I suppose that, since you chimed in, we can open the thread up to everyone now.Kinaed wrote:Oo, interesting thread - thanks for starting it, Lando!
It's possible, but other people have said similar things. I want to refocus this back on my original point, which was that a lack of gratitude often disincentivizes people from doing things. You're going back to gamification, and I'm telling you, full stop, that things like recommends and QP do not wholly incentivize people. There is a human element, and that's where community comes into play.Kinaed wrote:1. Tired of sticking your neck out - I'm sure this is some of the case, but honestly, this could just be due to how long you've been on TI. I took a course on gamification, and in there they discussed that all players go through a cycle, and it's the same cycle for everyone: 1) It's new and shiny, omg so awesome. 2) I know this system, I got this down, and I'm a peak performer. 3) Oh, I've been doing this for awhile, it's starting to get dull... but wait, I've got something to lose if I walk away, be it friendships or 40,000 hours worth of XP. I'm certain that your perception of this problem is partly true, but I also think that a portion of this is simply because you've been around for the long, long time.
This is something that players need to consider when dealing with each other. It's not something that can be remedied by code changes.
I never complained that staff were doing anything improper. I'm not privy to other players' complaints. My point is this: if a non-trivial amount of players are raising concerns about the fear that staff could or would do something improper, then this either stems from irrational fear or the appearance of impropriety. Both of these can be mitigated. I talked about this with Takta last night.Kinaed wrote:2. Staff and powerful characters - I've struggled with this. I get a complaint and listen to it, but when I dig for what the staff are actually doing, they're not doing anything different than any other player in the same circumstances. In fact, I think some of the complaints I've fielded on this most recently were more around the FEAR that staff could or would cheat rather than any evidence that we actually do.
The "PC regent" argument doesn't hold much water, for reasons we both know: it's "close enough." On the other hand, personally, I don't care if staff play GLs. That's not something that's ever bothered me, but it bothers others, and again -- if there's a non-trivial amount, then it's the process that could stand to be improved. That's all I'm saying.Kinaed wrote:As far as I have been able to detect, there are no staff giving staff special abilities, no staff ruling on their own storylines or policy issues, no providing themselves with advantages, nothing like that. There are no staff breaking rules, and there are no staff trying to leverage other players to create the outcomes they want OOCly, nor abusing any special staff tools, etc. In fact, even staff having 'powerful characters' is curtailed by our rules on guild leadership. Noble staff characters? They sit under a PC regent - and each and every one was an app that was reviewed and approved (did you know I personally have had applications rejected or modified by other staff?). At least two of us have been PKed by players who had no idea they were killing a staff member (including me).
The disconnect between fear and reality causes tension. And, it seems, you merely saying "this is reality" doesn't 100% mitigate this disconnect. Communication does. I think this thread is helpful. I think your personal anecdotes are useful. I think it helps when I say that I went through much of what Takta's going through right now on my last character (i.e., the powerful character seemingly with fingers in every plot), but I can translate that better because (I hope) it's obvious I've got no dog in the fight.
Do you not think it's a problem that there are multiple complaints and that there exists player fear? Don't you think that communication could be improved somehow to reduce or forestall this fear from happening in the first place? Fear, when left alone, grows and causes dissent. And then we end up with what's been described to me as a tense situation.Kinaed wrote:When I hear the complaints, I get outraged that the staff could be abusive - but then I take the time to investigate the complaints closely to make sure I understand what's happening. Never once have I actually seen the staff leveraging their staff-ness. What I have seen is a great deal of player fear that we could or would, and complaining behind our backs that we do. I've also investigated recent complaints where I was told that a staff member was doing something, but then when the logs came through, I found out that they just didn't stack up to demonstrate what I had been told was happening.
I feel this is incorrect. Plots are partially scripted (they have to be, by design) and they're partially in player hands. Your comment that we merely "be the change they want to see" is fully on point with players' own plots; it's not squarely on point with those that are shared between players and staff. This is actually someone else's point, which I posted for them, so I'll see if there's additional discussion on it.Kinaed wrote:4. Plots lack firm resolution - that's because they're not scripted and are in player hands. A lot of plots do get firm resolution, behind closed doors. I do sort of wish we had better communications around this stuff, but I think it's the personalities and communication skills of the players handling them that the bulk of this falls to. We don't have the staff manpower to consistently run plots (hence the story system and limited style RPA plot system versus many long, drawn out quests) and resolve this for players. That's why we don't promise to run plots and often leave the game in player plot-driven hands. Please allow me to invite everyone to be the change they want to see on this point.
Yes, I'm largely talking about perception and its negative effects on community. I feel that it's a rather divisive problem and that honest communication can help blunt those effects. Thanks for participating, but considering we're talking about perception (vice reality), all not unreasonable complaints or issues are by definition valid. An "everything's fine!" mentality doesn't really address what's at issue.Kinaed wrote: 5. Nothing blahblahblah - I've come to learn that almost everything that people say about one another is a perception. Because TI is a conflict-driven game (let's be honest, it's boring when everyone gets along, particularly ICly), it's very easy for people to get angry at someone else. Then they talk about what the other person did to deserve it to all and sundry, and their perception spreads - the perception can take on a larger life than it deserves. Please remember that when someone tells you something awful about someone else.