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Event Admins, but Why?
#5
I know things like this have been considered before, and turned down, with Dev unsure of how trustworthy we could be with those powers, but it does seem to me like we could make use of eventmins. So here's a few reasons why they'd be really good for the game. I'll be covering already mentioned points, but putting them out there in more detail.

Demand: One of the things I have very often noticed is that, when making an event, unfortunately (no fault to the GMs on this) GMs are either already doing something, or unable to be around. Considering events that require PvE mobs take a few phases of planning, such as mob creation, mob testing, and the actual events, the time between planning an event and getting it out there can be stretched, because it often seems like event demand is more than the current amount of GMs can handle.

Stagnancy: The world can feel very stagnant these days, because meaningful threats are hard to pull off for players. In a game where PvP solves mainstream battles, your meaningful threats as a player can be struck down with ease before they make a name for themselves, and you can't do anything about that sometimes. This means some people are reliant on mobs to make a threat that will last long enough to get people talking about them like they can actually affect anything - which again, means planning and timing will slow the flow of villainous acts down, too. To have more people able to, well... be of service in speeding that process up, would be good. Calamity would be potentially more frequent, then - and we could probably use that.

Stress: Currently, events are usually done by 1-2 of the 5 GMs. Some GMs are too busy to, and some just specialise in another part of the admin process, which is fine. But that leaves the problem of two people been given the workload of the events of anyone in the game who wants PvE mobs in their event - and I have no doubt that can get stressful. So if anything, this could help ease the stress GMs might face if faced with a bunch of events in need of doing.

Now, the things that can be done to ensure that eventmins are kept under control so you can feel like you actually trust people enough for that.

Recommendation: Not just anyone can apply to be an eventmin if the opportunity presents itself. Letting that be the case will only allow people who would never make good use of the power be able to apply. So I'd say it would be best to leave it to the reccomendation of your existing staff team on who you'd consider, if such a role existed.

Confirmation: Any event plans that require PvE should still go to a GM. At that point, they can confirm or deny the lore of it and whether they agree with the idea, and if the idea is sent by a player, the GM can assign an eventmin if they're too busy. If the plot is by the eventmin themselves, the GM can greenlight them to go ahead with it. Now, this doesn't sound like it's lightening the load at all, but believe me, this skips out a lot of the effort GMs would need to go to for anyone who wants to run events, but still allow them to act as eventmins whenever they want, too.

Limits: Of course, the obvious thing. A limit on eventmins of some kind. We don't want TOO many people with this power - so there should be cap on the amount you'd allow. Without putting pressure on eventmins, they should reasonably be expected to help out now and then, rather than just doing their own events - or they probably shouldn't be considered.
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Ending 145: Disappointed in Humanity
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