Sadr wrote:
Consider the other side of the development road map: it builds up expectation for a system, and only causes complaints to shift from the uncertainty of future development to the choice of path of future development. No matter what path is taken, people are going to find something to complain about.
You actually have both now. We get some promises of certain changes that will happen in the distant future and at the same time, we see things shot down based on unknown core principles. The point isn't to avoid complaining, but the time it takes for me to ask for something and see it shot down because it clashes with some principle I can't help but be unaware of and the time it takes to shoot down all the suggestions and threads and drama that come out of not having what we consider nice things.
Making vague promises while not being clear on what the general plan will be is a politician's game. I'd rather know what the plan is so I won't invest my time in a game that doesn't fit with my gaming preferences.
Sadr wrote:
The upside of taking the present route is that players don't receive an implicit promise from a development map that can later be broken, delayed, or subvert expectation.
Subverted expectations, delayed development and broken promises. First of all, you can't help not pleasing every single person when developing anything. That already happens with announced but unknown future updates when the update actually goes in. No way around it and I think that's exactly as it should be.
Every reasonable player should show some understanding to slow development when it's clear that the development team is so small. As long of course that it doesn't end up pissing on people's enjoyment of the game in a major way.
Why be afraid of broken promises though? I see no good reason why there should be any and if there are any, it's dishonest to hide them from players who have expected certain changes sometimes for years. I'm getting the sense that the prevailing mentality here is that player hours are somehow cheaper than developer hours or staff hours. I care as much about my time being invested in a game that won't eventually come closer to what I'd like as any developer cares about his product. The only thing that I'm asking for is not being misled on whether I'll eventually get features that I'd like.
Sadr wrote:
To further add to the positivity, an innumerable quantity of good ideas erupt from "can we have X" conversations.
It would still save time on the part of the players to know what subjects they can make suggestions about and what subjects are not even up for discussion. It's true that player input does get implemented sometimes but it's also true that a lot of player input is immediately shot down or ignored. This creates a terrible impression of how the game is run and not just to brand new players.
Sadr wrote:
It's better than conversations consisting of "Well this is +2 fort and +5 will." I'm not saying by much, but enough so that it's worth keeping the system as-is (in my opinion).
These conversations happen as you describe them and have been happening for as long as I have been playing. I also find the argument that numbers will suddenly ruin suspension of disbelief not convincing. There are already numbers in the game, the game engine is based on numbers, PK is essentially about numbers and invisible dice rolls etc. I don't even understand what sort of model SK is based on that never uses numbers. A novel?
As I already said though, the problem isn't numbers, it's the obscurity of the underlying numbers. I'm perfectly fine with saying that
item X has a slight endowment to Y as long as there's a table on the site that links slight/almost moderate/moderate/above moderate/great to 1/2/3/4/5 so I can deal with the game engine in a way that allows me to enjoy the game. Catch me saying
4 fort and 2 dex IC in the game and curse me five levels down but at least give me the alternative of using words for these numbers in a way that I'm not talking gibberish.