One thing that FD can do that stop creating a lot of player frustration and angst

I've played ED since launch and noticed a pattern in the way FD implements new features and gameplay that leads to a lot frustration and boiling anger in the community, which leads to, or exacerbates extreme friction between different fractions among the player base (esp. between realism vs more casual players), and no doubt ultimately causes FD devs major headaches.

When implementing new gameplay/features stop going to the extremes (top/low end) and then taking months to years to work back to a more reasonable balanced position. This has been the case in almost anything introduced to the game. Old example: material storage limits; new example: on ground enemy health/shield pools and swarming AI. both of these were are set close to the very low end or top end respectively.

This policy singlehandedly forments the most negativity and disharmony in the community, and towards FD...and this is actually a policy. I remember when a dev posted a long time ago saying they go to an these extreme deliberately as a starting point and then try to work backwards. Which usually takes a very long time.

You can take this one to the bank FD, and it's simple, introduce new gameplay elements parameters from a more balanced position at the start and you'll see a positive seismic change in the game and the community. Will everything be perfect, absolutely not, but the number of own goals of introducing great gameplay/features with sometimes mind-bogglingly bad implementation will drop dramatically.

Signed Commander Myth cruising in Dante's Wrath.
 
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