State of the Queue 2018

For large social games such as Survivor where the primary mechanic is social interaction.
DeathNote
Mafia Scum
 
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Post Post #125  (ISO)  » Tue Feb 27, 2018 4:33 pm

I've been slowly working on Avatar Survivor and stopped because I lost Photoshop off my computer. I picked back up about a month ago and decided I would at least hammer out my challenges/twists and even managed to fix my board up to satisfactory.

But my biggest issue is for sure co-mods. No offense to the people slated to be my co-mods but I honestly think they are only there because we discussed the idea last summer and I semi Forced them into helping me. It was me getting excited for a theme and them encouraging me but not really modding.
Looking for love in Alderaan places.

xRECKONERx
GD is my Best Man
 
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Post Post #126  (ISO)  » Tue Feb 27, 2018 4:33 pm

I do hear the feedback about the co-modding requirement.
get to know a reckoner

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xofelf
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Post Post #127  (ISO)  » Tue Feb 27, 2018 4:43 pm

In post 125, DeathNote wrote:But my biggest issue is for sure co-mods. No offense to the people slated to be my co-mods but I honestly think they are only there because we discussed the idea last summer and I semi Forced them into helping me. It was me getting excited for a theme and them encouraging me but not really modding.

No, you're not wrong on that at all. I remember when you had asked us originally, I had had quite a few projects going and was fine to be more of a person there to edit down things so they worked and do game running, but I certainly wasn't there as a full design member of the team. It's just not really my strong suit. I also had completely forgotten about it, so you are more than welcome to drop me from that if you want someone who is more active and not juggling a bunch of projects and life things.
Xalxe: this is xofelf sometimes we call each other names and other times we share emotions
MattyP: Ur an enigma tho when it comes to circadian rhythm and the traditions we hold dear when it comes to the sun and the moon
Xof has a new place for you to ask her questions. Do it upppp

xofelf
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Post Post #128  (ISO)  » Tue Feb 27, 2018 4:56 pm

In post 126, xRECKONERx wrote:I do hear the feedback about the co-modding requirement.

Agreed. I think we can revisit this and adjust accordingly.
Xalxe: this is xofelf sometimes we call each other names and other times we share emotions
MattyP: Ur an enigma tho when it comes to circadian rhythm and the traditions we hold dear when it comes to the sun and the moon
Xof has a new place for you to ask her questions. Do it upppp

BROseidon
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Post Post #129  (ISO)  » Tue Feb 27, 2018 5:16 pm

One thing I will say wrt the modding requirements is that, if we do drop the 3-mod requirement, we should still have a bailout plan if something happens to one mod. For example, Reck having to deal with car shit during Nexus would have had a much bigger impact on how that game was run if there had only been 2 mods.

Cephrir
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Post Post #130  (ISO)  » Tue Feb 27, 2018 7:59 pm

two-person teams are absolutely fine as long as both mods are willing to be active participants in the day-to-day running of the show, so the burden doesn't all end up on one person. in practice, having a third one hasn't seemed to reduce the incidence of this because a lot of the time that third person just kinda signs on and doesn't do anything.
"I would prefer not to."

Haschel Cedricson
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Post Post #131  (ISO)  » Tue Feb 27, 2018 11:20 pm

I strongly disagree with changing the comod requirement. Before that rule was in place it was a constant thing where Xofelf would have to step in as a de facto moderator. We have plenty of mods, what we need are to encourage those pairs to be more proactive about recruiting a third and continually encourage new people to mod.
"I used to think that votes equaled pressure, too, back when I was alive. I've learned a lot since then. You know what does equal pressure? Pressure. Pressure equals pressure. Crazy, huh?"

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