K.Rokossovski wrote:
Most of these are Not QoL changes (that's something like: make it so that I don't have to click X before I click Y), and since most are about balancing, they are controversial by defintion.And maybe I shouldn't talk out of place here, but "not too much effort"? Balancing takes months/years of playtesting, some of the 1.5 units are STILL not quite right according to the developers themselves, who regularly do small rebalancing changes! The suggestion about the stealth of commando's was appreciated by freezy a few months ago, but still no sign of implementation... how long do you think it takes to work through a list like this??
_Pyth0n_ wrote:
This list isn't meant to implemented, just discussed. I want to see how important the devs feel some of these issues are. Are they satisfied with the balancing changes? Will they implement more balancing changes in the near future? What's the timeline they have mapped out to fix these issues?Also yea I do agree, "not too much effort" is a bit condescending. My apologies. For the balancing changes, it makes sense that devs don't hastily implement such changes, but some of the suggestions have been there for a while, so just wanted an official update. Most of the community (on the forum, at least), generally do want a rebalancing of cruisers, DD/subs, commandos and convoys. Even for ABs, even tho it hasn't been that bad of a unit, it is clearly secondary to tacs, even tho they should have equal status. RA and SPRA do definitely need an update, they're no longer a 'special' part of the game, making having elite units for them for consistency's stake nice. Even a slight buff to speeds of SP units would be nice (tho I didn't mention it in the list)
Basically, I just wanna see what the devs are willing to implement, where their focus is, especially since operations and flame tanks have been released.
Regarding these 2 posts:
I agree that many of these changes can't be considered QoL and I would also say that some of them are controversial, or at least I did not see a widespread consensus on them (for example the balancing change requests). But if the list was only posted for discussion, then yes, please feel free to discuss the points on the list. But perhaps discussing all of them in the same thread will get quite confusing. So I will also refrain from commenting on specific ones now.
I think it would be preferable if some of the changes get grouped logically and then separate discussion threads get created for them.
In terms of effort, balancing changes are actually the fastest changes we can make. Because they do not require any programmers or artists, they are literally just some value changes. Of course they require some thinking and testing, but usually such changes are preferable over making code changes.
K.Rokossovski wrote:
Sadly, the focus of developers (or rather: the people paying the salaries to the developers) is on monetization... that entire "operations" thing with all the boosters is just a devilishly clever scheme to diffuse P2W into a seemingly common activity. It makes no sense to me how "balancing" could remain a relevant subject when you can carry these amounts of "free earnings" from one game to the next, but it is the wet dream of the monetizers, of course... soon people won't be able to "see" who is golding and who is just spending free boosters. And that's exactly what they're aiming for, of course... when coiners are hated when they are seen (as they are), just make them become more invisible. From a game play perspective, it is ludicrous to take resources from one game to the next, but from the business perspective at Bytro HQ it is genius. In the final analysis, they don't give a f*ck about balancing, or even about creating an interesting or fair game, they only want to create an environment where people are encouraged to spend.So if you want to hail @freezy like a god on this forum, maybe he is, but remember that he works for the devil. The devil isn't interested in giving us fun, he's only interested in corrupting our souls.
First things first: I am with you from a player's perspective. But I also know the business side of things very well by now, and for the business to survive and strive, some things are needed. I will keep your fun little devil analogy for my post below, but please note that this wouldn't be my own description.
As a free2play game there will always be a little bit of devil inside. That's (sadly) just the nature of this business model, and it also cannot be changed for the existing products. But we can try to keep the devilish parts in check so that the game is still enjoyable by many. One could even argue that all executives of companies are devils because they all look to maximize the profit, while the employees are there to find a balanced approach, I don't think you'd find alot of companies where this is not the case. Well, Capitalism...
I also wouldn't be so harsh in this description. Designers at Bytro actually care for the balancing. Even the devil wants you to have fun, because usually people who have fun with a product are more willing to pay for it.
What is fun and interesting is of course subjective. For example there are actually alot of people who have fun with getting and spending all the free operation rewards, even though they like the strategic aspect of the game as well. I guess they see it as an extension of the strategic aspect onto the meta level? Not everyone in the player base is a hardcore purist.
I wanted to write a longer response but I think we had this whole business model discussion many times in the past already and there is not much new things to say about it and also not much that can be done about it. It is what it is, the sides and arguments are known and everyone who sticks around knows what this game is and what it isn't.
(good that my own game won't be free2play so I don't have to deal with this dilemma
)