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Type 5 Heavy review - why this tank is extremely bad for the game, very poorl...

Дата: 25.09.2017 20:00:47
View PostGkirmathal, on 25 September 2017 - 05:10 PM, said:   The issues is in my opinion, and has been for years (!), that WG Minsk has no communication coming back, via you, WG EU staff, on loads and loads of player feedback/suggestions you guys collect and all the nagging issues that this game still has.   For example: the current template MM system and it's issues. The sticky thread here is what...is 73 pages long and just 1 month old. There have been countless single threads on general, some non constructive but the last few which have been locked contained very constructive information and idea's by players. In light of said mountain with feedback, what have the folks at Minsk actually said regarding that mountain with feedback? Do they agree, don't they agree, what are their idea's on that subject, is there and ETA of sorts.   Has Minsk actually replied to any player feedback you (EU staff) send them? Yes? No? What was their reply? Where can we read this reply? "Minsk replying to you, on player feedback you send and you then relaying Minsk their message on the forums in a sticky" When was the last time we had proper communication back and forth, relayed via EU staff, over our given feedback? Rubicon and perhaps Foch.   So two occasions I remember. The rest of the time (2 years since Rubicon) the player base has gotten the impression that their feedback falls on deaf ears and they see changes being "pushed" to release that they simply don't understand. Changes that don't reflect any feedback given by EU and NA. That gets folks pumped up and cynical.   So better you  staff communication and if that is not possible....be honest about it!  :girl:

Ph3lan:   Unfortunately this is a real problem and it is due to several things:   1. Visibility: We are not very transparent about how we gather the feedback. In actual fact, every issue you guys raise on the forums is passed on to the developers, even we don't point it out every single time. This is tricky, since if we just say "thanks for your feedback" every time we gather feedback, then that becomes repetitive really fast. The better way is to show more presence in the topic while the discussion is happening, and we are working towards this.    2. Some information we can't share due to different reasons. For example because if I say that something is planned for a specific time and it gets postponed (due to technical reasons, or because it simply didn't work out) then people will complain about us lying to them. If we share our plans, even if we make it clear that it is only a plan and it could change, people will take it for granted.  For this reason we tend to only share information when we already know for sure that it is happening. Maybe we could be more forthcoming in this regard and risk a bit more, but it is not easy to change old habits.    3. Feedback on the feedback: This is kinda connected to, and a result of the points above. I can go in and say that "okay guys, we hear you and we passed on your feedback to the devs who are looking into it." This will be true every single time and while it will calm down some people, it will also enrage others because we are not giving an immediate solution (see point 2)   That being said, I can tell you that we are pushing to share more information for you and I hope that already shows a little bit.    In the case of the MM you mentioned, I can tell you that we indeed gathered and shared the feedback extensively. I spoke to our specialist and producer about this as well and I hope we can address the topic during one of our upcoming Q&As with the devs who can give you more insight. At this point I can share that we are looking into the "platoons are always at the bottom of the pile" situation and a fix is already in the pipe.     

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