Zyphix
said
:
L M Jane
said
:
If Clan Cups are so important so shouldn't the Clan Interfaces & Citadels. I agree with the above posts that Clans are a vital part of RS3.
I went as far as posting on the Clan Cup thread in the CLF about skipping it (perhaps even for years in a row) and actually working on clan updates again, as it serves no real game-based purpose than temporary distraction for both the few that know of it and JAGeX staff who participate/interact with it.
Bottom line: It's NOT a game draw, nor a game feature. It COULD be, IF they had clans on par with other MMO's instead of using excuses in place of results.
I couldn't agree more. Honestly I'm fighting myself every day to play this game, I really really want to keep playing but its hard. My clan is literally the only thing keeping me playing this game and with the lack up updates / support for clans, clans are more and more becoming irrelevant and tedious.
Edit: I've been on this forum for a long time and this is probably the most depressing place to go in all of RuneScape. All these great ideas and people fired up about clans, all these promises of updates and yet it took something like 2 years to get the t7 woodcutting plot teleport fixed and "Clan month" was moving a couple buildings around in the clan camp. The effort on Jagex's part to support clans is actually laughable and most days of the week I deeply regret starting a clan on this game instead of another that gives a f*** about its clans and community.
13-Oct-2015 17:33:06
- Last edited on
13-Oct-2015 17:36:02
by
Rough Draft
Lord Courage
said
:
Trust me give up playing if you're playing just for clans, it'll make you A LOT happier.
Wow, this is so true.... I actually did quit because of this very reason. I'm back now for different reasons and have found more than just my clan as being a reason to play.
"Why are you posting threads, asking questions and making discussion???"
Ferenc2017
said
:
Once again
nothing
of this whole clan plan happened.
That makes me pissed.
We need Mod Maz back!
TBH, We need Mod Maz and Mod Timbo, Moltaire working features for Clan Dev.
And MattHe and Allstar doing clan community stuff.
To this day, why aren't there small teams assigned or placed into niches groups to oversee development? It never made any sense. Without structure, you can't streamline anything. It's lost in a shuffle.
Clan:
Zyphix
said
:
Ferenc2017
said
:
Once again
nothing
of this whole clan plan happened.
That makes me pissed.
We need Mod Maz back!
TBH, We need Mod Maz and Mod Timbo, Moltaire working features for Clan Dev.
And MattHe and Allstar doing clan community stuff.
To this day, why aren't there small teams assigned or placed into niches groups to oversee development? It never made any sense. Without structure, you can't streamline anything. It's lost in a shuffle.
We work using a SCRUM system for teams, allowing mixed discipline teams to deal with different parts of the game on a project based rotation. This means no one team gets locked into a single area of development, we keep skills broad across the teams and it ensures a good knowledge base of game code.
In parallel we run a series of curators who each have their own point of interest and are the go to people for questions on key functions, lore or code about their specialism. Mod Maz is the Clan Curator, as an example.
Together those two systems allow us to produce regular updates of content to appeal to a wide ranging group of players - the disadvantage is that of course huge projects have to be very compelling in order to ensure the dedication of a Scrum team to that task, or series of tasks, for the significant period of time and resource such a project would demand. The Elf City is the last release of that type we have done and Invention will be the next one.
Mod MattHe |
Former Community Manager, now in Events & occasional Lore Monkey
I feel RuneLabs must come in handy to an extent if only to gauge interest of a single update based player percepted importance. But that's just a popularity vote, and not necessarily going to produce improvements to the game that add to its backbone and structure or provide "lifetime" usage.
Clanning isn't the only aspect of the game going neglected, just perhaps the most obvious. Personally I think that today there's plenty of quests for players, and plenty of graphical flash. There's still alot of neglected older content that needs to be brought to standard (fine job on Falador BTW). I'd just like to see everything evenly distributed before "progress" takes its toll and before "refinement" has a chance to catch up. Neglect leads to decay, and the longer it takes, the worse it becomes. Something new will not immediately rot away. Older content needs more attention, until it's in balance again at least. I guess you have the ninjas for backlog refinement of minor things, but how and when do you decide to do major backlog items like Falador likely was? Is it a "just when there's a chance to do it" kind of thing?
And what got 'in the way' of any planned clan dev happening this year?
That's unprecedented until now.
Clan:
Mod Matthe
said
:
Zyphix
said
:
Ferenc2017
said
:
Once again
nothing
of this whole clan plan happened.
That makes me pissed.
We need Mod Maz back!
TBH, We need Mod Maz and Mod Timbo, Moltaire working features for Clan Dev.
And MattHe and Allstar doing clan community stuff.
To this day, why aren't there small teams assigned or placed into niches groups to oversee development? It never made any sense. Without structure, you can't streamline anything. It's lost in a shuffle.
We work using a SCRUM system for teams, allowing mixed discipline teams to deal with different parts of the game on a project based rotation. This means no one team gets locked into a single area of development, we keep skills broad across the teams and it ensures a good knowledge base of game code.
In parallel we run a series of curators who each have their own point of interest and are the go to people for questions on key functions, lore or code about their specialism. Mod Maz is the Clan Curator, as an example.
Together those two systems allow us to produce regular updates of content to appeal to a wide ranging group of players - the disadvantage is that of course huge projects have to be very compelling in order to ensure the dedication of a Scrum team to that task, or series of tasks, for the significant period of time and resource such a project would demand. The Elf City is the last release of that type we have done and Invention will be the next one.
Sounds like having a football team rotate positions after every match, ya know putting the centre back up front for one game then having him play on the wing the next game so he can have a better knowledge of all positions and aspects of the game. I wonder though how results would be if a football team used that same formuala.
Scret
said
:
Mod Matthe
said
:
Zyphix
said
:
Ferenc2017
said
:
Once again
nothing
of this whole clan plan happened.
That makes me pissed.
We need Mod Maz back!
TBH, We need Mod Maz and Mod Timbo, Moltaire working features for Clan Dev.
And MattHe and Allstar doing clan community stuff.
To this day, why aren't there small teams assigned or placed into niches groups to oversee development? It never made any sense. Without structure, you can't streamline anything. It's lost in a shuffle.
We work using a SCRUM system for teams, allowing mixed discipline teams to deal with different parts of the game on a project based rotation. This means no one team gets locked into a single area of development, we keep skills broad across the teams and it ensures a good knowledge base of game code.
In parallel we run a series of curators who each have their own point of interest and are the go to people for questions on key functions, lore or code about their specialism. Mod Maz is the Clan Curator, as an example.
Together those two systems allow us to produce regular updates of content to appeal to a wide ranging group of players - the disadvantage is that of course huge projects have to be very compelling in order to ensure the dedication of a Scrum team to that task, or series of tasks, for the significant period of time and resource such a project would demand. The Elf City is the last release of that type we have done and Invention will be the next one.
Sounds like having a football team rotate positions after every match, ya know putting the centre back up front for one game then having him play on the wing the next game so he can have a better knowledge of all positions and aspects of the game. I wonder though how results would be if a football team used that same formuala.
A football team analogy does not really work sadly as there are only 11 players allowed on the pitch at a time and specific functions that have to be filled, no matter the game. Squad rotation for a defensive or offensive strategy works better, but there is not a game developer out there who can afford their devs to spend over half their working time sitting on a subs bench, twiddling their thumbs.
There are a variety of development work types that needs fulfilling and running single team skills, focused purely on a specific area of the code base, would either mean we would only develop in those areas or we would have an enormous team who would be very stop start in their development projects. It would also leave the game very vulnerable to staff changes and open to risk through that.
Mod MattHe |
Former Community Manager, now in Events & occasional Lore Monkey
They need to hire 5 or so new Jmods, move them into old staff positions, and have the 5 experienced staff members focus
100%
of their attention on clans.
I think what we really need are....
-Community person (MattHe)
-Graphical design (1-2 people)
-Coding people (2-3 people, Maz being one of them)
Major projects that should be a priority:
-Complete Permissions Rework
-Coding revamp of the clans system right down to the center so changes can actually be made.
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28-Oct-2015 15:55:47
- Last edited on
28-Oct-2015 15:57:02
by
Lisaa