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@Rajive
Your second point is actually more or less part of the intended design for class limits but I don't believe it's feasible/possible in the form of an external script (as it is now). Also on the note of a class being available, the deciding factor for how someone is removed from a class is a very large point of debate/contention. That needs to be figured out (by both the devs and the community) before any official form of class limits gets integrated into MB2.
@LoU
I don't know you too well, personally. However, I will never downplay the efforts you've put into MB2 (launcher/any kind of external stuff being integrated into JKA is a huge mess that deserves a medal for actually succeeding to the degree you did). I'm too tired and limited to mobile to go into any fine details but I do hope that you will return some day (especially once dev stuff isn't so sabering-centric; lord knows I'm ready to move onto other things..>_>).
As for the state of the dev team overall...I'm one of the newest devs (as well as this being my first real experience in any kind of actual environment involving a legit dev team) so my perspective might be off. Organization is definitely an issue, both by external observation (as a non-dev community member; that's part of why I originally became one in regards to trying to "save" dueling) as well as first hand experience. It's definitely been improving though. I personally think that part of the issues that have plagued development have arisen from a lack of members with sufficient experience/proper perspective from all parts of the game (i.e Open in terms of gunning vs sabers, sabers vs sabers, dueling, and so on). I don't want to sound full of myself as I'm definitely not the most experienced nor best player by any means but I honestly think that I'm probably one of maybe three devs, if not the only consistent one, that falls into that category. Looking at possible changes, whether they're small QoL things (like m5 ammo tweaks) or larger projects like all the changes to sabering, from viewpoints of each and every one of those and trying to make sure there's no gaps in consideration is something I feel would have kept MB2 much healthier over the years.
We're all human though. We're all trying to do what we think is best for the game. Obviously (as shown by population and community feedback) there's been some major mismatches in that vs what actually ended up being the case for MB2. Everyone just needs to remember that in the end, we all want to keep this gloriously derpy, competitive yet casual, serious yet laid back, mod that we love up and running.
Your second point is actually more or less part of the intended design for class limits but I don't believe it's feasible/possible in the form of an external script (as it is now). Also on the note of a class being available, the deciding factor for how someone is removed from a class is a very large point of debate/contention. That needs to be figured out (by both the devs and the community) before any official form of class limits gets integrated into MB2.
@LoU
I don't know you too well, personally. However, I will never downplay the efforts you've put into MB2 (launcher/any kind of external stuff being integrated into JKA is a huge mess that deserves a medal for actually succeeding to the degree you did). I'm too tired and limited to mobile to go into any fine details but I do hope that you will return some day (especially once dev stuff isn't so sabering-centric; lord knows I'm ready to move onto other things..>_>).
As for the state of the dev team overall...I'm one of the newest devs (as well as this being my first real experience in any kind of actual environment involving a legit dev team) so my perspective might be off. Organization is definitely an issue, both by external observation (as a non-dev community member; that's part of why I originally became one in regards to trying to "save" dueling) as well as first hand experience. It's definitely been improving though. I personally think that part of the issues that have plagued development have arisen from a lack of members with sufficient experience/proper perspective from all parts of the game (i.e Open in terms of gunning vs sabers, sabers vs sabers, dueling, and so on). I don't want to sound full of myself as I'm definitely not the most experienced nor best player by any means but I honestly think that I'm probably one of maybe three devs, if not the only consistent one, that falls into that category. Looking at possible changes, whether they're small QoL things (like m5 ammo tweaks) or larger projects like all the changes to sabering, from viewpoints of each and every one of those and trying to make sure there's no gaps in consideration is something I feel would have kept MB2 much healthier over the years.
We're all human though. We're all trying to do what we think is best for the game. Obviously (as shown by population and community feedback) there's been some major mismatches in that vs what actually ended up being the case for MB2. Everyone just needs to remember that in the end, we all want to keep this gloriously derpy, competitive yet casual, serious yet laid back, mod that we love up and running.