10-19-2019, 12:45 AM
(This post was last modified: 09-01-2022, 01:08 AM by Fearless Community. Edited 2 times in total.
Edit Reason: Fixed Encoding
)
All these replies I dug out (I skimmed through) have a common denominator I'd like to pinpoint.
There is a big outcry about staff activity. Fair enough to acknowledge the problem but why does it happen?
My hypothesis is that a person who plays on FL usually has a lot of hours to play through before he gets offered a staff rank.
This hour limit has always become higher and higher. Before it was a lot lower.
What you end up with is an experienced staff member with far over a 1000 hours that has his playtime behind him rather than in his foreground. In-turn, he loses interest after a while.
This is my reply to the survey, do you agree?
There is a big outcry about staff activity. Fair enough to acknowledge the problem but why does it happen?
My hypothesis is that a person who plays on FL usually has a lot of hours to play through before he gets offered a staff rank.
This hour limit has always become higher and higher. Before it was a lot lower.
What you end up with is an experienced staff member with far over a 1000 hours that has his playtime behind him rather than in his foreground. In-turn, he loses interest after a while.
This is my reply to the survey, do you agree?
Quote:Promoting lower houred players that show potential, maturity and intelligence gives you a staff member that is just as capable of any other. The only difference is he has a lot of hours ahead of him and not behind him.
Spoiler :
Systems with low or shallow player-to-player interaction erode the social dynamics that keeps FL interesting.