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Hi guys, this is
Farewell for now, I'm gonna make this post semi-formal because it's the last I'll make for the next few months. Strangely enough this isn't because I'm busy, quite the opposite actually (my holiday term just started) but I feel like there are a couple other things I'd rather put in front of Smogon. I'll come back though.
This is normally the type of long post that I would post privately to just the team, but there are some rather major ideas here that I think would like community feedback since their basis is just "I think it would be cool". There is also gonna be some important things though.
Anyway, I think you guys have probably noticed as much as I have that this project is constantly riding a wave, with no consistent activity and instead short bursts that just stop as soon as voting ends, with teams sometimes taking a damn long time. I've tried to fill in that downtime with a few things before, like inviting community members to post their own teams or giving constant updates on progress and even building teams myself. None of those really worked out though, since the community we have here sends in recommendations
precisely because they want someone better to build it, and that my updates mean little and my teams are usually mediocre/bad. I REALLY didn't want this post to be a coup de grace to this project since I still stubbornly believe it has great potential to make NatDex more fun for everyone. So I did some thinking.
When creating a product, the most important thing to define is the customer, the end user who will benefit from the service rendered. The target audience. I find that almost everything created not for oneself needs to follow this principle as well. This project has been rather lost because it doesn't know who it's trying to appeal to. I'm going to fix that and define it right now.
This project is for casual players. Our target audience would be the kind of guy that can maybe get reqs or dabble a bit in tournaments, but never really commit extremely significant amounts of time into the game. Everyone up to around 1500-1600, maybe a bit higher, definitely everything lower. Since the premise of this project is taking ideas and building around them, it implies that anyone who posts something in here
has an idea worth sharing, but wants someone better to make it work. If you think you're already good at the game, you might as well build the team yourself; Most top players like to toy around with low-tier mons to make their teams better (see:
ChinoTTT doublade team hitting 1913 off the top of my head). Although, it may also be interesting to see how others interpret an idea that already works, which of course I also welcome. But those would be outliers. This project is for casual players.
So that also answers the first question of what to do with downtime - or at least, now we know having the community build teams for us during downtime is completely counterintuitive. That also got me wondering though - what CAN we even do about downtime? And then I started thinking - why the hell even IS there downtime? That simply shouldn't be the case.
I started rethinking this project, and I think it's about time I stopped releasing gradual simplifications and changes, stopped beating around the bush, and just rebuilt it from the ground up. Now we've defined our target audience that makes it super easy to see exactly what needs to go...
Delete the cycle system.
Adding additional complexity to a system only works if it is necessary. Since this product is as user-centric as it can possibly get, might as well get rid of all the fluff that makes it harder to understand. It worked because the rest of NatDex projects all use this system (submission -> vote -> winner -> ??? -> profit), so at least everyone's familiar with it, but it's still totally unnecessary. On that note voting is also useless. Why bother with how good
other people think your sub is? What should matter is what the builders think. This also worked temporarily since it filters out bad submissions, but it also filtered out many subs that I personally thought were super cool, and kind of doesn't intentionally do anything important, just does things as a consequence of its existence. So get rid of it.
I haven't discussed any of what I've mentioned (or what I'm going to talk about) with my team yet, so
Dead by Daylight Oculars feel free to disagree and not implement the suggestions - I'm leaving for now anyway. Just food for thought.
So what would this all mean for TLW? I hope to see this project become something like this: You post an idea that you think has potential, if a builder likes it it gets built within the week, if not post it periodically (not too often) and maybe someone will eventually take it. Simple! This also gets rid of the fact that builders find it a chore to have to build teams they don't want to, and instead of unsuccessfully forcing them (see: teams for this cycle not done after who knows how long), builders just build what they think speaks to them. I see most teambuilding workshops that aren't CCAT structured like this, and for good reason anyway.
Now for some more inconsequential things, do you guys know if there will be an official Secret Santa this year for NatDex? If not I can go suggest to the mods that we can conduct it, and if yes we can instead do a thing where we hire temporary builders and have a massive wave of teams. Just some thinking, I like Christmastide and wanna make it special.
Also, what do you guys think about not allowing OU mons as subs? I know this runs slightly contrary to our premise, but I feel like OU mons have been milked to the point where everything worth doing with them has been done before. This idea in particular I feel might be met with some distaste, but I feel like builders sometimes feel a bit... disappointed when they notice they're doing an OU mon, and end up adding another low-tier to make up.
One thing I'm adamant about it is that we standardize our name to The Lunatics' Workshop, plural. There are six lunatics on our team right now and I hope it will continue expanding.
Hope this project can take off once more and not let up as it always has. Fly high TLW. Don't let me down. I'll come back for you.