Russ Bullock, on 07 September 2014 - 09:33 PM, said:
Go ahead and throw me an example of how your not listened to and I will look to let you know if I agree or why you might feel that way.
Russ,
This is a pretty big issue, and probably could use it's own discussion topic sometime when you guys have the time to really hang out on the forums and talk with your community. I can't count the number of times I've read an interesting feedback thread, clever suggestion, or feedback that overwhelmingly disapproves of something, and there just isn't a response from PGI at all. Eventually, you just stop posting ideas or feedback, because it feels futile; like we're attempting to communicate but nobody's listening.
There are the 'Great Idea' threads, like this one:
http://mwomercs.com/...pillars-of-mwo/
Which actually got a nod from Bryan early on ... and then went silent for months. These are *good* ideas that would really improve the game. They shouldn't be all *that* complicated to implement. This is an example of a dropped communication; the community seems to really like this idea, and Bryan seemed positive ... but we hear nothing from you guys. This post was back in May.
Next - let's take the recent PPC/Gauss desync issue. If you read that thread, I don't think you can take a way a sense that the community was pleased with *either* option. Despite all the feedback, however, one of the undesirable options was implemented anyway. That kind of action makes the developer seem deaf to feedback; it's like we're posting but you're ignoring us.
And it's not just that; Ghost heat is widely hated (and not even close to Canon) and threads surface regularly with ideas to remove and replace it. Ideas for fixing Pin-Point, ideas for fixing Front loaded damage, even ideas for helping to monetize extra features ... and it feels like most of it is wasted, unheard and unread. We don't post ideas to annoy the devs, but because we feel like the game *should* be great, and we'd like to help it get there.
Finally, I get that you guys are trying to please a large audience. Communication like you did in this thread - time consuming as it was - helps a lot. We may not always agree with the solutions PGI chooses, but coming onto the boards and actually *discussing* it with your community does help - a lot. Even if we don't agree with the direction, at least we feel like our objections have been noted and there's still a chance that the game might change direction in a future path. (For example, I'd like to see Engine Crits and 10v12 with tonnage matching instead of 3/3/3/3 12v12. Posting something like "I hear you guys, and I'd like that too, and we'll make a best effort to revisit that after CW phase X." always helps).
Side note: Since nobody else mentioned it - most of the IS faction pilots I know aren't concerned with piloting 'inferior' mechs. If we're outnumbered by the Clans, we expect our 'mechs to be slightly less awesome on a ton-for-ton basis. So long as the quality gap isn't *huge* (T1 vs. Clans is quite punishing, BTW) we'll cope, and take pride in beating 'superior' machines. People like being the underdog, too.
Second side note: Stock Mech Mondays do have *much* lower rates of fire and TTK. Our SHS just won't allow us to deliver high alphas or rapid-fire weapons. Despite that extreme limitation, everybody who joins us seems to have a ball. We balance weight by tonnage, medium 'mechs are common, lights don't die if somebody looks at them, and an Atlas is an absolute fearsome juggernaut that takes a lot of time and effort to bring down. The mechs are slow. The rate of fire is slow. It isn't perfect, but the less frantic gameplay *feels* much more like giant armored Battlemechs slugging it out.