But your argument against people saying that subs were decreasing was that how could someone logging into the game know there were less people without being everywhere at once.
So the corollary to that is, how do you know from just logging in that there are more people playing?
The trend (based on SV's own reports) are that subs are on a downward curve. Next financial report may shed more light on the matter.
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4 Waiting On: GW2, TSW, Archeage, The Rapture
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
There is one huge difference here... MO is currently based around territory control... if your population peeks in the low hundreds... that is a real hinderance to a working territory control system. For all it's issues.. this was one thing that DF got right. They had tons of players, clans and alliances.. all focused on building/attacking/sieging/defending holdings. This is not an attempt to turn the discussion to DF... but simply to point out that with 150 players there is no opportunity for the same meta-game to develop. IMHO you need thousands (plural) or players online for such a system to work.
PS: I no longer play DF.. have not played DF for over a year and have no idea (nor care) what the population currently is. I left the game because it had it's own issues.. so again.. let's not turn this into a DF/MO thread, but the political game on the original EU server was amazing.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Server populations on MO remain above the 500 concurrent player mark as confirmed by Kootenay.
MO is not a "territory" based game. It's a PVP based game with territory control aspects included. Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
You guys know that Kootenay leaked concurrent server population over IRC a few days ago right?
When comparing Mortal Online with Mount and Blade Kootenay blurted out that Mount and Blade doesn't have more then 500 concurrent players on there server.
It stands to reason that Mortal Online has at least 500 concurrent players on the server
Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
Those keeps serve no real purpose. Players have complained about that for months.
Those millions of combinations are useless apart from a couple of recipes, and everyone runs around with the same gear. Again, players have complained about the lack of balance for months.
Server populations on MO remain above the 500 concurrent player mark as confirmed by Kootenay.
MO is not a "territory" based game. It's a PVP based game with territory control aspects included. Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
A long drawn out beta that I had to pay for with broken everything.
What it sounds like you are saying is they fixed the game now so there are not Thousands of useless ways to make weapons? Because I remember there were only a handfull of usefull weapons.
Why do I say this? Handle hits ring a bell? About 60 percent of weapons that should have been usefull had issues with handle hits that did almost no damage to players or mobs. Also the wooden weapon thing is great and all but only used for a day till max skill with weapon choice. Then finding a real weapon....ugh that was a chore and a half not to mention trying to craft a good weapon. Use up every bit of gold you get and countless days to aquire the base ingrediants and use them to craft until your skills are high enuff in all the pre-requisit skills to make a weapon. By this time all your skill points have been used up and you have to re-roll an alt and power them up to get anywhere near a good PvP character.
ANd the controls.....OMG don't get me started on the clunky controls. I really hope they have done something about that because they were the most awful in any MMO I have played. Oh and the GUI.......eer fail is mainly what the GUI does well....I big steam pyle of fail.
Don't get me wrong. I tried to see the silver lining and overlook all sorts of stuff. But in the end the game was so broken and so many parts were missing it felt like I was still in beta a month or so after release.
I wish them the best since I had fond memories of UO but this company has missed the mark by not having 1/50th of the content they shoould have on release.
Server populations on MO remain above the 500 concurrent player mark as confirmed by Kootenay.
MO is not a "territory" based game. It's a PVP based game with territory control aspects included. Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
Server populations on MO remain above the 500 concurrent player mark as confirmed by Kootenay.
MO is not a "territory" based game. It's a PVP based game with territory control aspects included. Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
"That was beta. The game has improved tremendously since then.
Your opinion is irrelevant. "
You are incorrect about my post since you clearly didn't observe the part where I stated things that were a month or two past when the game went live.
You really need to actually explain in detail how the game has improved. To me it seems in the same state it was two months after beta. I quit after they added the groundwork for the spirit speak skills. Have they added a huge amount more skills since then and revamped the skill pools needed to get somewhere....or what?
Explain to everyone since you obviously still play, in detail..how the game has changed since a month after launch.
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
That's because more shittier product less people like it, now because those people like it they usually have common opinnion of it. It same thing in forums, clubs or any social activity like FB groups. They become homogenous groups where most people in fear of alienation think similiar. It doesn't mean community is great, quite opposite. Usually those communities only gather certain people and are avoided by others. In more heterogenous groups you might end up finding some asshole first but it's more likely you find subgroup inside that group that you can relate.
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
That's because more shittier product less people like it, now because those people like it they usually have common opinnion of it. It same thing in forums, clubs or any social activity like FB groups. They become homogenous groups where most people in fear of alienation think similiar. It doesn't mean community is great, quite opposite. Usually those communities only gather certain people and are avoided by others. In more heterogenous groups you might end up finding some asshole first but it's more likely you find subgroup inside that group that you can relate.
Interesting analysis, but I think there's a simpler explanation:
1 in 10 human beings are just flat-out jerks (not referring to anyone in particular, and I'm not committed to the exact ratio ). The bigger the sample size, the more jerks will be there. There is a tipping point where the amount of jerks (who are, by definition) start to sway the culture toward their over-the-top tendencies... because, well, jerks tend to feed off eachother.
This is especially true on the internet, where lack of traditional social controls (shame, ostracisation) mean nothing... especially when people start to post on the internet exactly for that reason, you see large populations that seem to be full of jerks, because the rest of the population don't want to speak up and face that wall of criticism.
also: I know suprisingly few synonyms for 'jerk' that are forum-friendly... I'll grab my thesaurus before posting any more.
That's because more shittier product less people like it, now because those people like it they usually have common opinnion of it. It same thing in forums, clubs or any social activity like FB groups. They become homogenous groups where most people in fear of alienation think similiar. It doesn't mean community is great, quite opposite. Usually those communities only gather certain people and are avoided by others. In more heterogenous groups you might end up finding some asshole first but it's more likely you find subgroup inside that group that you can relate.
Interesting analysis, but I think there's a simpler explanation:
1 in 10 human beings are just flat-out jerks (not referring to anyone in particular, and I'm not committed to the exact ratio ). The bigger the sample size, the more jerks will be there. There is a tipping point where the amount of jerks (who are, by definition) start to sway the culture toward their over-the-top tendencies... because, well, jerks tend to feed off eachother.
This is especially true on the internet, where lack of traditional social controls (shame, ostracisation) mean nothing... especially when people start to post on the internet exactly for that reason, you see large populations that seem to be full of jerks, because the rest of the population don't want to speak up and face that wall of criticism.
also: I know suprisingly few synonyms for 'jerk' that are forum-friendly... I'll grab my thesaurus before posting any more.
Hmm, intresting, but I think you are over simplifying this matter. But don't worry many people do it and in most cases it has nothing to do with there ability to understand complex maters. Your theory however doesn't go together fact that MO forums are perfect example of group that doesn't take any critic no matter how truthfull it is. In your theory even in smallest group there should be countervoice, however many "Veteran" forums clearly speak against that. However it's also true that most religious cults are more happier looking outside than they actually are. Also they, like so called "great community" MMOers, share usually common features such as inability to take critisism or humor on there product. They often attack with juvenile outsmarts trying to dodge real subject in matter. I personally think it's due fact that they somehow feel part of product thus taking any action against that product as attack against themself.
not sure how social you can call a game with 100-200 online players....
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
That's because more shittier product less people like it, now because those people like it they usually have common opinnion of it. It same thing in forums, clubs or any social activity like FB groups. They become homogenous groups where most people in fear of alienation think similiar. It doesn't mean community is great, quite opposite. Usually those communities only gather certain people and are avoided by others. In more heterogenous groups you might end up finding some asshole first but it's more likely you find subgroup inside that group that you can relate.
Umm, no.
It's because in a smaller environment you are much more likely to face consequences for negative behavior.
Comments
What evidence do you have for the claim that subscriptions are rising?
You know, he actually plays the game (which you don't) so he can notice if more are login. I have seen the same.
But your argument against people saying that subs were decreasing was that how could someone logging into the game know there were less people without being everywhere at once.
So the corollary to that is, how do you know from just logging in that there are more people playing?
The trend (based on SV's own reports) are that subs are on a downward curve. Next financial report may shed more light on the matter.
Lol...
Here's a news flash for you;
Wurm Online's PvE server had a peak population of 150 players at any given time, and it's one of the most social games there is. The chat lines are always busy, people are always out exploring and trading, and there's never a shortage of server-wide projects to join in on.
Recently, they allows "basic accounts" to come back. That is their infinite free trial accounts that used to be on the main servers, then was forced to the Golden Valley server until recently. The population now peaks at 500, the server has occasional hiccups and crashes, and while some people embrace the new blood, others are quitting because of the griefstorm that is coming with it. The area they start in is pretty much wrecked, the chat lines have a fight more often than not, and both premiums players are stealing from freebies, and vica versa. The game is slowly getting wrecked with only a few positives, if you ask me, and the reason; bigger populations means more assholes.
Small tight knit games like Ryzom are the BEST social environments there are, the reasons should be obvious. If Mortal Online had as many players as they seriously hoped it would, people wouldn't play because of the scumbags. Hell, it's not the bugs that made be ragequit the OB, it was the f**king players. I'm not even talking about being PKed here, I'm talking about straight-up harrasment and general f**kery.
Writer / Musician / Game Designer
Now Playing: Skyrim, Wurm Online, Tropico 4
Waiting On: GW2, TSW, Archeage, The Rapture
Can't tell if this is sarcasm or not.
Anyhow, I saw three squirrels today instead of the usual one. The squirrel population must be booming.
I have to agree with GT here. In every game that I have ever played, the greater the population, the worse the community. This even applies in real life. I live in a small town, and everyone is friendly, helpful and considerate. In the big city close by, most people are asshats whose only concern is themselves.
I'm not defending anything MO-wise, just stating my opinion about game in-general populations, and my experiences in them.
There is one huge difference here... MO is currently based around territory control... if your population peeks in the low hundreds... that is a real hinderance to a working territory control system. For all it's issues.. this was one thing that DF got right. They had tons of players, clans and alliances.. all focused on building/attacking/sieging/defending holdings. This is not an attempt to turn the discussion to DF... but simply to point out that with 150 players there is no opportunity for the same meta-game to develop. IMHO you need thousands (plural) or players online for such a system to work.
PS: I no longer play DF.. have not played DF for over a year and have no idea (nor care) what the population currently is. I left the game because it had it's own issues.. so again.. let's not turn this into a DF/MO thread, but the political game on the original EU server was amazing.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Server populations on MO remain above the 500 concurrent player mark as confirmed by Kootenay.
MO is not a "territory" based game. It's a PVP based game with territory control aspects included. Guild leaders can play the game almost like an RTS building keeps, player houses, and there attachments. Individual players enjoy the HUGE variation of crafting with millions of different weapons and armor you can make with millions of viable combinations used in game. (Wood weapons for training) (cheaper metal versus expensive metal etc.. etc..) You'll see players running around with axes, swords, boxs, spears, whatever they prefer and it's all fairly well balanced out.
You'll probably want to check out http://www.mortalonline.com/forums/56405-talar-matar-academy.html . They'll help you with your game.
Never trust a screenshot or a youtube video without a version stamp!
Link? 500 total subscriptions is much more realistic and would be in line with player stated numbers of 100-150.
Isn't Kootenay just a volunteer mod anyway?
I assume this is the "confirmation"?
http://www.mmorpg.com/discussion2.cfm/post/3936786#3936786
I win!!! LOL@U
So this was officially confirmed by SV? Interesting.. Link please?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Nope...
Just wishfully interpretated ramblings by a volunteer mod in IRC about an entirely different game.
I win!!! LOL@U
Those keeps serve no real purpose. Players have complained about that for months.
Those millions of combinations are useless apart from a couple of recipes, and everyone runs around with the same gear. Again, players have complained about the lack of balance for months.
i was so close at buying this game i was looking at there website until i watched vidoes on youtube and man thank god i didnt!
I played this game in beta.
A long drawn out beta that I had to pay for with broken everything.
What it sounds like you are saying is they fixed the game now so there are not Thousands of useless ways to make weapons? Because I remember there were only a handfull of usefull weapons.
Why do I say this? Handle hits ring a bell? About 60 percent of weapons that should have been usefull had issues with handle hits that did almost no damage to players or mobs. Also the wooden weapon thing is great and all but only used for a day till max skill with weapon choice. Then finding a real weapon....ugh that was a chore and a half not to mention trying to craft a good weapon. Use up every bit of gold you get and countless days to aquire the base ingrediants and use them to craft until your skills are high enuff in all the pre-requisit skills to make a weapon. By this time all your skill points have been used up and you have to re-roll an alt and power them up to get anywhere near a good PvP character.
ANd the controls.....OMG don't get me started on the clunky controls. I really hope they have done something about that because they were the most awful in any MMO I have played. Oh and the GUI.......eer fail is mainly what the GUI does well....I big steam pyle of fail.
Don't get me wrong. I tried to see the silver lining and overlook all sorts of stuff. But in the end the game was so broken and so many parts were missing it felt like I was still in beta a month or so after release.
I wish them the best since I had fond memories of UO but this company has missed the mark by not having 1/50th of the content they shoould have on release.
That was beta. The game has improved tremendously since then.
Your opinion is irrelevant.
Never trust a screenshot or a youtube video without a version stamp!
That's because more shittier product less people like it, now because those people like it they usually have common opinnion of it. It same thing in forums, clubs or any social activity like FB groups. They become homogenous groups where most people in fear of alienation think similiar. It doesn't mean community is great, quite opposite. Usually those communities only gather certain people and are avoided by others. In more heterogenous groups you might end up finding some asshole first but it's more likely you find subgroup inside that group that you can relate.
Interesting analysis, but I think there's a simpler explanation:
1 in 10 human beings are just flat-out jerks (not referring to anyone in particular, and I'm not committed to the exact ratio ). The bigger the sample size, the more jerks will be there. There is a tipping point where the amount of jerks (who are, by definition) start to sway the culture toward their over-the-top tendencies... because, well, jerks tend to feed off eachother.
This is especially true on the internet, where lack of traditional social controls (shame, ostracisation) mean nothing... especially when people start to post on the internet exactly for that reason, you see large populations that seem to be full of jerks, because the rest of the population don't want to speak up and face that wall of criticism.
also: I know suprisingly few synonyms for 'jerk' that are forum-friendly... I'll grab my thesaurus before posting any more.
Hmm, intresting, but I think you are over simplifying this matter. But don't worry many people do it and in most cases it has nothing to do with there ability to understand complex maters. Your theory however doesn't go together fact that MO forums are perfect example of group that doesn't take any critic no matter how truthfull it is. In your theory even in smallest group there should be countervoice, however many "Veteran" forums clearly speak against that. However it's also true that most religious cults are more happier looking outside than they actually are. Also they, like so called "great community" MMOers, share usually common features such as inability to take critisism or humor on there product. They often attack with juvenile outsmarts trying to dodge real subject in matter. I personally think it's due fact that they somehow feel part of product thus taking any action against that product as attack against themself.
Word that you are looking might be oaf or rascal.
Umm, no.
It's because in a smaller environment you are much more likely to face consequences for negative behavior.
Do you have an active subscription Thorpes?
I do and I second his post.