Niko Snow, on 20 January 2014 - 10:13 AM, said:
Well, to let you know a little taste of what's been going on since September:
- Gameplay:
- New Pre-Round Screen!
- Company and Lance Command Functions!
- AC/20 and AC/10 Projectile Speed changes!
- New Mechlab Icons and Weapon Customization Visuals!
- New Visual Effects for environments like lava!
- New Spawn Locations!
- Screen Shake for impacts!
- New Visual Effects for Artillery and Air Strikes!
- Hitbox Adjustments!
- Changes in Cockpit Item behaviour and visuals!
- Changes to Seismic Sensor!
- Buffs to Light Mech movement!
- Buffs to Artillery and Air Strike!
- Updated Match Summary Screen!
- Changes to 1st Victory XP bonus!
- Changes to U-AC/5 Ammo!
- Increases to SRM Cooldown times!
- Addition of Gauss Firing delay!
- Changes to Base Heat of PPC weapons!
- Improvements to Advanced Zoom!
- Addition of forward thrust to JumpJets!
- Rewards for Counter-ECM!
- Rewards for UAV!
- New Hero Mechs:
- Grid Iron
- Oxide
- Jester
- Boar's Head
- Protector
- New Mechs:
- Thunderbolt
- Shadowhawk
- Locust
- New Game Mode:
- New Map:
- HPG Manifold
- Crimson Strait
- New Camo Spec:
- New Cockpit Items:
- Holiday Items!
- Halloween Items!
- Audio:
- Music added to FE, startup sequence, victory and defeat.
- Community Events:
- UI 2.0 Public Test (3 different tests across development stages!)
- DirectX11 Public Test
- Community Contests
- Challenges
- Numerous Community Updates on Upcoming and Current Content:
- Hundreds of Bug Fixes and Performance Adjustments!
Please feel free to check through the Patch Notes, Command Chair, Announcements, and more to see what else has been going on!
Niko, with all due respect and love, your list here is exactly the sort of thing that makes PGI look out-of-touch. Most of those things, while technically and workwise they're far from "nothing", still come off to the average user as mere window dressing. Certainly, none of them are connected to Community Warfare or the other promises of a multidimensional game that got the community behind you in the first place.
A few tips on how to tout your accomplishments in the face of the current popular narrative for PGI. Put simply, put the biggest and most game-altering content first, then the little stuff last:
* List new mechs, maps, and game modes first. Those are the closest thing to tangible, game-altering content that you've released.
* Bug fixes and performance adjustments should be next, and go into them in detail. Why they're at the bottom of the list when they're one of your few real selling points for 2013, I have no idea.
* Hitbox adjustments, weapon/module balance tweaks, metagame changes, and public tests should go next. Even if people disagree with them, they have the potential of altering the meta and demonstrating PGI's paying attention to the community, and thus are good things to wave around. Beware of anything that will raise the question of "Oh, gee, really? Why couldn't this have been done six months ago?"
* Put at the BOTTOM of the list all the new visuals, audio, and round screens that might be perceived as busywork done in place of Community Warfare.
* For the love of God, don't mention AT ALL camo specs, color sales, cockpit items, or any piddling little baubles that require mini-transactions. Continuing to sell those things while falling short on CW and major bugs is exactly why we have this stupid narrative of PGI being greedy and clueless. And touting those accomplishments as progress is merely lemon juice in people's open sores. Hero mechs are okay, but keep them down the list.
* Don't mention the community events and challenges. These have the inescapable feel of "bread and circuses", i.e. PGI trying to distract the community from the game's real problems. Even though you and I both know that's not the case, it's just a tough reality brought on by this no-man's-land of discontent.
Your list probably should have looked more like this if you want to impress those initially attracted by Community Warfare:
- New Mechs:
- Thunderbolt
- Shadowhawk
- Locust
- Battlemaster
- New Game Mode:
- New Map:
- HPG Manifold
- Crimson Strait
- Hundreds of Bug Fixes and Performance Adjustments! (at least some detail...)
- Gameplay:
- Hitbox Adjustments!
- Improvements to Advanced Zoom!
- Addition of forward thrust to JumpJets!
- Changes to Seismic Sensor!
- Increases to SRM Cooldown times!
- Addition of Gauss Firing delay!
- Changes to Base Heat of PPC weapons!
- AC/20 and AC/10 Projectile Speed changes!
- Changes to U-AC/5 Ammo!
- Company and Lance Command Functions!
- New Spawn Locations!
- Screen Shake for impacts!
- Buffs to Light Mech movement!
- Buffs to Artillery and Air Strike!
- Changes to 1st Victory XP bonus!
- Rewards for Counter-ECM!
- Rewards for UAV!
- New Pre-Round Screen!
- Updated Match Summary Screen!
- New Mechlab Icons and Weapon Customization Visuals!
- New Visual Effects for environments like lava!
- New Visual Effects for Artillery and Air Strikes!
- Changes in Cockpit Item behaviour and visuals!
- New Hero Mechs:
- Grid Iron
- Oxide
- Jester
- Boar's Head
- Protector
- Audio:
- Music added to FE, startup sequence, victory and defeat.
- Community Events:
- UI 2.0 Public Test (3 different tests across development stages!)
- DirectX11 Public Test
I'm sorry to sound so pretentious here, but it really does look like you just don't understand what the community really wants. You didn't get the money you have because of cockpit items.