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Thoughts on Realistic changes and lack of communication from Coders on Big Changes
#7
They just need to be careful of loss aversion. The pain one gains from sticks tends to exceed the pleasure one gains from carrots. This is why a lot of community games wind up as all carrot-no stick bloat: they give people exactly what they want.

Basically, highly divisive changes need special attention to avoid poploss.

- Even context given after the fact can change how someone feels on something they experienced. Context is a big thing for humans. Just look at kids asking 'Why?' all the time. It's a silly magic pill that people need.

- We could use beta testers for major changes. Fire up a test server and invite the IRC people. People are used to getting finished products, so when a new feature is added they think it's finished. They whine. They ragequit. It's better to keep that localized and deemed 'unfinished'.

- Say you listened to the community and made changes, even if you planned those changes before the community suggested them. If you don't agree with anything the community offers, take the least invasive suggestions and roll them in. Sometimes people just want to know they matter, even if they don't.

- Try to sell sticks as carrots. Example: Always avoid realism as an explanation; even if it is the explanation. Context is a placebo either way. That is, you wouldn't be lying; carrots and sticks are subjective thing.

Now reading these, you might think I'm a horrible person. Well, I am - but I have very few people problems when I don't want them.
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RE: Thoughts on Realistic changes and lack of communication from Coders on Big Changes - by Vitatroll - 02-14-2017, 01:48 AM

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