Ok, looks like we might be expecting an influx of new players. Turb has, for what's it worth, modified the tutorial (still feel it needs to be mandatory to get new players invested and not allow them to simply skip over it). A few of the ?buy items have been removed but Pub is still far too much an un-level laying field; tilted in favor of more experienced players. The rest of ?buy win and ?buy advantage needs to be addressed. At this point I'd take a temporary memoriam; this would double as a test bed.
And when are we finally going to deal with the completely broken team-killing process? Everyone knows exactly how it works and why it does not work. This is completely exploited by anyone who wishes to team-kill. First and foremost, staff needs to wake up. This should NOT only be a reactive process. In other words, sit in Pub spec and watch for yourself instead of waiting for someone to 'report' a team-kill. Currently what percentage of team-kill warnings are handled out due to a reported situation? 99%? This HAS to change. Get proactive.
Second, the rest of the process is a joke. Waiting for a report, then issuing a warning, then finally actually doing something results in the Pub game already being ruined EVERY time. By the time anyone goes to the effort to report the damage to the competitive base game has already been done. Getting proactive goes a long way to resolve this but I also recommend that the offending player be quickly moved to another ship as soon as possible. Of course this assumes more than one player has reported the offender and/or the staffer has seen the problem him/her self.
But driving a bunch of ne players to Pub isn't going to mean shit if we don't address this stuff first. Ask yourself if a new player will stick around the first time a 'vet' ?buys additional advantage to own them harder or invests 30 minutes in a great base game only to have a team-killing jerk kill off the game.
Eph
And when are we finally going to deal with the completely broken team-killing process? Everyone knows exactly how it works and why it does not work. This is completely exploited by anyone who wishes to team-kill. First and foremost, staff needs to wake up. This should NOT only be a reactive process. In other words, sit in Pub spec and watch for yourself instead of waiting for someone to 'report' a team-kill. Currently what percentage of team-kill warnings are handled out due to a reported situation? 99%? This HAS to change. Get proactive.
Second, the rest of the process is a joke. Waiting for a report, then issuing a warning, then finally actually doing something results in the Pub game already being ruined EVERY time. By the time anyone goes to the effort to report the damage to the competitive base game has already been done. Getting proactive goes a long way to resolve this but I also recommend that the offending player be quickly moved to another ship as soon as possible. Of course this assumes more than one player has reported the offender and/or the staffer has seen the problem him/her self.
But driving a bunch of ne players to Pub isn't going to mean shit if we don't address this stuff first. Ask yourself if a new player will stick around the first time a 'vet' ?buys additional advantage to own them harder or invests 30 minutes in a great base game only to have a team-killing jerk kill off the game.
Eph
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