Removing UE Made an impact.

Discussion in 'Feedback' started by Brendan, Sep 14, 2013.

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Removing UE Made an impact.
  1. Unread #41 - Sep 16, 2013 at 10:44 PM
  2. Jack
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    Removing UE Made an impact.

    I used to be all about the community but after what... 6 months of leading the CDT and getting shat on from above it sours your disposition.
     
  3. Unread #42 - Sep 17, 2013 at 3:02 AM
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    Removing UE Made an impact.

    I'm not sure how UE was ran here, as I wasn't here but on another site we had a similar rank. The biggest part is having actual useful guides. 90% of guides made aren't any help at all. Or they are about completely basic things that almost no one needs help with. Producing enough helpful guides though to keep a group running? It should be more like a project. This can't be ran for long, as it would die shortly, or just be filled with guides thrown from other forums/useless guides.
     
  5. Unread #43 - Sep 20, 2013 at 7:01 PM
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    Removing UE Made an impact.

    I thought it would be nice if I made a list of staff members who were also in the UE. I excluded all the really old members from when UE was more of a staff side project / admin play toy.

     
  7. Unread #44 - Sep 20, 2013 at 9:08 PM
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    Removing UE Made an impact.

    Of course SuF places himself first..
    But, what does this do with anything? Other then a nice bump. :l
     
  9. Unread #45 - Sep 20, 2013 at 9:25 PM
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    Removing UE Made an impact.

    Of course I did. I made that list from what I knew. I knew myself first. It's got to do with the fact that the UE ended up producing a lot of staff. It also gives the sort of people that would love to be staff but don't have a chance to be, a chance to do something useful.
     
  11. Unread #46 - Sep 20, 2013 at 9:27 PM
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    Removing UE Made an impact.

    So in a similar way to CDT, it channels their desire to help the site into something tangible.

    In a way however if it is used like what it sounds like it has been in the past it will just turn into a scouting team for staff to choose future mods from which would either:
    A - Make the majority of the team become staff which you want to avoid from the proposed model
    B - These new staff members would have to be removed from the team which would kill the continuity of the team
     
  13. Unread #47 - Sep 20, 2013 at 9:53 PM
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    Removing UE Made an impact.

    If we do it right, a lot of the team members would be promoted to staff anyways. There really isn't much we can do about that since we would be looking for the same type of people. But I do think my list counters the idea that giving them a rank just makes people do it solely for the rank. Plenty of people in it are doing it because they want to do it (and the rank is just a good motivator).
     
  15. Unread #48 - Sep 20, 2013 at 10:11 PM
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    Removing UE Made an impact.

    Once against back to my first post.. This can't be kept up.
    Give me an idea of how it could be ran for longer then a month, successfully.
     
  17. Unread #49 - Sep 20, 2013 at 10:26 PM
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    Removing UE Made an impact.

    How it was run before for a long time very successfully? There is plenty that guides can be written about.
     
  19. Unread #50 - Sep 20, 2013 at 10:47 PM
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    Removing UE Made an impact.

    Oh is there now? That's why there is so much activity in the guide section..? Sure with a UE group it would pick up a bit, but really, most everything written would be useless. Also, even with a rank as incentive, most people won't put enough effort into it. This should be more of a project, not some new/old group. People would get the rank, and eventually just lose incentive to carry on. Or wouldn't have any more ideas. As, there really isn't a ton of guides to create that we as a community could think of.
     
  21. Unread #51 - Sep 21, 2013 at 5:32 AM
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    Removing UE Made an impact.

    There are plenty of topics people can write about. You don't have any idea what you are talking about.
     
  23. Unread #52 - Sep 21, 2013 at 7:50 AM
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    Removing UE Made an impact.

    I do have an idea of what I'm talking about. Sure, they can all make pointless guides that'll get 50 views in a month, hopefully. But the point is making guides that are helpful, that can bring in new members, or guides that people will actually appreciate.
     
  25. Unread #53 - Sep 21, 2013 at 8:57 AM
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    Removing UE Made an impact.

    Search "mod borderlands pc" on Google and Sythe comes up on the first page. People will write guides on the things that they like and many people on this site like the same things. It's easy to get a fairly specific guide to show up on Google which is always good for our rankings and to bring in more views and some new members. You seem to be rejecting the idea by saying it won't work without any reason to say that it won't work. The team would produce guides and people wanting to get on the team would produce guides. Any activity is good activity. More posts means a more active looking forum. If it doesn't work , so what. We are only trying.
     
  27. Unread #54 - Sep 21, 2013 at 4:24 PM
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    Removing UE Made an impact.

    I get that, it's all good that we're trying, but UE system doesn't carry through, as stated in OP *The rank and position offered lead to many users applying for the User Education in an effort to gain some sort of power, which lead to members putting in a lot of effort to apply, then not doing any work once they joined the team.* There is a high chance of this happening again, as that's what will usually happen. Also, what I have been saying this whole time is that there aren't a lot of guides people will find useful, or need. You say there are a bunch of guides for us to make.. Sure, we could make a ton on Sythe, but none of them would be useful. They'd be either about something random, or they'd be poor quality. I've seen the guides section cause of this thread, a large portion lack decent quality. (Yours are pretty nice looking, well made, though. Head UE Sypherz if it comes.)
    I left my computer for some time and I forgot what I was saying though.. So, I'll just stop here.
     
  29. Unread #55 - Sep 21, 2013 at 4:36 PM
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    Removing UE Made an impact.

    It just needs to be run well. Then inactive people are removed and new people are brought in. A decent turnover rate is good because it keeps people applying and it keeps people already on the team working. I've got plenty of ideas on how to get this done but it's pointless to work on how we will make the team work if we aren't going to have the team in the first place.
     
  31. Unread #56 - Sep 21, 2013 at 4:44 PM
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    Removing UE Made an impact.

    Obviously it needs to be ran well, I say if you, or another member has ideas that have a chance of working, we should give it a shot. Then again I don't make the calls, and it seems for us to be the only ones using the thread right now.. hahah

    edit: Oh, and Divica.
     
  33. Unread #57 - Sep 21, 2013 at 5:34 PM
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    Removing UE Made an impact.

    Why strip this website of good knowledge? I don't get it
     
  35. Unread #58 - Sep 21, 2013 at 7:48 PM
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    Removing UE Made an impact.

    That's why it should be given another shot. We just need to avoid the pit falls that hurt it last time and hopefully it will work out. If not, who cares. It's not like trying will hurt.
     
  37. Unread #59 - Sep 21, 2013 at 10:22 PM
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    Removing UE Made an impact.

    Well, should this not be in suggestions then? No one has really been looking at this lately as I said. Also, we need to be clear on what the new UE team would have and be doing and so forth.
     
  39. Unread #60 - Sep 22, 2013 at 12:50 AM
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    Removing UE Made an impact.

    My apologies for being unable to monitor this thread, had my last week of school with Graduation and formal and it was quite hectic ;)


    It's not necessary to totally remove staff influence, the User Education team is a part of Sythe which means it should still be monitored by the Staff, it never was and never should be above the staff at all, however I do agree that in order for it to work effectively the staff may need to be a little more flexible with the team, so they each entity can do their jobs.

    The older User Education section was filled without thousands of guides that were reviewed by at least hundreds of guests every day. There is always new topics to create guides in, and in order for people to apply into the team, they had to try and create unique and helpful guides. People thought outside the box, and the guides created were really quite helpful at times. I'm sure SuF (And indeed most members from 2011 and further back) would agree with me.

    Shattered you forgot me </3 ;)

    I understand your concerns regarding the power that some UEs feel that their is. It happens with any group that allows some sort of "Power." The matter of fact is the UE team, like the current Community Assistant team isn't made to let some members feel special, it's for a team of people to do what they can to promote community action and assistance in Sythe.org. I understand the concerns and there will always be those who fool people into getting into the team to feel power, but this team in the past did bring a lot of positives to Sythe.

    And I do understand your concerns regarding guides, there are always useless guides created but the system did work in the past and I can assure you, it brought guests onto the site, and I can't speak for everyone else but I learnt a lot through some guides.
     
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