JwI think trying to market to the "casual community" is basically useless because casual players as a whole will never be competitive-type players.
i think this is a non-issue because by marketing to the casual players only the ones who have an interest in 6s will try it out and if they dont like it then they wont keep playing it. ever since sigafoo stepped down it feels as though there has been a lot less of a forcing of the idea that NR 6s is the ideal way that 6s should be. new players will be playing in Newcomer and Amateur. if they are not "competitive-type players" they will never grow past that level, and thus wont have an impact on how the majority of players (IM, Main, Advanced, Invite) experience the game.
Marketing to casual players doesn't have to mean "omg come play 6s and build a sentry gun and teleporter on the enemy's 2nd point and also run full time banner soldier, a heavy and a sniper!" All marketing to casual players needs to be is "hey come try 6s! we have friendly experienced players who will help you learn how to play and hopefully you have fun!" I think current RGL administration understands this fact and will act appropriately.
At the end of the day, TF2 is supposed to be FUN. we play competitively for FUN. casual players play casually for FUN. and maybe casual players can play some low-level 6s for FUN as well. the more who play 6s (if even not necessarily to improve and try their absolute hardest), the better, imo.
[quote=Jw]I think trying to market to the "casual community" is basically useless because casual players as a whole will never be competitive-type players.[/quote]
i think this is a non-issue because by marketing to the casual players only the ones who have an interest in 6s will try it out and if they dont like it then they wont keep playing it. ever since sigafoo stepped down it feels as though there has been a lot less of a forcing of the idea that NR 6s is the ideal way that 6s should be. new players will be playing in Newcomer and Amateur. if they are not "competitive-type players" they will never grow past that level, and thus wont have an impact on how the majority of players (IM, Main, Advanced, Invite) experience the game.
Marketing to casual players doesn't have to mean "omg come play 6s and build a sentry gun and teleporter on the enemy's 2nd point and also run full time banner soldier, a heavy and a sniper!" All marketing to casual players needs to be is "hey come try 6s! we have friendly experienced players who will help you learn how to play and hopefully you have fun!" I think current RGL administration understands this fact and will act appropriately.
At the end of the day, TF2 is supposed to be FUN. we play competitively for FUN. casual players play casually for FUN. and maybe casual players can play some low-level 6s for FUN as well. the more who play 6s (if even not necessarily to improve and try their absolute hardest), the better, imo.
JwThis is why it's important to appeal to competitive-minded people to begin with, rather than just TF2 people in general. Purebred casual players simply play a different game than us. Maybe trying to get people who already play competitive movement FPS games to test out 6v6 TF2, or having some kind of ELO-based matchmaking service that only appeals to competitive-minded players in the first place would work.
Even if we accept that the gap between 6s and casual is large, the solution can't be to just throw up our hands and give up on attracting TF2 players, because the gap between 6s and another game is even larger. Sure, players from other competitive games might have a better mindset and have better aim, but TF2 has tough mechanical and knowledge curves just like any other game. The success rate of recruiting them will be low because unless they really like the experience from the outset and want to make it their primary game, the potential hundreds of hours they could put into getting halfway decent at TF2 by competitive standards could be put into getting even better at whatever game they came from. Teaching casual TF2 players 6s is not teaching them how to play a whole new game, but teaching them a new way to think about their favorite game that they already know the mechanics of and enjoy playing.
[quote=Jw]This is why it's important to appeal to competitive-minded people to begin with, rather than just TF2 people in general. Purebred casual players simply play a different game than us. Maybe trying to get people who already play competitive movement FPS games to test out 6v6 TF2, or having some kind of ELO-based matchmaking service that only appeals to competitive-minded players in the first place would work. [/quote]
Even if we accept that the gap between 6s and casual is large, the solution can't be to just throw up our hands and give up on attracting TF2 players, because the gap between 6s and another game is even larger. Sure, players from other competitive games might have a better mindset and have better aim, but TF2 has tough mechanical and knowledge curves just like any other game. The success rate of recruiting them will be low because unless they really like the experience from the outset and want to make it their primary game, the potential hundreds of hours they could put into getting halfway decent at TF2 by competitive standards could be put into getting even better at whatever game they came from. Teaching casual TF2 players 6s is not teaching them how to play a whole new game, but teaching them a new way to think about their favorite game that they already know the mechanics of and enjoy playing.
When attracting new players to 6's comp, it's always going to be a rare moment when a pubber decides to join a league. When you play CS:GO right from the start, the instant you queue up, you're learning CS:GO. Standard matches are the same as competitive and all you can do is understand it more and get to higher player.
When you play TF2 for several hundred hours or a thousand hours, you still know nothing about 6's. The only skills that translate are your ability to aim and what the buttons do. You don't learn what a main caller is, a roamer's role, what the strat of a midfight is, how to roll out to mid, or the heal order while playing TF2 casually. So naturally, there's always going to be a barrier where it takes someone determined to make the decision they want to go into competitive and do the research. Streams and content creators can help. b4nny gets randos into competitive just like Lazy Purple or Uncle Dane gets randos to try out TF2 in general. I like what Fireside Casts are doing a lot, I hope more casts for lower games inspires people to check out 6's.
I think it's better to examine how many competitive players fall off from league play and at what div. What is the drop rate for players who join NC or AM and then leave after one season? What is the drop rate for IM players, and then Main players? Trying to figure out why a scene is dwindling goes into three aspects you need to examine:
• Is it a community problem?
Do people not feel welcome? Are there too many circlejerks? Is there a lot of friction between low-div and high-div players?
• Is it a service problem?
Do people quit because they hate the current league? Are there not enough PUG services to keep one's interest? Is the prize pool or financial cost just not worth it for some for the time invested?
• Is it an accessibility problem?
Do people not know HOW to get into competitive TF2? Is there too much research that needs to be done on the player's end just to learn 6's?
If an individual or a group had enough time and interest in their hands, finding players who dropped comp and asking them why with this kind of format...
Anonymous (North America)
6's / Intermediate / Quit after RGL S9
"I quit because...."
...and compiling giant list like this to glance over would provide better insight for everyone else who is active.
When attracting new players to 6's comp, it's always going to be a rare moment when a pubber decides to join a league. When you play CS:GO right from the start, the instant you queue up, you're learning CS:GO. Standard matches are the same as competitive and all you can do is understand it more and get to higher player.
When you play TF2 for several hundred hours or a thousand hours, you still know nothing about 6's. The only skills that translate are your ability to aim and what the buttons do. You don't learn what a main caller is, a roamer's role, what the strat of a midfight is, how to roll out to mid, or the heal order while playing TF2 casually. So naturally, there's always going to be a barrier where it takes someone determined to make the decision they want to go into competitive and do the research. Streams and content creators can help. b4nny gets randos into competitive just like Lazy Purple or Uncle Dane gets randos to try out TF2 in general. I like what Fireside Casts are doing a lot, I hope more casts for lower games inspires people to check out 6's.
I think it's better to examine how many competitive players fall off from league play and at what div. What is the drop rate for players who join NC or AM and then leave after one season? What is the drop rate for IM players, and then Main players? Trying to figure out why a scene is dwindling goes into three aspects you need to examine:
• Is it a community problem?
Do people not feel welcome? Are there too many circlejerks? Is there a lot of friction between low-div and high-div players?
• Is it a service problem?
Do people quit because they hate the current league? Are there not enough PUG services to keep one's interest? Is the prize pool or financial cost just not worth it for some for the time invested?
• Is it an accessibility problem?
Do people not know HOW to get into competitive TF2? Is there too much research that needs to be done on the player's end just to learn 6's?
If an individual or a group had enough time and interest in their hands, finding players who dropped comp and asking them why with this kind of format...
[quote]Anonymous (North America)
6's / Intermediate / Quit after RGL S9
"I quit because...."[/quote]
...and compiling giant list like this to glance over would provide better insight for everyone else who is active.
tiram_the scene was dead the moment yak made prem
The scene was dead the moment mak won prem
[quote=tiram_]the scene was dead the moment yak made prem[/quote]
The scene was dead the moment mak won prem
YeeHawI actually think NA is in a far worse place atm (at least compared to where it was a year ago with G6, WG and a strong froyo). I can only talk about the top level ofc
this deflection is cope. as for fixing eu, its within the interests of both continents to have a centralized pug system outside of newcomer regulations, eu currently has neither. na only has the latter but for a couple years now there's at least been an effort to have a real pug system, whereas in eu even the czechs got their own group - if its not an ideal it'll never happen.
another facet of europeon inferiority is the gameplay, if i only saw stalemates i would've never touched the competitive side, especially while its full of people who insist thats how the game should be played. i appreciate players like silentes who swap beggar's to try to break stalemates but i've only seen it be used as a single sac, and there's a big difference from this and this. silentes' bomb definitely has a place, but it definitely doesn't as a pure single sac.
[quote=YeeHaw]
I actually think NA is in a far worse place atm (at least compared to where it was a year ago with G6, WG and a strong froyo). I can only talk about the top level ofc[/quote]
this deflection is cope. as for fixing eu, its within the interests of both continents to have a centralized pug system outside of newcomer regulations, eu currently has neither. na only has the latter but for a couple years now there's at least been an effort to have a real pug system, whereas in eu even the czechs got their own group - if its not an ideal it'll never happen.
another facet of europeon inferiority is the gameplay, if i only saw stalemates i would've never touched the competitive side, especially while its full of people who insist thats how the game should be played. i appreciate players like silentes who swap beggar's to try to break stalemates but i've only seen it be used as a single sac, and there's a big difference from [url=https://youtu.be/FPlP6b7dObM?t=82]this[/url] and [url=https://www.twitch.tv/rglgg/clip/EnticingLightThymeStrawBeary-173xO6R5C3pKKNIv]this.[/url] silentes' bomb definitely has a place, but it definitely doesn't as a pure single sac.
wonderoflanother facet of europeon inferiority is the gameplay, if i only saw stalemates i would've never touched the competitive side, especially while its full of people who insist thats how the game should be played
while i think this remark is out of left field in regards to initiatives to draw in new players, it is definitely true. the fact that a top 2 team in europe can have full uber ad and a demo pick holding process last in LAN grand finals and still choose to continue stalemating on last, risking a round reset where you get wiped on mid and lose the round in one minute instead of pushing into 2nd is fucking embarrassing man. if it's not fun to watch how can you expect new players to think it will be fun to play?
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sorry continue off of wonder's remark that i just called "out of left field" and continue roasting EU gameplay but i was watching botmode's stream during RCADIA LAN and i forget who the euros who were in mumble were (YeeHaw was one of two i think?) but one of them said that euros don't play scrims that slowly??? if thats not how you're playing scrims then why is that how you're playing the single most important match you could be playing in? demo pick and full uber ad individually are massive advantages and to not push out of last when they are COMBINED is just a mind-boggling decision to me. obviously i wasnt in mumble and im really hoping there was some other factor in this that I couldnt possibly know as a spectator but holy shit i was about to pull my hair out when that happened
[quote=wonderofl]another facet of europeon inferiority is the gameplay, if i only saw stalemates i would've never touched the competitive side, especially while its full of people who insist thats how the game should be played[/quote]
while i think this remark is out of left field in regards to initiatives to draw in new players, it is definitely true. the fact that a top 2 team in europe can have full uber ad and a demo pick holding process last in LAN grand finals and still choose to continue stalemating on last, risking a round reset where you get wiped on mid and lose the round in one minute instead of pushing into 2nd is fucking embarrassing man. if it's not fun to watch how can you expect new players to think it will be fun to play?
[spoiler]sorry continue off of wonder's remark that i just called "out of left field" and continue roasting EU gameplay but i was watching botmode's stream during RCADIA LAN and i forget who the euros who were in mumble were (YeeHaw was one of two i think?) but one of them said that euros don't play scrims that slowly??? if thats not how you're playing scrims then why is that how you're playing the single most important match you could be playing in? demo pick and full uber ad individually are massive advantages and to not push out of last when they are COMBINED is just a mind-boggling decision to me. obviously i wasnt in mumble and im really hoping there was some other factor in this that I couldnt possibly know as a spectator but holy shit i was about to pull my hair out when that happened[/spoiler]
It's really hard to effectively communicate comp to purely casual players for a bunch of reasons. There are people who either have a ton of misconceptions about comp (there are a ton of people who think the weapon ban list is >50% of unlocks and stuff of that nature) or people with large followings making hour-long videos ranting about how the existence of comp players is a burden to the game and comp players should all go to hell or overwatch.
Most of the time people don't know comp exists, and while the traditional response has been to look at valve, I'm happy that there seems to be more motivation recently within the community to actually improve things.
It's really hard to effectively communicate comp to purely casual players for a bunch of reasons. There are people who either have a ton of misconceptions about comp (there are a ton of people who think the weapon ban list is >50% of unlocks and stuff of that nature) or people with large followings making hour-long videos ranting about how the existence of comp players is a burden to the game and comp players should all go to hell or overwatch.
Most of the time people don't know comp exists, and while the traditional response has been to look at valve, I'm happy that there seems to be more motivation recently within the community to actually improve things.
stalemates are only not fun if both teams are too stupid to actually play the game correctly (very common in low invite)
GrapeJuiceIII if thats not how you're playing scrims then why is that how you're playing the single most important match you could be playing in?
when optimal play is not good practice! im sure everyone scrimming snakewater needs more practice watching the One Door they're assigned to on a last hold!
stalemates are only not fun if both teams are too stupid to actually play the game correctly (very common in low invite)
[quote=GrapeJuiceIII] if thats not how you're playing scrims then why is that how you're playing the single most important match you could be playing in?[/quote]
when optimal play is not good practice! im sure everyone scrimming snakewater needs more practice watching the One Door they're assigned to on a last hold!
@jw
What do you think envisions growth? Do I need to mention invite players that came from pubs? 60 percent of causal players see comp on YouTube, they experience the scene via you or others pub stomping, dude your the example. Casual players have added me 9x out of 4 weeks and I have directed them to RGL. They wanna play, it’s the same thing for me back when I got the orange box and year later I saw comp footage, clips of the week. These people are new, but they are subjective to the same experiences as you and me.
@jw
What do you think envisions growth? Do I need to mention invite players that came from pubs? 60 percent of causal players see comp on YouTube, they experience the scene via you or others pub stomping, dude your the example. Casual players have added me 9x out of 4 weeks and I have directed them to RGL. They wanna play, it’s the same thing for me back when I got the orange box and year later I saw comp footage, clips of the week. These people are new, but they are subjective to the same experiences as you and me.
EnzoDBhpqoeuRoLim ngl making different pug sites for your individual countries doesnt seem like itd help
YOU play with the english then, see how you enjoy it
ok so what if the english folk get their own pug site and the rest of europe gets their own
I think they do bro it's a horrid place, everyone has a manchester accent and they constantly talk about how something 'got put in the bin'
[quote=EnzoDB][quote=hpqoeu][quote=RoL]im ngl making different pug sites for your individual countries doesnt seem like itd help[/quote]
YOU play with the english then, see how you enjoy it[/quote]
ok so what if the english folk get their own pug site and the rest of europe gets their own[/quote]
I think they do bro it's a horrid place, everyone has a manchester accent and they constantly talk about how something 'got put in the bin'
i originally updated the graph because me and a few others talked about how 6s had a much bigger presence in the past, not just pure team count, but it felt like people were generally more informed on it and aware of its presence.
I pretty much always knew that competitive tf2 existed when i started playing tf2 because most of the popular youtubers back in the day created casual and competitive content hand in hand, guys like star, nislt or muselk probably played a big part in getting people into comp. these days it feels like the division between the casual and competitive audience is stronger than before
i originally updated the graph because me and a few others talked about how 6s had a much bigger presence in the past, not just pure team count, but it felt like people were generally more informed on it and aware of its presence.
I pretty much always knew that competitive tf2 existed when i started playing tf2 because most of the popular youtubers back in the day created casual and competitive content hand in hand, guys like star, nislt or muselk probably played a big part in getting people into comp. these days it feels like the division between the casual and competitive audience is stronger than before
I think it'd be a good idea to think more about experience at a competitive level rather than skill at a competitive level when we discuss this - I bet there's lots of people right now who play TF2 and would be willing and able to play for a team, but find the process of breaking into the comp scene too daunting (myself maybe included? I don't necessarily have the time right now but I've always felt that way)
I think it'd be a good idea to think more about experience at a competitive level rather than skill at a competitive level when we discuss this - I bet there's lots of people right now who play TF2 and would be willing and able to play for a team, but find the process of breaking into the comp scene too daunting (myself maybe included? I don't necessarily have the time right now but I've always felt that way)
wanted to add onto my previous post - the paths to EU comp just seem colder than NA's? For example, on TF2C or any similar site, EU pugs, which are supposed to be a good way to get new people into playing competitively, have little comms and team cooperation, which really break the feel and make new players feel isolated. on the other hand NA pugs on TF2C usually have mandatory Mumble joins and whatnot, which have the opposite effect
wanted to add onto my previous post - the paths to EU comp just seem colder than NA's? For example, on TF2C or any similar site, EU pugs, which are supposed to be a good way to get new people into playing competitively, have little comms and team cooperation, which really break the feel and make new players feel isolated. on the other hand NA pugs on TF2C usually have mandatory Mumble joins and whatnot, which have the opposite effect
GrapeJuiceIIIJwI think trying to market to the "casual community" is basically useless because casual players as a whole will never be competitive-type players.
i think this is a non-issue because by marketing to the casual players only the ones who have an interest in 6s will try it out and if they dont like it then they wont keep playing it.
BrockWhat do you think envisions growth? Do I need to mention invite players that came from pubs? 60 percent of causal players see comp on YouTube, they experience the scene via you or others pub stomping, dude your the example. Casual players have added me 9x out of 4 weeks and I have directed them to RGL. They wanna play, it’s the same thing for me back when I got the orange box and year later I saw comp footage, clips of the week. These people are new, but they are subjective to the same experiences as you and me.
What I was trying to say is that reaching the widest possible audience is not always the best solution for the growth of competitive. If we treat this as an advertising issue, which maybe it isn't in the first place, then we'd want to target our "advertising" of comp toward players most likely to benefit the scene long-term. Instead of just paying for general advertising on any website, for example, a company that sells premium candles would pay for advertisements on premium clothing websites, girly websites, etc., even if fewer people total would actually see one of their advertisements. It's the same thing for 6v6 TF2.
While I don't dispute that TF2CC getting an official blog post for their newbie cup is a net positive, often trying to reach the most players possible in advertising competitive TF2 will actually have less benefit than being more targeted or selective, just like the candle company. Like I think the higher-level community server pubbers might be more likely to try comp and enjoy it enough to stick around than general casual players, so maybe it would be a good idea to try to partner with some community server owners or something, rather than being more general. I also think youtuber partnerships could work well, i.e. an invite demo doing like a Q&A session or a POV review of an exciting match with some demo youtuber.
So per grapejuice's post I mean that some demographics are more likely to try out 6s/keep playing it than other demographics. And obviously if the advertising is free we take that. Instead of marketing to the "casual community" as a whole, which I don't think works super well because it creates so much extra work, smaller-scale targeted projects would probably work better. In terms of trying to get people from other games to try 6v6, or Uncletopia players, etc. those are just some ideas I had.
[quote=GrapeJuiceIII][quote=Jw]I think trying to market to the "casual community" is basically useless because casual players as a whole will never be competitive-type players.[/quote]
i think this is a non-issue because by marketing to the casual players only the ones who have an interest in 6s will try it out and if they dont like it then they wont keep playing it. [/quote]
[quote=Brock]What do you think envisions growth? Do I need to mention invite players that came from pubs? 60 percent of causal players see comp on YouTube, they experience the scene via you or others pub stomping, dude your the example. Casual players have added me 9x out of 4 weeks and I have directed them to RGL. They wanna play, it’s the same thing for me back when I got the orange box and year later I saw comp footage, clips of the week. These people are new, but they are subjective to the same experiences as you and me.[/quote]
What I was trying to say is that reaching the widest possible audience is not always the best solution for the growth of competitive. If we treat this as an advertising issue, which maybe it isn't in the first place, then we'd want to target our "advertising" of comp toward players most likely to benefit the scene long-term. Instead of just paying for general advertising on any website, for example, a company that sells premium candles would pay for advertisements on premium clothing websites, girly websites, etc., even if fewer people total would actually see one of their advertisements. It's the same thing for 6v6 TF2.
While I don't dispute that TF2CC getting an official blog post for their newbie cup is a net positive, often trying to reach the most players possible in advertising competitive TF2 will actually have less benefit than being more targeted or selective, just like the candle company. Like I think the higher-level community server pubbers might be more likely to try comp and enjoy it enough to stick around than general casual players, so maybe it would be a good idea to try to partner with some community server owners or something, rather than being more general. I also think youtuber partnerships could work well, i.e. an invite demo doing like a Q&A session or a POV review of an exciting match with some demo youtuber.
So per grapejuice's post I mean that some demographics are more likely to try out 6s/keep playing it than other demographics. And obviously if the advertising is free we take that. Instead of marketing to the "casual community" as a whole, which I don't think works super well because it creates so much extra work, smaller-scale targeted projects would probably work better. In terms of trying to get people from other games to try 6v6, or Uncletopia players, etc. those are just some ideas I had.
Back in the day most comp players I know got into it through either a community pub server or playing a different game competitively. I'm assuming there isn't much of a pipeline of top level other games to competitive tf2 anymore (the opposite if anything), and community servers went the way of the dodo.
Back in the day most comp players I know got into it through either a community pub server or playing a different game competitively. I'm assuming there isn't much of a pipeline of top level other games to competitive tf2 anymore (the opposite if anything), and community servers went the way of the dodo.
You can't do anything let it die with this trash game
You can't do anything let it die with this trash game
i'm confident that if we could get the people that routinely pull 7 digit viewcounts on youtube making videos of this game to properly try sixes and make content out of it (be it videos or streams) we would have more new players than the leagues could feasibly handle
star_ got a lot of people to try competitive tf2 and star_ had comparatively a fraction of the numbers people like uncle dane, soundsmith, lazypurple etc. pull on a video to video basis + the game as it stands right now has quite literally no competition on pc considering just how hard the overwatch rerelease flopped
i'm confident that if we could get the people that routinely pull 7 digit viewcounts on youtube making videos of this game to properly try sixes and make content out of it (be it videos or streams) we would have more new players than the leagues could feasibly handle
star_ got a lot of people to try competitive tf2 and star_ had comparatively a fraction of the numbers people like uncle dane, soundsmith, lazypurple etc. pull on a video to video basis + the game as it stands right now has quite literally no competition on pc considering just how hard the overwatch rerelease flopped
god I hope uncle dane saves eu tf2
god I hope uncle dane saves eu tf2
Kn has saved European tf2
Kn has saved European tf2
add a prizepool europooreans
add a prizepool europooreans
quick necro: this etf2l season's provisional tiers feature less than 100 teams for the first time ever i believe
quick necro: this etf2l season's provisional tiers feature less than 100 teams for the first time ever i believe
As previously mentioned, lower divisions and new players in the competitive scene are what drive a competitive scene overall, but what usually attracts players to a competitive scene are the communities. I started playing competitively because my friends invited me to play competitively in 2009. If it weren't for them, I would have never become interested in competitive play. I remember that on a public server I frequented, they held tournaments, and that made me more interested in competitive play. RGL has done an excellent job of attracting newcomers; their administration is very good in the lower leagues, and everything feels professionally executed. This type of system should be copied in Europe. To begin with, the ETF2L website is not very intuitive, and I never liked it.
As previously mentioned, lower divisions and new players in the competitive scene are what drive a competitive scene overall, but what usually attracts players to a competitive scene are the communities. I started playing competitively because my friends invited me to play competitively in 2009. If it weren't for them, I would have never become interested in competitive play. I remember that on a public server I frequented, they held tournaments, and that made me more interested in competitive play. RGL has done an excellent job of attracting newcomers; their administration is very good in the lower leagues, and everything feels professionally executed. This type of system should be copied in Europe. To begin with, the ETF2L website is not very intuitive, and I never liked it.
fluoquick necro: this etf2l season's provisional tiers feature less than 100 teams for the first time ever i believe
https://i.ytimg.com/vi/L6alefxY5PM/maxresdefault.jpg
[']
[quote=fluo]quick necro: this etf2l season's provisional tiers feature less than 100 teams for the first time ever i believe[/quote]
[img]https://i.ytimg.com/vi/L6alefxY5PM/maxresdefault.jpg[/img]
[']
As a representative for Newbie Mixes, I'll try to weigh in here.
tl;dr Need more players, coaches, and admins. For any help/suggestions, reach out to RoGue#6575 or M17#9599
We had Newbie Mixes for EU players which ran Friday's at 20 CEST (2 pm EST). While we had a solid admin for a while, we were limited on coaches and players. Eventually, our EU admin was unable to continue, and while I tried to continue the mixes myself, it isn't a great time slot for me (since I'm NA), so we eventually put them on hold. I was thinking we would adjust the day/time to something that works best for EU players and coaches since the time is just time-zone transferred based on what is best for the NA scene, so we'll take any suggestions.
I'd love to start EU Newbie Mixes back up, but we'd probably need a few things:
1. Admins for drafting. Ideally 2 so they can back up for each other. We are incredibly lucky with the fact that RoGue is so consistently able to do NA mixes. I wouldn't normally expect that, so 2 admins (with me as a last-case scenario) would be ideal.
2. Coaches. When we had EU mixes running, we would struggle to get coaches, meaning around 25-50% of coaching for EU mixes was done by NA coaches who just happened to be free. Our requirement for EU coaches was only Mid, so we don't even need Prem/Div 1 coaches, which should expand the pool
3. Players. The players wanting to play could vary from 2-24 for mixes, even when announcing them and pinging in our discord server. Since we didn't have them every week like we do in NA, players wouldn't show up as consistently. Also, sometimes players up to Low would play in EU mixes, occasionally even including the coach (once or twice from what I heard) so we had enough for a full mix. Ideally, this would be solved by more funneling and advertising (including but not limited to EU streamers having a command for newer players in twitch chat's).
If anyone has any suggestions and/or is willing to help out, please DON'T HESITATE to contact RoGue (Rogue#6575) or myself (M17#9599)
As a representative for Newbie Mixes, I'll try to weigh in here.
tl;dr Need more players, coaches, and admins. For any help/suggestions, reach out to RoGue#6575 or M17#9599
We had Newbie Mixes for EU players which ran Friday's at 20 CEST (2 pm EST). While we had a solid admin for a while, we were limited on coaches and players. Eventually, our EU admin was unable to continue, and while I tried to continue the mixes myself, it isn't a great time slot for me (since I'm NA), so we eventually put them on hold. I was thinking we would adjust the day/time to something that works best for EU players and coaches since the time is just time-zone transferred based on what is best for the NA scene, so we'll take any suggestions.
I'd love to start EU Newbie Mixes back up, but we'd probably need a few things:
1. Admins for drafting. Ideally 2 so they can back up for each other. We are incredibly lucky with the fact that RoGue is so consistently able to do NA mixes. I wouldn't normally expect that, so 2 admins (with me as a last-case scenario) would be ideal.
2. Coaches. When we had EU mixes running, we would struggle to get coaches, meaning around 25-50% of coaching for EU mixes was done by NA coaches who just happened to be free. Our requirement for EU coaches was only Mid, so we don't even need Prem/Div 1 coaches, which should expand the pool
3. Players. The players wanting to play could vary from 2-24 for mixes, even when announcing them and pinging in our discord server. Since we didn't have them every week like we do in NA, players wouldn't show up as consistently. Also, sometimes players up to Low would play in EU mixes, occasionally even including the coach (once or twice from what I heard) so we had enough for a full mix. Ideally, this would be solved by more funneling and advertising (including but not limited to EU streamers having a command for newer players in twitch chat's).
If anyone has any suggestions and/or is willing to help out, please DON'T HESITATE to contact RoGue (Rogue#6575) or myself (M17#9599)
I guess it can always get worse...
[img]https://i.gyazo.com/3c2270f97437e595a9f1517f9fe280a1.png[/img]