ricquire
10-22-2014, 02:55 PM
no GM's for red, same people 3-4 boxing for last 2 years and GM's saying they got no prof, thin skin etc., etc.
This is mostly paraphrased from a real article about real shit, but with some modification, it fits nicely as an open letter to the development team of R99.
1. Accept that criticism will never be easy.
We all get bruised: It's part of the cost of doing business.
2. Make it about the server.
If you want to manage a good server (or a good anything), criticism can help you. It is generally not a personal attack.
3. Work to understand.
It's easy to retreat from the criticism by trying to invalidate it. But if you're trying to figure out if criticism is "correct" or "incorrect," you're missing the point.
4. Try everything.
Criticism gives you new avenues for experimentation, and no one can force you to keep changes that you don't like.
5. Some people aren't your audience. Others are just ass-holes.
Every. Last. Player. Counts. In the end, you can't please everyone, and you're not allowed to not give a damn.
6. Stop being such a romantic.
If you buy into the idea that a fundamentally perfect solution exists—that there's a template out there in the universe that describes what makes things good or bad—then any criticism of your work becomes a reflection of whether you are "good enough."
7. A good guide.
A suitable guide or guides(s) for red, are ultimately going to have to come from players that have a red mentality. No one who is not interested in Red, is going to all of the sudden want to spend time doing good, thankless deeds there to better something they don't agree with or care about.
This is mostly paraphrased from a real article about real shit, but with some modification, it fits nicely as an open letter to the development team of R99.
1. Accept that criticism will never be easy.
We all get bruised: It's part of the cost of doing business.
2. Make it about the server.
If you want to manage a good server (or a good anything), criticism can help you. It is generally not a personal attack.
3. Work to understand.
It's easy to retreat from the criticism by trying to invalidate it. But if you're trying to figure out if criticism is "correct" or "incorrect," you're missing the point.
4. Try everything.
Criticism gives you new avenues for experimentation, and no one can force you to keep changes that you don't like.
5. Some people aren't your audience. Others are just ass-holes.
Every. Last. Player. Counts. In the end, you can't please everyone, and you're not allowed to not give a damn.
6. Stop being such a romantic.
If you buy into the idea that a fundamentally perfect solution exists—that there's a template out there in the universe that describes what makes things good or bad—then any criticism of your work becomes a reflection of whether you are "good enough."
7. A good guide.
A suitable guide or guides(s) for red, are ultimately going to have to come from players that have a red mentality. No one who is not interested in Red, is going to all of the sudden want to spend time doing good, thankless deeds there to better something they don't agree with or care about.