Yearight said:
Also they seem to have only some minor flaws or none when typing English.
Exactly! No one mentioned this idea... we need Mods who are able of communicating almost flawlessly in English and to be understandable.
It's not necessarily that the Mod has perfect English (although that is preferable).
I mean if the mod types: "he take" instead of "he take
s" it's no big deal
but still flawless English would be preferable since then there would be zero confusion considering what the Mods say, and I think since Mods write rules, well rules shouldn't have English mistakes...
Plus, and this is a VERY important aspect... Mods should be typing real English and not MSN english when rating the spell
I mean no one wants to read a rating as such:
"spells wrkng gr8 but gta rmove all the leeks nd make it mui!"
However, in open discussions language shouldn't be a must for the Mods, let them feel a bit comfy
And what Paladon says is very important!
However to comment now on Palaslayer's plan:
Palaslayer said:
I'd like to suggest the following moderator system for several reasons:
Their should be two moderator teams and one overall moderator.
Mod Team 1 (GUI)
- one mod
- one semi-mod
- a few mini moderators
Mod Team 2 (Jass and vJass)
- one mod
- one semi-mod
- a few mini moderators
Well, I agree on the fact that two teams are needed, one GUI and one Jass. However, I believe that two
Main Mods for everything should be needed, instead of one for GUI and one for Jass.
We separate the teams at the level of the semi-mods.
I think a number of two semi-mods per team would be better than one.
Also, mini-moderators should be like 5. This small number would make the judging more precise and less crowded.
Now let me explain why I gave such a plan:
Having 2 Mods for GUI and JASS together would decrease the probability that teams are mod-less if the mod has to take a break or leave for some time.
What's more, the two mods would have knowledge in all spell-making aspects, thus able to judge on everything. Also one mod would be relieving the other from time to time.
Why 2 semi-mods per teams? Well, since they're semi-mods, there might be gaps considering their knowledge, so their interaction as a must to reach a final wise judgment.
Why 5 mini-mods? Well, five would give the spell a fair chance, I mean there's a variety of opinions, so if I agree it's badly-done you might agree it's well done (although that's not much of a possibility, since if it's bad then everyone will notice it is
). But also, that would allow a fast judgment and not a crowded one.
Although I also think 5 is too much and 3 would be enough for GUI and definetly enough for Jass (we dont get as much Jass as GUI)
So to wrap things up, there's my modification of Palaslayer's plan:
Deuterium's Plan
The Overall Mods
The GUI Mods
- 2 semi-mods
- 3 or 5 mini-mods
The vJass/Jass Mods
I'd be happy to discuss the "spell-rules" but I'd do that later at night...
Hope this helps