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Messages - Charr

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1
General Discussion / Re: Turnover Rate on the Staff Team
« on: February 13, 2019, 01:56:07 am »
Disclaimer: I know nothing of the way the staff is currently being managed, I only speak for the time I've spent in the team. Most of this is also from my point of view, which can vary from that of others. Plenty of valid arguments can be made against my opinions, feel free to but do not expect me to respond.

Joining the staff team is still kind of clouded in mystery. While there are some commonly known qualities you require there's no public resource with any information on how to get into the staff team or what exactly the purpose of the staff team is. As a result sometimes new staff have wildly different expectations as to what they're meant to do, this doesn't often lead them to quit the team straight away but doesn't exactly set people up for staying long. Even upon joining the team it still takes a while for you to be properly informed of things as policy topics in the staff section were heavily outdated or incorrect.

Decent candidates for staff aren't plentiful. Sometimes people would be picked too early and end up not meeting expectations. We had a few rulebreakers turned staff to basically stop them from breaking rules with varying (and mostly terrible) results. And sometimes people were picked for reasons completely unknown to anyone. Not that any of those stayed long, but in some cases the spot could've gone to someone actually fit for the job. When I joined I was told there were certain standards for staff members, and for the rest of my time in the team I watched those standards be lowered gradually in order to justify getting new members.

As a staff member you're met with a bunch of expectations by the playerbase. These vary from player to player and not living up to them can get you quite a lot of verbal abuse. It's rarely ever justified and is a big factor in why a lot of long time staff members end up resigning. A lot of it is manageable, but if you give away significant amounts of your time to a voluntary job and get a whole bunch of insults lobbed at you on a daily basis that'll do you in mentally. At the time (and perhaps currently) staff policy did not have a way to deal with verbal abuse in a permanent way. So you quite literally had to either break staff policy or deal with verbal abuse from certain players day in day out sometimes.

As Jp mentioned demotions due to power abuse were very rare. It's made very clear from the beginning that it damages the reputation of the team as a whole and results in swift demotion and punishment. Though this punishment was wildly inconsistent, going from short temporary bans to a complete removal from the game. The scale of it usuall wasn't that big, for example a moderator got himself demoted after threatening to ban a player if he didn't give the void set he pked from the moderator's unofficial ironman. Management did do a good job of swiftly dealing with abuse like this. If it involved only the staff member and no one else it could take a while as command logs were not checked often.

If management was around more during my time I feel a lot of staff members, including myself, would've stayed longer. Many people's worst experiences in the team would've been far less of a headache had management been around to guide in real time rather than after the fact. Almost nobody directly quit because of this, but it definitely had a hand in lowering morale all around. It's really easy to make your staff team think you're a hypocrite by letting them face consequences for weeks of unannounced inactivity while management is inactive for weeks at a time themselves.

Promotions were what killed off a couple staff members. Be it other people's or their own. Hell I've gotten salty over both myself. The playerbase at large isn't going to give you any praise for the work you put in. The only place it really comes from is within the team. If it wasn't Jandar's own choice not to become an admin then he's likely felt more blue balled than any of us ever have. I myself have gotten pretty mad over certain promotions, and that can and will make you resign at some point or get you demoted for being too vocal about it. It's childish as hell, but the culture in the team at the time didn't really allow for people to grow out of that.

There was almost no progress towards improving policy. This is likely a more personal gripe. I felt a lot of areas in moderation could be improved upon, most other staff members I've been in the team with didn't or felt their opinion on it didn't matter. In my opinion there was by far not enough discussion about this (mostly due to the aforementioned absent management) and even if multiple staff members agreed to something it rarely ever resulted in something permanent. At some point real world trading was made legal, all previously permanently banned offenders were allowed to appeal and receive an unban and that somehow took multiple weeks, multiple discussions and a multitude of re-offenders to revert.

Without a good staff team the game will lose players that can otherwise be kept. It's not all that factors in the decline but definitely something significant.

I'm also alive btw, unlike the memecenter.

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2
General Discussion / Re: Resignation from the staff team
« on: September 08, 2018, 11:34:08 am »
My name is Charr, self-proclaimed savior of the wiki, father of the guides section, sage of suggestions, fuhrer of feedback, breaker of the slayer's oath, avaricious argument arranger, connoisseur of construction, maker of marble, frequent foe of flamers, pope of power abuse, duke of don't duel, overlord of overloans, masterful merchant, count counterargument, friend of fate, never nomninating nancy, czar of clan cleaning wildy, prince of pissing off Mary, sender of shoutbox bans, operator of ocean, baron of ban waves, and I have come to claim my birthright as the rightful staff manager of Emps-World.

Memes aside, if you're up for talking you know how to find me.
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3
Introductions & Farewells / Re: Why I no longer play
« on: June 13, 2018, 10:24:57 pm »
You have mentioned the economy is in shambles, but what exactly are you trying to say? I cannot identify real issues with the game's economy. I state my point on data we have collected over the past year and charts everybody is able to view on the homepage.

My goal of optimizing the game's economy is to keep prices stable as well as the creation of supply and demand. We have a large collection of data for all trades on the Grand Exchange, let me show a few examples:
What all these plots have in common is that they have a pretty stable price. Yes, whips have increased in price since last year, but we've also introduced crystals to upgrade them. Meaning that these items don't lose their value and that they are in demand. You can argue that a smaller playerbase makes it more difficult to buy and sell items. Yes, I do agree and that's why I'm spending most of my time on advertising the game right now.
I can understand where you're coming from for the most part. The main issue is that a lot of players feel it's impossible to buy or sell things right now. Those graphs you're referring to don't give us the data on how many of something is being sold/bought. We can only make rough estimates by the distance between dots.

Some post here feel like frustration and hatred for the game. I've tried to argue and discuss such aspects, but from my experience this leads nowhere but even more frustration for both sides. Hence I will ignore such posts as well as possibly censor them and issue punishments if it's against the rules. I will take feedback and complaints seriously as long as they aim at helping the game and are not hypocritical.
If you've made statements about how and why the staff team is the way it is I'd very much like to see them. At least, if my criticism of the staff team is what you're referring to in this part. I think having your playerbase informed about certain things is very important, discussing them openly would at the very least keep people out of the dark in regards to these things. If that's not possible we should get a reason why it isn't.
 
If anybody is interested and doesn't already know about it, that's my personal development board:
https://trello.com/b/QGPVa5en/emps-world
The board contains progress and notes about upcoming updates and a backlog of things that are planned or have been discussed and could or will be put into the game.
Where are the updates that invest into the game's community rather than just adding more content?

Recruit people who have an outstanding record for editing wiki pages, writing guides or at least always helping out with the emps world chat for, at the very least, a few months.
We wouldn't have a staff team if standards were that high. This isn't practical.

A point that wasn't mentioned is that this rsps needs a drastic change. a few months back there was this hot discussion about adding an old school emps world server into the game and it ended with Thomy brushing off the project as being too risky.
Sorry, but it's kind of stupid you think this makes a difference. It doesn't change the direction of the game and it divides the already small community.

or just shut down emps world overall and stop wasting everyone's time.
You had a decent post going. Had.

Do you think Thomy is obligated to keep the server up? He doesn't owe you or anyone else anything so stop acting as if you're doing the world a favor by playing a game.
Thank you, voice of reason.
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4
Introductions & Farewells / Why I no longer play
« on: June 10, 2018, 11:57:25 pm »
Some of you are probably curious about why I left given that I've played emps the way I did for years, I'm going to clarify in this thread. A lot of you probably know already, but that's not going to keep me from making a final statement. Tl;dr at the end for people that suck at reading.

If you do not know who I am because you joined the game after I quit, I spent a bit over two years in the staff team and wrote wiki pages, guides, suggestions and feedback.

Direction
Emps has had a couple of big problems since it came back, and while the problem of endgame content got solved with the addition of new bosses there are plenty of problems left. The economy is in shambles due to the low amount of new players, the lack of attempts to help it with updates and due to the effects of stakers on the market. The amount of trading that goes on would almost force people into ironman mode if it weren't for the grand exchange. The sheer amount of money and items that gets rwted by stakers not only takes away huge amounts of donations but also means those players don't participate in the market regularly. Ironman mode doesn't have this issue, but they don't exactly participate in group content the same way regular players do.

New boss drops are done in a way that creates more powercreep, powercreep harms pvp, pvp shapes a lot of demand for gear and supplies and this is why nothing is worth jack shit anymore. The lack of balance in exp rates is making rs3 an actually bearable alternative for emps. It's becoming more and more of an impossible task to fix these issues in a realistic manner with the current conditions. If there is no major change in game direction it will be what kills emps.

Community
Let's analyze two important aspects of the community. The forums and the staff team.

The forums continue to drop in post and topic activity, not only that but the counting to 10k thread makes up for a significant fraction of the posts nowadays. To top that off, the important sections of the forum (guides, suggestions & feedback) are dying rapidly in activity. This makes it a lot more difficult for a developer to connect with his playerbase. I don't know why nobody is doing anything about it. There seems to be very little motivation from players to improve the state of the game.

The staff team, oh boy where do I start. The way the staff team is set up in terms of recruiting and policy is what has caused the team to be in it's current state. In the past recruiting anyone that stood out in terms of quality worked because we had the playerbase for it, however this is no longer the case. We've had seemingly more random promotions and a lot of staff members that were in the team shorter than I was game admin. And rather than putting effort into creating a new system the standards for new staff members continue to reach new lows. And here I thought promoting Mario all the way to admin just to keep him from breaking the rules was a bit of a weird way to do things. The lack of transparency is also something that makes things very difficult for the staff team. There's a huge barrier of entry to it due to the sheer lack of information on what being a staff member actually entails.

Rules continue to be enforced very little if at all, and you can see it's effects on the community. The topics for rules aren't kept up to date. The issue of the report abuse button not doing anything is still unresolved. Real world trading is more rampant than ever, people really seem to want to liquidate their banks, I wonder why? A botting issue was "solved" by just cutting everyone's supply, just making the bot a bit less profitable. I wonder how easy it would be to become the richest player in the game by creating a few scripts, it's not like staff members can do anything if you just get your bot to reply to them.

The current way the staff team is set up continues to make conditions worse for them. If nothing is done about that there won't be a functional staff team left. You can host events all you want but it's not going to make up for the absense of proper rule enforcement. I won't take shots at any staff members, Martin is ultimately responsible for the team and should be held accountable. Not that I expect that to happen, criticism is met with censorship, demotion or punishment. The only time Thomy interfered was when he was told Martin was checking through staff members personal skype accounts using teamviewer and that this was mandatory else they'd be demoted, this was in 2015 for those of you that joined the staff team more recently.

Tl;dr:
It's not a single decision or event that made me quit, rather it's certain things that kept happening. The direction that updates are headed in makes the economy suffer, the forums are rapidly dying and the staff team is set up in a way that makes it hard for them to positively affect the community.

Just like Jp I've found a better alternative to emps in RS3. I don't like that emps is like this, but I'm not adamant about changing that anymore. I've come to terms with it, and in time so will everyone else.

That's all. If this thread gets censored I'll put up the original somewhere so everyone can read it.
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6
Off-Topic / Re: What annoys or pisses you off?
« on: November 17, 2017, 03:47:51 pm »
When people go outside.
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7
Screenshots / Re: Teaser
« on: November 13, 2017, 10:18:07 pm »
This is far more interesting.
https://i.imgur.com/9JMppIt.mp4

As you can see, the bow hit 0 twice in a row in max gear. Confirmed to be garbage already. #WhyCouldn'tItHaveBeenACrossbow
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9
Suggestions & Ideas / Re: Cash from pickpocketing
« on: November 11, 2017, 05:41:31 pm »
The fact that thieving doesn't straight up give you money at a rate that is faster than killing goblins is bad. Thieving suffers from more problems than this though.

While I'm not against flat out increasing the amount of gold, I think that would be the most boring way to approach it. I'd like the base amount to be increased while there's also something that's geared towards progress a little more. What I'm thinking of is something like double loot/steal chance based on level, requirements and maybe certain equipment.
  • It would be a chance to steal twice, giving you full exp and loot.
  • There would be a base chance for this occuring regardless of your level, I'd say around 10% is fine.
  • The chance would increase by 2% for every thieving level you pass beyond the requirement. Capping at a 80% increase from levels.
  • Alternatively, every thieving level could give 1% and every agility level could give another 1%.
  • Gloves of silence could be put in the rimmington shop with the gauntlets to provide an additional 10% chance.
Of course just increasing the base amount would be fine. Maybe adding a few stalls that give you something worth selling to gen store/alching could be nice as well.
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10
Introductions & Farewells / Re: Had Fun.
« on: November 10, 2017, 08:05:49 pm »
We all know you're going to staking rehab.

Cya around.
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11
Suggestions & Ideas / Ironman mode
« on: November 09, 2017, 11:19:01 am »
I'm suggesting to remove the ability to trade member tickets/dxp scrolls/ga tickets to ironmen.

The GE or donating should be the only way for them to acquire the scrolls.

Because the items are tradable they can be given to ironmen. Ironmen receiving benefits from trading is the very thing you're not supposed to have when playing on an ironman. Since it's possible to transfer items from an ironman to a main account an ironman could actually sell their items using an alt and return the profit to an ironman in the form of tickets/scrolls.

There is already next to no competition on the highscores, in it's current state it puts newer or poorer players at a severe disadvantage when starting an ironman. Someone with funds on a non-ironman account has a huge advantage because they won't have to do anything for membership or double exp. It takes away a lot of 'value' from the seperate highscores. Any skill that doesn't involve using up resources is essentially already the same on an ironman as on a regular account since you get to trade for dxp. If ironmen at the very least have to get their own cash to pay for these things it'll actually be somewhat different for them.

GA tickets are a problem as well. Death should have consequences, especially on a gamemode about working for stuff yourself. It was one of the main things people said ironman mode shouldn't have access to before it was released.

If I start an ironman right now I could trade over 500 dxp scrolls and essentially have dxp running until I'm maxed. I could trade over a year's worth of member tickets. I could buy a bunch of GAs and essentially never fear dying. How is that fair? Frankly I'm suprised there are little to no complaints about this. It goes against the gamemode and essentially devalues a lot of the work people have done before the change.
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12
Off-Topic / Re: What annoys or pisses you off?
« on: November 08, 2017, 09:11:29 pm »
"lol u mad" or "lol u crying" when i most definitely was not doing that.
It's an instant win in any discussion, just call the other person mad and they can no longer defend themselves.
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13
Feedback / The halloween event/quest
« on: November 07, 2017, 10:24:53 pm »
Quest
I don't think there's too much to be said about the quest to be honest. It was fairly simple, which saves having to give a ton of people directions. It would've been nice if the quest forced people to use the new map search feature. It was sufficient for a holiday quest imo.

I don't know why the event had to delay the new boss though, it didn't feel like much work had been put into it.

Skulls
Is it just me or did skulls seem much rarer this year? Every monster seems to only drop a single skull compared to the earlier events where multiple could be dropped from higher level monsters. You were already condemned to afk in a multi-combat zone last time and I feel this has just gotten worse this year. There's no fun in collecting skulls and if it's money you're after you're honestly better off doing an actual moneymaking method.

Muncher was honestly a nice touch thematically. I like the idea of the skulls only dropping if I have him with me. However I did find myself accidentally picking muncher up quite often and missing drops as a result. It gets especially annoying in places like the abyss with a high monster density. Having him automatically pick up the skulls would've also made this whole thing a lot more bearable.

I'd like to see skulls be obtainable from pretty much anything (skilling, just being online, maybe even forum activity) next year. Maybe have them stored inside your account instead of having them be an item. To see how many you have you'd have to talk to muncher. Could re-name them to souls, that'd make a bit more sense.

I feel holiday events could be done way better in general.
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14
General Discussion / Re: its here! become a dj today!
« on: November 06, 2017, 06:20:18 pm »
No thanks I only listen to high quality music

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15
Screenshots / Re: Emps-World Meme Center
« on: November 05, 2017, 12:35:37 am »
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