Reposted from the original thread, a list of what your FWW post needs in order to avoid rejection:
- Does it clearly state who it will benefit (readers, new members, authors, power users, etc.) and how it will benefit them?
- Does it thoroughly describe the mechanism in which it will work? I.e. how it would appear to a user, if it could "leverage" an existing feature (like, the notifications)
- How difficult will this be to implement?
- How important is this to implement relative to all the other things that can be done?
- Has this already been requested? If so, how is it different (if it's new) or why should it be reconsidered (if it's rejected)?
- Does the community think that it's a worthy idea?
Difficulty --- I would use the “obvious” test more than anything; before, there were some crazy ones like “allow me to make a video game inside my game that you have to pass first”.
Mechanism --- that’s mostly about making sure the idea is very clearly (and unambiguously) described from the users’ perspective. For example, don’t say “allow me to favorite a storygame” without saying “add a star icon (like this one I found [over here]) next to the title on the storygame overview page, that lights up when a storygame is favorited, can be clicked to favorite/unfavorite a storygame. Then, under MyStuff, have a page that lists the storygames that were featured.”
I recently messaged Alex about what he'd like the admins to do in regards to FWW posts, and this was his reply:
I don’t foresee having time in the near future to do any website changes… but sometimes I have a few hours and I want to try coding something again. So, it’s nice to have a list of things that are easy to implement and high-value. As an example, the “Does it thoroughly describe the mechanism in which it will work?” rule was huge ---- that’s where the @notifications came from. It’s been a “wish” since day one, but as soon as someone said “just use notifications like duels”, it was like “oh yeah, I could do that”.