And at keith/chris - How much of what we say do you actually agree with?
Actively agree with? Some. Interested to hear? Quite a bit of it. At least consider as a data point? Most of it.
Do you/other primary playtesters notice these issues we bring up, or mostly just tend to acknowledge that we have them?
I'm not sure what you mean; generally I have an inkling of an issue before someone mentions it, occasionally it's a "what? I had no idea".
how much of the game do you feel is shaped by the few vocal of us that repeatedly show up and say something needs to be changed?
Mere assertion and/or repetition doesn't make much headway, but a triangulation of a bunch of different players saying the same thing in a way that jives with my understanding of how the game actually works tends to produce results. And yea, I'd say most changes that do happen are driven by the vocal portion of the community. Basically half my role here is that of the DM
I'm not just working on a game, I'm working on a game that is the common interest of a community. I assume the players that don't talk are relatively happy, and will pipe up if something steps on their toes too hard.
How often do you think we are just rofltastically wrong, and make token adjustments to make us be quiet?
I don't think I've ever made a change just to shut someone up. I'll occasionally make a moderate balance change against my better judgment simply to demonstrate (via playtesting)
why we shouldn't go that way, but more than once it's come back that it was actually a good change.
As for rofltastic wrong-ness... yea, that happens
Everyone has some lemon ideas in any pursuit, and this is no different. It's further complicated by the fact that y'all have to operate more on perception than knowledge when thinking about the game. Even I'm sometimes factually incorrect in what I think the game is doing, but I do have access to the actual data on what it's doing. Anyway, if I think someone is totally off their rocker on something I just quietly move on, or maybe encourage a bit of community bat-it-around if I think there's something hopeful in there.
In general, when considering feedback for "is there something to act on in this?" I'm looking for:
1) Demonstration that the person is exercising rational thought.
- If they're just raging about something, there's probably not a lot for me to work with. The lack of this point doesn't happen very often around here, thankfully.
2) Demonstration that the person understands what the game is actually doing now.
- If they're basing a request on a set of premises that simply isn't true, or changed substantially in a previous version, there's probably not a lot for me to work with. This lack of this point happens with some regularity around here; it's a complex game, things change a lot, so sometimes people just make a mistake.
3) Demonstration that the person is not alone in their opinion.
- This is less important, I've done a lot of things just for one person (and generally found that many others are happy about it), but in a lot of areas (particularly balance, or major changes) I'm looking for consensus at least on the problem (and that there
is a problem) if not on the solution. If one person is just hopping up and down asserting thus-and-so and there's sharp disagreement from other folks I respect, then I'm not likely to move on it. This has happened several times in the community's history, though sometimes the loner is actually right and is being opposed because they rubbed people the wrong way, and I have to try to get the discussion back on track (the example I have in mind is the first major "energy automation" debate).
Another thing, not so much a prerequisite as an adjustment: adjust for the known biases of the person in question. If Lancefighter argues for buffing starships I say "of course, it's Lancefighter"
If a player who I know to be a seriously "glass half empty" sort of person gets really down on a particular mechanic or recent change, I take it with a grain of salt (though some of our "glass half empty" players I value quite highly, as I look to them to point out stuff that the more cheerful players don't want to get into). If someone who's always super-positive about basically-anything-Arcen is super-positive about some mechanic or recent change, I'm quite grateful for the encouragement (and we need some degree of that, we're human after all), but I also take that with a grain of salt in terms of "is this actually good?". On the flip side, when someone who's super-positive-about-all-things-Arcen sees a mechanic and says "sorry, that's a total deal breaker", we really pay attention to that.
Anyway, those adjustments are often unnecessary because there's enough people in the conversation that a consensus indicates personal biases aren't the operative factor, but sometimes it's pretty important.
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On the continual buffs to 10/10, that's not due to a massive design flaw, or if it is it's a flaw that's been around for a very long time. The current run of 10/10 changes started when I changed it so the initial waves would not be synchronized (both AI players sending waves at the same time), and reduced the minimum wave size. Before that you couldn't really even
tell how hard 10/10 was because
it killed you on the first wave. If you somehow survived that you could build up and potentially win. The major glaring problem there was that 10/10 was practicing false advertising: the first 10-15 minutes of the game were nearly impossible (it took
serious cheese to survive), the rest of it was considerably more tame.
Another thing that contributed is the overhaul to reinforcements: previously they were considerably fiercer, but largely because they would get low-cap ships for the same "cost" as high-cap ships. This led to a lot of bandaids to prevent 100 blade spawners on a single planet, etc, but those were just bandaids. So when the system was redone to make the AI actually "pay" for those things, reinforcements went through the floor. It took a few months for people to notice, particularly that they were able to just roll over the AI's defense, and we've been bringing it back up.
So I could have left 10/10's "you must be a 10 foot tall dude in powered armor to get on this ride" initial-wave situation in place, and I could have left the AI's reinforcement bandaids in place, and we would be in a different place now without nearly so much need to address follow-up issues from those. But I don't think it would be a better place