Originally Posted by
TheAlicornSage
These are NOT self-evident as they are based on your perceptions, not reality.
1) Vague and non-specific, therefore useless. I'm going to guess that you are talking about the recent rebalance. If that's an accurate guess, then you are in the wrong, fooled by an illusion. Numbers do not equal power. Ratios and percentages are power. A +60 is meaningless against a +7000, but awe-inspiring against a +3. The rebalance shifted all the "end-game" content to be roughly equal. That is a great and wonderful thing in the long term, even if a bit sad in the short term. Frankly, it's what they should have been doing all along. Having the numbers grow every expansion is a very very bad thing. It's bad game design. The devs getting their on track for a better future even at a minor cost to the present is NOT lying.
2)Very vague. Not enough here for me to even guess about what you might be referencing.
3) Again vague and non-specific. What makes you think the classes are over-nerfed? And given how shortly all the rebalance effects have around, how thoroughly have you actually tested that? Or did you just go by how it "feels?"
4) All of reaper is for those "r10" players, and those players are probably the big money-makers, making them a priority group to listen to, since if the game stops making money, the game ends. Unfortunately, money first, everything else second. This doesn't mean they ignore everyone else. Of course, feedback like yours is so unhelpful that they can't do anything except ignore you. If you to give good feedback, you have to pretend to be a dev with a detailed pkan of what to change and where, and what the outcomes will be, then you need to second-guess whether those changes will actually achieve the results you want (hint, usually they won't).
5) I haven't seen lies and deception, but I have seen a lot things that make sense from a designer's perspective that a mere player won't always understand. This can seem like lying to someone who doesn't want to put in the time and effort to understand design. Frankly, not enough game devs understand design, so certainly players won't, but if you are not going to understand the nuanced art that is design, then you need to at least realize that you can't just take changes and form an opinion from appearances, rather you meed to spend a couple months actually playing the changes to get used to them and immersed in them to tell good from bad.
Oh, a couple points of my own,
6) what players think they want will often make things worse. This is actually just a general truth of human nature. For example, one turkey (the bird) company, used to give their employees a turkey every Thanksgiving, but one year was a bad year and they couldn't afford it. The employees sued the company to get their turkeys and won. They got their turkeys, but they also lost their jobs as the company died. A game dev has the responsibility to recognize what players want vs what will make them happy and to avoid giving players things that will ultimately break the game.
7) real change does not come from expressing anger over broad and vague concepts. Change comes from either inspiring ideas, or drilling deep to figure out specific root causes and exposing them so detailed plans can be made that address them.