10-24-2013, 03:10 AM
Well...
What makes implenting new things complicated in a community like CotH is that, first of all, it requires work to develop the idea and while we're brainstorming about the possible implementation, there are a lot of things to consider. How well it meshes with the other policies and ideals we try to stick to, primarily, but also what the playerbase is asking for. The last thing we want to do is make things harder for the players than they already are, even if... certain areas could use stricter rulesets (because rules also offer a sense of security; they're guidelines and hand-holders, after all). So, the hardest part is to find a way to implement something without making it into a bunch of extra work for people.
... Not to mention our last little attempt at simplifying something, albeit a small and, for some, insignificant detail... was met with scepticism and, frankly, a hefty serving of bile. :P
So, the second hardest part about it all is to make a change that is ultimately desired by the community. A community which is extremely divided on their opinions of what actually needs to be changed since people seem to have very different ideas of what the real problem is. (Then, of course, there's the matter of letting the proposals pass through our risk-assessments without stirring up too much unease; our job's just as much about prevention as it is about handling issues when they have already popped up.)
There is a lot of hesitation in any discussion about any possible changes. Even if things change, it might not be the kind of change people were hoping for and that creates a backlash. It's always been a problem on CotH that the community tends to... expect too much to happen too quickly, so people just end up getting disappointed and angry and the people who discussed the ideas get discouraged and decide against pursuing them any further.
Ramble ramble.
What makes implenting new things complicated in a community like CotH is that, first of all, it requires work to develop the idea and while we're brainstorming about the possible implementation, there are a lot of things to consider. How well it meshes with the other policies and ideals we try to stick to, primarily, but also what the playerbase is asking for. The last thing we want to do is make things harder for the players than they already are, even if... certain areas could use stricter rulesets (because rules also offer a sense of security; they're guidelines and hand-holders, after all). So, the hardest part is to find a way to implement something without making it into a bunch of extra work for people.
... Not to mention our last little attempt at simplifying something, albeit a small and, for some, insignificant detail... was met with scepticism and, frankly, a hefty serving of bile. :P
So, the second hardest part about it all is to make a change that is ultimately desired by the community. A community which is extremely divided on their opinions of what actually needs to be changed since people seem to have very different ideas of what the real problem is. (Then, of course, there's the matter of letting the proposals pass through our risk-assessments without stirring up too much unease; our job's just as much about prevention as it is about handling issues when they have already popped up.)
There is a lot of hesitation in any discussion about any possible changes. Even if things change, it might not be the kind of change people were hoping for and that creates a backlash. It's always been a problem on CotH that the community tends to... expect too much to happen too quickly, so people just end up getting disappointed and angry and the people who discussed the ideas get discouraged and decide against pursuing them any further.
Ramble ramble.