Re: Also ...
Not going to argue with you, those are all good reasons for looking for an active project to start with.
Sadly, the person I was referring to was (apparently) already a contributor to projects, so wasn't trying to break into the game. I think it really stuck in my head because, on that page at least, nobody disagreed with them (or I'd've gleefully recounted the hordes of Redditors slashing away in response).
> Some of them might be worried about whether they're wasting their time, whether they will be able to use skills they aren't certain of without either breaking something or getting shouted at, or many more understandable things.
FWIW[1] I'd suggest looking for a project that doesn't have a mass of activity, is a piece of software that you actually use, a lot, and which has something you believe is missing/needs improvement[2]. That way you can do the changes to improve your day to day experience, without spending hours integrating a mass of code churn[3], and you get the time to do a load of real-world testing of your idea & your code before taking the plunge and offering it up. And because it is something that is demonstrably useful to you, even if it gets rejected a couple of times (coding style, whatever) there is still purpose behind continuing with that code, which makes it sensible to then keep your mods alive, locally, for a while before working up to submitting it again. Finally, this approach means that there actually is a really good reason for you to try - and try again: if it gets accepted you'll be spared having to merge your changes back in every time the project updates!
[1] not a lot, really, but I have your attention now, bwa ha haah
[2] yes, this is simply the "scratching an itch" approach, nothing novel, just wanted to expand on why it is a sensible one for a newbie contributor to take
[3] as you gain experience, this just becomes "one of those things" but it is always easier if people just stay the heck away from the area you are working on!