Rebas Kradd, on 08 August 2016 - 03:29 PM, said:
In my opinion, PGI's problem is that they remain tone-deaf on what will actually re-energize the game and how players see what's already there.
But that's only half the problem. The community, as well, is divided on what will energize the game.
I still see people in here complaining about weapon balance, for crying out loud. Weapon balance. Does anyone REALLY think that tweaking the LB-X damage spread is going to bring droves of excited bittervets back to MWO, followed shortly by hordes of fascinated new players? I doubt it. I acknowledge it's an easy thing to fix, but let's be honest here - if we are really talking about new content, if we want to discuss things that will revive interest, bring old players back, and get real stirrings about the game in gaming newsmags, then balance changes aren't going to cut it. You'll get a few satisfied purists and that's it.
New gamemodes. That is the biggest way to change how the game is played and the only real thing that will ever get people's heads to perk up.
New maps and new mechs as well. Yes, new mechs are content. That's the revenue river and always will be, no matter how many other small streams people think should be added.
But as long as community threads on balance or the size of the Nova get twelve pages, and any gamemode proposals get one or two at best, PGI is going to continue devoting resources to small QoL stuff. THAT, in my opinion, is a big part of the reason PGI has taken this long to come up with gamemode revamps - the squeaky wheel gets the grease, and we're squeaking the wrong way. The Stock mode could be a boon for the competitive scene. The Assault mode could be awesome. But it's taken them forever to arrive, and we need to rally our complaints behind THAT culprit until some real results come along.
EDIT: And don't talk to me about "how we tried that already, they didn't listen". PGI spent 2013-2014 just fixing the basic game. That's been documented. The design process does take a while and PGI can not handle thousands of requests at the same time. That is also part of the reason the "big stuff" has been delayed. If you don't think they care about the big stuff, leave already. But if you're willing, like me, to think that procedural issues are part of the problem and not apathy, then stick around and keep tooting the horn.
Valid.
But... here's the deal. Really successful games? The Devs have a vision, and they stick with it. Sure reality cause plans to have to be altered, alternate ideas tried, etc. But the goal, the vision itself, does not change. Look at HBS and their games. Look at their take on Battletech. Have they had to make changes, compromises, etc, based on resource realities, engine limitations, etc? Certainly.
But the final products were still able to fulfill the original goals and sales pitch.
Now look at MWO. Yes, we the community are fractured. So is every single community for every single game ever written. End of the day, that is irrelevant because the Devs are not supposed ot be building the game according to the Communities vision of how things should be.
Even if they had pushed through things like CoF that is very divisive in this community, the majority would have stayed. How do I know? Um, look at the player retention for WoT, CoD, etc. Not all players there like it either, but because it fits with the "bigger picture" of the game the Devs are pushing, it's accepted, even if not loved.
It's PGI's responsibility to have a vision, to have a goal, a direction a plan, and to stick with it. Not to vacillate and yo-yo back and forth at every murmur on the forums, or twitter. And if their vision was a good one? Players would have stayed, regardless of mechanics they may not love.
But PGI has, at least since Open Beta, never had a strong vision, or objective, that they stuck too.
And that's entirely on them, not the playerbase.