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Rufus 05-02-2009 08:01 PM

Quote:

Originally Posted by MysticX2X (Post 1488487)
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.

BlackSolider 05-02-2009 08:06 PM

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.

MysticX2X 05-02-2009 08:17 PM

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.

BlackSolider 05-02-2009 08:45 PM

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.

jacob_bald6225 05-03-2009 06:07 AM

Would it have hurt to preview the prize through some screenshots before the drawing?

MysticX2X 05-03-2009 03:38 PM

Quote:

Originally Posted by BlackSolider (Post 1488498)
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.:rolleyes:

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.

BlackSolider 05-03-2009 04:12 PM

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.)

xnervNATx 05-03-2009 07:42 PM

Quote:

Originally Posted by Rufus (Post 1488488)
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

BlackSolider 05-03-2009 07:52 PM

Last time I checked, FAQ can sit on tag. GC's can't.

xnervNATx 05-03-2009 11:36 PM

Quote:

Originally Posted by BlackSolider (Post 1488754)
Last time I checked, FAQ can sit on tag. GC's can't.

last time i checked no events were hosted in a week

BlackSolider 05-03-2009 11:54 PM

Last time I checked thats vastly exaggerated.

jacob_bald6225 05-04-2009 12:05 AM

So no lottery winner announcement?

MysticX2X 05-04-2009 12:16 AM

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 (Post 1488693)
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.

BlackSolider 05-04-2009 01:06 AM

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.

MysticX2X 05-04-2009 03:14 AM

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.

BlackSolider 05-04-2009 03:17 AM

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.

Cetellic 05-05-2009 03:21 AM

Quote:

Originally Posted by BlackSolider (Post 1488080)
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.

Rufus 05-05-2009 10:04 AM

Quote:

Originally Posted by Cetellic (Post 1489123)
We don't got time for the babies, they should bail anyway.

Best thing you've ever said.

BlackSolider 05-05-2009 02:22 PM

Quote:

Originally Posted by Cetellic (Post 1489123)
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.

MysticX2X 05-05-2009 02:32 PM

Quote:

Originally Posted by Cetellic (Post 1489123)
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.

xnervNATx 05-05-2009 02:33 PM

Quote:

Originally Posted by BlackSolider (Post 1489242)
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

BlackSolider 05-05-2009 02:34 PM

@ mystic.

IMO the overworld is fine, it's just empty. We need to fill it with stuff people can use repeatedly.

xnervNATx 05-05-2009 02:42 PM

Quote:

Originally Posted by BlackSolider (Post 1489255)
@ 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 :(

Cetellic 05-05-2009 04:16 PM

Quote:

Originally Posted by BlackSolider (Post 1489242)
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.

Quote:

Originally Posted by MysticX2X (Post 1489251)
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!!!!"*

BlackSolider 05-05-2009 06:29 PM

*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.)

Cetellic 05-06-2009 03:10 AM

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 =(

MysticX2X 05-06-2009 03:13 AM

Quote:

Originally Posted by Cetellic (Post 1489285)
*hands Mystic a card that reads "FAIL!!!!"*

Thanks for elaborating. :asleep:

Rufus 05-06-2009 03:13 AM

Quote:

Originally Posted by Cetellic (Post 1489546)
[..]if I was in control of dev speed wouldn't be a problem[..]

How?

BlackSolider 05-06-2009 03:23 AM

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.

Pelikano 05-06-2009 11:24 AM

So the Card Game (****ing 154854 years) worked well? lol

xnervNATx 05-06-2009 02:32 PM

Quote:

Originally Posted by Pelikano (Post 1489616)
So the Card Game (****ing 154854 years) worked well? lol

for 4-5 days yea

BlackSolider 05-06-2009 02:49 PM

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.)

Mark Sir Link 05-06-2009 03:11 PM

Quote:

Originally Posted by BlackSolider (Post 1489638)
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

Cetellic 05-06-2009 07:00 PM

Quote:

Originally Posted by Rufus (Post 1489549)
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.

Rufus 05-06-2009 07:04 PM

Quote:

Originally Posted by Cetellic (Post 1489745)
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?

Cetellic 05-06-2009 08:01 PM

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.

MysticX2X 05-06-2009 11:34 PM

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.

Cetellic 05-08-2009 03:30 AM

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.

BlackSolider 05-08-2009 03:34 AM

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.)

Cetellic 05-08-2009 03:51 AM

They'd be pretty easy to implement, guess they may break certain limitations


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