For those who don't know, the scientific method consists of trial and error. That means, you try something, and if it doesn't work, you try something else. If it does work, you keep doing it.
The scientific method has nothing to do with ego, pride, alpha dogs, or for that matter, beta cats. It does have to do with making real progress, as opposed to sitting around endlessly repeating your errors like some kind of hellish nightmare.
For example... the skill-matching system was tried, and it erred. Therefore, we should try something else.
If there is any downside to trial and error, it involves the overall expense. If you develop an expensive system, and it fails, then you lose a lot of money. Regardless, it's still better to scrap or salvage the thing, then to continue bleeding. The solution though, of course, is to not develop elaborate, revolutionary systems, unless you are certain they will work.
Trial and error can be done in an inexpensive, efficient manner. When done properly, step-by-step, and little-by-little, the scientific method can lead to elaborate, revolutionary systems that do actually function. You test one part, and if it works, you keep it. After you've got enough working parts, you can combine them into a working machine.
Obviously, the main problem in QL is that there are no players. So... using the scientific method, how can we work towards getting more players?
The scientific method has nothing to do with ego, pride, alpha dogs, or for that matter, beta cats. It does have to do with making real progress, as opposed to sitting around endlessly repeating your errors like some kind of hellish nightmare.
For example... the skill-matching system was tried, and it erred. Therefore, we should try something else.
If there is any downside to trial and error, it involves the overall expense. If you develop an expensive system, and it fails, then you lose a lot of money. Regardless, it's still better to scrap or salvage the thing, then to continue bleeding. The solution though, of course, is to not develop elaborate, revolutionary systems, unless you are certain they will work.
Trial and error can be done in an inexpensive, efficient manner. When done properly, step-by-step, and little-by-little, the scientific method can lead to elaborate, revolutionary systems that do actually function. You test one part, and if it works, you keep it. After you've got enough working parts, you can combine them into a working machine.
Obviously, the main problem in QL is that there are no players. So... using the scientific method, how can we work towards getting more players?
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