GotShotALot, on 01 November 2016 - 11:36 AM, said:
Pretty sure I read a lot of comments back in the day:
-"Maps are too small"
-"Scouts are useless, no room for strategic maneuvers"
-"Need larger maps"
-"Too much cover, LRMs/Snipers useless"
-"Need long range / sightlines for long range weapons"
-etc etc
PGI really do seem to be stuck in a quagmire of "damned if you do, damned in you don't." It appears that, ever since I started playing a year ago, everything PGI have done have been at the behest of users... and it's made a lot of other people angry.
It's times like this that two things become increasingly important:
1. Having an actual design intention of the game. Input from the players is great, but ceding to the vocal minority usually ends badly. Generally, people don't really know what's best for them. If PGI actually had a clear goal in mind of what they game ought to be, they COULD pick the ideas that fit in best with it, work well with their design plan, and focus on those.
2. Communication. Damnit, if there is ONE thing I wish from PGI, it's that they'd actually communicate. Communicate intentions. Reasons. Design principles. Discuss what you're working on, so we can prepare ourselves for it. Have frequent tests in the test servers so we can take things for a spin. I do have to give credit to PGI for
finally posting design intentions with future patch-notes -- assuming they actually do follow through with their promise. ^^
Many of these issues though, could've been preempted if they had said something like, "Polar Highlands is being introduced to offer a large, ranged alternative map to balance out the prevalence of close-quarter combat in existing maps such as HPG Manifold and The Mining Collective. We encourage all MechWarriors to take a fresh look at their builds and perhaps make some adjustments to ensure they are prepared for
all possible scenarios!" It's hard to argue with that. Even if I personally don't like Polar Highland much either, since I usually run brawlers. Still, there are some great matches to be had there after I've twiddled thumbs for 8 minutes and the team finally decides to move into brawl range.
Edited by vibrant, 01 November 2016 - 12:52 PM.