Many long posts in here. I'm against the devs listening only (or mainly) to the top players/teams, or having a preferred select few to hear ideas from. Varied experiences among skill levels creates a well-rounded game; varied similar experiences among a small group creates a game targeted at a narrower market and bitterness among those not included. No governing body (devs in this case) should insulate itself from the greater whole, nor should it showcase a "token" of the greater whole in an attempt to placate the masses. Time has shown bad things happen in such circumstances (revolution, civil war, etc.), in this game it would mean the eventual abandonment by most. Sorry to get all Machiavellian (it really isn't, but I never get to use it) but the conceptual similarities in some of the posts and the reality within governments/large organizations made me shudder. Imagine a game development company with the 13% approval rating of Congress, would make for some short lived games.....
The devs should simply do the work required to listen to the community and progress with internal game plans. That work is:
1 - Continue developing the game as usual.
2 - Scour the many threads for ideas/feedback that are accompanied by rational arguments, aren't rants, and are supported by facts.
3 - Note the ideas listed in step 2. Also note reasonable counterarguments.
4 - If an idea/feedback is presented repeatedly by multiple players and no reasonable counterarguments exist, or if the arguments for seem to outweigh arguments against, determine whether or not the idea/feedback fits with the existing plans for the game.
5 - Determine whether or not each idea/feedback is accurate. For example the lrm feedback, which is often seen as overpowered or underpowered. Look at usage trends, damage statistics, etc., to make a determination. If lrms usage dropped or increased significantly there is a reason behind it, often repeatedly written about on these forums in logical arguments. The same goes for other weapons, maps, mechs, and various game features.
6 - Prioritize ideas/feedback. Some issues may require immediate attention, others can wait for long term review. Implement based on priority along with predetermined content.
7 - Review plans for game taking into consideration results from previous steps and limitations regarding staffing, technical capability, etc.. New long-term plan from step 7 becomes step 1 and the process repeats.
TL;DR - Then you missed out on what I wrote.
Edited by Divine Retribution, 06 April 2013 - 07:50 AM.