Originally Posted by
SSG_Orion
What communication do you feel, as payers, is lacking from us? Specifically.
What a good question!
In addition to what Chromite has said above:
(1) Vision.
What actually is a good update? What is a good system? How difficult should the game be? What is the right kind of difficulty? All questions we have no answers to. But hey, these are very difficult and abstract questions! Oh wait--we don't have answers to specific questions, either. What is the purpose of class C or trait line T? How does it achieve its purpose? What is it balanced against? What kind of APM did you have in mind for low-end play? What about high-end play? How much DPS should a red hunter do? What is a good max health/DPS ratio?
Oftentimes, feedback threads bog down in questions like the above. It would be nice to have some parameters. We could even discuss them!
(2) Specificity.
Updates are usually described as "X is now significantly more damaging", which is not very helpful. It should be framed in terms of "We buffed skill X' damage by P%. X should now be better than Y in situation S. We anticipate that because X will see more use, it will now make up 12% of your DPS in S, up from 2%. Y will remain useful in situations T and U, but will fall from 15% to 8% in S. Here's the rotations we used for this comparison:". That's just an example of the level of detail that you could give. I assume you generally know these things (approximately, anyway), you just don't write them down.
In discussions about future updates, you (developers) are reluctant to get into the nitty-gritty questions of balance and especially the meta. Why is ability X +5% and not +7%? What is X balanced against? Is X actually worth using over Y, or even in general? Should X be nerfed or Y be buffed, and by how much? Also: is X fun (20-target Combust, look at them tick!), convenient (blue hunter with 30% FtP and +range legacy knocking out quests or slayer deeds), or powerful (double Disable on a one-boss fight)?
Although vision is important to know what the problem is, we do need to get specific when discussion solutions.
(3) Timeliness.
A lot of the time, it feels like player feedback only gets involved when it's already too late to change anything. For example, Allegiances were announced when they were already more or less done. Early feedback could've pointed out that they're exactly the same as reputation factions with an associated quest line (cf. Central Gondor), and that the interface design is really bad (so is the legendary reward track's, for that matter, and for the same reason), so it probably wasn't worth finishing. But we didn't know, there wasn't anything to provide feedback on, and so we're stuck with what is essentially bloat, a waste of developer time (wasted on the UI, that is--allegiance halls are great).
Getting the community involved takes time, and developer time is scarce. But that scarcity makes it all the more important that you get it right the first time. Measure twice, cut once, and all that.
(It seems that your guardian post is very timely, so that's great!)
(4) Thoroughness.
It's difficult to make classes fun and different. We (developers and players) are, at the moment, stuck with a stupid stat system, a stupid trait system, a stupid aggro system, and a stupid equipment system. (I'll elaborate on why I think they're stupid if you really want. For now, let me just say that I think they're a product of a long history of short-term patches and not anybody's fault in particular, although a fair part of the blame goes to U12.) A lot of class updates feel like they deal with skills and traits only, and adjust those to work around or paper over deeper problems that are left unaddressed.
There are six tanking classes in the game (seven tanking trait lines, since the guardian has two). They are not that different. When it comes to aggro management, for example, they all rely heavily on taunts, because taunts are the best aggro management tool by far. When it comes to defence, the stat system has a clear preference for mitigation- and incoming damage-based defences over block/parry/evade, and a clear preference for percentage buffs over rating buffs (stat caps!). As a result, quite a few tanking classes/trait lines have a bit of an identity crisis--they don't know what they're good for anymore. Sometimes it's just one unique capability that sets a whole class apart from the other tanks.
Overhauling the aggro system could make it possible to distinguinguish the classes, and maybe create niches for some of them. Overhauling the stat system might encourages developers to update each tank class in a different direction, reducing the convergence around high mitigation percentages. These in turn open up the possibility of boss mechanics that can be dealt with in different ways, creating more niches for different tank builds, making each more interesting, more viable, and more fun.
In the long run, thorough redesigns are better than superficial patches. This game has stuck around longer than expected. That long run is going to happen.
(5) Reach.
Because developers are not required to communicate at all, and there's nobody to do it for them, some things just fall by the wayside, pretty much at the whim of the relevant developer. (I used to main a warden, so, y'know... not that I'm bitter or anything...)
Communicating about relevant topics is too important to be left to personal preference. It is unprofessional to do so.
I'm glad you took the trouble to communicate about communication, and I hope these answers are helpful (they are a bit on the ambitious side, but that's intended). I can imagine that starting this topic would've felt like taking a jackhammer to a worm silo, so: kudos!
Andhilin, Ifeyina, Iondhilin, wardens of Gondolin -- Till shade is gone, till water is gone, into the Shadow with teeth bared, screaming defiance with the last breath, to spit into Sightblinder's eye on the Last Day.