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vazco

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Posts posted by vazco

  1. 1 hour ago, Hethwill said:

    - you report game experience - designers approach the issue in a designers point of view and NOT on your point of view.

    That's the good way to design a game, and any product in fact. It's a very good point. In the past this approach was missing, now it seems it works well.

    You can extend it to:

    • people know very well what they don't like, most of them usually don't know REALLY why
    • people don't know what are solutions to things they don't like, they will often suggest bad ones. They're not specialists
    • people don't know what they want or like before they see and experience it
    • they know more or less what are their general needs, not solutions to their needs. Data knows it even better than people though
    • you, as a specialist, should analyze people's declaration of needs and issues, interpret them based on your experience and data that you have, then implement a solution, test if it indeed answers to people needs and refine if needed
    • you don't ask a patient what treatment he prefers :)
  2. 14 hours ago, Vernon Merrill said:

    Are you really equating technical know-how with conveying and advocating policy?

    You DO know that "leaders" don't actually create budgets or, you know, build jets... right?

     

     

    At least in my country they do create budgets and they do form governments, which do handle stuff much more complex and meaningful than jets. Which country do you live in if you have other people than politicians handle the government? 

     

    Btw, policies are defining the difference between eg. Switzerland and North Korea. They're not "just" policies, even if impact is spread in time. 

    It's strange that in our culture well known rock stars have all the respect and politicians have little, that politicians have advantage when they're incompetent and without experience. It was different in the past. Social media, which we discuss here, are much related to this in fact :)

    • Like 3
  3. 5 hours ago, Vernon Merrill said:

    I’ll take someone who has actually learned a trade/occupation over someone who lives via the public teat any day of the week 

    You don’t have to be of the “political class” to be a good politician.  

    Sure, how hard is it to run the country after all? Let's choose someone who will learn on the fly.

    I wonder why we don't think the same about our doctors, pilots and architects. After all, their jobs have less at stake. It's a strange culture we live in.

    • Like 1
  4. 3 hours ago, Palatinose said:

    The lesson i draw from all this is once again, that people obviously are often unable to find a healthy way of interpersonal communication in social media or the Internet in general. Lack of facial expression and gestures leads to misunderstandings, but instead of asking further, assumptions are made leading to even more mistaken interpretations.

    This also appears in direct communication. You're right though, this is the issue.

    In last 2 years I had a chance to cooperate with some great people, who have really interesting companies and are quite aware of value of a good communication. They're busy though. It's amazing how many completely random and sometimes absurd miscomunications happen when you factor in even lack of time, not to mention remote communication. In general we don't listen to others with focus, we first think about what we want to say. Listening to others, identifying their exact fears and goals, adressing them first,  and then stating what you want to say, gives you a really great power of making things happen. It's amazing how we underrate it in general. It's of course completely different in RL and in internet, but basic rules are similar. It's harder than we think :)

     

    1 hour ago, admin said:

    It will get worse. Polarization will continue and we will see the total removal of free speech from the internet in the next 10-15 years.

    This is a very subjective remark. It's interesting, and of course you have a right to state this. I just point it out, as it makes you go into a discussion with a community :) 

    On topic though, I'm an optimist here. In my opinion there are two issues. First is about quality of information, not quantity. A fool and a sage have the same weight of their speech now. They can both be free to speak, as long as it's clear who is who. We're slowly coming up with solutions for this. The second issue is that communication (and views that it shapes) is driven by emotions, rather than reality. We're not there yet, but I'm convinced we will be :) Of course solutions can take away some of our freedoms, but I don't think it needs to be anywhere close to Great Firewall of China.


    (wow, both of those posts are waay off-topic, even if interesting :) )

    • Like 2
  5. On 4/2/2019 at 11:47 AM, admin said:

    cultural differences

    Just to clarify, it's not a cultural difference. Same things work all over the world, with just slight modifications. Crisis management in social media works everywhere the same.

     

    (ok, that's the last post form me. Being on a sick leave makes me spend too much time here :P )

     

    • Like 1
  6. 20 hours ago, Sir Texas Sir said:

    I said it many times in the past they need to do in game surveys cause most of the players never get on the forums. You want the best feed back than ask in game.  Just have a pop up when they log in and ask a few questions and be done with it.

    Creating good poll and reading it's results well is hard. Creating KPI's and reading results is easier and better.

    I think devs already have a good way to communicate - just talk with a few people, who can act as liasons. It doesn't even need to be formal :) It doesn't even require you to define KPI's.

  7. 22 hours ago, Palatinose said:

    According to an old saying there usually is a silent majority, mostly more conservative. To both ends of the spectrum there usually is also a more radical and more noisy crowd. Open communication means to deal especially with these tips of the range. 

    There is three basic points to consider for @admin imo:

    1) do you believe to have created a better product thanks to communities feedback or not?

    2) do you believe the consequences of open communication are a reason to sell more or less copies of your product?

    3) are the ressources you put into open communication (nerves, time,...- as non-PR person it's not primary your job) worth it?

    Pala, there are many ways to communicate. I understand that devs will not go into discussion with people, but will still post patch notes and read what people reply. There will be also mods who still will care for the community. This is a good change, and don't prevent exchange of information and feedback.

     

    It works when on every idea, even the stupidiest ones, you say "thanks for feedback", or don't say anything, and then do what YOU think is best. You only risk misunderstanding someone's idea when you don't go into discussion. Weighting it out, it's less of a risk than enflaming people due to going into discussion.

    • Like 1
  8. On 4/2/2019 at 11:47 AM, admin said:

    Removing the open communication will remove the sources for frustration. 

    It's drastical, but effective change. If you did this eg. 4 years ago, you would have better reviews and more sold copies of the game.

    Just to clarify though - it's not about communication per se, it's more about going into discussion with people, and about social media crisis management when it appears. Teaching a mod or two how to handle crisis could be still helpful for you, even if you don't communicate directly :)

     

     

    Anyway, I wish you all the best. Keep up the good work! ( and your greatest work is when you create awesome stuff :)) I know I'll buy everything you create.

    • Like 2
  9. 18 hours ago, admin said:

    As a result he is mistaken. Because he thinks DLC owners will still play and happily haul.  
    Players who do not want to haul chose DLC ships VS chose not to play at all.

    I joined this game first to craft and trade, then I switched to PvP (which is a majority of my time).

    Before DLC's I was crafting ships for myself and others. I bought DLC's and in times when they were P2W, I was halting crafting, sailing DLC ships instead.

    Now Herc or Requin are not P2W, as they were significantly nerfed. Still, you should look at concerns of people. It's a very valid argument that a new powerful DLC ship may become meta and thus P2W, just like Wasa, Herc and Requin had their META moments (I put Wasa here deliberately, as it doesn't really matter if a ship is a DLC or not, unless it's a meta for RvR as well).

    • Like 1
  10. 2 hours ago, AUAcuso said:

    I Don't know if a bulbous bow would actually offer any advantages to a sailing vessel, as it's more for fuel efficiency than anything.

    It mostly lowers drag of the wave, which can also increase speed quite significantly (10%+). It works from a certain speed though, maybe a clipper could benefit from it.

  11. There's a painfully simple solution to bring everyone out of capital zones and into PvP zones:

    FIX RoE of PvP zones to COUNTER GANKING!!!!

    ...eg. by progersive BR limits, which would allow for groups sized from 1 to 10 to find some interesting and meaningful fights in PvP zone, and fight other 1-10 groups regardless of their size.

    This is however simple and efficient solution. Let's go back to discussing various other solutions - those more complex, or harder to implement, as for some reason dev's don't want to test this simple one, even though it was suggested by most of the community already.

    • Like 1
  12. I experienced multiple issues related with tag circles counting your position incorrectly, and heard about many more. It turns out that synchronization of your position between server and client are off quite significantly, regardless of your ping.

    With use of Sandboxie I recorded two ships sailing next to each other - I hope it helps you nail down the problem.

     

    Explanation: each ship has their relative positions displayed differently. A difference of 4-5 ship lengths (which sometimes happens) makes a difference between a winning or loosing tag, and between dragging enemy to battle, or missing the tag while having it look perfectly ok on your client.

    In the past tagging worked better, issues increased a few months ago. I believe you should be able to synchronize position between a client and server fairly easily, as it doesn't seem to be synchronized at all after you leave the port (those two ships were desynchronized for 30 minutes).

     

     

    • Like 1
  13. On 2/2/2019 at 6:34 PM, Archaos said:

    The question is, should the battle marker be readily visible? Shouldn't you have to keep a good look out for them rather than have a big beacon letting everyone know there is a battle

    Let me ask this question differently - do we want more battles, or less? More content per hour spent in game, or less? 

  14. 2 hours ago, admin said:

    30 % of men do not see red. 

    Red with yellow outline, or white with black bacground, should be visible for everyone as a shape.

    In a meanwhile, 100% men don't see white over  a white fog, and probably more than 30% have issues seeing white over a white sky.

    • Like 2
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