Originally posted by DeeVee8
The don't get high on your own supply rule?
LOL more like don't get in the way of the developers.
Separation is key, it lets them do what they do best and free's them from interacting with the customer. If you have a product owner , they are the one trolling the suggestion forum , posting announcements , communicating with the user ,checking the bug report, and most importantly negotiating and setting priorities for the product (coding) backlog.
Your developer is then TOTALLY free to do nothing but write and test code , he meets once/twice a day with the developer and helps set priorities. The developer remains responsible for "how-to" get things done and are freed from craziness of interaction.
Thinking about it the game is even really "built" for a perfectly for a double sprint cycle(software coding lifecycle), a 51 days including off-season, A three week cycle gives you:
A two day sprint kickoff at the start of the season
A 21 Day sprint (Focusing on the bug report , working off "quicker" < 40 hour problems from the product owner, you get as many done as you can get done
A one day sprint review(Lessons learned, let the PO publish changes)
A two day sprint kickoff plan
A 21 day sprint (Focusing on a "major" improvement one that takes say 120 hours to fix)
A one day sprint review
3 Days of Admin stuff in the off-season , moving teams etc...
The whole time, the PO runs interference. If players are screaming about say the 2 minute drill or end of game.... and the PO comes around on the suggestion thread and just says yes this is a concern, but right now we are fixing the GL outside run spam and testing ideas I moved that up in priority.... then at least people have an answer. If a serious bug is driving the players crazy, the PO can come in and raise its priority.
- Two distinct functions , two distinct roles , should be two distinct people. Let the developer figure out "how-to" develop and make the game better, while the PO figures out what should be next and frees the developer to do what they do best. I like what RandomMike said above (with more brevity than I have naturally): This game is way better than GLB1, but seems like a lot is being left on the table
The don't get high on your own supply rule?
LOL more like don't get in the way of the developers.
Separation is key, it lets them do what they do best and free's them from interacting with the customer. If you have a product owner , they are the one trolling the suggestion forum , posting announcements , communicating with the user ,checking the bug report, and most importantly negotiating and setting priorities for the product (coding) backlog.
Your developer is then TOTALLY free to do nothing but write and test code , he meets once/twice a day with the developer and helps set priorities. The developer remains responsible for "how-to" get things done and are freed from craziness of interaction.
Thinking about it the game is even really "built" for a perfectly for a double sprint cycle(software coding lifecycle), a 51 days including off-season, A three week cycle gives you:
A two day sprint kickoff at the start of the season
A 21 Day sprint (Focusing on the bug report , working off "quicker" < 40 hour problems from the product owner, you get as many done as you can get done
A one day sprint review(Lessons learned, let the PO publish changes)
A two day sprint kickoff plan
A 21 day sprint (Focusing on a "major" improvement one that takes say 120 hours to fix)
A one day sprint review
3 Days of Admin stuff in the off-season , moving teams etc...
The whole time, the PO runs interference. If players are screaming about say the 2 minute drill or end of game.... and the PO comes around on the suggestion thread and just says yes this is a concern, but right now we are fixing the GL outside run spam and testing ideas I moved that up in priority.... then at least people have an answer. If a serious bug is driving the players crazy, the PO can come in and raise its priority.
- Two distinct functions , two distinct roles , should be two distinct people. Let the developer figure out "how-to" develop and make the game better, while the PO figures out what should be next and frees the developer to do what they do best. I like what RandomMike said above (with more brevity than I have naturally): This game is way better than GLB1, but seems like a lot is being left on the table




Suggestions -> leave the game
























