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Change Resistance

darthtzarrdarthtzarr Member Posts: 1,003 Arc User
edited December 2017 in Player Feedback (PC)
Just a random question I had for the dev team, or any players who wanted to speak their mind. Why is there always so much resistance to change in the game? Everyone seems to want "balance", but they don't want the game to change. Is it because every change that is made must be a major undertaking? Is it because change generally is a massive 99% nerf or 300% buff?

Other games I have played loved changing just about every power in the game by 1-5% just about every major patch. These games probably have much larger development teams, or care more about fine-tuned balance, but Neverwinter seems to be on the opposite extreme. Why is there no change for months (or years) and then one massive overhaul that is left alone for another several months or years? Is it because players protest against nerfs or change so adamantly? Is it because it takes a ton of development time and testing to find that a power is used to much or too little?

There are many powers, feats, items, functions, mechanics, etc in the game that I could easily see getting something as small as a numerical change (for example a 5% increase to the existing effect) that would get them at least entertainably usable within the game, but often times these functions just remain untouched waiting for full blown reworks that take unknown amounts of development time to complete.

Wouldn't players become more accepting of nerfs or other changes if they knew that the change might be reversed or at least re-assessed every cycle with all the other unused/overpowered functions in the game? Even if only the top 1-3 over/under powered function were adjusted each cycle, it would be more than we have seen in the past, and even the smallest of changes can make a big impact eventually.

Nerfing a function by 1% each patch until it becomes unusable, and then buffing it by 1% each patch until it gets used again will tend towards balanced far more than the current, frozen state of the game. Not saying that is the best way to balance stuff out, but right now I think Neverwinter is at such a frozen extreme that it might be considered a valid tactic.

Signature [WIP] - tyvm John

Post edited by darthtzarr on
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Comments

  • tripsofthrymrtripsofthrymr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,624 Community Moderator
    Please keep responses fact-based and avoid flaming/blaming
    Caritas Guild Founder (Greycloak Alliance)

    Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
  • edited December 2017
    This content has been removed.
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User
    edited December 2017
    Thanks for the awesome (and shockingly speedy) response!

    New Stuff Matters.

    I do not doubt that one bit. I know the value of new stuff. I was more curious why someone couldn't do small numerical adjustments alongside new stuff, but you answered that very clearly later :)

    Next I would argue against Neverwinter being in a frozen state. We just released a rework of refinement which seems to have mostly achieved the goal of improving that part of the play experience for players.

    Okay, yeah I was thinking too small an area on that. I love the new refinement system. It is a lot better and easier to understand for everyone involved. I guess I was somewhat just thinking of class balance and overall combat mechanics as being "frozen" rather than the game as a whole. And there were some very meta shifting changes for PVP in the last major update, I cannot deny that one at all. I can't say the changes were that liked, but they were definitely changes, which I just falsely claimed weren't happening :D my bad.

    Another consideration is time for players to adapt. When we adjust anything related to powers/feats or character builds, we want enough time for players to reexamine and rebuild their characters. Sometimes this will lead to completely new builds that are over-powered, or builds which expose different issues of stacking/power influences.

    Yeah it definitely doesn't happen overnight. Although, It does sometimes seem like it takes the development team several months (or years) to notice overpowered builds that players found 2 weeks after any given changes launch. This could be either lack of development time to fix it, or simply because the build is an edge case on the development team's metrics. We really don't know as players.

    no. Typically no matter what you follow that statement with, the answer will be no.

    oh......... :'(

    Anyways, huge thanks for the response! I will cut myself off instead of writing another book. Lots of useful info for us in that one lengthy response.

    Signature [WIP] - tyvm John

  • danpio1217#3410 danpio1217 Member Posts: 58 Arc User

    The (relatively new) tendency of the team to open up to players and talk through game issues in great depth is highly appreciated.

    Agreed, things like this are healthy and I'm sure go further than the team thinks in terms of building confidence and trust with the player base. Even though no one agrees about most things... even tho there will still be trolls to distort words and interpret everything as negatively as possible... keep mind the majority does not live on the extremes. In other words, thanks.

    Still, looking over my roster of characters, I see many formerly enjoyable toons that seldom see the light of day.

    If there is one thing the dev team can hear from the players its this. With a couple classes nearly unusable without double the resource investment of others, and several paragon paths from just about every class unusable/irrelevant, i see a hard time understanding what options the player base has other than the 2 DC meta/uber buffing, which has been stated is going to change. I think the heart of @darthtzarr's post was geared toward restoring more options and viability to the 60-70% of class/paragon path combinations that are currently unusable beyond CN.

    New content is the most important... because players like options. As has been heard during the RQ backlash, players don't want to feel forced to run content, they want options. The same goes for builds. Players don't want to be forced to run a GWF, a DC and an OP, but that's what our limited slate of options is currently dictating.
  • manipulosmanipulos Member Posts: 235 Arc User

    With a couple classes nearly unusable without double the resource investment of others, and several paragon paths from just about every class unusable/irrelevant, i see a hard time understanding what options the player base has other than the 2 DC meta/uber buffing, which has been stated is going to change. I think the heart of @darthtzarr's post was geared toward restoring more options and viability to the 60-70% of class/paragon path combinations that are currently unusable beyond CN.

    A lot of these problems were caused when the level cap was raised from 60 to 70 a few years back. So many feats and powers were never updated to account for the massive changes via stats, hit points, enchantments, boons, etc. Here's just one example: Constitution is the primary stat for Guardian Fighters and Paladins, and it gives a bonus to base hit points, which used to mean something when the level cap was 60 but now that our gear has 10's of thousands of hit points combined on it the bonus from CON gives a relatively tiny amount of hit points. This is the PRIMARY stat for a character at the time you create it, the foundation of your character when you roll - your ability scores - and it was (inadvertently?) nerfed a couple years ago and never addressed since. You could compile a massive list of things that were made irrelevant when the level cap was raised.

    As has been heard during the RQ backlash, players don't want to feel forced to run content, they want options.

    The Random Queue feature was very frustrating to me, there are only so many hours of development time to use on the game and this really seemed to come out of nowhere, as in who asked for this? It takes away players choices and forces players to run non-challenging and therefore boring content to efficiently earn the in-game currency astral diamonds. This topic has been beat to death already in many other threads though, mostly in the many-page thread introducing the new feature LOL



  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited December 2017
    manipulos said:

    The Random Queue feature was very frustrating to me, there are only so many hours of development time to use on the game and this really seemed to come out of nowhere, as in who asked for this? It takes away players choices and forces players to run non-challenging and therefore boring content to efficiently earn the in-game currency astral diamonds. This topic has been beat to death already in many other threads though, mostly in the many-page thread introducing the new feature LOL

    I can kind of see where the devs were going with the random que change. I had a somewhat similar thought occur to me many mods ago. I didn't enjoy running the same select few dungeons over and over again and wanted to see the less loved dungeons get some reward updates to make them more tempting to the playerbase. Though I was more thinking of boosting the rewards for these dungeons themselves, the random que seems to be attempting to solve the same issue.

    The issue the random que was trying to solve makes sense but the design for the random que didn't make sense. People like options and dislike feeling like they are forced to play a certain way. If the random que had a better design, it would have been better received. The main way it went wrong was forcing people to change to the random que in order to keep making their daily ADs. The way the random que was implemented ended up decreasing people's options because it took away the option to make your daily AD using the private and public ques. The private que was a well received change that gave people more options and gutting revenue for it pissed just about everyone off.

    Another thing players usually don't like is when ideas that the playerbase did not request get lots of resources allocated to them. The players would rather have ideas and fixes that were collectively asked for get those precious resources instead. While the random que could have been a good change if it was designed better, it was not a widely requested change. If people had been given a vote between getting a well designed random que and something else they actually asked for, they would pick the thing they asked for 99% of the time. There are other ideas that players did ask for that could have solved the same issue the random que tried to solve. For example, just about everybody would be in favor of better dungeon loot across the board and for more difficult/longer dungeons to give out better loot than easier/shorter dungeons. Another variaty increasing change people did ask for was to bring back all of the old missing dungeons that were taken out durring module 6.
    Post edited by trgluestickz on
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  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    If this is how you see the state of the game @noworries#8859 then you don't see it how a lot of the players do.

    The refining changes while they have had some positive impact have overall been VERY negative, because of the loss of matching bonuses. It's now prohibitively expensive to change over from one set of artifact equipment to another or swap an artifact. Also they have crucified guilds because all RP is useful for everything, so combined with the loss of matching bonuses and need for more RP, nobody donates gems.

    The bonding change has been a disaster, those of us who were just about getting to a level of power where we could think about doing the endgame dungeons are now six months away at least (we're never going to get R14s). You should have accepted the power creep amd upped augments. Balancing stuff around the bleeding edge few ruins the game for the many.

    New stuff does matter, (no new class for years is a complete disaster) but what matters more is not nerfing ENTIRE PLAYSTYLES. I spent a goodly amount of real money tuning characters to do what I wanted, I had fun playing them and overnight what I had became useless, they had the wrong enchants, gear and artifacts and I had to learn a completely new playstyle. Instead I simply retired them from playing in teams, sorry not interested, I didn't want to play that playstyle, that's why I built the character the alternative way.

    Everybody told you random queues would be a disaster and they have been, I have not run a single dungeon since they arrived. Making level 70s run levelling dungeons ruins the lowbie experience, you can't exclude epic dungeons that are buggy for you or you're not really tough enough to do so the epic queue is a complete no-no (eLoL and FBI are buggy, not tough enough for mSP). I've done some random skirmishes but that's it. Combine that with my main (DPS GF) not being able to queue as DPS and not being able to tank the tough stuff, random queues have given me precisely nothing and removed a lot.
  • dupeksdupeks Member Posts: 1,789 Arc User
    edited December 2017
    2 thoughts.

    1) Change is hard, and it gets harder as you grow older.

    People deal with change all the time, both in personal and professional settings. Tolerating that (and other things) wear people out. When they come home to a game they are often looking to relax, which often includes participating in habitual or ritualistic behavior. If playing NWO is part of how you unwind, it's understandably annoying if you can't relax anymore because you have to deal with whatever just changed in game. We know anecdotally that NWO players span all age groups, but have quite a few people who are probably working jobs.

    I get that people also want new things to feel continued progression, as well as changes that are perceived as improvements or enhancements. But any change the forces a player to change their behavior / habits can be disruptive to their enjoyment.

    2) People like change even less if it's perceived as unfair.

    People of course care about personal gain (perhaps even the most), but they also care about whether changes are fair, and whether they felt agency / ability to contribute to the change. But managing how an audience will perceive a change is not trivial. It requires a concerted effort and coordination of multiple parts of an organization (management, development, marketing / communications), which often means it needs to be a top-down initiative from the highest bosses. That's clearly not always a priority for the bosses.

    The lowest hanging fruit here is communication / seriously involving player feedback. It's also important to then highlight that you did so when announcing changes. People are more likely to perceive a change as fair if they think that they / their community had a real opportunity to voice their opinion on it. Visibly responding to bug reports and feedback request threads on preview are great. Providing context for planned changes and a realistic amount of time to discuss them are great.

    We've seen some of this happen some of the time, but not enough and not often enough. Especially certain discussions / feedback back-and-forth have been excellent, but it's not consistent enough to really build a rapport with the community.

    On a side note, Dev presence on the forums is excellent, and amazingly appreciated given the current state of communications. But outside of individually relevant feedback threads, realistically much could /should be handed off to CM + staff if internal communication could be made more effective (which it seems is sometimes a struggle).
    Post edited by dupeks on
  • nisckisnisckis Member, NW M9 Playtest Posts: 655 Arc User


    • some other upcoming things I can't talk about yet
    Santa Claws make it be flying mounts please.
  • dupeksdupeks Member Posts: 1,789 Arc User
    @noworries#8859 I appreciate your very thoughtful responses to this thread.

    Finally, there is also the difference in time. When we discuss something on the forums right now, any changes may not show up in game for several months. Not because we're holding them off, but because of what module we're actually currently working on. It is easy to say "just push it into an earlier release" but there are already testing and certification schedules setup and pushing things into earlier releases can create problems for those timelines. Also once you push one thing through, why not another or another? It would certainly be fun to work in an environment where we could have a discussion on the forums and 3 days later players see those changes in game, but that is not the pipeline we have in place, or could have in place.

    I agree with your perspective on this, but I wanted to point out that it doesn't happen consistently with NW. One example is that builds are not available for long enough on Preview with the release of new major changes, especially the introduction of new items. The same kinds of issues come up time and time again, get reported on preview, and then make it through to live and have to be hotfixed.

    Moving that timeline up so that early builds are available for testing for more than 1 week before a major release would do a lot to help align the development cycle with this philosophy.
  • sirjimbofrancissirjimbofrancis Member Posts: 348 Arc User
    edited December 2017
    I also appreciate the candor expressed in this thread. The biggest problem I have right now, is where was this candor on the multiple multiple threads regarding TRs? I understand your reasoning, but the lack of communication harms the confidence the players have that you hear or care about our concerns at all. That can be pretty discouraging, and explains, to a certain extent, why a lot of TR players have moved on to other classes that perform better. Furthermore, while holding the feedback and discussions regarding the SW change thread up as an example of why changes can be contentious, it also further highlights the lack of communication and attention the TRs were promised nearly a year ago without a word or update. Why @noworries#8859 can’t the TR community get *any* communication as to what is going on?

    I can understand, as most TRs can, wanting to get something right over getting something fast. As has been pointed out, some small changes are clearly possible-witness the SW. However, the lack of communication, combined with the SW tweaks, have really alienated a lot of TRs- longstanding playtesting TRs- who have put so much time and effort into trying to help the devs in efforts to rebalance the class.

    I’m not trying to give you a hard time here, but if the fear was doing something too fast just to appease the community, didn’t we pass that exit ramp 6 months ago? How can we improve the communication so that, going forward, the community can feel like things are moving forward in a positive direction?
    Post edited by sirjimbofrancis on
    Lilia Drakon - PVE Executioner TR
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  • brewaldbrewald Member, NW M9 Playtest Posts: 212 Arc User
    Hi @noworries#8859

    Thanks for your answers.

    1. Why opening Tong, in general hight level dungeons, to 11k/12k GS?
    You will answer me than door is open, players can enter to their own risk. That's true, I'm agree.

    In fact, if the idea is good, the reality is absolutly the opposite.
    Lowers GS try to go and die, die.... They don't understand, and don't want to understand, that end-game dungeon is done for end-game characters.
    We, players, have requested end-game dungeons and you, dev team, have done it, that's really excellent and very appreciate, but an access restriction is needed, 13k/14k GS seems to be the lower GS to run this content.

    Players who want to run this content have to upgrade their toons, you don't have to lower the content level.

    2. Random: Hero's Accord:
    This Q is unused for one reason, see the first question.
    I asked lot of players who have hight GS, between 15 and 17k, all of them answer me the same thing: "Never with the risk to find a lower GS in the group"
    I think you have stats of usage of this random, and the utilization is very ridiculous, compared to the potential.

    3. Gear Score:
    An update need to be done.
    In the game you have 2 differents GS:
    • Guilds with only PvE buildings boons
    • Guilds with PvE and one PvP buildings boons
    PvP building boons have absolutly none effects on PvE content, which is the main part of the game.
    But in GS the impact is significative: 500 points when the buildind is finish, which open content to ungeared characters

    Could you remove this useless GS boost?
    I specify that is not an attack again pvp players, it's just to see all pve players on the same equality.
    I know than lot of players will cry: "Why have you reduce my big HAMSTER?" but that's necessary

    And Merry Christmas :)
    Brewald - GWF 18.3k
    Eleonore - CW Mof Renegade 17.5k
    Harlgard le Vieux - OP Prot 18.3k
    Valrik - DC AC 18.2k
    Furiela - SW Temp 18.1k
  • mentinmindmakermentinmindmaker Member Posts: 1,492 Arc User


    Fortunately, we are at least in a place where every class can complete all content. One may be slower, or more challenging, but all classes can be used to complete everything we have out there. That isn't a reason not to update under-powered classes, but it is important for the overall conversation as it is often talked about as if TRs, or other classes, can't be brought on a T9G run because it would make the run impossible, and that just isn't true.

    You probably can complete Tong with 4 players with top gear and skills. So that argument would be true no matter how bad the 5th class is.

    But that does not make the underpowered class desirable, it does not improve access to Tong for the undesired classes, it does not mitigate the disappointment when people find their class is undesired, it does not mitigate having to ask your guild/social group for charity runs to get your seals, it does not create happy players that stays in the game.

    Neverwinter is a social game where we (at least for endgame) depends on each other to perform. If a class is perceived as undesirable(usually for a good reason) it is mercilessly shut out by the society. Everyone wants fast and painless runs that manages to complete - very human and very understandably.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    edited December 2017
    Thanks for the reply Noworries. What you say does make sense but as someone who runs a TR you must have experienced for yourself the class discrimination that comes from others regarding your TR (assuming you like to pug).

    This is part fact, part ignorance and part snobbery - meaning that a well geared, well built and very experienced TR can somewhat close the gap with a competent GWF/HR of equal IL but not enough to pose a challenge to them. This is exacerbated by the complexity of the rotation and the length of time it takes for damage buffs to build (in a fight) compared to others.

    I don't want to assist in turning this interesting thread into a topic about class balance so staying on topic, I would say that the biggest causes of resistance to change are twofold:

    1. depth of communication (including test data)
    2. confidence that any issues that arise from changes are addressed in a timely fashion (weeks not months)

    There is a firmly held belief among players (based on experience) that a change to a class will not be re-addressed for a very long time and this leads to them freaking out when they think something may not work.

    Whilst many players put forward ideas via these forums and often disagree with each other, they are more open to things put forward by the devs if:

    a. they are given data that shows the change is valid
    b. they are given sufficient time to test the changes so that valid feedback has enough time to be incorporated in the update
    c. they know that the person who made the changes has the ability to make minor adjustments at a (reasonable) later date should anything unexpected occur.

    If these procedures are in place there will be less end user resistance.

    One thing I'd like to ask: do the dev team have 'class champions' for each class that can talk knowledgeably within your discussions?
    Please Do Not Feed The Trolls

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    Xane De Armadeon: CW
    Zen De Armadeon: OP
    Zohar De Armadeon: TR
    Chrion De Armadeon: SW
    Gosti Big Belly: GWF
    Barney McRustbucket: GF
    Lt. Thackeray: HR
    Lucius De Armadeon: BD


    Member of Casual Dailies - XBox
  • sundance777sundance777 Member Posts: 1,097 Arc User
    Very interesting discussion, thanks for some of the insight, that is great stuff! In general I like where the game is going, and am excited for the upcoming changes on console with the refinement system, pvp etc...

    As far a the change aspect, I generally like change except when it causes me to have to spend a lot of my limited play time, reworking my feats and powers, then changing out gear/sets/gems etc to get back to a suitable place. While I do enjoy that aspect from time to time, I don't want to have to do it often.

    I do have to say in the simplest of terms, I main a TR, an expensive one at that, and I can't get a run to a T3 on it if there are any other DPS classes available and I believe it is really just because of the numbers on the pain giver board and the perception they create in the general player base. I am not convinced that board even calculates things correctly, I would love to see it modified in some way that shows better information....that would be game changing for many players, IMO.

    Keep up the good work and again thanks for the insight.
    TR - Sun: 16000 IL
    OP - Sunshine: 16000 IL

    Casual Dailies
  • darthtzarrdarthtzarr Member Posts: 1,003 Arc User

    I am not convinced that board even calculates things correctly.

    Someone actually did some tests on it and found out it has rounding issues, so it can be off by a few hundred or thousand in some runs. It's the exact amount of hit points each person has removed from enemies, but can be off by 1 damage on each of your attacks.

    Signature [WIP] - tyvm John

  • manufracturemanufracture Member Posts: 92 Arc User



    A lot of players are focused on the damage charts. That is a negative that can come in any game which includes that information (and as we know if a game doesn't include it, players will generally create add-ons which will show the information). I think it is also a bit misleading in our game as there can be classes which clear out trash mobs highly efficiently, but may output less damage in a sustained boss fight than another class. We don't break down the charts that way, or have a boss only chart. There are no plans for such a feature, but I do think there may be some slight shifts in the charts if we did happen to have one that only showed the boss damage given. Mainly I'm trying to say that just focusing on that damage chart at the end of fights isn't always the best thing.

    Again, none of that is to say that there shouldn't be ongoing balance work or that it is ok that some classes are less efficient than others. The ideal would be all classes having a good balanced role in the game and making all paths/feat trees interesting choices.

    I could not agree more with the bolded text above regarding damage charts, the Paingiver Charts are not always the greatest thing to view as when playing my Templock I only care about out healing others or when playing my OP or GF I only care about the Damage Recieved charts sure but here in lies the issue regarding the second bolded text. Every class should have a role, a good balanced role as you put it - this is absolutely correct but this is easier said than done when some classes roles are very clear i.e. my OP / GF are clearly tanks so it makes sense to tank, sure the OP is a healer too but I think it is primarily there to soak up the damage and aggro and allow the DPS players to pummel the enemy. The SW's is meant to be a DPS class (based on the class description) however to me it is the best healer in the game, however it is squishy and quite frankly just plain healing aint always enough with the one shot mechanics of some enemies (FBI I am look at you).

    So this brings me to the TR (yes discussed to death but I just had to comment), what exactly is this classes role? It cannot maintain aggro and soak up damage, it cannot heal, it cannot buff, it cannot out DPS....so what exactly is it's role?

    Just for the record though, I love Neverwinter currently switch my mains between CW, SW, GF & OP but have "rested" my SW until all the new fixes are in and now main my OP as this is quite a lot of fun, my long time playing partner though was going to quit the game due to her playing a TR and realising that it sucked and nothing she tried would help, I purchased her a new LVL70 GWF as I think this is the closest to the TR in terms of get in close and smash like mad. This was a good choice as she still plays today. However after 2+ years invested in her TR and a ton of real world money put into the game it is a bit of a shame.

    Anyway, keep up the work and thnx for a really amazing game, don't worry about people talking about other MMO's being this or that, none of them are Neverwinter and none of them have this level of awesome combat - I must say that I recently finished Dragon Age Inquisition and while it was good I seriously wish they had copied Neverwinters combat as it is tip top.



  • kolatmasterkolatmaster Member Posts: 3,111 Arc User

    Two of the greatest, most informative and honest, appraisals of the MMO Industry/Neverwinter that has EVER been written.




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  • noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer

    I also appreciate the candor expressed in this thread. The biggest problem I have right now, is where was this candor on the multiple multiple threads regarding TRs? I understand your reasoning, but the lack of communication harms the confidence the players have that you hear or care about our concerns at all. Why @noworries#8859 can’t the TR community get *any* communication as to what is going on?

    How can we improve the communication so that, going forward, the community can feel like things are moving forward in a positive direction?

    There are hundreds of threads, thousands of post, in numerous sub forums. And although it doesn't necessarily seem like it, it takes a good amount of time to read through those and create a proper response. With the pacing of our schedules it is very hard for developers to find the extra time to have lots of interaction on the forums. Due to the technical nature of the responses to class/powers questions those are either going to be responded to by a dev or nitocris83 will bring it to a dev/s to get the information and formulate a response. Both of which take up development time. In general, a dev response to a thread shouldn't be expected as there is no way we could try to cover that many topics. That is not to say there aren't plenty of threads deserving of responses, as of course there are.

    We certainly have quieter periods where we are in the midst of developing a module and are simply heads down getting it done. And then when we are into the testing phases and preview phases, we tend to have a bit more flexibility in our time and are discussing things on the forums more. It is tough to be looking at all the work you need/want to get done for the next update and then pop out of that for an hour here or there to both catch up on the forums and write up some responses.

    Also sometimes there just isn't a response. Most players don't want to hear "We realize that the Trickster Rogue class is under-performing on live, but currently have no changes or plans in the works". We can have something on our radar and be having some conversations in the office about different aspects and what changes to make while not having come to any conclusions or set aside time for the work. Typically when we present any response to the forums we want to do so with information and clarifications. This is extra apparent in the case of TR balance because we haven't gotten to it as quickly as we'd like to, and certainly not as quickly as players would have liked us to.

    As for the final question, that seems more like a question for players. At any given point there is something not being worked on, which some segment of the player base wants to be our focus, due to not being able to work on everything all the time. What communication does help with that type of situation?
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