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Level Designer MajkiFajki joins Frozen Sand
#42
Posted 21 August 2012 - 03:46 PM
The fact that Majk takes instruction well and does not work independent is a plus not to mention he does a lot more around here than makes maps. The fact he was able to be successful in completing a task at hand with the input of a larger group of individuals is a lot more important to FS over and above who gets credit for what.
I make something I still need two or three others to help complete the work.
I make something I still need two or three others to help complete the work.
doing "stuff" with dead things.
#44
Posted 21 August 2012 - 05:37 PM
well, first off: congratulations Majki..
i personally don't care for the way fs decides upon new team members ..
what comes to mind once again reading all those forum comments .. is the way communication works around here ..
you guys seem to have a plan for the game itself but from my point of view you lack the ability to feed those plans to your community ...
(we had a lengthy discussion on that matter a while ago)
what i don't understand - besides not having a more organized way of giving updates on current developments - is the way you try to deal with failure
hoi's comment is a rare example of self criticism, as far as i know we don't get this too often
the reason we (the community) don't get to read much about developments that didn't go so well, might have the same reason we don't hear fs admit that the release of 4.2 wasn't all glorious and golden ...
the community and everybody else reading this forum/ website might think fs is just a bunch of weak and pitiful amateurs, if they did reveal more about the painful process of creating a vg ..
i personally don't think that's what would happen if you chose a more open way of communicating your actions, hits and misses .. we would get the bigger picture of how things work, something that's not possible right now ..
the way i see it you try to act as professional as possible (referring to the way the news site works), you advertised 4.2. in a way any professional publisher would (i suppose) but since you guys are doing this for a hobby and you don't have the money nor the manpower professional game developers have the release was rather bumpy:) what you advertised didn't live up to the features you initially announced (referring to the release of 4.2) .. you brought in the term beta way too late .. most players i know expected a full and finished 4.2 release ... i think the community would've been less pissed off, if you had let us in on details/ flaws of this upcoming release ..
i don't think it's a weakness to admit one's failures but a strength, i think the way to deal with annoying maybe even insulting forum comments is an even more transparent workflow and presentation of what you are doing.
this whole idea of mine is based on the assumption that you guys are aware of what went wrong on your end but because of reasons i have elaborate on earlier you prefer not to speak about it publicly ..
my point is that right now it's easy to get the impression that you guys are in denial of reality, at best it's your strategy to deal with this situation and not talk about what went wrong ..
let me exaggerate a little here, from a player's point of view:
the community constantly tells you guys what went awfully wrong, what needs to be fixed, etc. the response we get is:
this was beta release and beta releases are often full of bugs
the community is too aggressive,
you don't have to explain to us what you do, you simply don't have to because you are in charge
this simply doesn't look nor feel good, you deserve better and so do we. right now we are drifting apart. one way of dealing with this could be an additional dev blog, so your actions become more comprehensible to the community..
in a way i think i am asking you to be less professional .. level with us so we can understand what's going on ...
still an option though: maybe i am completely wrong and you really aren't aware that not everything went down smoothly .
cheers
karl
p.s. i might have to add i don't think you have to bow your heads before this community and you definitely don't have to repent but i hope you can figure out the difference to what i am asking anyway...
i personally don't care for the way fs decides upon new team members ..
what comes to mind once again reading all those forum comments .. is the way communication works around here ..
you guys seem to have a plan for the game itself but from my point of view you lack the ability to feed those plans to your community ...
(we had a lengthy discussion on that matter a while ago)
what i don't understand - besides not having a more organized way of giving updates on current developments - is the way you try to deal with failure
hoi's comment is a rare example of self criticism, as far as i know we don't get this too often
the reason we (the community) don't get to read much about developments that didn't go so well, might have the same reason we don't hear fs admit that the release of 4.2 wasn't all glorious and golden ...
the community and everybody else reading this forum/ website might think fs is just a bunch of weak and pitiful amateurs, if they did reveal more about the painful process of creating a vg ..
i personally don't think that's what would happen if you chose a more open way of communicating your actions, hits and misses .. we would get the bigger picture of how things work, something that's not possible right now ..
the way i see it you try to act as professional as possible (referring to the way the news site works), you advertised 4.2. in a way any professional publisher would (i suppose) but since you guys are doing this for a hobby and you don't have the money nor the manpower professional game developers have the release was rather bumpy:) what you advertised didn't live up to the features you initially announced (referring to the release of 4.2) .. you brought in the term beta way too late .. most players i know expected a full and finished 4.2 release ... i think the community would've been less pissed off, if you had let us in on details/ flaws of this upcoming release ..
i don't think it's a weakness to admit one's failures but a strength, i think the way to deal with annoying maybe even insulting forum comments is an even more transparent workflow and presentation of what you are doing.
this whole idea of mine is based on the assumption that you guys are aware of what went wrong on your end but because of reasons i have elaborate on earlier you prefer not to speak about it publicly ..
my point is that right now it's easy to get the impression that you guys are in denial of reality, at best it's your strategy to deal with this situation and not talk about what went wrong ..
let me exaggerate a little here, from a player's point of view:
the community constantly tells you guys what went awfully wrong, what needs to be fixed, etc. the response we get is:
this was beta release and beta releases are often full of bugs
the community is too aggressive,
you don't have to explain to us what you do, you simply don't have to because you are in charge
this simply doesn't look nor feel good, you deserve better and so do we. right now we are drifting apart. one way of dealing with this could be an additional dev blog, so your actions become more comprehensible to the community..
in a way i think i am asking you to be less professional .. level with us so we can understand what's going on ...
still an option though: maybe i am completely wrong and you really aren't aware that not everything went down smoothly .
cheers
karl
p.s. i might have to add i don't think you have to bow your heads before this community and you definitely don't have to repent but i hope you can figure out the difference to what i am asking anyway...
This post has been edited by KarlMariaSeeberg: 21 August 2012 - 05:39 PM
if you don't like uptown, you are basically hating urban terror.
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#49
Posted 21 August 2012 - 09:04 PM
One requirement to joining FS is that you are trustworthy and haven't been in QA and leaked files in the past. The person needs to have the kind of talent we need and the potential to keep developing that talent. One thing that mappers need is 3ds max experience and potential to be able to make a whole map only in 3ds max. The most important thing is to be friends with us and not to have written nasty things about us on our forum or other forums. We are friends after all and we don't want to work with people who have stated how much they dislike us.
#50
Posted 21 August 2012 - 09:14 PM
Hmm.. Nice way to diminute delirium's imense reputation?
[img]http://i.imgur.com/vtOLw.png[/img]
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