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Identifying the Main Idea – TSI Assessment Preparation

What's the Main Idea? Quiz

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MGMT 404 Project Management Entire Course-Hi Quality Tutorials

MGMT 404 Project Management Entire Course
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A+ MGMT 404 Entire Course: Course Project Week 2-8 | Getta Byte Homework Week 1-6 | Discussions Week 1-7
MGMT 404 Course Project Week 2-8
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Objectives
The objective of the Course Project is to give you an opportunity to apply the skills learned in class to plan a project. These skills are directly applicable toward your senior project.
Guidelines
This individual Course Project provides an opportunity for you to practice and apply specific project management skills. This is a great opportunity to select a project that will further your professional or personal goals.

  • What is your passion?
  • What have you been thinking about starting, or what could help you in your current position?
  • Think about selecting a project that will serve you so that you will be creating a project plan that you can use.
Suggestions for Possible Course Project Ideas

  • The opening of a coffee shop
  • A charity event for a local social service agency
  • A meditation pool and platform in the center of town
  • A redevelopment of a local playground
  • Design and installation of a computer network for a small business
  • Software development project
You are not limited to the list of projects above. Please refer all questions concerning what is acceptable as a class project to your instructor.
Milestones
Milestones and Deliverables

  • Due Week 2: Project Charter (50 points)
  • Due Week 3: Project Scope Statement (50 points)
  • Due Week 4: Work Breakdown Structure and Project Schedule (100 points)
  • Due Week 5: Resource Allocation and Preliminary Budget (100 points)
  • Due Week 6: Risk Management Plan (50 points)
  • Due Week 7: Stakeholder Management and Communication Plan (80 points)
  • Due Week 8: Final Course Project Plan and Project Narrated Presentation (250 points)
MGMT 404 Project Charter - Course Project Week 2
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Project Charter (50 points)
This week, you will be selecting your project and developing the charter. The following are some possible project ideas. But don't feel that you are confined to them.

  • The opening of a coffee shop
  • A charity event for a local social service agency
  • A meditation pool and platform in the center of town
  • A redevelopment of a local playground
  • Design and installation of a computer network for a small business
  • Software development project
Think about the following as you select your project.

  • What is your passion?
  • What have you been thinking about starting, or what could help you in your current position?
  • Think about selecting a project that will serve you so that you will be creating a project plan that you can use.
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Your charter should contain the following information.
Please use the template provided in the Files section: filename: MGMT404_Project_Charter_Template_Updated.docx

  • Mission/Purpose

  • What is your project going to accomplish?
  • Project and Product Description

  • What will this project create? How do you plan on completing the work of this project (high level)?
  • Objectives

  • What objective will be met? Provide a high-level objective statement from a business perspective. For example, how much market share by when?
  • Milestones

  • What are the key milestones?
  • What has to be accomplished in what order for this project to be successful?
  • Budget

  • High-level, rough-order-of-magnitude (ROM) budget
  • User Acceptance Criteria

  • What are the minimum standards of success as defined by stakeholders, including customers, investors, community, regulatory bodies?
  • High-Level Assumptions

  • What statements do you believe to be true or will become true about the project but that you are not sure are true at this time?
  • High-Level Constraints

  • What are the limiting factors that affect this project?
  • Exclusions and Boundaries

  • What are the boundaries of this project? What will it exclude? For example: There will be no deep fried products for sale in the coffee shop. There will be no desserts for sale in the coffee shop.
  • Major Risks

  • What are those uncertain events that may impact this project positively or negatively?
  • Key Stakeholders

  • Who are those individuals or groups who are impacted positively or negatively by this project?
Preview:
This project aims to develop the Daily Priorities app, Axievers LLC’s first in its line of productivity apps. It will also…
MGMT 404 Project Scope Statement Course Project Week 3
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The Daily Priorities App Development project involves the development of the Daily Priorities app

  • Complete and submit the Project Scopein MS Word (50 points)
This week, you will create and submit your Project Scope Statement Template. See the Course Project Overview page under Introduction and Resources for details.
Your assignment is to provide a Project Scope of your selected project in accordance with the charter template found in Files and linked here.
Please put this in correct business writing format. Consider me to be your boss. The scope is critical to your project plan. It forms the backbone of your project.
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Summary of the Project Scope Sections

  • Project Description:In this section of the scope statement, we specifically elaborate on what the project will create. One should also discuss here how the project team plans to accomplish this project. This section should be quite detailed, because it creates the basis for the entire project. This section should be based on information found in the project's charter. This section usually begins with an overview of the project.
  • Project Requirements: In this section, describe the conditions or tasks that must be completed to ensure the success or completion of the project. Provide a clear picture of the work that needs to be done.
  • Deliverables:Deliverables are tangible items or services created for this project. These are generally big-picture items. For example, if the project was to build a shopping mall, the foundation, walls, roof, and parking lot might be examples of deliverables.
  • Exclusions: What is not included in the project? Returning to our example of a shopping mall, is the layout of each store part of the project, or is that the responsibility of the soon-to-be tenant? These exclusions set the boundaries for the project.
  • Acceptance Criteria:Project acceptance criteria are the criteria the stakeholders use to judge whether the project was successful or not. What must this project create in order for the sponsor or customer to be satisfied with the results?
  • Estimated Project Schedule: Include a high-level project schedule. Include major milestones and phases of the project.
  • Resource Requirements: Describe what kind of resources are required for this project in terms of human resources as well as equipment or any other types.
  • Preliminary Budget: This should be more detailed than in the project charter describing costs for major groups such as labor, materials, equipment, or any other major project costs. Include an estimated total.
  • Project Constraints: Project constraints are limitations placed on the project. Many of them are placed by individuals outside of the project. These limitations could be laws, regulations, rules, policies, procedures, or customer or sponsor requirements. Let's say we are only given a budget of $5 million to build our mall. That $5 million is a constraint to the project, because we have no more money than that to complete the project.
  • Project Assumptions: Project assumptions are those things we believe to be true without proof for planning purposes. For our mall, we could assume that all the materials we need to build will be available when we need them. We have no way to know this for sure during project planning, thus it is an assumption for our project.
Preview:
The Daily Priorities App Development project involves the development of the Daily Priorities app. Its main features include scheduling/planning…
MGMT 404 Resource Allocation and Preliminary Budget
Course Project Week 4
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Resource Allocation: MS project file (.mpp) updated with resource assignments and cost
Preliminary Budget: MS Word file with a report of project budget and resource management
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Part 1: Project Budget (Cost Management)

  1. Explain your approach to estimating the project cost (e.g., top down, bottom up, etc.) and why that method was chosen.
  2. Create a table that shows the original budgeted cost (from the charter) and the actual budgeted cost (side by side). Include line items for labor, materials, contract, equipment, travel cost, and so on.
  3. Compare the budget from the charter to the final budget, and explain any variances that occurred from your original budgeted cost in the project charter and the current project cost. (Include your original estimated cost for the project.)
  4. Explain your budget contingency plan and how much is budgeted for contingency.
Part 2: Resource Management

  1. Explain the results of your resource assignments. Did you assign enough people to the project? Were there any resources overallocated? What approach will you take to fix any allocation problems?
  2. Develop a plan to manage your project team, and define how you will motivate your team and how you will handle team conflicts.
  3. What structure would you select for your project: functional, weak matrix, balanced matrix, strong matrix, or pure project? Why?
Preview:
The top-down approach was used for estimating the project cost, as the duration of each task, the number of resources needed, and the cost of each resource were largely based on data from previously completed projects. This is also based…
MGMT 404 WBS and Project Schedule Week 5
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Resource Allocation and Preliminary Budget (100 points)
Deliverables for Week 5:

  1. MS Project file with schedule and allocated resources with associated costs (50 points)
  2. MS Word file with report of project budget and resource management (50 points)
Follow these steps to set up your Course Project with Microsoft Project 2016.
Step 1: Allocate Resources
Once you have the WBS created in MS Projects, assign resources to each activity. Remember, only assign resources to activities, not summary tasks. Before you can do this, you need to create a resources sheet in MS Projects.
To Create a Resource Sheet, do the Following.

  1. Click on view, resource sheet.
  2. Enter the resource name, whether it is a human resource, a cost, or a material.
  3. Include hourly rate or other costing method.
  4. For materials, designate the resource as work and identify cost for use (i.e., cost per yard).
To assign your resources to the aligned tasks in MS Project, follow the steps below.
To assign Resources

  1. Choose view—Gantt chart.
  2. Select resource tab
  3. Highlight the first task.
  4. Click on the double headed icon on the upper tool bar (assign resources), or click Alt-F10.
  5. In the resource assignment window, select the appropriate resource for each activity.
Repeat for all resources and activities according to the resource list above.
Step 2: Review Costs

  1. Right click above last column.
  2. Select insert column.
  3. Select costs.
The costs will appear and roll up to summary tasks. You have now created your preliminary budget.
Step 3: Analyze Your Resource Allocation and Assignments
There are several methods to check for overallocated resources.

  1. Click on view, resource sheet—Resource(s) in red color are overallocated.
  2. Click on view, resource usage—Resource(s) in red color are overallocated resource(s) by date.
  3. Click on project, reports. A dialog box appears, click on assignments then select. Then click the report for overallocated resources, and then select to print or view.
  4. Remember with resources you need to assign how much time (by a percentage) each resource will be allocated to each activity. Simply lowering a given percentage may clear an overallocation, but this is not possible. Overallocations usually mean that the project requires an additional resource or the timing of the tasks has to be made concurrent.
Step 4: Project Budget (Cost Management)

  1. Explain your approach to estimating the project cost (e.g., top down, bottom up, etc.) and why that method was chosen.
  2. Create a table that shows the original budgeted cost (from the charter) and the actual budgeted cost (side by side). Include line items for labor, materials, contract, equipment, travel cost, and so on. Use the costs you now have in your schedule to compare to your charter costs.
  3. Compare the budget from the charter to the final budget, and explain any variances that occurred from your original budgeted cost in the project charter and the current project cost (include your original estimated cost for the project).
  4. Explain your budget contingency plan and how much is budgeted for contingency.
Step 5: Resource Management

  1. Explain the results of your resource assignments. Did you assign enough people to the project? Were there any resources overallocated? What approach will you take to fix any allocation problems?
Develop a plan to manage your project team, and define how you will motivate your team and how you will handle team conflicts.

  • WBS Outline: in a Word document (50 points)
  • Project Schedule: the MS Project file (.mpp) saved from the Tracking Gantt chart screen (50 points)
You must download MS Project from the software store or access it through Virtual Lab (Citrix). If you have had any difficulty with this, please let your professor know.
You will create a Work Breakdown Structure (WBS) for the project you selected and the scope you have created. See the Course Project Overview page under Introduction and Resources for details.
Remember that the WBS starts with your major deliverables (that you stated in your scope management plan) at the highest level. The lower levels have the work package required to complete those deliverables.
Review the lesson and textbook (and the PMBOK® Guide, if you have it) for some suggestions on how to create a WBS. From your work breakdown structure, develop a project task list with dependencies and add durations, using MS Project.
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Develop the work breakdown structure first in MS Word as a hierarchical list in outline form. It should look like this…
MGMT 404 Risk Management Plan Week 6
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Using the Risk Register Template spreadsheet found in Files section (50 points)
Remember, a risk is an uncertain event or condition that can have a positive or negative impact on the project.
This week, you will:

  • Identify and analyze your project risks
  • Complete a risk register as the foundation for your risk management plan
  • Evaluate each task in your project schedule to identify any risk factors associated with the execution of the deliverable
  • Add your list of risks to the risk register template in Files section
The number of risks will depend on the project deliverables in your schedule; however, 5 risks are the minimum. Use the Risk Register template in the course Files. Fill in the fields completely. There is a sample risk for you to use as a reference.
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
MGMT 404 Final Course Project Plan Week 7
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The Daily Priorities App Development project involves the development of the Daily Priorities app
Communication Plan (40 points)
The process of developing an appropriate approach and plan for project communication activities based on the information needs of each stakeholder group, available organizational assets, and the needs of the project. In other words, it lists the general communication requirements for the project.
This week, you will create a simple communication plan for the execution of your project. Complete the Communications Plan Template found in the Files section.
Stakeholder Management (40 points)
Stakeholder management is a critical process in project management. Failure to identify stakeholders who can influence the project can have increase the probability of project failure. Each stakeholder or stakeholder group has unique characteristics in terms of influence, impact, authority, and communication requirements. The stakeholder management plan informs the communication plan.

  • Identify each stakeholder and include influence, interest, and support.
  • Define the approach to each stakeholder or stakeholder group, communication method, and frequency.
Ninety percent of project management is communication. It requires preparation and planning. Prepare a communication plan for your project using the Communication Plan. linked here, or located in Files. You have already had some practice using this template when you were helping the team at Getta Byte Software.
MGMT 404 Final Course Project Plan Narrated
Week 8
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The Daily Priorities App Development project involves the development of the Daily Priorities app

  • Create the Final Course Project Plan Narrated Presentationusing PowerPoint (125 points)
Your Final Course Project Plan Narrated Presentation should include 8–15 slides in length to summarize your Project Plan. (For On Site Class formal presentation will be expected)

  • Title Slide
  • Executive Summary
  • Business Case (Summary from Charter)
  • Scope Summary
  • Work Breakdown Summary
  • Budget & Resources
Final Course Project Plan Week 8
A complete MS Project Plan with Predecessors, Resources and Costing.
Also must have a minimum of 50 tasks and illustrates Summary Tasks.
This should include appropriate input from all course deliverables such as:

  • Project Charter
  • Scope Statement
  • Work Breakdown Structure
  • Budget and Resource Allocation Plan
Microsoft Project Tutorials
This course requires use of Microsoft Project. The software is available from the Student Software Store or from the Citrix Lab under Course Resources. You may also use a personal copy of the software.
If you are unfamiliar with Microsoft Project, or if you need a refresher, there are some excellent tutorials for various functions on this.
Preview:
This project plan describes the plan for developing the Daily Priorities app, a scheduling app by Axievers LLC. It provides information…30 Pages
16 PowerPoint Slides and Work Breakdown Structure
MGMT 404 Getta Byte Software Project Charter Week 1
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In the Week 1 Lesson Video, you were introduced to the team at Getta Byte Software. Your assignment this week is to discuss the billing project charter and submit a one- to two-page paper. Consider what additional risks, assumptions, or requirements Getta Byte should include in this charter.

  • What have they missed?
  • What would you add if you were the project manager?
Preview:
The Getta Byte Software Project involves the update of the company’s billing system, which is currently manual, inaccurate, and time-consuming. While the…
MGMT 404 Getta Byte Software Project Scope Statement Week 2
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Now that you've seen what the Getta Byte team discussed (in the Week 2 Lesson Video) to formulate the project scope for the billing project, write and submit a one- to two-page paper about what was included in the scope and what may have been missed.

  • What do you think the team should consider to include in the scope?
  • Do you believe that this project could work as an Agile project? If so, what would have to be done with the project scope?
Preview:
The scope statement for the Getta Byte Software project includes the project name, the project description, project requirements, project deliverables, exclusions, acceptance…
MGMT 404 Getta Byte Software Project Schedule Week 3
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After reviewing the Week 3 Lesson Video for Getta Byte Software, write and submit a one- to two-page paper on what Ima Payne, the project manager at Getta Byte Software, put together for her preliminary project schedule. Address the following questions.

  • What types of information have we learned about the Getta Bill project by reviewing the project schedule and all the information used to generate it?
  • If Ima made the decision to try to use the Agile Methodology for the Getta Bill project, what should she do?
  • How could the WBS help the next step to plan using Agile?
Preview:
For the project schedule, Ima Payne first listed the milestones that need to be completed to ensure the project’s successful completion…
MGMT 404 Getta Byte Software Resource Allocation Week 4
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In the Week 4 Lesson Getta Byte Software video, Resource Allocation, you observed how Ima assigned resources to tasks. Imagine that the project sponsors requested that this project be completed by August 1 instead of September 1.
Answer and submit the following questions in a one- to two-page paper.

  • What would you do?
  • How would you crash or fast-track the schedule?
  • Could this project be an Agile project? What would be different about it?
Preview:
If I were Ima Payne, and the project completion date was moved from September 1 to August 1, I would ask either for the project scope to be limited to the most important components of…
MGMT 404 Getta Byte Software Risk Management Week 5
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Review the Week 5 Lesson Getta Byte Software Video.
As you continue to help Ima at Getta Byte, write and submit a one- to two-page paper to consider the following questions for the Getta Bill project.

  • How should the risks be prioritized?
  • Who should do the prioritization of the project risks?
  • How should project risks be monitored and controlled?
  • Who should develop risk responses and contingency plans?
  • Who should own these responses and plans?
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Preview:
Risks should be prioritized based on their probability of occurrence and the severity of their impact in the event that they do occur. In this regard, risks with a…
MGMT 404 Getta Byte Software Stakeholder Management and Communication Plan Week 6
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Review the Week 6 Getta Byte Software Video. Based on the Getta Byte team the stakeholder management and communication plans development, complete the files linked below with your recommendations.

  • Add frequency and methods of communication to the Stakeholder Management Plan.
  • Add additional forms of communication to specific stakeholders to the Communication Plan.
For additional instructions and guidelines, refer to the Course Project Overview page, located under Introduction and Resources.
Files for the Getta Byte Homework:…
Preview:
A stakeholder management plan is a significant, success-ensuring artifact to include in your project toolbox and to use during the life…
MGMT 404 Discussions Week 1-7 All Students Posts 322 Pages
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MGMT 404 Widgets R Us Discussions Week 1 All Students Posts 48 Pages
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The Widgets 'R Us case study is a case with a problem of how the company is set up and how the company will handle operations with its projected growth.
Widgets 'R Us (WRU) is a mediumsized firm specializing in the design and manufacturing of quality widgets. The market for widgetshas been stable. Historically, WRU has had a functional organization design with four departments: accounting, sales, production, and engineering. This design has served the company well, and it has been able to compete by being the low-priced company in the industry.
In the past 3 years, the demand for widgets has exploded. New widgets are constantly being developed to feed the public's seemingly insatiable demand. The average life cycle of a newly released widget is 12–15 months. Unfortunately, WRU is finding itself unable to compete successfully in this new, dynamic market. The CEO has noted a number of problems. Products are slow to market. Many new innovations have passed right by WRU because the company was slow to pick up signs from the marketplace that they were coming. Internal communication is very poor. Lots of information gets kicked "upstairs," and no one seems to know what happens to it. Department heads constantly blame other department heads for the problems.
What would be the meeting agenda and expected outcomes? How could they use either social media or internet search results to get ahead of the market and collect information? What about re-tooling the Marketing team, how would you go about that? Assume there are some lax or poor communicators (at the top), how would you "discover" them? How would you handle this?...
MGMT 404 Project Management at Dotcom.com Discussions Week 2 All Students Posts 46 Pages
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Read Case Study 5.3 in your textbook, page 192
Dotcom.com is a software engineering and systems development consulting firm that needs some organizational improvements in the area of project management processes that will cut cost and potentially increase the profit margin for the company.
Share your answers for the following questions.

  • Discuss how you would begin redesigning dotcom.com’s project management processes to minimize the problems it is experiencing with poor scope management.
  • Why do you think configuration management and project change control are difficult to perform in the middle of a complex software development project, such as those implemented at dotcom.com?
  • Share any experiences you have with project change requests.
Begin by focusing on the first bullet, which IMHO tends to the point that the customeclient does not know what they want, and worse once they see the deliverable, it becomes even more apparent that what was built is not what they expected. How would you address these points? We will move to the other bullets over the week.
It is both gathering the right information and garnering what the client really wants/guide them.
Do you think intermediate mocks up and reviews would be beneficial? So assume you have a signed off agreement by the client and sure enough they now want to change something, so how would you manage Scope Creep? Change Control? How exactly? If a change control is approved and "alternations" are required, how to you handle this? What about a team that can educate the client, sharing what other similar solutions would offer? Your thoughts?...
MGMT 404 Project Schedule Discussions Week 3 All Students Posts 52 Pages
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To develop a schedule for a project, we will use MS Project which when built correctly shows work activities taken from the work breakdown structure and organized according to the logical flow in time and relationships governing when the work will be performed.
Address the following questions.

  • What is critical path?
  • How would you build up the list of tasks and work packages for MS Project?
  • How will you create a budget, including resources (people), hardware, software, licenses?
More specifically what are the steps to create the task list? How would you build up the task list of activities? Whom do you work with? How do deliverables relate to work packages to tasks? One method I like is when building the project, start from the end (desired due date) and work backward to see of you can deliver on time. If the critical path sets you over the time limit, what can you do to bring it in?...
MGMT 404 The Problems of Multitasking Discussions Week 4 All Students Posts 42 Pages
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Read the Case Study 12.1 from the textbook, page 446: The Problems of Multitasking. For your convenience, here is the text for this Case Study.
An eastern U.S. financial services company found itself way behind schedule and over budget on an important strategic program. Both the budget and schedule baselines had begun slipping almost from the beginning, and as the project progressed, the lags became severe enough to require the company to call in expert help in the form of a project management consulting firm. After investigating the organization's operations, the consulting firm determined that the primary source of problems both with this project in particular and the company's project management practices in general was a serious failure to accurately forecast resource requirements. In the words of one of the consultants, "Not enough full-time [human] resources had been dedicated to the program."
The biggest problem was the fact that too many of the project team members were working on two or more projects simultaneously—a clear example of multitasking. Unfortunately, the program's leaders developed their ambitious schedule without reflecting on the availability of resources to support the project milestones. With their excessive outside responsibilities, no one was willing to take direct ownership of their work on the program, people were juggling assignments, and everyone was getting farther behind in all the work. Again, in the words of the consultant, "Project issues would come up and there would be nobody there to handle them [in a timely fashion]." Those little issues, left unattended, eventually grew to become big problems. The schedule continued to lag, and employee morale began to bottom out.
Following their recognition of the problem, the first step made by the consultants was to get top management to renegotiate the work assignments with the project team. First, the core team members were freed from other responsibilities so they could devote their full-time attention to the program. Then, other support members of the project were released from multitasking duties and assigned to the project on a full-time or near full-time basis as well. The result, coupled with other suggested changes by the consultants, was to finally match up the project's schedule and activity duration estimates with a realistic understanding of resource needs and availability. In short, the program was put back on track because it was finally resource-leveled, particularly through creating full-time work assignments for the project team that accurately reflected the need to link resource management with scheduling.
(Pinto, Project Management, Achieving Competitive Advantage, Pearson, Copyright 2019, page 446)
Answer the following questions

  1. How does multitasking confuse the resource availability of project team personnel?
  2. In modern organizations, it is impossible to eliminate multitasking for the average employee. Why?
  3. How would resource loading or resource leveling help address multitasking situations?
Can you/how would you reflect duration vs hours worked in MS Project? In the context of MS Project, how would I know that a resource is "overloaded" and how would I level them? So at project on-set is it possible to reduce multitasking? How?...
MGMT 404 Risk Management Practice Discussions Week 5 All Students Posts 47 Pages
https://www.hiqualitytutorials.com/product/mgmt-404-risk-management-practice/
Risk management is critical to good project management practice. Discuss the risk management process.

  • What are the tools and techniques used for identifying risks?
  • Who should be involved in identifying risks?
  • What should be considered when identifying risks?
  • What process is used in analyzing risks?
  • What is most important to consider when formulating a risk response strategy?
IMHO we should be looking at both Risks and Issues during this discussion. Also the use of a Risk Register. Finally what is an ExCo Risk verse regular risk? At project inception, should you include Risks in the Charter? So folks, what is "residual risks" then?...
MGMT 404 Finding the Emotional Intelligence Discussions Week 6 All Students Posts 45 Pages
https://www.hiqualitytutorials.com/product/mgmt404-finding-emotional-intelligence/
Read Case Study 4.2 from the textbook, page 147: Finding the Emotional Intelligence To Be a Real Leader.

  1. What are the differences between leaders and managers?
  2. Can anyone be a leader? Which would you prefer to work for: a leader or a manager? Why?
  3. Select one of the characteristics of an effective project manager, and tell why it is important.
  4. Is leadership of a project different in an Agile environment than in a traditional project environment?
Focus on what Kathy could have done correctly from the start and how she could have been both a leader and a manager. How would you describe a project manager in terms of leademanager? Give me examples of people in the public eye that you believe are leaders and visionaries and why?...
MGMT 404 Project Baseline Discussions Week 7 All Students Posts 42 Pages
https://www.hiqualitytutorials.com/product/mgmt-404-project-baseline/
We have now moved from the planning stage to the execution stage of project management. Following good project management practices, we have set a baseline. How is a project baseline used to guide the execution of the project's work, to evaluate progress and performance, and to control the project?
How do you set and track the baseline within MS Project and in terms of KPI (Key Performance Indicators) and costs analysis?
Start off with how to track progress against the baseline. How is this feature enabled in MS Project? How do you show critical path in Project? What is the process to set the baseline? Formally. Is there such as thing as a Tracking Gantt in MS Project?...
submitted by Danydandelak to u/Danydandelak

4

[COMPETITIVE] - (very long) Feedback to the devs on the impacts of proposed changes

-- I am 100% happy to discuss anything about this game with anyone so feel free to contact me here on reddit or on discord (Gyzzorn#3975), gameplay mechanics, improvement suggestions, game pace, play styles, advice, basically ANYTHING, --
-- And obviously would be more than happy to talk if the devs wanted to chat more about things, I really want the best for this game and I am simply trying to use what experience I have in various competitive scenes to help them --

Firstly I know I am writing an essay on every single thing here -> especially the feedback I got from the game devs when speaking to them, but I feel that this kind of detailed response is exactly the whole point of them talking to the community, so everything I say is meant with the end goal to improve the game, and not just to be hater.
This is a full opinion piece on what I feel the game needs plus some reviews on some of the changes that the game devs have spoke about and potential side effects that I feel they need to consider before they do them (sadly many devs around the world have overlooked side effects of changes - I am a developer myself I know it happens)
My own little personal \*opinions*** on what I want the game to have in the end are surrounded by **such as: \* *** Everything else is I guess what in some way I feel is just fact based on how people adapt to game changes and what is currently happening (Yes I do get that 90% of this has not been scientifically proven so its not really fact but still my opinion, but I want to separate my opinions on what should be done from my opinion on what I believe is happening based on other stuff. I do feel like I have done quite a good job of representing both the positives and negatives of everything I mention, obviously I have some bias to my own opinion, but overall I think its quite representative of both.)

Sections - Opening points (misc info) - Weapon Balance - Movement Balance - Maps - Ranked System - Game direction and priorities - Competitive scene

Opening points (misc info)

  1. I like this game, its currently my most played game, so all of these points are here to try improve the game... yes 90% of them are probably negative sounding, but simply put, if I didn't care about the game I could spend my spare time playing some My little pony mobile game instead of writing up all this. Everything I say is to hopefully influence some positive changes (or at least changes I feel are positive, everyone will have their own opinions)
  2. I have made comments on tons of posts in the past about weapon balance and all sorts, but they are in the past and... the Devs want to focus on the future so here I am organising all my thoughts into one place so maybe it will influence.
  3. Shortly about me (why I am making this, just skip this section if you don't care): I currently play the game "competitively". I have played competitive games for just over 6 years now on MOBA's and FPS's, playing all of them aiming to improve to the top. Some of the really established games are super well designed competitively and have near perfect balancing, while the rest really really messed up and killed of their playerbase (not actually talking about insurgency here, but its interesting how you see the same thing happen to different competitive games over and over...), and I just want to try help in anyway I can with that.
  4. A lot of my sections have opening paragraphs that contain really... obvious points being made. 90% of competitive players know these, but I want this post to be self contained, and explain some of these things, just encase the reader does not know some of it.

Weapon Balance

When I joined the dev chats that they have arranged on discord with competitive players they seemed to be really really... really focused on making changes to the battle rifles, so I am going to start with those and get it over and done with.
- Battle Rifles The battle rifles in this game - generally referring to the MK14 EBR the FAL and I guess the G3A3, are all picked at extremely high rates by almost all competitive players for the simple reason -> damage. Right now combat in this game is extremely focused on time to kill, in most gunfights both players get a shot off at the other person, but whoever lands the 1 or 2 rounds needed first simply wins. This does encourage some skill because 80% of the people in the game can take these weapons so its kinda fair... but it also has some side effects competitively and on the meta. Now a slight side note, there are a number of players at the top level who still prefer VHS/QBZ/M4 size weapons, this is really a small portion, but I wanted to mention it anyway as to not mislead about what guns people do use. They use these guns mostly due to the ADS time and the 30 round mag on M4 is a lot better for clutch situations than the 20 round on the EBR.
Now what have the devs suggested -> nerfs to these battle rifles. They made it quite clear on the voice chat that they are looking to find ways of balancing out these guns to try and improve the variety seen in match. Something I feel they really need to consider with this is that what they are suggesting will change up the meta a lot more than they think. Currently almost every competitive player I speak to is quite happy with all the mechanics in the game as they are, they have suggestions of course -> but don't think a major overhaul that changes the pace of the game and such is required.
Nerfing the battle rifles will mess up the pace of the game. The time to kill is what ultimately keeps the pace where it is, based on the 6 teams in EU DGL tournament and the 4 that reached the playoffs, right now about half of the competitive playerbase have quite slow and tactical playstyles, using mostly pre-nades to cut of fast pushes, and then playing by sound (just listening for the enemies to make a move and make some noise) in order to catch out the rest of the enemies. So while this is actually quite an even split, half of these teams play fast, half play slow, its important to mention that these are some of the most experienced players in EU, and that it seems like at least 80% of ranked players play slow.
It currently takes A LOT of skill to be able to play really fast in this game and be successful vs enemies who are even skill, especially at the top of the league. It is very easy to sit around and let your enemies move into your aim, they have 90 corners to check, but you just hear all their footsteps and wait for them to come into vision. Nerfing these weapons whether its by reducing the damge on these guns or simply by making them worse in other ways -> will encourage people to use higher TTK (time to kill) guns.
Higher TTK means that the good players will have more time to react and will generally be able to compensate for their mistakes and will be able to outgun worse opponents (want examples, just look at what happens if a pro player in Apex Legends gets caught out by a low skilled enemy they didn't notice compared to a low TTK game like Rainbow Six Siege). Now while its hard to visualise this on small tweaks on damage, this and some other things I am going to mention later affect the same point, which is that some of these changes they are suggesting will increase the outcome between good players and bad. (what I mean by outcome here, is good players will perform even better, while bad players will struggle against them even more)
NWI need to really ask themselves what end goal do they have for this game, having a large gap in "outcome" between good players and bad is not necessarily a bad thing. In fact most of the top competitive games out there are extreme cases of this (CSGO, DOTA2). One of the top CSGO players in the world could most likely 1v20 a large group of silver level ranked players. While if there is less of a gap in the "outcome" from skill, less skilled players still have a good shot and getting a kill (such as in Rainbow Six Siege where lower skilled players will still kill you in 0.1-0.2 after reaction time if they catch you in the open because every headshot is an instant kill and the games gun mechanics allow for almost anyone to spray down at your head and eventually one of those bullets will hit...)
I am not necessarily saying that NWI should take this game either way here - - Increasing the "outcome" gap increases the reward of improving and encourages people to self improve while making the competitive harder to get into. - Decreasing the "outcome" between good and bad players will make competitive easier to get into but doesn't reward players who put in effort as much.
\* Personally I like being rewarded for improving, but I worry the playerbase will not grow if people cant get into it.***
But my main point for raising this is not to influence NWI to go down either route with their changes, but more to point out that I don't think they have considered the impact that some of these changes will have and I wanted to try help that be an informed decision, as much as possible anyway.
... still talking about battle rifles here (yes I have a lot to say about everything) the devs have suggested raising the recoil of guns such as the EB FAL I put my points about this over in the chat while the discord talks continued but I want to cover them in more detail here -> Raising the recoil of the EBR and FAL will NOT affect good players anywhere near as much as lower skilled players The top players will improve and adapt to recoil, a few days ago I actually tested trying to run and gun with the LMG(sadly couldn't test in competitive, but I could still tryout the recoil in versus) with no foregrip just to see if 40+ recoil can be handled if I really had to -> and yes I could run and gun with it. It took more effort and I could not stomp low level players without even thinking about recoil but yes, if I had to, I could spray a full mag with the highest recoil guns in the game while standing up. The top players will learn how to achieve advantage over others. Games like CSGO have insanely complicated recoil patters and do you think the pros are even slightly bothered by recoil at this point :P? More recoil will make it harder for new players to use these guns which is funny because when I solo queue ranked I often get to watch some teammates who are slowly tapping with the EBR barely able to hit a shot still while I just run and gun with it on full auto like its a laser. More recoil will make it even harder for these people to use the brokenly good damage guns therefore keeping them as "bad" players.
** Much like above -> personally I like being rewarded for getting better at recoil control, I am simply pointing out all of this because it will make it even harder for less skilled players while having almost no effect on top level players and I just don't think NWI have understood the impacts of that**
- SMG's (and MK18 (Basically when I say SMG's I just mean the Flankers weapon choices))
SMG's are currently very weak -> they functionally work for players who have a "tactical" playstyle and are getting pick off kills, but they really do not work for winning head to head gunfights vs evenly skilled opponents. They do have good ADS time compared to battle rifles which does allow you to get your aim together faster than your opponent. However the big problem is that you most likely need to get a headshot while your enemy is going for 1-2 bullets in the body. This presents itself a problem when currently even if SMG's can ADS faster than the MK14 EBR, the MK14 EBR spraying down at you will probably still hit a bullet or two in your body. Even if the player has not got their aim fully together, its still in general more effective. In fact I actually found that SMG's are more effective at medium range fights out in the open where you can ADS fast and get a headshot -> the single shot kill of the battle rifles is more effective in close range because you can just hipfire ( I know a lot of people don't do this anymore because its not as accurate as it used to be -> but I still like it, and think its good enough for CQB). If your enemy is behind cover however it does not matter what range you are at -> battle rifles are better, they will just kill through a wall even if you hit the enemy in the body with a few rounds. With the SMG, you have to aim above the cover and always hit that headshot. Basically in general the EBR works everywhere, but in only 1 in every 20 situations a SMG will work out the better choice.
Overall SMG's are too weak compared to the battle rifles, as mentioned earlier NWI devs did mention they want to nerf battle rifles, but as I responded at the time -> Most competitive players are not looking for a drastic change in game pace, they want tweaks to happen of course, but not for the meta to be completely shifted right now as currently the impact of breaking the meta is mostly unknown. Now again this does raise the question to NWI -> What kind of pace do you want for this game competitively? Fast (not as fast as COD... but faster than the snail pace you get in ranked right now) or slow and "tactical", because it will have huge impact on what kind of players gets wins/what kind of positions people play on maps and I just don't think this has been planned to this level of detail yet.
Flanker class should be getting more of a speed buff soon which will help balance things a bit, but the impact is still yet to be seen. It is 99% likely that Assaulter is still better.
\* I have said 100000 times that I like the time to kill being increased so that good players have more time to react but bad players will still probably be instantly killed by good players anyway and personally like faster play styles. BUT -> I am concerned that NWI are planning on altering the main meta of this game, making other lighter -> quicker ADS weapons more viable. When I spoke to them on discord they mentioned that from their point of view it is much easier to nerf 2 weapons than make 20 other weapons balanced -> which as a dev myself I agree with 100% that changing 2 things is probably much easier than 20. BUT -> effort aside -> what is best for the game? They do not need to balance all these guns in 1 patch, but if they do not want to break the current meta, playstyle and game pace, they need to buff other guns instead of nerfing the EBFAL down*
I personally like fast pace -> but the community on the whole likes slower "tactical" playstyles, and the devs are actively making the game more fast paced (yes they did nerf movement, but heavy gun nerfs will make it easier to not die while moving cover to cover fast -> while not really affecting those players opportunity to kill people when they complete the flank) TLDR of this section: I like it, but I think they are going against the community on the whole here\**
- Snipers
So NWI did mention that they intend to keep the fact that not all 5 players on a team can be assaulter at once, while they admit it does create balance issues, they don't want to have everyone just being a generic role and all being identical. So to that effect -> we need to make it so that people don't mind playing flanker or sniper.
Currently the 50 cal snipers in the game look extremely strong, they have great calibre, great penetration, good velocity... but the ads time and sway makes them completely un-viable unless you are going to lay prone on a hill. The lighter sniper versions are not as bad to this effect, they ads relative fast compared to the 50 cals but have less damage/penetration to balance things out.
Why are these not played? - Simply because I can run around with an MK14, a full auto sniper with 0 recoil and one of the best RPM in the game. I do understand that the sniper variants have a slightly better change to kill in 1 shot than the MK14 /FAL does, however considering those guns can spray an entire mag at their enemies, it out weights the 1% more damage. Sounds like I just think battle rifles need more nerfs right? Currently I don't even feel they are even balanced to the SMG's on the Flanker, the time between shots on the snipers is just way too high for them to be competitively viable, while they do great damage, a single miss is a failed kill. Whereas with any other gun in the game, a missed shot will simply mean the enemy lives for 0.02 seconds longer -> which maybe... maybe means that you lose the gunfight, but only in head to head gunfights.
Snipers also present another issue where they are not adaptable to different situations as well, in this game its very common for your team to die on a sight and you then need to rotate onto B or something else. Quite often you see this snipers just spend 60% of the game running around with a pistol.

Movement

Currently NWI seem to be reducing movement capabilities, overall slowing it down ( while yes potentially flanker class will get a speed buff - overall reduced). They have added momentum to turning which helps stops people from sprinting in zig-zags to avoid getting shot without any downside.
\* Much like before - I don't mind this as I don't see it causing an issue for me, I still sprint around and run and gun where I can, but it will make other enemies slow down, making them that much easier to out manoeuvre***
But again -> This will have more affect on less skilled players. While I so far have not been able to find a way to circumvent the momentum in order to do a 180 degree turn instantly, after about 20 seconds of practising I can shoulder peak corners just like before (simply press the opposing key a bit before you reach the corner instead of when you actually do). Little things like this are not too hard to re-learn. But I seriously doubt I am going to see the majority of the playerbase doing this -> its not like the Marjory of people did quick leaning peaks before either... especially not now that you have to time the momentum correctly or else you will slide out into the open...
\* I do not think the game should be super fast movement and allow players to completely run and gun - if anything I like the way it is now (maybe could be a tiny bit faster)-> its still possible to play fast if your good enough -> but overall its punishing, so that you have to be fast reacting and ultimately play at your best in order to win while playing fast.***
Faster movement does however increase the skill "outcome" (yes I'm still using the word outcome here because I don't know what else to describe it as) Faster the movement, the easier good players will be able to move from cover to cover and ultimately -> play aggressive without dying 100% of the time. The fact that reducing the speed will make the meta more and more campy, and slower paced does fit with Insurgencies "Tactical FPS" branding, however I question it competitively. Based on the current state of the game, almost anyone can sit in a corner and shoot a target who is out in the open, which means that more and more of this game will transition into Intel over gunplay.
Intel vs Gunplay
Intel(gamsense) effectively the process of "knowing" where your enemies are before they know where you are. Rewards slow play and waiting for enemies to be forced into making a play so that you can punish them. Probably shooting them when they are looking another way or not ready for you.
Gunplay being head to head fights where you both know each other are there, but one of you hits those lethal shots. Gunplay is what a lot of the "most skilled" (no real way to compare these players by any solid metric, but the ones that are considered most skilled) have, they are able to win most gunfights and are effectively being rewarded for having good skill in gunfights - and often don't play very "tactically" at all.
While both methods of winning/getting kills are used by almost everyone time to time -> they both draw on very different skillsets. Obviously a good player has a mix of both but on the extremes, a player who plays very passive can still score good kills even if they are not great at gunfights due to picking people off. On the other end of the spectrum you can get some players who have no idea where enemies are, no idea they are round the next corner but they still somehow win those fights...
Changing of the pace will of course affect the balance between these players who focus more on one of these than the other. It will affect what positions get played, and should be taken into account.
\*Personally I prefer to move more and play aggressive, but thats purely because I got the attention span of a goldfish so I don't like holding a single corner for 3 minutes waiting for the enemy to volunteer to die. But once again I wrote 4 paragraphs about this purely because this is something NWI NEED to consider when making balance changes ->* game pace matters\**


Maps

In this section I basically wanted to highlight the way how maps currently work in this game and suggest advantages / disadvantages to the play styles that maps present. I will not list 10000 improvements for each map here because plain and simply, I'm not trying to list 10000 individual improvements to specific rooms/doorways/buildings or whatever for every single map. I'm trying to discussed the competitive impact of map choices and what it actually means when two evenly skilled teams face each other on certain maps.
So competitively the way the majority of maps work is 4-5 people all surround B in some way and its basically a fight over B. In some situations there is 1 player per team who sits AFK between A and C ( my job on my team =) ). The maps all have a lot variety which is great, but there are also design inconsistencies between these.
The maps that have 5 people fighting over B -> These often involve heavy pre-nades to cut off rushes, each player having a certain spot which they push and try to win the 1v1 at. Which is basically the way the game works right now. It is a massive serious of 1v1's there is very little teamplay - we do try to do things such as a player will nade of a position that is countering you. However 95% of the gunfights are 1v1 engagements that if you win, you keep pushing, if they win, you tell your team and they will have to try deal with it. There are some positions on these B sites where you can be seen by two enemy positions, but its rarely a case that both players can do some kind of team 2v1 gang up on the players. fundamentally, the map design and the need for players to be split between large areas of the map and the openness means that the range of engagements is quite large, not many close quarter fights -> if any it will be at the end of the round when only 3-4 people are left alive overall.
This means that the game is a massive serious of 1v1's. Which also is not 100% a bad thing but it does mean that the game does not really contain teamplay its more about just getting a team together that are all quite good players who can win their 1v1 engagements.
If you look at other competitive games on the market there is often teams who are not able to win the 1v1's so much, but as a team they are able to beat top individual players using good teamwork. This part of the game is fundamentally missing. Now this is something that actually would be improved by slower game pace (\*yes I am generally against it, but if there is any reason why a slower pace is better -> I would say its this -> slower pace would allow more time for setup and team rotation to counter certain enemy positions***). The second thing that would improve this is more built up maps as in more cover, shorter sight lines, causing players to get closer to each other, which means that you are less likely to get picked of by some guy sitting on a balcony half way across the map (also slowing down the cap time would - slow down the pace more, and therefore give more time for teamplay).
Other maps have similar playstyles on B except its 4v4 on B. The remaining players will just sit between A or C. The best examples of this is on Summit. This creates another problem where this game is too defender heavy, if the C player pushes the A defender, he is not likely to win. Purely because the defender can sit anywhere and just wait for him to either make sound giving him away or slowly peak round a corner with the long barrel of the gun giving him away.
It is obviously possible to push if you are more skilled at winning gunfights but on an even match this encourages you to just sit there (hence why I described this as the AFK players). If you team start winning B -> you keep sitting there. If your team start to lose B then you are forced to make a play, you now need to go push into the enemy site which is often just a suicide push unless your match-up is unbalanced. (realistically even if attacker vs defender was perfectly balanced you would only succeed 50% of the time, and based on the points I mentioned before, it tends to be 25%-33% or lower). So to sum it up -> you basically sit AFK waiting for someone to maybe push you - they might do, they might not. Or you suicide push in and try work out where the enemy is out of the 90 corners they can sit in.
\* While I do not particularly like maps like precinct East which are massive fights around B in a big square, it does not have this problem - every player on the team is involved in the round and effectively everyone gets opportunity to defend, push, capture the site, or rotate to A or C (its not just the same thing 20 rounds in a row). The downside of these maps is they are another extreme example of the game being a massive serious of 1v1's. Very little teamplay. ***

Ranked System

When speaking to the devs I raised that currently the rank decay does not work -> some other people on the chat joined in to confirm. They would not mention how long between ranked matches in needed to start the decay as it would let people game the system. Which is 100% fair enough, as I agree people will -> but as we don't have any info on it I can only make broad general suggestions and hope they fix it themselves, I can't really suggest anything exact as I have no idea how its configured now). Now that they are aware of this, they did mention it is something they will have to look into themselves at some point.
But -> Do I think rank decay is a good thing? No honestly:
Ranked decay was introduced as a method to try and encourage people to keep playing ranked and not to just get to Diamond and stop. Which is an issue in itself. We do want people to keep playing ranked but not as a punishment. The very fact that they are concerned about people trying to game the system and only play ranked when they have to, in order to not derank is an issue. If people actually want to play ranked -> no body is going to want to game the system.
So the underlying issue -> no one wants to play ranked!
I cannot take full credit for the solutions to this, I have seen many other people suggest these as well, but there should be encouragements, such as a leaderboard which shows the top players in that rank - this would for example only allow the top ... say 50 people in Diamond to be in the top bracket Diamond 1. And if you want to be #1? then you have to keep playing and keep at the top. This kind of system was introduced to League of Legends years ago and has been quite successfully at creating competition between players who otherwise would have already reached the top rank and finished any form of progression.
Now two things to mention in order to be fair to the devs, is they did announce they plan to add gloves as a reward for certain ranks to encourage people however these have not yet been deployed, but at some point we should get those... The other point to mention is that the devs did say that currently only a certain amount of people are allowed in the Diamond 1 anyway -> this needs to be massively reduced as currently everyone on my friend list except a few newer players who my clan have been helping learn the game are all Diamond 1 and they all barely play ranked now. (they could also add a new rank above Diamond 1 which has the limit of say 50, but either way, top rank needs to be very small player limit AND has a leaderboard to show who's in it)
Other things to help improve playerbase is allowing for players to do other stuff while queuing -> which I think devs have mention they are going to allow team deathmatch while queuing, so no need to go into this in detail, they are already on it, and at some point this will get released.
Another side note -> The devs have already announced today (at the time of writing this) that they will hide the player base counter on the playlist selection screen due to the negative feedback loop it caused. A lot of people like this counter, but its current implementation caused too many side effects.
Now to finish of this section on why NWI should not punish people for not playing ranked but instead reward them for playing ranked is a whole bunch of psychology which I can't even pretend I could prove myself. But as far as case studies go for other games -> it is better to reward positive behaviour than punish bad -> this is just how humans respond to stuff I guess. Case study you say? -> Originally world of warcraft had a system where they reduced the XP that players gained the more they played, this caused quite a bit of negative feedback and in the end they had to review the system because it was one of the main problems people mentioned, in the end they came up with an amazing system... that was just the same thing ... but reversed... -> they give you more xp if you haven't played recently, which is widely accepted as a good system. Like I said above, I can't even pretend to know anything about human psychology, but it seems to work. (I am not going to add any external links that take you outside of reddit to random other webistes here, but if you want proof or whatever, just research"wow xp fatigue") TLDR - Reward players for playing ranked, don't punish them for not - if they don't want to play ranked its because ranked is not good enough =( sorry to say, but its kinda the harsh truth.

Game direction and priorities

(This section sounds harsh to NWI but like the rest of this, I generally mean this all with the hope of making this game the best it can be, but I am just a sarcastic person so something I come across rough, apologies in advance)
So this section is basically me just saying to NWI, I really... really, think that game mechanics matter. In fact most people I speak to (yes I 90% speak to competitive players, so its only fair to admit I am in an echo chamber, but as far as competitive players go) like this game due to game mechanics. The gunplay, the movement, the utility usage is low, but feels rewarding when you learn the pre-nades. They don't talk to me and tell me how excited they are to use a weak LMG that just got released, oh wait... that never got added to competitive anyway... oh well, EBR would be better anyway.
I would like to point out before I get to all the negatives, I do appreciate the performance improvements of the game, when I started playing in 2018 the movement was clunky, animations were clunky and overall I don't think the game performed as well as it does now, so I am really glad to see that, no one wants to play a FPS which runs like a powerpoint presentation. And the devs have definitely made it smoother.
It seems that between Febuary - August, the majority of changes have been around added content. My main concern with this is that this does not promote a healthy long lasting community. If you keep people wanting to play your game with content, you are going to have to constantly pump out content, new maps, new guns, new EVERYTHING... constantly.
Because the moment people get something they will want more, I have seen this with competitive games such as Smite, they kept adding new Gods (heroes/champions whatever you want to call them). And it kept people logging in to try them out. But in the meantime it killed of the underlying playbase (2015 almost all of the EU semi-pro competitive scene quit). With each addition, they added an extremely unbalanced bit of content, it got some hype, everyone played it. And every competitive player hated it.... no balancing.... just more and more broken features but hey!, at least there is new content right?
Now on the contrast look at the largest games in the their field, DOTA2 for MOBA's and CSGO for FPS's. Both of them are quite old now, they have content updates which add some arcade modes and change some slight stuff, but the raw game fundamentals? Barely change, they change after massive consideration. In CSGO a new gun is almost never added to competitive. In DOTA2 a new hero gets released maybe once a year which in SMITE is was every month or two. These games I mention are somehow the top in their field, and yet add almost no new content for existing players, so why do people play them? GAMEPLAY, people come back day and day for the gameplay, they have solid gameplay which is balanced.
^^ I would like to point out that both these games are largely known for their competitive player base, by far not the easiest games to get into, and yet people do? Purely for the gameplay of all things...
I understand the player base is practically hanging on by a thread and you want to add exciting stuff to get some people to download quick and try it out, but based on the amount of people that have purchased this game compared to the amount that currently play it. In it's current state it seems like a lot of people got massively conned with their purchase. But, I don't want to be all negative -> You have not dropped the game, you are still there day in, day out trying to improve things. So respect to you guys for that. While it does seem that a lot of people got conned, they still own the game, and if NWI and the community together make this game a massive hit, they will not have been conned, they will have a great game on their steam library list. So I really hope that we can Address some of these points and perhaps this game will grow again, or at the very least, the competitive player base will grow.

Competitive scene

Firstly, I want to thank NWI for saying they will try to help support the tournaments run by ISP and DGL in order to help grow the competitive community. Now moving on I am going to be a bit harsh again, sorry =(.
Why they should have their own tournaments? Exposure for one, they can advertise these better, it looks more professional, and people actually sound disappointing that the devs do not run the competitive scene. Also having your own tournaments shows a real commitment to the competitive scene, instead of having other people organise a tournament and they just piggy back onto it by streaming the final or donating to the prize pool (which is something that ISP members are doing themselves currently to fund a prize for their tournament). (Basically, I just think the competitive scene looks more established if you run these oppose to latching onto the back of other peoples tournaments)
And patch timings, NWI know when they are going to be releasing patches unfortunately last weekend a DGL tournament match was supposed to take place, but got cancelled due to a patch coming out I think on Friday night, it was then delayed to give players time to adjust. Obviously no one at DGL could predict this -> thus highlighting a flaw with community run tournaments being the biggest tournaments we have in this game. [Edit] - I have now just found out that this match is going to be postponed further until an undefined date when a certain hotfix comes out


Thanks for reading - Again I hope all this is taken with the positive motivation behind me typing it, not the negative way I type... Just want the game to be the best it can be
I could have probably made this 20x longer, but yeah... if people want that, they will have to ask for it.
submitted by Gyzzorn to insurgency