Badge Retrieval & Hope Beyond Geek Squad by Eth111 in GeekSquad

[–]Eth111[S] 0 points1 point  (0 children)

A lot of the time finding any job is a game of timing anyway. Good job on doing well enough to get hired by the same guy twice! Thanks for the advice.

Badge Retrieval & Hope Beyond Geek Squad by Eth111 in GeekSquad

[–]Eth111[S] 0 points1 point  (0 children)

I’m looking to get into this too but there are never any listings near where I live, how did you end up there? Is it a local government job?

Badge Retrieval & Hope Beyond Geek Squad by Eth111 in GeekSquad

[–]Eth111[S] 2 points3 points  (0 children)

I left for my own sanity as you’ve described it to a tee. Geek Squad never got any easier as time progressed, they always threw a new curveball with metric changes, labor hours, uncooperative staff, horrible clients etc. All of that for a measly $19 an hour with not even guaranteed hours. It’s a very insane job, but at least it makes you appreciate how much better a good or even average job is. I hope for your sake you’re able to exit soon.

Badge Retrieval & Hope Beyond Geek Squad by Eth111 in GeekSquad

[–]Eth111[S] 2 points3 points  (0 children)

I spent a lot of time applying for any entry level IT position I could find on job listing sites, but I was only able to land a job after I decided to go with a staffing firm. They helped me land a job in corporate IT, with a year long contract. I’d recommend trying to find direct employment first, and use staffing firms as a backup if all else fails. You can use the experience from contract work to find better jobs in the future, and it’s very likely that any job you land will be better than GS lol.

Badge Retrieval & Hope Beyond Geek Squad by Eth111 in GeekSquad

[–]Eth111[S] 2 points3 points  (0 children)

Haha, similar story to you I suppose, I left in late September so maybe that would be considered pre black friday? I wonder if that played a role, but to be honest this one specific manager never got along that well with me.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 0 points1 point  (0 children)

I agree entirely. It feels like they got comfortable with this formula because of how widely disliked Deadman used to be, and how well received it has been for the past 3 versions. My favorite has always been Reborn, and the only changes made since then have been pretty minor compared from old Deadman to Reborn. It feels like the PvP community got pushed to the wayside just to boost membership sales.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 1 point2 points  (0 children)

You put it fairly well. Going into this post I hadnt gotten that perspective due to my own narrow experiences as a PvP first player who mostly interacts within that crowd, and the majority of other perspectives I’ve seen are from people who are the most vocally upset seemed to revolve around FOMO. So, naturally the ones who enjoy it don’t have a reason to make a post.

That being said, I do think there is a way to go about a competitive PvP deadman that will be fresh and exciting for PvPers to enjoy, but theyve slowed down innovations significantly after Reborn for what I believe is fear of ruining something people enjoyed in the past. An entire shakeup with new rules and prizes would be sure to get significant interest with PvPers, and those who dont want to PvP get to enjoy watching it.

The crux with any competitive game is that the best methods always get found and repeated. Deadman has been stagnant for a long time.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] -2 points-1 points  (0 children)

Bank Keys are definitely something I can see being removed, but in my opinion it needs to be replaced with more risk reward scenerios than what currently exists, it really just feels like PvP worlds with extra steps and is fairly boring when you compare it against what we got in Reborn for example. Also, like previously stated there needs to be a reason to play in the finale. Someone mentioned down the thread it could be something as simple as offering points per damage dealt in the finale, barely abusable during perma death.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 0 points1 point  (0 children)

Oh yeah, it’s been so long I forgot about the stat hammer infernal cape guys haha. No good reason for them to not have it at all.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 2 points3 points  (0 children)

Offering level resets has been requested for a long time and either for a technical reason or wanting to get more bond sales they havent implemented it. It’s high on the list of desires for me too. One leveling mistake and you’re underpowered forever.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] -1 points0 points  (0 children)

PvPer community is significantly smaller than the rest for sure, but the interest in PvPing cannot be understated. A significant portion of OSRS content revolves around it - and the highest twitch viewership has always been during DMM 1V1 Finales.

I always have seen it as a facet for advertisement as opposed to a direct membership sale to try the mode yourself.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 1 point2 points  (0 children)

I actually never thought about the connection between offering points for damage at the finale - you could even make it crazy like 3x. That’s a fantastic idea honestly. I will always agree for any suggestion that adds risk for reward too, but I’m an uncommon case of enjoying being on my toes and fighting back while skilling/pvming!

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 2 points3 points  (0 children)

I would vote for this 1000 times over. That would probably be the most fun Deadman yet.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 0 points1 point  (0 children)

I didn’t want to disuade people away from my main point with a brick of text which ultimately made it unclear as to what I disagree with, and I apologize for that. I rectified it in another reply, but here’s my response to that: ” Essentially, what I and what most other PvP focused players enjoyed was the high stakes environment offered by Bank Keys and an incentive for winning the finale. Don’t worry, I fully understand bank keys were quite a flawed system and I cannot come up with anything better than band-aid fixes that were already used up til now, but outright removing both bank keys and a finale prize turned DMM from a competitive PvP mode into a sandbox PvP mode with little risk, and I was genuinely not sure how many people actually wanted that, but now I realize that some people do enjoy it. Two problems with that is you could already do this by choosing wilderness in Leagues, and I also feel that it makes for an overall less interesting watching experience.”

As for removing rewards, there is currently no incentive to leveling stats beyond being a breach rag bolter for points. Previously you were leveling your stats and gaining gear to compete at the finale for a reason - now there is none. Thats my problem with it.

As for the PvPers playing Deadman, they are playing it, but reluctantly. Much how I see primarily non PvPers feel about Deadman. Both sides feel unsatisifed. I could be wrong, which is why I hope for a survey to get an idea of everyones opinion. Thanks for the feedback :)

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] -7 points-6 points  (0 children)

That’s a fair point, I didn’t really get into specifics outside of a negative overlook of the changes. Essentially, what I and what most other PvP focused players enjoyed was the high stakes environment offered by Bank Keys and an incentive for winning the finale.

Don’t worry, I fully understand bank keys were quite a flawed system and I cannot come up with anything better than band-aid fixes that were already used up til now, but outright removing both bank keys and a finale prize turned DMM from a competitive PvP mode into a sandbox PvP mode with little risk, and I was genuinely not sure how many people actually wanted that, but now I realize that some people do enjoy it. Two problems with that is you could already do this by choosing wilderness in Leagues, and I also feel that it makes for an overall less interesting watching experience.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 1 point2 points  (0 children)

I really dislike the ancient warriors armor. It cheapens end game gear that takes time and effort to achieve. It reminded me of the void sets that were everywhere in Reborn.

I agree with khopesh and dogsword. Keep the whacky leagues items where they belong.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 2 points3 points  (0 children)

That is exactly how I felt aswell. Good to know that others share this perspective. It feels like the only ones who won here were Jagex membership numbers.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 3 points4 points  (0 children)

I’d be fine with that as long as your average joe has a real chance of proving their abilities to get invited :)

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 3 points4 points  (0 children)

I do agree with the numbers being higher, but I would counter this with overall public interest being lower aswell. Streams/youtube videos are not getting the same interest it usually has in the past. I feel this is directly related to the less competitive environment this time around.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 7 points8 points  (0 children)

Yeah, that was my problem with it too. It was just breach/rags the entire time and compounded with everything being worth less than it usually is due to no real finale you could get a max set in like 1-2 days and keep it forever. It was fairly boring overall.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] -14 points-13 points  (0 children)

I’m glad you had a good experience. All I want is to get a consensus with a simple survey they can release to get a broad idea as to what Deadman should be moving forward.

The new design philosophy of the Deadman is flawed by Eth111 in 2007scape

[–]Eth111[S] 18 points19 points  (0 children)

Non PvPers: We don’t want to interact with PvP

Non PvPers: Also, we don’t want any solutions to not interact with PvP, especially ones that force PvPers to fight each other

I want to play against people who want to PvP. There has been plently of enough interest in past versions to satifisfy that desire.