Re:If too many users are wrong, it's probably your fault (2011)
by tempestn on Tuesday January 12, 2016 @11:30PM
(#10892327)
That's a great point, and definitely applies to a more general case than game design. I find the same thing with our web apps. Often the suggestions are ludicrous (make all visited links bright red so I know I've seen them), but the (often unstated) underlying problem is real (on my monitor the visited and unvisited link colours are difficult to distinguish).
Re:If too many users are wrong, it's probably your fault (2011)
by munchbunny on Tuesday January 12, 2016 @09:12PM
(#10891897)
I'm curious about the games you're making... link?
I definitely feel you here. The feedback I see is always about letting the player be more powerful relative to enemies or even other players. This correlates well to the amount of fun a specific player has, but doesn't correlate well at all to how fun the game is for players in general.
Re:If too many users are wrong, it's probably your fault (2011)
by Negitivefrags on Tuesday January 12, 2016 @10:09PM
(#10892099)
The link is in my profile.
Re:If too many users are wrong, it's probably your fault (2011)
by munchbunny on Wednesday January 20, 2016 @07:57PM
(#10942638)
Path of Exile! Well, I for one thought your game was quite a worthy entrant to the genre and liked what you did with the various skill and economy systems.
It's important to remember that any time someone complains, there is a legitimate problem behind it somewhere.
The issue is that users don't come to you with problems, they come to you with bad solutions. "Make this monster easier" "Make this item drop more often", etc etc.
It's easy to start thinking that if you did what all the players wanted then the game would be entirely bland and give you so many rewards all the time that they become meaningless.
The trick is to try and reverse engineer the problems from the solutions that they are giving you, and then come up with good solutions to fix their real problems.