- 2017/02/28 03:34:00 AM
I poked fun at it because I felt it was worth calling out that that's not a good plan for getting your feedback across. I assume that community managers and others reviewing the forum generally won't look kindly on someone posting 23 times in a row (and rightly so). Beyond this I'm going to leave their job to them though; I'm just here to talk about feedback and this forum.
Viewing this forum (or any other) as a contest for who most deserves a blue response is never going to give a satisfying result. Chiefly because that's not how we actually use the forums. We use it as a place to sift through a very large number of posts and try to collect actionable feedback reasonably efficiently. We're primarily reading more than posting, and what we care about is clear, specific, and non-hyperbolic feedback. I don't have a full-blown thesis on how to best do that, but a few thoughts I have regularly while reading:
--Narrower issues/discussions are better. If you say something specific about something that goes wrong or feels bad whilst trying to use an ability, we tend to take notice regardless of whether there's an immediate result. On the flip side; the problem of large-scale DPS balance is virtually always intractable on a forum thread.
--Talking about any outcome you desire besides more power for your character is virtually a requirement for feedback to mean much (everyone always wants more power for their character).
--Change may not happen quickly. One requirement for healthy long-term communication is being able to have interactions other than "we're changing this right away." Sometimes (often) we're not changing something right away even if we don't like it--and there's nobody with a bigger list of things to potentially improve than us.
Part of having this forum, as I've mentioned, is trying to post a little more on our thinking and philosophy (instead of only on immediate action). We like open communication and feedback because of how valuable it is for us to have as much insight as possible into what's happening with players (at its core, "feedback" is about telling us good or bad things that happened to you while playing--the closer you are to that concept, the better it usually is). And both us and players being able to get more out of it also requires that any communication be taken for what it is, not as an invitation to fight with us or with each other about which topics get a response.