This is actually a very good point. However, it assumes the game developer has ultimate wisdom in what the player base wants and will enjoy. This isn't the case. Which is why so many games should go through a large open beta phase and get feedback from those playing on what's working and what isn't. Typical in a PnP RPG in that the GM wants feedback from his group so he can fix problems in the game. What's the point of making a RPG is no one wants to play?Originally posted by Paldorr
The games are the visions of and creations of the developers. It is not up to the player/consumer to make the rules. It is up to the player/consumer to decide which games (and rules as created by the developers) they wish to play.
Contrary to what seems logical on the surface, it is NOT a good idea for developers to "bend" the rules based on vociferous input from any one segment of the player base. This is probably the easiest way to "break" a game. The game should be as envisioned by the developers; period. Then if you like that vision, you should play the game. If not, someone else will make a game with a different vision and a different set of rules you may like better.
The problem is...
These games create these boards and ASK for player input. Now frequently an outside view (player rather than dev) may see something that a developer will not see. Players are for more adept at breaking things because they try it all (just ask any GM).
When you do this, ask for input, to disregard it especially in the face of overwhelming opposition from players who can write rational reasonable dissections of the problem and offer solutions does nothing but generate hostile feelings which will reflect poorly on the game.
Games especially RPGs need to be built and tuned on the expectations of the players. Remember it is for the players enjoyment that RPGs are made. Of course all changes should be approached rationally and carefully. Especially game altering ones.
Take level requirements on nanos. There is no real need for them is there? This is a skill based game at a given level, a given skill range can be expected. If you want that nano to be used at only as soon as level 125 calculate what is required to get the skills assuming: idea breed, perfect implant setup, max skills, buffs, etc. Then set the requirements to that. That way those characters that have been chugging along will get to use the nano at 125, and those that have done some different things will have to wait a bit longer.
Gosh, problem solved.
Instead FC has gone and said skill reqs have no meaning because we can't be bothered to work out a way to balance that. Rather, we'll randomly pull a level we want to see people using this nano.
In my solution you still use level as a starting point for determining reqs, but level in and of itself is not a req.