[quote=""'[R-DEV"]Yosik;2173635']I can tell you from my own experience that all it took for me to have influence on the game's direction and to attempt to "revitalize" it myself was to start working on things that I wanted to improve. I joined the team without any interview, proof of loyalty by insulting virtual personalities, or even anyone hearing my voice. It was exclusively my work and dedication to it that got the team to consider me as a member. I wrote a bunch of suggestions on the forum, got contacted by one of the team's members who wanted me to make them happen, started working with him for a while on other things as well and got into the team as a contributor after proving myself by work alone. After a while I was 'promoted' to R-DEV to find out that nothing is really hidden from anyone.
The game isn't ran by a secret club and there isn't anything really interesting in the private forums or chat, other than ideas and work progress that isn't always shared with the community because these things take a long time and sometimes get canceled. The team is entirely focused on making the game better and are pretty transparent about what's going on, sometimes it requires one to ask about something politely on the forums but he'll get a honest a reply.
While there are cases of team members commenting on community members' subversive, incorrect, abusive, insulting, ridiculous, etc behavior it is, as you say, done in private and not in a way that would shame the person who warranted some form of ridicule/judgment/commentary in front of the entire community. In addition to that, that type of behavior is rare and represents the opinion of the person who decided to comment on something with the people that he talks to daily on the platform which is available to him, not the entire team's opinion. Which is entirely in that person's right seeing that the chat is private and anyone can tell him that he finds what ever it is that he is saying offensive and would like him to stop. Obviously this doesn't hurt anyone's productivity or work and still every suggestion is taken seriously.
My contributions are within my field of expertise and I enjoy the act of doing them in addition to enjoying their contribution. If you want to help the game there are tons of ways to do it that can benefit you as well(as long as you do good charity your motives don't matter). It can be getting experience of programming by working on some new feature that you think is missing from the game(optimizations in python code, CPython improvements, launcher addons, gameplay fixes etc)/creating tools to make modding faster and more accessible(bfmeshview, 3dmax tools etc.)/creating external tools for viewership(pr tracker)/new gamemodes(cnc redux), experience modeling/animating/texturing assets, experience leading a community faction, experience creating maps, w/e you can think of honestly. You'll get a lot of feedback from experienced people(see: Rhino's 2 page long comments on anyone working on any art in the modding forums), you'll leave a mark on the game, provide a real contribution to the game's success(which is probably in your best interests as well) and might have fun doing it in addition to learning new skills and working in a team.
Obviously if you don't want/don't have time to learn a new skill/improve an existing one/simply fill your free time doing what you already do professionally, there are tons of 'community' things that you can do. You can start a server with good and active admins, create a clan that trains newbies and makes them formidable people that are fun to play with and train others, seed servers with your clan, report cheaters, create community events, write suggestions on the forums, post youtube videos that promote the game(memes, trailers, informative content.) etc. These things also benefit you socially/ad revenue/becoming a project manager irl, and are as important. The game won't go very far without non-braindead servers and players. This may not be the devs' focus by bestowing 'executive event manager' style titles on people but you can get them if you will start doing this type of things, prove that your contribution is worthwhile and find a reason why that buzzword title will help you do your job better.
tl;dr Don't listen to subversive hateful bullshit. It's easy to start contributing, people will help you out and you will get a lot out of it in addition to the game's growth. There are plenty of guides on just about anything on the modding forums and programming guides online.
Can't contribute something yourself? Try making formal and organized suggestions without bashing everything and see what happens. Feel free to send me or anyone on the team a PM if you have a brilliant suggestion and feel like the devs are ignoring it, I guarantee that I will give you constructive feedback and try to make it happen if it's good.[/quote]
Excellnt post Yosik, couldn't have said it better myself!
[quote="Valmont""]In this regard I don't agree with Rhino. I believe COOP does require and allows teamplay among human players and could be the perfect training ground for new players.[/quote]
No that isn't what I said, what I said was:
[quote=""'[R-DEV"]Rhino;2173574']The SP/AI/Bots side of the BF2 engine is probably its worst side and also is totally the opposite of what PR is about, which is team work, where the only area AI/Bots comes into that, is CoOp play, and there are far better CoOp games out there if someone is looking for that style of play.[/quote]
CoOp games do allow for greate teamwork and some of my fravioute games of all time are CoOp games/modes.
And while yes, I agree the idea of SP/CoOp Training missions for new players is an excellent idea and one we would all love to see, as far as I'm aware at least, the BF2 engine simply can't do anything worthwhile in that regards as you simply can't have that much control over the bots to have them do anything more than just get in the way of anyone trying to learn the basics.
[quote="Valmont""]I think PR or the community should dedicate at least one coder to the improvement of the COOP experience. I know that many PR mappers already work on the subject but their ability to improve the experience is limited to placing the nav points as good as possible and that's basically it.[/quote]
We already do. [R-DEV] melonmuncher is totally dedicated to working on the SP side, along with getting lots of help from [R-DEV]Arab, [R-DEV]Outlawz7 and [R-CON]Spyker2041. Possibly left out a few names, I'm hardly involved in the SP side of things other than making col3 meshes for statics (navigation collision meshes so bots know how to walk, shoot and generally how to behave around statics) but we have people working hard on the SP/CoOp side of the mod. Right now their main focus is fixing the whole "PiNone Errors", which from what I understand if a vehicle has a dummy weapon or w/e setup with the PiNone input setting and a bot tries to fire/use it (since somehow bots have a PiNone button on their keyboards), it crashes the server and the only way to really fix it is to go through every vehicle's AI settings and tell bots not to fire these weapons, which is really time-consuming. I don't know all the facts about this issue thou you would have to speak to one of the guys I mentioned above for more info on it.