@Cactus: I get what you’re saying about communication, but I’ve grown to be intensely cynical about the communities for these games. I spent approximately 22 years of my life playing all sorts of games before I saw developers communicating with players on an open forum. I’m not saying it wasn’t happening, but I just enjoyed playing those games. It wasn’t about needing a roadmap of the product development, it was about just having some fun.
Now, it seems like everyone’s a business stakeholder. Everyone’s a member of the board. I get that this is a small minority of the playerbase, but it’s a mentality I don’t understand, and won’t understand. On top of that, there’s no personal accountability for the community. Everyone lumps all of the blame on ANet. I’m not even saying ANet doesn’t share some of the blame, but my god, take some responsibility.
And the second you said “Nobody said anything about ‘fair’”, I had a hard time reading the rest of what you wrote, because the guy I responded to directly said “fair and balanced”. So yes, someone said something about fair, and I was talking to him. And every idea I’ve seen regarding making things more balanced from a population perspective has other implications. I’ve never once seen anyone go through the cons to their ideas and address the potential issues, they just glorify the solutions as end-alls.
At the end of the day though, I don’t get the need for communication.
@Epsilon: Perhaps it’s been trumpeted to death because it’s the exact mode they developed to create a more fair and balanced, small-scale competitive environment. I’m not a dev, but why is that being dismissed out of hand? Because people just want to WvW? I’m fine with suggestions to make WvW better, but you tug one direction, and you’re just going to pull a different frame of reference full of people complaining about the new change they made.
You could group servers into Battlegroups and basically have all maps full all the time, creating a nice, balanced population game for WvW. But I would hate that, because it means I come home and probably sit in a queue for X minutes. I’m sure there are ways to relieve that pressure, but what sort of systems need to put in place to even make it a reality? How easy do you create Battlegroups and queue them into the same fight? What criteria do you measure that on?
The attitude of “here’s a solution, why haven’t you implemented it yet?” is intensely annoying to see, especially when the person doesn’t acknowledge any of the problems, or even has the gall to say “the coding would probably be easy”. It’s a personal pet peeve of mine when people assume technical knowledge, use that assumption to jump to a conclusion, then use that conclusion to insult a developer. The arrogance and ignorance involved in that process is almost impossibly astounding.
And I’ve so far worked for a consulting agency for 6 years. Any time a client has pushed over the edge with regard to behavior or professionalism, they’ve been forwarded on to leadership who then takes care of it. Multiple times, it has resulted in ending the relationship. That’s part of the reason why I’ve stuck with this company, because they care about the people and they value integrity.
I also do think it’s pandering to have to share product roadmaps with the masses. There’s no subscription fee whatsoever, so you could theoretically get thousands of hours of gameplay for $60. Then everyone expects all sorts of free content updates and systems additions/revamps. If you really wanted to help the game, you’d help make business cases for these changes, potentially incorporating microtransaction incentives to demonstrate ROI.
It’s fine to not think of this game as a business if you want to just log in and have some fun, but if you want to provide valuable feedback and recommend changes, you might as well come ready to support your ideas from a business perspective and consider the fact that there’s no subscription model to inherently support new content with a reliable revenue stream from all the players.