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« on: March 26, 2016, 09:46:32 PM »
Some of the devteam, some whom have less creative power and decission, have stepped in to fill in expressed and realistic concerns that managers should fill in. Llama steps in, Rozark steps in, the nigs at bug/suggestions essentially step in every time they read and respond to shit. They got that maps thread and the public thread that do their job as a feedback inlet for real changes, which you can't deny despite your unrealistic expectations. Putting them on blast for petty reasons such as "why do you not change the maps I hate" or "you don't even play the game anymore" or "they hogging power and cuck my boys" is condemnable, and merits you and your cries no futher attention.
I believe the nature of the core management transition left the game in a state of needyness: from what I recall and been told, Ivory's way of handling development involved some hands-on work from him in projects that were delegated to others. I don't mean a direct "grab your pen and paper and do it like this" kind of hands-on approach, but the kind of work you'd see from a director. This, of course, meant that you'd deal with people's issues AND have some knowledge and especially interest on them. I can't blame the new managers for not having been like this, since this has to come from straight up passion of shaping things in the right direction: some like art more, some like coding more, nobody likes everything. I feel that, and any dev can blast me for this, that kind of direct approach on resource shaping made development needy for a meddling director, rather than a more delegative manager who leaves the people in charge of doing specifics things to...do specific things.
From working in CBM, Korby never seemed like the kind of dude who'd be on top of you, helping you shape things, but rather a dude who took a bulk of the job, and then gave the other bulk of the job he didn't care or know about to someone else, and just wait 'till they're done to put it together. From experience, this is a bad and sluggish way of handling management: sometimes, to get things going and going good, you have to take someone else's job or help others to get things done when you can. PR should be a job a manager takes, and when even that is something somebody else has to take instead of the managers, then the management is failing. When the managers aren't letting devs who struggle to meet deadlines and requirements to know what they need to know or give them some direction, then the management is failing. The rest of the devteam has had to learn to deal with these shortcomings, but besides that there's BEEN some management: the fact there's been progress done is a testament to that.
EDIT: I don't believe they just lost passion in working on the game, sometimes IRL gets in the way real hard, sometimes your passion is diverted into something else. To be honest, I don't think they ever had true passion for managing the core development to begin with (with all its duties and kinks), but rather I believe they just rode the "I'm going to be the big boss and usher the core to a new golden age" bullshit the clique pushed through to put them where they are now, and when they couldn't push that through the whole deal, they started losing interest. This is, at least, what it seemed to me back when I was hearing through the whole ordeal of management change.