Post by mehtastic on Jun 25, 2024 4:40:59 GMT -5
Well actually it's only been a week, which is why the only publicly available plots are killing respawning NPC raiders and some duel or another. It's too early to introduce copper stuff as the main theme of the story, because unlike other stories that lead with the main theme immediately to capture player interest, Armageddon is different... somehow...
In another week: It's only been two weeks, so uh... have a duel.
On July 15: It's only been a month, so have more raiders... and stuff.
The staff can use the resignation of "Team E" all they want as an excuse, but the truth of the matter is that the season zero staff stalled out on storytelling even with a much larger team and a much smaller playerbase back in season zero. How are they going to convince anyone that with a smaller team and a larger playerbase, they can somehow keep up by following the same processes as before?
Season zero ratio: ~150 players, ~15 staff, 10 players per staff member.
Season one ratio for week one: 225 players, 10 staff, 22.5 players per staff member.
That right there is the problem. More than double the work, following the same bureaucratic process as before for a lot of the storytelling, and to make matters worse... most of the storytellers are learning on the job.
The point that proponents of a smaller staff team (such as myself) were trying to make was that the bureaucracy of the staff team was terrible, and slowed the game to a grinding halt; a smaller team that could change how they work could react more efficiently to player actions. It's like staff got half of the memo, cutting out some inefficiencies but leaving in place the ones that create bottlenecks.
The game should get to the point of the season's story, or brace itself for the players expecting the story to quit. The bone sword simulator people will stick with the game but contribute zero to the story. A real conundrum.
In another week: It's only been two weeks, so uh... have a duel.
On July 15: It's only been a month, so have more raiders... and stuff.
The staff can use the resignation of "Team E" all they want as an excuse, but the truth of the matter is that the season zero staff stalled out on storytelling even with a much larger team and a much smaller playerbase back in season zero. How are they going to convince anyone that with a smaller team and a larger playerbase, they can somehow keep up by following the same processes as before?
Season zero ratio: ~150 players, ~15 staff, 10 players per staff member.
Season one ratio for week one: 225 players, 10 staff, 22.5 players per staff member.
That right there is the problem. More than double the work, following the same bureaucratic process as before for a lot of the storytelling, and to make matters worse... most of the storytellers are learning on the job.
The point that proponents of a smaller staff team (such as myself) were trying to make was that the bureaucracy of the staff team was terrible, and slowed the game to a grinding halt; a smaller team that could change how they work could react more efficiently to player actions. It's like staff got half of the memo, cutting out some inefficiencies but leaving in place the ones that create bottlenecks.
The game should get to the point of the season's story, or brace itself for the players expecting the story to quit. The bone sword simulator people will stick with the game but contribute zero to the story. A real conundrum.