we started the flirt bar people's main accounts around ~40mcs were failing to hit, and those around ~75mcs were struggling, alternating lands/fails. Despite this bar being for the larger stats to have to "unlock" so smaller players can also participate it was blown past in under a minute. 1h15mins of waiting just to not even have the opportunity to fully unload if you aren't staring to see how things are progressing. This is ridiculous.

The next Vibe bar only took 20 minutes or so to complete.🧍‍♀️ Another 20 minutes after that is when I signed on, and I suspect that is largely due to my darlings holding out for me to be the one to turn on the lights and have a chance to get my hands in here. After confirmation everyone in chat was waiting on me the 5 minutes of "Dropping the Bass" was disappointingly fueled by DNs and the cash was far less than your hype had me expecting it to be. Not only that, but being unable to turn on the lights after the "drop the bass" 5 minutes has elapsed means I had to use my alt holding the club to quickly go through those motions to ensure party completion. That is a horrible set up for a club to complete a party without failing or scrambling to find someone who had not yet activated the drop the bass buff. Hell some people activated it long before the party even started and we're unable to even participate on this bar.

Once the lights were "turned on" the last bar was done and gone in the blink of an eye.

More time was spent on this party waiting to be able to hit than was spent hitting it. As a p/potd club that's crietera we look at when deciding to run a PRO party over a regular party. There is so much left wanting here. There's no reason us as players should have to consider removing our avis/dorms/misc in order to give this party better pacing for our other clubmates.

I personally only had the opportunity to use ~5 dns and my total cash only moved about 1T. The average cash payout in the club was less than that. This feels disappointing and disproportional.

By contrast 3720 main story drops and 600 side story drops felt like the huge plunder you advertised.
Lets do some math here! POTD pays out 126 main // 28 side drops and PPOTD 245 main // 49 side drops.

So we would need ~30 regular parties or ~15 pro parties completed just to achieve the same goal. Time vs story rewards here are stupendous. With a payout like that I 100% understand why you intend for this to not be an every day party. The decore box was a lovely surprise, I hope to see which one awards alternate as time moves forward.

The set up for this and the party speed I think is quite terrible as it stands. The drop the bass buff and turn the lights on drop are chaotic and will lead to outrage when used incorrectly for a "once a week maximum" party. Cash isn't great, but the drops and special rewards give this great potential.

See my post at the bottom of page 8. The current state of this party is for it to be geared towards event clubs ahead of their regularly scheduled event. It feels like crumbs as a p/potd club where people aren't litterally paying to be.

I did not have the opportunity to check how this stacks with amps/jets, but am pleased to see VIP stacks on top of the rewards.

Here are my suggestions:


Reduce the amount of keys needed. This needs to be made accessible across all timezones if you want the majority of p/potd clubs to implement it in a fair manner. I suggest ~ 30 keys. Limit them to 1 per showcase per week if need be. I am not at all opposed to them being awarded with the daily xc depending on how that is structured.

Alternatively award the club president 2-3 keys a week and drop the requirement needed to start down to 1 key. Let the president distribute the keys to their admins according to what they think works best for their club.

If you're worried about this party becoming the only party people want to run, limit it to only being able to be activated within a Club 2x a week or something. Don't have us abandon our clubbies with different schedules over this concern.

Increase the hits required to complete this party. We should be spending more time taptaping away than what we do sitting and waiting to be able to do so. I like the idea of the larger members having to "unlock" a bar to help the smaller members, but still don't feel it's fair.

Perhaps have 2 bars needing completion to "unlock" the rest of the party. That way big stats and low stats can hit at the same time towards a similar goal.

Increase the duration of the "drop the bass" buff. 5 minutes is not enough. If the trade off for 10 minutes is requiring to spend dns for that cash payout let us decide if it's worth it.
Alternatively keep the 5 minutes, and increase the cash payout. Also please keep this buff out of Molly's. Put it beside the carepack in the store or something. Put it as a hidden item except for during this specific party next to the attack pots that can only be activated once per party.

Turn on the lights needs a revamp. It should absoloutly be accessible to admins only. I loathe the idea of a drop needed to end a party. I detest it being hinged on use while "drop the bass" buff is active. That needs to be removed immediately. We should not be paying that close of attention to the clock on this game. Also move this out of Molly's.

Increase the hits needed for last bar and include a purple club announcement when the "turn on the lights" drop is activated.

Yall did something here. It is new, it is exciting, it is accessible to your free to play playerbase and encourages members of all stats to come together. I see how the structure of this is meant to alienate the bot alt accounts from capitalizing on this and further decaying the market and community. I'm in full support of this approach, but please do not wrap it up like this and say that's good enough, there are serious considerations here and changes need to be made.

TLDR


• Horrid structure
• Litterally work to organize
• Target audience unclear (currently event club leaning / home club events only for the high traffic timezones)
• Good potential
• Good drops
• Meh cash payout to dn usage

You wanted feedback, I gave it. I spent hours writing this. I love to see ATA in the fourms communicating with us. We hear you, do you hear us?
You keep your suggestions to yourself 🙄. Devs have thought it through they aren't fools🙄
 
First, kudos for trying something new and different. Thank you for working towards harder, more engaging challenges for the game. This test certainly had a lot of hiccups, which is only to be expected when introducing complicated new features.

This is definitely complicated. The amount of coordination and communication required errs towards stressful at best, insurmountable at worst. In fact, I was unable to participate in the party myself, because dropping 60 keys took much longer than I had planned for, and I ended up having to leave. I have read through the thread, and I got to experience some of the chaos in club chat.

suggestions:

1. instead of 15mins party load time, give clubs 15mins to drop as many keys as possible; party rewards scale based on amount of keys dropped
ie. 1-15 keys dropped, +5%; 16-30 keys, +10%; 45-60 keys, +15%; 60+ keys, +20%

alternatively to dropping keys while party loads, perhaps easier to develop, keys function similarly to party jams, where using a key extends the party time; the longer the party lasts, the larger the bonus
ie. keys=5mins each: 1-15 keys dropped, 5-75mins party length, +5%; 16-30 keys, 80-130min, +10%; 45-60 keys, 225-300mins, +15%; 60+ keys, +20%
max party time 5hrs + base time set for 1st key to be dropped(5mins?)

reason- players are accustomed to 15mins start times; gives a definitive start time allowing players to coordinate their game play with their real lives; allows for a reasonable margin of error that still makes the game a fun experience

2. remove "lights on"; alternatively, require a minimum number of key droppers to purchase the item

reason: you just made everyone show up all at once for a party, 1 person ending it with an item will cause endless conflict; reasonable margin of error; game, fun
 
I joined and tested this party on the first day of launch and here's some of my observations.

1. Strong accounts doesn't even need to drop keys because they are needed to finish the party. They get free party because they are necessary to push the Flirt bar which can become unfair in the future. Unless the club makes some rules.

2. Drop the bass and dance bar is not moving as it only shows single digit damage. The 5 min timer should be for the whole party not individually and should be visible or we receive notification like usual parties because we are so lost on what to do 😆🤦🏻‍♀️ so drop the bass should be a one time dropping only for all and not one time drop individually.

3. We should have been notified on who needs to turn on the lights 😂 it's a chaos really. Because we thought we're be gonna stuck as so many people tried to turn on the lights but nothing happened 😭

Overall the drops are amazing ❤️ if we can purchase the keys I don't think the quantity can be hindrance. I just hope the bento market will be not greedy about this. 😭 We are dropping 22 invis to get 800+ max drops so for this 3k plus of drops... just compute 😆
 
First, kudos for trying something new and different. Thank you for working towards harder, more engaging challenges for the game. This test certainly had a lot of hiccups, which is only to be expected when introducing complicated new features.

This is definitely complicated. The amount of coordination and communication required errs towards stressful at best, insurmountable at worst. In fact, I was unable to participate in the party myself, because dropping 60 keys took much longer than I had planned for, and I ended up having to leave. I have read through the thread, and I got to experience some of the chaos in club chat.

suggestions:

1. instead of 15mins party load time, give clubs 15mins to drop as many keys as possible; party rewards scale based on amount of keys dropped
ie. 1-15 keys dropped, +5%; 16-30 keys, +10%; 45-60 keys, +15%; 60+ keys, +20%

alternatively to dropping keys while party loads, perhaps easier to develop, keys function similarly to party jams, where using a key extends the party time; the longer the party lasts, the larger the bonus
ie. keys=5mins each: 1-15 keys dropped, 5-75mins party length, +5%; 16-30 keys, 80-130min, +10%; 45-60 keys, 225-300mins, +15%; 60+ keys, +20%
max party time 5hrs + base time set for 1st key to be dropped(5mins?)

reason- players are accustomed to 15mins start times; gives a definitive start time allowing players to coordinate their game play with their real lives; allows for a reasonable margin of error that still makes the game a fun experience

2. remove "lights on"; alternatively, require a minimum number of key droppers to purchase the item

reason: you just made everyone show up all at once for a party, 1 person ending it with an item will cause endless conflict; reasonable margin of error; game, fun
I like the time idea for sure. I feel like it might engage more members to get involved in this particular party. Everyone matters essentially.
 
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