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    SiegeRPG
    10/03/2021 10:02 pm
    Level 1 : New System
    Feel free to send me a DM on discord for more questions!
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    SiegeRPG
    09/10/2021 3:02 pm
    Level 1 : New System
    Hello!
      First of all, thank you for the amount of detail you crafted into your response. It means a lot that you care about the wisdom you gave.

    I stand by each point you mentioned. I find that most of the players who join the server are from Planet Minecraft or are friends of the current community. Shout-outs and server listings (except Planet Minecraft) have done little to help. Each of them require a higher standing to even get a couple players in the door. In my roadmap of Siege's advertisement sector I note the idea of creating Tik Tok videos to bring more players in. What do you think of this idea?

    To respond to your second point, I believe that I do present a clear, consistent goal to the player. The core concept of the server is simple; collect materials by breaking blocks and killing mobs to craft stronger gear that you can use to collect more materials. Compounded on this idea are some of the other features players can enjoy:
    1. Dungeons
    2. Fishing
    3. PvP Arena
    4. Item Quality (items have a certain percentage that denotes how strong of a version it is. Ex. A 50% Uncommon Shank is weaker than a 100% Legendary Shank)
    I have found is that it's tricky to walk new players through the game. I know not to overflood them with too much information at the start, so I made the tutorial optional and cover the vision of the game. Features are explained by floating holograms around the map and in GUIs where necessary. It would be awesome if you could go on and write to me your raw experience!

    I believe that volunteers I find should be from my community where I already have an established relationship. However, the issue is about 1/10th of my discord community has been a staff member at some point. It was due to my inability to keep them interested in development that most slipped away.
    One of the critical reason why I lost staff was because of my inconsistency with scheduling and maintaining workflow. Sometimes I forget a meeting, and sometimes it's because people haven't shown up to previous meetings. For example, I hosted weekly staff meetings where everyone was debriefed on what we accomplished in the past week, and what we would be working on next week. After we would play Hypixel, scribbl.io, or another game together. Each week attendance dropped by 2-3. By the fourth meeting only two people showed up. This was in July.
    I share this with you to show that I am trying and I realize that with your advice I can shape up my staff team so that their initial excitement of working for Siege will last them throughout their time on the team.

    Your last answer gives me some thought. I believe I do work too hard. I am practically all over the place doing the jobs that my teams should be doing. There was a time when the staff team was active enough to work in groups on projects, and voluntarily drop into voice calls to work together. The reason why that activity dropped was because I decided that they didn't do a good enough of a job, and took it upon myself to do it. That is what I have been doing since.
    I have a meeting with my staff tomorrow, and we will be re-writing our roadmap of goals we want to accomplish. My question to you is, if the code the developers produce or the builds the builders create are not high enough quality, how should I respond?

    Again, thank you for the response.
    I appreciate the wisdom and I have learned much from you.
    - Wrys (discord tag is Wrys#8935)
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