Posted by l80r20 on 12/2/2018 9:02:00 PM (view original):
You misunderstood my list, but thats all right. Item 4 means "other teams, but not all of them, only top ones." I did not intend to repeat Gonzage, Duke or Kentucky. The fourth item was discrete of the first three, exactly as the first three were each discrete of the others.
Eg. 1) Yellow 2) Red 3) Brown 4) Other colors, but not all of them, only colors I like. The fourth item is discrete of the first three, and does not suggest whether or not I like the first three colors.
Now, if we're done srguing semantics ...
"My proposal doesn’t change how you have to play." I agree, and in no way did I suggest that it did. Don't introduce a straw man. But you made assumptions of why people play, and I showed that your assumption was too narrow, entirely omitting one or more categories of WIS users. If you read resentment into that, it is an example of projection.
Now, are we please going to talk about the topic in the OP, the job process?
It isn’t semantics. You applied the same argument to all four “groups”, so making a distinction between them now is nonsense. I clarified the point for you, and you dodged it. There is a difference between B level prestige teams, and the “absolute top”. The jobs process can (and probably should) take this difference into account. My argument is that it should be much cheaper and faster to be able to get to the B level, where if you are not getting the “absolute top” teams, you can compete with them, if you’d like. If coaches could actually get to that level after 6 seasons, as you later propose, it would be *much* more attractive to new players who go looking for a college basketball game. Of course it’s much, much longer and more expensive than that currently, generally triple at least. For those experienced and motivated to cherry-pick the best spots and move around to get up as fast as possible, it can be closer to double time (and cheaper, because you’re racking up credits), but that’s an advanced technique, and not particularly fun, as it’s more like jumping through hoops than playing Hoops Dynasty.
And it isn’t a straw man or a projection (you may want to brush up on fallacies this morning) to note that you are the one advocating a narrow path and a narrow field of choices for users. This game is at its best when it operates as outcomes representing the sum of multiple user choices. It’s at its worst when dictating outcomes based on predetermined paths and expectations. If you want to slowly build your resume and move up one wrung at a time, you will always be able to do that. But you are advocating for a system that forces people to do it that way. If it’s because you don’t think someone has “earned it” after a year and 10 season’s worth of credits, there’s really no other word for it than resentment.
One other thing on firings - this is a place where it’s important to keep in mind this is a game people pay for, it isn’t real life. If the developers want to alienate customers, ramping up firing is a great way to do it. Not sure that’s a good path toward retention. The only reason to have firing operate in this kind of game is if demand is so high, there’s a logjam. That isn’t the game we have, and even if it was, there are better ways to address it.
12/3/2018 12:26 PM (edited)