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  #121  
Old 05-02-2009, 08:01 PM
Rufus Rufus is offline
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Originally Posted by MysticX2X View Post
This is ultimately why the GC team fails. We have GC's who are too pessimistic to even host on a semi-decent playercount and have to resort to "getting a valid amount of PMs" in order to host. Granted if you only had 1 pm that wouldn't be a good sign, but 3 or more is.

Fail Fail Fail
That, and there's only like 3 active people who host.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #122  
Old 05-02-2009, 08:06 PM
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Apparently I'm a bad GC because I don't exactly follow your standards of hosting.

But try and look at it from a different perspective for once. Competitiveness brings out the best in people, no? In a truly competitive situation, everyone involved is trying their best to do whatever it takes to win. I for one believe that competition is best brought out in large numbers, and/or in a tournament structure. Three people isn't my idea of a competition, as I've said before.

From the perspective of good competition, I'm not doing anything wrong. If you look at it from other perspectives, I'm sure you can find fault with my methods. But I do what I do for good competition, which is what I believe in.
  #123  
Old 05-02-2009, 08:17 PM
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Large numbers brings guild alliances, no? That's not competition at all.

But that isn't the point.

It's the point that Classic is in a ****hole right now, so you have to lower your expectations to adjust to the status quo. You can't just keep your expectations the same always. You might as well quit then because Classic isn't going to elevate if the motivation of the staff members is like this.
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  #124  
Old 05-02-2009, 08:45 PM
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Competition doesn't lower its expectations. It wants everything you got to try and win. When you start an event with only 1 opponent (as opposed to getting to a 1v1 situation at the end of a 8 person lms,) there's no chance to build up a competitive spirit. There's no chance to prove yourself by cutting down a horde of enemies. Anyone can get lucky in a 1v1 or 1v1v1 situation; it takes true skill to win a competitive 8 person free for all. That's what I'm trying to achieve when I host.
  #125  
Old 05-03-2009, 06:07 AM
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Would it have hurt to preview the prize through some screenshots before the drawing?
  #126  
Old 05-03-2009, 03:38 PM
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Originally Posted by BlackSolider View Post
Competition doesn't lower its expectations. It wants everything you got to try and win. When you start an event with only 1 opponent (as opposed to getting to a 1v1 situation at the end of a 8 person lms,) there's no chance to build up a competitive spirit. There's no chance to prove yourself by cutting down a horde of enemies. Anyone can get lucky in a 1v1 or 1v1v1 situation; it takes true skill to win a competitive 8 person free for all. That's what I'm trying to achieve when I host.
Oh yeah true skill with 2 guild alliances already made? Oh u so clever gladius.

Large events are better, yes. But Current Classic now simply won't comfort that satisfaction. Maybe you should adjust? If you don't want to host for 3 people while on tag, then that's just being selfish.
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  #127  
Old 05-03-2009, 04:12 PM
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I adjust to acceptable levels. If there's 40 people on, however unlikely, I'm not going to host something that only 8 or 10 people can play; I'm going to host something with an unlimited amount so I can get as many as possible. Same thing with lower counts, like in the teens. I'm not going to try and host an event that needs exactly 8 people if I'm not convinced I'll get eight.

Yes, you need to adjust to your playercount, but do realize that there are limits. You can't have 30 people in one room for an LMS event; it'd be too crowded. Same thing our current playercount. Yesterday you hosted both a pit LMS and thin ice sumo for 2 or 3 people. Wtf. That's not an event. I don't care how bad our playercount is right now, I'm not going to "bastardize" (night's word) my events because I have standards. Are they too high? Well, you're entitled to your opinion and I'm entitled to mine. So host your 3 person "events" and I'll host my quality events when the opportunity presents itself (like last night.)
  #128  
Old 05-03-2009, 07:42 PM
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That, and there's only like 3 active people who host.
oh my where is night?
not here.
classic staff team fail except faq , were more active than gc themself
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  #129  
Old 05-03-2009, 07:52 PM
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Last time I checked, FAQ can sit on tag. GC's can't.
  #130  
Old 05-03-2009, 11:36 PM
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Last time I checked, FAQ can sit on tag. GC's can't.
last time i checked no events were hosted in a week
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  #131  
Old 05-03-2009, 11:54 PM
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Last time I checked thats vastly exaggerated.
  #132  
Old 05-04-2009, 12:05 AM
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So no lottery winner announcement?
  #133  
Old 05-04-2009, 12:16 AM
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Darkcloud won the lottery. He's a staff member who probably has the superbomb in his inventory.

Whoop dee do?

Quote:
Originally Posted by BlackSolider View Post
I adjust to acceptable levels. If there's 40 people on, however unlikely, I'm not going to host something that only 8 or 10 people can play; I'm going to host something with an unlimited amount so I can get as many as possible. Same thing with lower counts, like in the teens. I'm not going to try and host an event that needs exactly 8 people if I'm not convinced I'll get eight.

Yes, you need to adjust to your playercount, but do realize that there are limits. You can't have 30 people in one room for an LMS event; it'd be too crowded. Same thing our current playercount. Yesterday you hosted both a pit LMS and thin ice sumo for 2 or 3 people. Wtf. That's not an event. I don't care how bad our playercount is right now, I'm not going to "bastardize" (night's word) my events because I have standards. Are they too high? Well, you're entitled to your opinion and I'm entitled to mine. So host your 3 person "events" and I'll host my quality events when the opportunity presents itself (like last night.)
Okay, for one - you just said you were asking how many people would play an event and in return got 3 pms. So that means you would never host an event for 3 people even though those can remain competitively fun.

Also, if there were a lot of people who joined an LMS event, I'd call that fun too. More people = More frantic and fun.

I hosted small events because those people actually enjoyed them. It seems that you only host to satisfy yourself and not the enjoyment of others, even if in the smallest quantity.
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Last edited by MysticX2X; 05-04-2009 at 12:34 AM..
  #134  
Old 05-04-2009, 01:06 AM
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If I don't find a particular event to be fun, I don't usually host it. It doesn't matter if it's pictionary or a 3 person lms. If its not fun to watch, I don't want to host it. When I host, I want to watch a competitive match going on. If an event isn't going to be competitive (by my previous definition,) I won't want to watch it and thus I won't want to host it. End of story.

God forbid a person wanting to play in or watch a competitive event.
  #135  
Old 05-04-2009, 03:14 AM
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That sounds selfish again. Hosting is generally not always a fun thing. You signed up for the job and accepted the difficulties you face including not having fun watching some while others may. You host for others fun, not your own though that is a plus.

Again you avoid the fact of a 3 man still being competitive, although it's fast.
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  #136  
Old 05-04-2009, 03:17 AM
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What's more competitive: A pickup basketball game with 3 people or 8 people? With a 3 person LMS, you only have to watch two people. With an 8 person LMS, you have to watch 7 different people at all times, dodging more than twice as many attacks.

As far as I'm concerned, 3-4 person events aren't competitive enough to warrant an event. If you think otherwise, then host them. I won't, for reasons already stated, whether you agree with them or not.
  #137  
Old 05-05-2009, 03:21 AM
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Indeed it could. But is that what the people really want to see? Do they want a new overworld? Or do they want stuff to do on the overworld?

If the devs don't have the player's opinions, they're making their dream world, not the world the community wants to play. And if the community doesn't want to play in that dream world, they're going to leave.
The point is, "new overworld" opens doors for "stuff to do on the overworld".

So if the community doesnt want *blank* hit detection, they're going to leave! They're not going to still play but complain about euro reach, oh no, they're gunna bails the moment something doesnt go their way!

We don't got time for the babies, they should bail anyway. Once the super awesome stuff is made it's obvious to build a new community to make up for the loss. Once that's done, we can then use player opinion to enhance what we have.
  #138  
Old 05-05-2009, 10:04 AM
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We don't got time for the babies, they should bail anyway.
Best thing you've ever said.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #139  
Old 05-05-2009, 02:22 PM
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Once the super awesome stuff is made
But how long can we afford to wait for this "super awesome stuff" to be made? Classic can't afford to sit around as is for too much longer before everyone simply leaves.
  #140  
Old 05-05-2009, 02:32 PM
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Originally Posted by Cetellic View Post
The point is, "new overworld" opens doors for "stuff to do on the overworld".

So if the community doesnt want *blank* hit detection, they're going to leave! They're not going to still play but complain about euro reach, oh no, they're gunna bails the moment something doesnt go their way!

We don't got time for the babies, they should bail anyway. Once the super awesome stuff is made it's obvious to build a new community to make up for the loss. Once that's done, we can then use player opinion to enhance what we have.
There doesn't have to be a "new overworld". The overworld now can simply be changed up to sort out the defects with it.
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  #141  
Old 05-05-2009, 02:33 PM
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But how long can we afford to wait for this "super awesome stuff" to be made? Classic can't afford to sit around as is for too much longer before everyone simply leaves.
its might be too late since every staff is now officially inactive
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  #142  
Old 05-05-2009, 02:34 PM
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@ mystic.

IMO the overworld is fine, it's just empty. We need to fill it with stuff people can use repeatedly.
  #143  
Old 05-05-2009, 02:42 PM
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@ mystic.

IMO the overworld is fine, it's just empty. We need to fill it with stuff people can use repeatedly.
gr8 more requests , but no one to make them
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  #144  
Old 05-05-2009, 04:16 PM
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But how long can we afford to wait for this "super awesome stuff" to be made? Classic can't afford to sit around as is for too much longer before everyone simply leaves.
Have simple stuff made to keep everyone busy, with SUPER AWESOME STUFF being worked on waiting to rape... speed's not the issue with that setup, just make sure to have quality.

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There doesn't have to be a "new overworld". The overworld now can simply be changed up to sort out the defects with it.
*hands Mystic a card that reads "FAIL!!!!"*
  #145  
Old 05-05-2009, 06:29 PM
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*sigh*

Clel I'm not talking about speed, quality, quantity, or any of that.

I'm simply saying I doubt can classic afford to wait more than a few months for new content. Eventually people are either going to give up hope completely or move to other servers (such as Delt.)
  #146  
Old 05-06-2009, 03:10 AM
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Hmm, well what happened with that is you brought up length of time, "how long can we afford to wait for super awesome stuff to be released", it won't be released at "light speed", in order to be super awesome it must "take awhile". All I said was the fact that super awesome stuff would take awhile to release makes no difference, since I've already countered the "people leaving because of no new content" issue... well atleast in this scenario thingy =(
  #147  
Old 05-06-2009, 03:13 AM
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*hands Mystic a card that reads "FAIL!!!!"*
Thanks for elaborating.
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  #148  
Old 05-06-2009, 03:13 AM
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[..]if I was in control of dev speed wouldn't be a problem[..]
How?
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #149  
Old 05-06-2009, 03:23 AM
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We've seen how well fast releases work out. They don't. Releasing a bunch of **** quickly will fail if theres no long term planning behind them.
  #150  
Old 05-06-2009, 11:24 AM
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So the Card Game (****ing 154854 years) worked well? lol
  #151  
Old 05-06-2009, 02:32 PM
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So the Card Game (****ing 154854 years) worked well? lol
for 4-5 days yea
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  #152  
Old 05-06-2009, 02:49 PM
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The card game itself (design, scripting, images, testing, etc.) all took a few years due to several problems (the scripter left for a long time,) but I believe the actual public release was made too quickly and without enough thought about how things would turn out over two weeks. Though I doubt anyone could have predicted the outcome it had (card disparity, not the fact that it died.)
  #153  
Old 05-06-2009, 03:11 PM
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Quote:
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The card game itself (design, scripting, images, testing, etc.) all took a few years due to several problems (the scripter left for a long time,) but I believe the actual public release was made too quickly and without enough thought about how things would turn out over two weeks. Though I doubt anyone could have predicted the outcome it had (card disparity, not the fact that it died.)
anyone with 1/16th of a brain could have easily predicted it
  #154  
Old 05-06-2009, 07:00 PM
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How?
Because when stuff would be made we wouldnt wait around for it to fissile out, we'd keep things moving, all in the while having something big being worked on in the background. Laying foundations down is important business.
  #155  
Old 05-06-2009, 07:04 PM
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Because when stuff would be made we wouldnt wait around for it to fissile out, we'd keep things moving, all in the while having something big being worked on in the background. Laying foundations down is important business.
So why is the Game Coordinator team in the state that is in while you're the assistant administrator?
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
  #156  
Old 05-06-2009, 08:01 PM
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because it's just assistant admin, there's no control with it really. If I was admin it'd be a different story, cause I'd have direct control over my team and could make the drastic changes needed.
  #157  
Old 05-06-2009, 11:34 PM
MysticX2X MysticX2X is offline
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lol you have no restrictions on gc dev and you can simply tell night your ideas. Youre just finding excuses not to do your job.
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  #158  
Old 05-08-2009, 03:30 AM
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Mystic wth man, you always fail everytime you speak on something...

GC Dev and GC are two different areas. With GC Dev things are fine until I run into limitations put there by the dev department.

There's no way Night will give into the ideas I have in mind.
  #159  
Old 05-08-2009, 03:34 AM
BlackSolider BlackSolider is offline
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Are your ideas just wayyyyy out there, or do they break the current limitations in place?

(PS: this is a question, not an insult of any type.)
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Old 05-08-2009, 03:51 AM
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They'd be pretty easy to implement, guess they may break certain limitations
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