You can't say for certain that they are doing nothing and bleeding the game out to dead, unless you actually work for Gravity. Ignoring your ideas isn't a sign.
Of course there's a difference beween 'doing nothing' and 'avoiding necessary steps'. To stay fair, using the latter variant might have been more adequate. Gravity released some new stuff (although they relied on pre-implemented maps as well). However, they've also proven good at ignoring imminent issues - especially anything not related to design.
During LotS, they chose to ignore the pet issues although Colo was surely a major selling argument. They've never fixed Ratmaster, Maya or the Einherjar although these bosses made players quit. So even back then, they must have been juggling with resources and community or being overloaded with work that there wasn't any time left to alter a few variables (HP, damage or trigger conditions).
They didn't really intent to keep players in the game after the introduction of AoV either. Important fixes were delayed. Instead, we got sfuff like a screen shake, a map-zoom and a grey-screen. And the honing system let to a rollback.
But like I said, most fixes would be incredibly easy.
Dark Whisper caused battles over grinding spots and Forgotten Payon has no safe paths, So how long would it have taken to relocate a few monsters? Players complain about the mindless and endless grinding. How long would it take to increase the rewards for daily quests, from bosses. etc., just to add another option? Don't other MMOs do exactly that? And there are countless more examples of how to improve the game experience with minimal effort.
And to get back to the bind runes:
Despite existing one-shot issues and the fact that players didn't seem to enjoy the idea of +20 runes (see Rune +7 New Craft for Artisan from May 2014), Gravity chose to top it all and implement a +80 version. And IMO, it's no surprise that they've 'missed' the defensive-oriented VIT runes. I bet that helped alot.
And there's another aspect - priority:
See, I don't care, if a new content would reuse old stuff like the Cursed Ghost Ship (as some kind of Malangdo) or if I'd have to fight my way through another Izlude Cave (the other way from exit to entrance) just to end up in another Sandarman Fortress. And I'd be willing to fight an army of Fennec, spiders,etc., if they invest the saved development time into balance fixes. Because it's still better than facing new monsters & bosses while things are still broken.
If those above are the ones you'd sent to them, then well, little wonder about their lack of response. Too much "lower". Not really how they like their coffee.
As a VCR, I didn't suggest these kind of things and in my opinion, it's not the purpose of a VCR. The system is meant to be reactive, i.e. focused on feedback & guidance.
The reason for that is simple: If you talk about specific skills, stats or mechanics, the responses tend to be focussed on sub-aspects and not about the 'big picture'. Without a general concept or strategy to back it, it's likely that changes don't take relevant dependencies into account.
Speed bonuses f.e. aren't just convenient. They alter the time needed to close a gap. Therefore, they increase the disadvantages of wearing cloth armor, destroys the relevance of range, casting time and strategical positioningas well. A higher critical damage or higher vigor rate doesn't just increase the DPS, they alter the relevance of skills and inbalance anything based on a duration (i.e. stuns). More variable statpoints & PvP-bonuses do heighten the likelyness of mallicious extremes. But all that might be reasonable if seen in a narrow context.
And if there are any developers at Gravity that truly believe 'to lower stuff' would be a bad thing, they are not unreasonable, just plain insane. There are simply natural mathematical boundaries. F.e. you can't expect to increase percentages and stay below 100% forever. And there's a saying: The dose makes the poison.
____________
But my complains aren't just about WHAT they've changed or not, but also HOW they approach things. F.e. there are working concepts to address both the Battle Tactics and one-shots out of hide. However, both include way too many unreasonable additions (affecting only the first hit; BT being too complex and more punishing in PvE than PvP). So they are on a hold.
No matter if Gravity waits for a mystical, perfect moment or are busy with other stuff, the concept is flawed already. Don't start things, you can't finish. There ought to be a big goal, but you'll still make small steps. Noone jump up a mountain... you walk.
And here, I talk about the efforts, not the impact.
And that's also more or less the reason why I left the VCRs. Usually, there are three-to-four important questions to achieve any given task:
- What do you want to achieve? (the vision)
- How do you plan to achieve it? (the plan)
- Are you prepared or what do you need? (the action)
- What are you waiting for? (the will)
Gravity failed to 'answer' any of them! There's no vision (VCRs asked about class 'roles'), there is no plan (when did they pretend to balance classes?), no hint about anything they need and apparently no real interest.
If they haven't knocked their heads recently they would rather introduce something better, that will deteriorate the old OP things and let the game balances out by itself from there.
See, it's easy to proclaim that, but it's an empty phrase. It's a bit like this: "Without poverty, there would be no crime.". Neither statement validates, whether the prerequisite is achievable or reaonable. So the presumption stays kind of pointless.
In your case, it's the guess that current inbalances will deteriorate (in a reasonable amount of time). But would a 40% higher damage mean less in the near future? Would Battle Tactics become less valueable without addressing it directly or would the defense or vigor formulas become more balanced over time or isn't it likely that players and stay at the cap?
You see, easy to claim, but hard to verify... no matter who would be responsible for it in the end.
Not the perfect solution, but we aren't really here for a perfect game either. Okay fine, some of us.
Well, I was accused of many things in the past. Being not chatty enough, writing walls of text, using too much math or simply being non-concensual. Couldn't be happier to add perfectionism as well.
But things are rarely black-&-white. IMO, there is enough room between the current state of RO2 and a 'perfect game'. What I tried to show was that it wouldn't be hard to change things. And it's not a matter of resources or community, just about interest and a vision to strive for.
Edited by Greven79, 30 July 2015 - 11:17 AM.