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Timer liked a post in a topic by Zyna in Introducing... Eirias, our new game designer!
Greetings Skylords, Skyladies, and Skyfolks!
we are happy to announce another addition to our team today, @Eirias! As a game designer he will work on designing new quests and achievements, evaluating and improving match rewards and distribution, designing new ways to use currencies (gold being the more prominent currency), proposing improvements for a healthier economy (currency sinks for example), designing new progression systems or features etc.
We are glad to have him with us and we are looking forward to his contributions. On a side note, we are still looking for more volunteers! We would love to be able to provide new content at a more steady pace, and you can help us in various ways. You can have a look here:
Best Regards,
Skylords Reborn Team
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Zyna liked a post in a topic by Majora in Introducing... Majora, new Community Manager
Hello everyone,
I am excited to announce that I will join the Skylords Reborn team as Community Manager!
As Community Manager I will be responsible for the communications between the Skylords Reborn team and the community. This will allow the team to focus more on their own positions, bringing you content and balancing patches faster, where I will be keeping you up to date about everything Skylords Reborn. This also includes on our social media channels, such as Twitter and Facebook.
One of the ways you can expect this to work is with biweekly status updates, highlighting things you might have missed and giving you sneak previews on what is being worked on.
I will also be making notes on frequently asked questions and the hot topics that are being discussed in the forums, discord or in-game. If you have any questions or ideas, feel free to post them in the forum or discord page, just as you are doing now. I will make sure to forward your ideas and questions to the team.
I'm happy and honored to join the team, being a Battleforge fan from the very first hour and I look forward in helping the project. If you also want to help, please take a look at the open staff positions here.
For now, please give me a bit of time to get up to date with the things happening behind the scenes. After that you can expect the very first biweekly status update, which I hope will result in a positive tradition.
I hope you are as excited as I am about the future of Skylords Reborn, and I look forward to working (and playing!) alongside all of you!
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Zyna liked a post in a topic by Treim in Skylords Reborn: Open Staff Positions
The link for application is still available at the position description. Might want to fiix that to avoid confusion and unnecassary applications.
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Sebu liked a post in a topic by Zyna in Patch #400026 - 07 April 2021
Patch #400026
Greetings Skylords, Skyladies and Skyfolk,
this is a minor update that for the most part includes a few fixes for the server crashes which happened during the last couple of weeks, and also the new spectator maps which were published on the test server last week. We also handed out the boosters which were promised for the players who were experiencing issues during the server instabilities back in January, and to the players who participated in Toggy's last tournament with sponsored prizes. We're sorry for the people who had to wait for their boosters until now. If you're wondering why the frequency of updates has drastically decreased recently, please read this announcement:
General changes
- Fixed various causes of server crashes.
- Added official spectator maps for the 1vs1 pvp maps. These maps are based on the recent reworks on the test server.
- Added the completion date for achievements.
- Reordered and added some loading screen hints. - translations done by LEBOVIM, Liorans, and Irisunna
- Reworked russian translations for many UI-Texts (Mostly surrounding Quests) - translations done by Liorans
- Removed Wazhai from the PvP ranked pool.
General fixes
- Fixed edge case where the UI would say that the player had an active booster discount when they did not.
We're expecting a downtime of around 30 minutes from approximately 8:30 to 9:00 CEST.
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BraderZ liked a post in a topic by Zyna in Skylords Reborn: Open Staff Positions
A bit too late, but here it is:
Changes:
- Added "Event Organizer" position
- Added "Community Manager" position
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Zyna liked a post in a topic by Ladadoos in Introducing... Tweeto, our new 2D artist!
Greetings Skylords, Skyladies and Skyfolk!
Today we are happy to welcome @Tweeto to the team as a 2D artist. He has shown interest, commitment and skill through numerous art pieces he has worked on in our official Discord server. Two of those pieces are attached to this announcement: one is a rework of the Amii Phantom card artwork and another one is artwork for a possible new Amii card. The end result looks very promising and we are thrilled to have him on the team, as having new artwork for cards makes it that much more exciting to add new cards. Although card artwork is a prominent task moving forward, he has shown to also have skills in other areas such as UI. This means that besides card artwork, he could also help with creating new UI elements to be used in the in-game UI. All around a very solid addition to the team!
Do not forget that we are still looking for new members! You can read all about it in our open staff positions thread:
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Hirooo liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
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RuneSeeker liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Toggy liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Mynoduesp liked a post in a topic by Zyna in New Interesting things for the Game to not die :(
On the old dev platform, there were only patch notes for the most part. Since release, we started posting all development updates in the updates section of the forums. Here is the most recent update:
That's essentially the replacement for the dev platform. One thing which is currently missing there are the updates for the test server, those are only being posted on discord right now, but we're planning on starting to post them on the forum aswell. For announcements, there's always been the "Announcements" subforum. We're definitely aware that we can substantially improve transparency and the communication between staff and the community in general. We're hoping to improve this with the upcoming community ambassador role.
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Mynoduesp liked a post in a topic by Zyna in Plans for long-term stability
It's not as simple as just prioritizing game design over faction design. Those are two different departments. The balancing developers could not simply just start working on implementing new concepts. They are neither client nor server developers. As balance developers, they "only" work with our internal balancing tool. For the game design process, we need game designers, client developers and server developers (and also potentially more web developers in the future). So far we managed to add one new game designer, @Eirias, and soon we could add one new client developer, who is currently working on their first assignment. We have a couple of open server developer applications, which are still being reviewed.
You could argue the faction designers could also help with game design. However, they specifically volunteered for faction design because of their experience and interests.
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Metagross31 liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Loriens liked a post in a topic by Zyna in Plans for long-term stability
It's not as simple as just prioritizing game design over faction design. Those are two different departments. The balancing developers could not simply just start working on implementing new concepts. They are neither client nor server developers. As balance developers, they "only" work with our internal balancing tool. For the game design process, we need game designers, client developers and server developers (and also potentially more web developers in the future). So far we managed to add one new game designer, @Eirias, and soon we could add one new client developer, who is currently working on their first assignment. We have a couple of open server developer applications, which are still being reviewed.
You could argue the faction designers could also help with game design. However, they specifically volunteered for faction design because of their experience and interests.
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fiki574 liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Mynoduesp liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Loriens liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
DieToPlay liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
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anonyme0273 liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
MephistoRoss liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
WindHunter liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
-
Volin liked a post in a topic by Zyna in Plans for long-term stability
It all started out with you publicly complaining about the issue of the lack of tournaments. In that discussion you were already showing a somewhat passive aggressive attitude towards @Ladadoos. A few days later, you approached him via his DMs in a rather aggressive way. He told you that he's not ignoring the issue, but not interested in a personal discussion with you, due to your attitude. Normally we wouldn't mind discussing something like this, as long as there's respect and common courtesy. In fact, I discuss topics like this with @Toggy quite often. It is rare that we decide to ignore someone. So to conclude, it was not the choice of words, but your general attitude you have shown both in public and in private.
He also obviously did not ignore the content of your message, because even before you DMed him we already decided to address these issues. We wanted to make a general project status update, and we wanted to add the positions for the community ambassador and the event organizer role.
We literally put thousands of hours into this project in the last year. Obviously @Toggy is one of the most engaged community members, but you're seriously underestimating how much work goes into this project. A lot of the work we do is generally not suitable for announcements to the public. Especially back in January, we had to spend a huge amount of time on the project just helping out new people with technical support and moderation issues. There was so much moderation work, that pretty much everyone had to help with that.
The platforms Twitter, Facebook, and YouTube were in fact not decently managed before release, but also definitely not ignored. In the period from the end of 2018 to early 2020 there were no posts on these platforms. However, starting in August 2020 Ladadoos and I started with helping managing these platforms aswell. Obviously, given our roles in this project, and the fact that we have personal lives, this could not be kept up, especially given that our previously very active server developer Kubik left the team. Looking at the unofficial steam or skype groups for example, they mostly already died down on their own 2-3 years ago. I was able to find barely any posts, even after we announced the release. So these issues did not suddenly start after release.
Also, you really seem somewhat conflicted here. On one hand you say "If the staff do nothing, why should the community?", but on the other one you say "[...] but the future of this game should, UNLIKE the big companies I mentioned, in my opinion be more open and community driven". We believe this project is a community effort, not just a staff effort.
We post updates when we make progress in development. However, in the last two months there was simply just not a lot of progress. Which is mostly due to the fact, that both Ladadoos and I heavily neglected our studies for the sake of this project in the year before. At the moment, we are the only server and client developers. Expecting constant updates at the pace they were released in the last year is completely unrealistic, especially given the fact that we're unpaid and doing this in our free time. Feel free to read this announcement aswell, we also touch upon the topic of unsustainable progress there.
There are so many little things staff could do all the time. Give responses to all posts, ask for clarification on bug reports, remind people to send their logs, offer to help people with technical issues, participate in feature discussions, and the list goes on. The issue here is simply that all of these little things, some of which are in fact not little, together do in fact take a lot of time.
This is just a another example of things, which might seem like they don't take a lot of time, but they in fact do. Who looks at all the replays? Who decides what's the funniest entry? Who hands out all the boosters? Who organizes the challenge? Who manages the challenge? And even then, people do have quality standards, and they don't want to waste their time with half-baked challenges. It's also generally not good for our image if we just try to pump out content with no real thought behind it. Generally we would like to go for quality over quantity, although we're aware that currently there are no challenges or tournaments. Staff members had been working on both a challenge, and a tournament in fact. They simply couldn't find the time to continue with these plans, hence why we're looking for more volunteers. As you can see from @Toggy and others, staff involvement is not a must for challenges or tournaments.
Obviously we care, and we try our best. And the best we can do right now is to get more volunteers on board, who can help us solve the exact issues you're bringing forward. It's disappointing that you imply that staff doesn't "really care" about tournaments, challenges and growing the community after more than 5 years of hard work.
I really think we're doing the best we can in the current situation, and I'm honestly not sure what you expect us to do differently, given the circumstances. @anonyme0273 in this post you only mention all the issues, and how you don't care that we're hiring new staff to attempt to solve them. Given the current circumstances, what do you expect us to do differently now?
You mentioned that Ladadoos and I participate in a lot of topics. We believe though, that there is a difference between particpating, and actively contributing. Here's how we participate in all things you mentioned:
Staff recruitment: yes, we handle that alongside the respective lead roles. Client modification: yes, we handle that completely, we're the only client and server developers at the moment. Community management: I would argue we're not doing the job of a community manager, but feel free to correct me. The most we do in that regard are maybe official statements. Project planning: there are examples of multiple different projects which work independently from Ladadoos and I: There is the Skylords Reborn Descriptions group, managed by @Mynoduesp. They are working on revamping all of the ingame descriptions. Our participation in this so far has been mostly limited to a meeting, where we discussed their proposals. There is a group working on additional rPvE factions. It started with @CrazyCockerell, and since then @Emmaerzeh has been looking over that project. There is the balancing team, which is managed by @ImaginaryNumb3r and will work autonomously. At the moment I'm still training the balancing developers a bit, until they can work on their own. Game design: we just give feedback on proposals (independently worked on by dedicated designers) in regards to technical limitations, and as server and client developers we implement finished proposals. Cloud you clarify what you mean with "pretty much everything else"? I hope it's clear that we have a team of more than 20 people who are putting their time into this project. They handle moderation, balancing, design, map creation, technical support, etc. Obviously we do a lot, which is to be expected as both an admin and developer, but to claim we do everything is absurd. You could even say that there are already multiple "project administrators" in the project who are overlooking a general process:
@ImaginaryNumb3r is the lead in game and faction design. @Emmaerzeh is the lead in map making, and organizing the map making effort. @RadicalX is in charge of the PvP expert group for balancing. In the future @WindHunter could be in charge of a similar process for PvE. It really does not seem like you are aware of the limitations we are facing. Our current biggest limitation in this regard is the lack of active developers.
Currently we have freund17, and Maze, who are working on a (for now internal) web interface/admin tool for Skylords Reborn. They are organizing themselves and the features they work on are currently determined by the moderators, who are in need of a moderation tool. We have Chibiterasu and Razeroc, who are part of the balancing team. There is fiki574. He's not as active as he once was, but he's maintaining our public APIs. He also listens to feedback from the community there. We have Aviat0r, who is also not too active at the moment, who has been working on a new updater tool. There is also empty, who's currently inactive. So unless you want to manage Ladadoos and me, there's unfortunately not a lot developers to manage right now, hence why we are looking for new developers rather than such a position right now. If with "developers" you mean people who are not in staff, you are generally welcome to organize these kinds of special projects without staff involvement. We're generally happy to assist you if we believe you are working on something which can help out the project. For example, Maze made this useful tool before he was added into staff:
We hope that we could answer all your questions. If everything goes well, all of these things will be less of an issue in the future. We plan to add the positions we are currently lacking to the staff team in the upcoming weeks.
Best regards,
Ladadoos and Zyna ~
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Zyna liked a post in a topic by Cocofang in Plans for long-term stability
I really don't know what some expect. That new content and events just spontaneously materialize?
This post in particular seems to be mostly about events but so many other people endlessly repeat "NEW CONTENT WHERE?". You can't just shovel shit into the game, it has to meet a quality standard. Otherwise everyone will just come to take a look, realize it's cobbled together crap and leave to never return. Developing that stuff takes time, it takes effort and above all it takes people. This being a volunteer project, it's obviously going to struggle in all of those aspects. Especially since it was such a niche title to begin with.
You gotta manage your expectations. To me being able to play the game is the acceptable baseline. Everything above that is a bonus. And that's despite me being someone who would love to see TONS of changes and additions to the game. But resources are few. I think it would be nice and helpful to have a regular update on something but I know how it is. You don't always find it in you. Especially if there is no incentive like a job would mandate. At the same time you can't just take whoever to help out because then you run into the problem of poor internal communication, coordination and simply too many cooks. And, again, because this is a volunteer project, people can have a way lower threshold to tolerate frustration. Because why put up with it, there is nothing tangible in it for you. So there are falling outs, people become inactive, people leave.
As for the community, novelty and hype wear off. This is just the current state of the entire video game industry. It's all just a giant ball of hyped sheep flocking from one big thing to the next, with the minority sticking around in most cases. People are quick to write things off because the market is so over saturated and there is always the next thing to go to or the established mainstream thing to return to.
Basically, this is a full time gig running on volunteer and all the problems that come with that. There is always room for more and some small things wouldn't take too much while helping out big time (like just small, official updates so the thing seems alive) but it's always someones freetime that has to be sacrificed for it.
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Zyna liked a post in a topic by fiki574 in Plans for long-term stability
Numerous times before it was said that just because there is not an official staff reply in a topic or suggestion, it does not necessarily mean we are not taking it into consideration or discussion behind the curtains. Demanding replies and/or personal attention does not speed up the process at all. Having in mind the lengths and extents this thread has went to, it is obvious it needs proper look at and preparation of a reply, because a lot of points have been touched.
Also, why are we being compared to big game studios at all? Totally different history, totally different circumstances, totally different "organization".
What I say might be irrelevant as I'm inactive by much lately, but the general feeling of complete underappreciation from some members of the community has never went away, and the continuous and complete lack of understanding for the staff's non-SR related (potentially real-life) activities is, to me, unfathomable. Even now, when there are lots of things in planning, lots of things in progress, lots of new people coming on board, Lada and Zyna giving their best in managing and organizing everything, developing the server, recruiting, attending colleges and finishing their degrees...
Whatever we say, whatever we do, it is never enough, never was and never will be.
Meaning there were 13 players in that map's chat channel, there are around 27-ish chat channels for other maps as well, as far as I know.
Relevant data can be found on https://stats.skylords.eu
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Zyna liked a post in a topic by Majora in Plans for long-term stability
See, I would understand your post 110% if you posted it last week, but with the changes now coming up, and the communication that came with these changes, im curious what you expect the devs today right now.
You said you appreciated my patience, but to be honest I felt the exact same as you did last week. But for me, the post and new open positions that happened in between, gave me returned faith in the project. Can you explain to me why this is not the case for you?
I know you are frustrated, after a dead game gets resurrected, you dont want to see it die again. But we should give those new positions the benefit of the doubt, or they stand no chance in returning the faith.
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Ladadoos liked a post in a topic by Zyna in New Interesting things for the Game to not die :(
On the old dev platform, there were only patch notes for the most part. Since release, we started posting all development updates in the updates section of the forums. Here is the most recent update:
That's essentially the replacement for the dev platform. One thing which is currently missing there are the updates for the test server, those are only being posted on discord right now, but we're planning on starting to post them on the forum aswell. For announcements, there's always been the "Announcements" subforum. We're definitely aware that we can substantially improve transparency and the communication between staff and the community in general. We're hoping to improve this with the upcoming community ambassador role.