The Problem With Making Assumptions

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AliceShiki

『Ms. Tree』『Magical Girl of Love and Justice』, Female
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So, apparently there is an ages old saying about assumptions hitting us in the face... Wish I had heard of it before, because I only learned about it today. Maybe if I had given this some thought I could have helped avoiding an uncomfortable situation... Well, can't really change the past though.
Ah, and a side note, the context/story of this one will be kinda long, but I can't quite resume it without going through a lengthy explanation... So bear with me, alright?

Well, what happened? I was playing Adventure Quest with some friends on discord and a War event broke out. A War event is essentially the only form of cooperative gameplay that exists in the game. Essentially, the entire community of the game needs to kill a large amount of enemies in order to reach the end of the war. Paired up with that, there is also the sense of competition to see who kills more mobs and gets on the top of the leaderboards.

In recent years we also got some improvements to this system, with exclusive rewards now being given to everyone that kills over 1000 mobs, as well as to the top 25 and top 50 players of the competition.

... Well, when you add exclusivity to the mix in a 17 years old game, people can do a lot of things to get it... The competition gets pretty fierce and stuff, so... Sometimes some people were really close to one another at the 25th spot and were scared of not being able to get the price because one would be overtaken, so... They just decided to have a tie. If both had the same amount of kills, both would get the prize, right? Well, yes, they both got the prize. Hooray for a happy ending and staff being nice enough to give those extra rewards to people~

I should note that the staff of AQ is unusually close to the playerbase and we communicate with them directly pretty often, this is important because it means we can actually ask what is the expected resolution in terms of ties and stuff like that, which gave us the answer of them honoring the tie and giving the rewards to all players tied.

Generally those ties involved 2 or 3 players, they were pretty chill and things worked out nicely... Until one faithful war had a few things going for it...
1) It was very competitive.
2) It was the closure of an awesome storyline.
3) It had some amazing and very cool rewards to the top 25.
4) Rewards weren't ready by the time the war was about to end, so staff tampered with the war meter and made the amount of mobs near the end double... So when there were supposed to be 60,000 mobs left, suddenly became 120,000, which added around 8h of extra warring before the war ended... This made many people panic because they would be working when the war ended now, and so they might lose their top 25 spot.

With all this paired together, it was kinda unsurprising that people decided to tie at a given spot in order to get safer on the top 25... Only... That spot wasn't safe enough. One of the people involved in the tie would be gone for the next 16h and that was definitely more than enough time to get pushed out of the top 25 even with 3 people tying at 8500 kills... So they started seeking other people to agree with the tie, not only by going to other AQ discords to talk about it, but also PMing people on forums and changing their character name to "Tie at 8500 kills" to make the message clear in the leaderboards.

The result? A 9-way tie from the 22nd to 30th spot with 8500 kills... So well, 5 more people would end up getting the exclusive reward than expected... Honestly, this was a blast, we were celebrating and cheering over what amazing accomplishment we achieved (by "we" I mean the community, since I wasn't involved, I got only 3000 kills this war. But I was celebrating with them)... Cause you see... Ties require a lot of trust, anyone can sneak just one kill above and hurt everyone else involved... And some of the people in this tie were people none of us ever talked to and joined in just by seeing the movement happening in the leaderboards.

So uhn... Then comes the game lead giving out the rewards and says:
This... Made people kinda mad. Especially because the list on the top 25 was rearranged by how old a character was in case of a tie, so suddenly people that got to the 8500 kills earlier and could have gone much further ended up not getting a reward due to being willing to help others out in getting their rewards too.

And we were like... "But we did nothing wrong, we only wanted to help out others, we weren't screwing anyone over nor did we have any ill intent, we just had a strong camarederie, why are we getting punished for that?" And there was a pretty heated discussion on the forums over that with a players VS devs kind of thing. I mostly stayed out of it myself, but I was totally on the players' side.

Fast forward a day or three (I forgot how many) and the staff decided to give the rewards to everyone in the tie, but will not be giving extra rewards to any future ties anymore. Hooray, happy ending! \(^^)/


So... What does that have to do with assumptions?

Well, thing is... There was a big miscommunication that caused this whole issue, and it was caused by a simple assumption that both sides had... Well, 2 assumptions, one on staff's side and one on player's side, that directly contradicted one another.

Players assumed staff knew that all ties, since the very first, had always been engineered, and therefore assumed staff condoned the ties.
Staff on the other hand assumed the ties were mostly things that happened by chance and wanted to give the rewards to the tied players in a gesture of good faith and to not punish anyone due to their bad luck of being randomly placed in the 26th spot when they both had an equal amount of kills.

So... For players, what we did was an incredible feat of trust on one another and of rapid organization of something unprecedented and with an absolutely fantastic result.
While staff thought we abused their good faith and decided to game the system. For them, we essentially took what should be a gesture of kindness and turned it into a way of turning the system around in our favor... Staff was angry. And we could see that in their replies.

And we honestly didn't get where that was coming from? Why such a crazy kneejerk reaction? We kinda accepted that they didn't want to start giving extra rewards in future ties, but why apply it retroactively to this war too when there was no ruling about ties whatsoever? And like... We weren't really harming anyone with that, rather, we were just giving more benefits to a few people, everyone was winning and nobody was losing... It felt kinda crazy.

It took quite some time to understand each other's side and the base assumptions each one had... That we thought they had always been okay with engineered ties, while they thought the ties happened by chance in the past, and that we were now abusing their good faith to our own ends.

It was kinda mindblowing tbh, because like... It really felt like it was super obvious to us that the ties were planned... I mean, how will 3 people stop their kills at the exact same spot? This just won't happen... But staff assumed that we were on good faith and not trying to rig the system, and we assumed they knew we were engineering it.

This was honestly a real feel bad situation, we were at the conclusion of an amazing saga with amazing rewards and with many implications to the future of the game's storyline, and then suddenly all discussion about it stopped and started focusing on exclusive rewards and on how players believe staff were being too harsh and should give them out, while staff were assuming players were breaking their trust and needed to be taught a lesson that there were limits to our actions.

And all because of... Well, 2 small assumptions on each side, assumptions that for us felt so so obvious that they just had to be true... But they weren't true at all.

What am I taking from this? Well... That communication is key I suppose? I mean, those words are some that have stuck with me for a long time and I think most people can agree that communication is key for pretty much anything... I just came to realize that we sometimes think we have a common ground to work from, and that everyone has that same common ground, we assume that we all feel the same way about something because it's just obvious everyone thinks like that... Except that we don't, not always.

So I guess I'll try to be a bit more mindful and ask things around before assuming someone views something in the same way I do... I wouldn't say it was a big lesson or a meaningful lesson or something that will change my life, but... It was something that I will remember, something that was blown out of proportion due to a simple issue of miscommunication, with 2 sides making different assumptions that completely messed up the way each side thought things should be handled. The kind of thing that could be easily avoided if we talked for a few minutes in advance about how we felt on it.

Oh well, that was that, this was not a healthy experience, but I think it did end up in a good note and that we will remember the results of it for a long time~
Hopefully nothing of the sorts happens in the near future though... I hate this kind of confrontation.

You, hitedo, SpearOfLies and 5 others like this.

Comments

    1. AliceShiki Oct 13, 2019
      @hitedo Glad you're giving it a try! ^^)/

      Ah, and I'm talking about the original Adventure Quest. (the one in www.battleon.com)

      Adventure Quest Worlds is a weird MMO thingy from 2008 that they made and got surprisingly popular somehow even though it has mega shallow mechanics and some wonky weird art.

      ... AQW is actually the most popular game from AE and their main cashcow somehow, but I really have no clue how, I hate that game! xD
      hitedo likes this.
    2. AliceShiki Oct 13, 2019
      @SpearOfLies Well, it's hard for me to take devs' side on this because I was in the middle of the whole thing and saw it happening, so like... I share the sentiment the playerbase had at the time the tie was being made, so I'm pretty biased~
      But after taking some time to calm down and look back on it, I can at least understand where the devs were coming from~
      And yeah, assumptions are normal indeed, but becoming dangerous when they become common sense... Yeah, that makes sense, I like the way you put it~


      @hitedo Possibly, hard to be sure~

      As for rather the game is good or not... Hmmm... Well, I can tell you that I love the game, so my view is a bit biased, but I'll try to be neutral when reviewing it.

      First of all, it's a turn-based flash game (yes, everyone is aware Flash is dying next year, but the company (AE) already developed a launcher that will allow you to play the game outside of your browser even when flash dies. The launcher is also sandboxed so it's pretty safe, and they'll be able to develop flash independently once Adobe stops supporting it) from 2002 coded in AS2... Understand that you're dealing with a genre that is not that popular nowadays, in a very dated program and on a outdated coding language within an outdated program. There are severe limitations on what the devs can and can't do.

      Also, the devs don't have full access to the game's files, as only the head coder (Rhubarb) of AE has access to those. So sometimes a few issues will Rhubarb to handle it. Moreover, the game isn't that popular nowadays and doesn't make that much money, so the company moved a fair amount of devs away from AQ and to the more popular games... Which means the game is also understaffed.

      The game also works with a once-in-a-lifetime membership (Guardianship) payment of 20$ to get all the perks of being a Guardian... This obviously doesn't sustain the game, so the primary source of revenue is actually through microtransactions, that the game pushes to you with special item package sales, lootboxes, and... Well, mainly those 2 tbh.
      However, I should point out that the game is VERY F2P friendly. While I would still highly recommend buying guardianship if you enjoy the game (since well, 20$ for one lifetime isn't a bad deal IMO), you can totally skip on lootboxes, packages and what not for as long as you want without missing out on anything... Actually, the best gear in the game costs in-game money (gold), and not $$$. And even the in-game premium currency (Z-tokens) can be farmed in-game (takes a while) and doesn't need to be purchased with actual cash.

      With those out of the way, let's talk about the actual game. AQ works with a weekly release system, usually we get a new story quest every other week, and some smaller release with an item or two in the weeks without story releases. The story, while somewhat hard to follow (you'd probably need to follow a guide to not get lost, it isn't put anywhere in-game in a comprehensive fashion), is very good and is in all honesty the best videogame storyline I have ever seen in my life. Even after going through multiple writers and changes in staff members and what not, it is still a fantastic storyline. (My favorite writer worked there too, though he died a few months ago... T.T)

      As for gameplay, it's honestly pretty fun. Like... Has the limitations of a flash game from 2002, but the devs did a fantastic job with its engine. The game is very balanced and you can use pretty much any gear of your level and you'll be good to go. And at the same time, many pieces of gear have different effects and synergies that allow for lots of customization on how you'll build your character. And we get the exact details on how each item works directly from the devs and arrange it neatly in the game's encyclopedia that is hosted within the official forums. Though the in-game info tells you what the item does to some extent of course.

      It's not perfect though, right now we have enough min-maxing options that almost any boss the devs make can be steamrolled easily by the more meta builds. But you can still have tons of fun if you avoid the meta stuff by fighting against a myriad of well-designed and interesting bosses~
      ... And from time to time we also get some bosses that hard counter the meta, those are also very fun, even if pretty rare~

      What else... Ah, right, I did say almost any gear of your level would be good to go, right? The almost part is kinda important... Like... The game is super old, and throughout its history, it went through a fair amount of changes in its balance standards (last big change was in like... 2012 though, there were other minor changes since then, but core standards have been already solidified by now.), and since the coding is old and was like, the first game from AE, many of the things weren't properly standardized as they are today, so... Lots of old gear is complete unusable trash, and some are absurdly broken and totally out of place, completely outclassing any new gear by a large margin.

      ... Well, almost all outdated gear only exists for low levels and isn't thaaat easy to find though, staff already updated a decent amount of them (there's still a LOT to go through however, since... Well, weekly releases since 2002, the game has plenty of gear to update) and most of the easily available stuff is on new standards.

      And uhn... Early game experience might honestly be quite boring when you don't have access to much gear nor much quests to do and basically needs to do some random battles... Though once you reach level 10 or so you can start doing class quests, which makes the game start being a bit more interesting.

      Phew, I think that's what I had to say... Honestly, it might feel like I said mostly downsides about it, but I truly love this game and I think it's incredible and very well worth the time to play it. I can highly recommend it, even if it has a high amount of flaws.
      hitedo likes this.
    3. SpearOfLies Oct 12, 2019
      About the story, I'm more toward the dev's side. They were closing an eye to making the system more forgiving. As much 9 people that manage to collaborative help each to maintain a tie sound awesome, it doesn't sound as much when it about exploiting the system. Giving a precedent for that is kind of dangerous as you really don't want to have something like 25 people tied on the 25th spot. They went over the good faith of the dev.

      About assumptions, everyone makes them every day. It's a very basic action of everyday interaction. The most dangerous thing is when wrong assumptions became common sense/common knowledge. Many bad things happen because of that.
      AliceShiki and hitedo like this.
    4. TiggerBane Oct 12, 2019
      Assumptions make an ass out of u and me!
    5. Nefasdetestasti Oct 12, 2019
      Wow, that's kinda amazing.
    6. A5G_Reaper Oct 12, 2019
      Meanwhile, Gaben

      [​IMG]
      hitedo and Pray Alpha like this.