Honestly, I'm utterly glad the devs take this approach. There's a very small handful of issues I'd really like to hear their thoughts on with fingers crossed, but ultimately I never, ever want the community dictating anything in this mod. Suggestions are great - hell, I put up enough of them (trying to restrain myself to reasonably small things specifically because I know they have plenty of big things on their plate) but I fully, 100% realize that ideas are a dime of dozen. In particular from non-devs. I always shake my head and face palm when I hear someone has a "great game idea" and thinks it's worth anything, at all.
I'm going to make a broad statement here, because it's not directed at anyone specific and even includes myself: But a community group as a whole are always horrendously terrible. Some worse than others, true, but believe me if the community starts getting weight nothing good comes from it. Someone will
always insist something is overpowered, and there will always be a chorus to join in, just because they don't know how to counter it. In every single game. If devs start actually listening to that feedback, you know what happens? Patch overpowered musical chairs. If anyone played Planetside in it's prime, you'll know precisely what I mean.
The only way I will ever even consider suggesting something is overpowered is if I can get ridiculous levels of damage/KDR with it, in any game, and I've worked on a bunch. You'll see me make a LL OP thread when I can effortlessly get 10:0 KDR every single match with an item. If the "overpowered" item users are 3rd place and down every map, you know what that says to me? It's not overpowered.
Now onto something I've been wanting to say, but haven't found the right moment to say until now. This thread seems to be that moment.
What I'm going to say something that might be a bit controversial and I'm sure might not win friends, but frankly: This community has a large selection of members I can only describe as "pussified." I don't know why, since there has always been a vocal majority in past MechWarrior games like this, but I'd dare say there's way more of it here. Namely, people who think everyone who does not play the game their way is wrong, and the game should be altered to play it their way. Legging, pop-tarting, shooting in and out of bases, sharing money, using NARC, using AECM to counter NARC, using specific vehicles - or using vehicles at all, using specific weapons, ejecting, ramming.. I hear non-stop complaining about many of these things from a surprising percentage of people. Some of these things, in fact, may need tweaking and I'm not defending as perfect systems and realize are a work in progress by the devs.
However, what really brought this to a head in my mind is when I made a thread about including unique naming IDs for targets to help coordinate team firing; I am not talking about that here to re-suggest it, or defend the idea, or ask for it to be put in. It was just a suggestion and any future action or inaction is 100% with the devs hands. I'm only mentioning it because an overwhelming number of people got scared that if they could be uniquely identified, via ID # or name, that people might start "hunting them" outside of the original intent.
Trying to kill you, for being successful in an internet simulation game? The
horror. Seriously though, the fact that so many people chimed in for fear of being "hunted" - even by anonymous ID #s - as if it meant they could be struck down at will (despite the fact trying to target someone specifically rather than the best target option is a horrible tactic) kind of makes me do a double take. Has the community really gotten that, for lack of a better word,
soft? Back in the last league, getting a reputation with your enemies so badly that they'd try to prime you was a badge of pride, not something to be scared about. This is just one example of dozens, where a good chunk of the vocal community on these forums seems to base every single balance suggestion or anti-suggestion around the fact they honestly need to
man up and deal with it. To that end, again, I am incredibly glad and supportive of the devs making executive decisions that may, in fact, completely go against the wishes of the vocal aspect of the community since they seem to have a very good handle on what makes for a good game and a solid understanding of listening to, but not acting on, feedback re-actively. I've seen a number of professional studios who didn't learn that lesson until it hit them the hard way, so the fact a non-profit group of talented people have managed to get such a grip on it on their first alpha project is highly commendable.
I leave you now with a video that describes precisely how public chat sounds during way too many games:
http://www.youtube.com/watch?v=kAHTKyVJv8k