@Derp said in Aesca Sneak Peak:
But also I am seriously trying to figure out how to put a 'number of open jobs' thing in Ares for players to see, so that they know how much workload the staff actually has.
Should be easy enough, but also kind of misleading IMHO. Some games use jobs to track things internally, so you could have "227 open jobs" but 219 of them are just future plots, musings, things that maybe you'll build eventually, etc. And you might only have 2 open jobs but staff is really swamped doing plots/questions/RP that aren't tied to specific jobs. There's not necessarily any correlation there.
And honestly, if staff is too overworked to get to apps in a timely fashion, you're going to lose players no matter what.
@mietze said in Aesca Sneak Peak:
I do not think that an automated cg that spits a ton of people out onto the grid quickly solves the problem and may in fact exacerbate it especially on an original themed game where there may need to be some front in quality control.
You can have automated (not fully automatic) and still have quality control, especially if you build some of the quality control into the system itself. On BSGU for instance all of the limits, requirements, etc. were baked into the system. The only thing I had to review was whether the background made sense and the skills fit the background. That allows pretty quick throughput. Not all systems will work that way, of course, but if you can make it work for your system, you can alleviate the chargen backlog greatly.