HotWax wrote:NiGHTMARE wrote:However, comments such as "remove the new monsters", "the new weapons suck", "not enough detail" don't help us any.
Have you thought about why people might dislike the new monsters? Does he have a point when he says you should stick to the classic monsters since this is a remake of classic levels? Is there anyway you could find a happy medium ground between completely reworked monsters and the classic ones so that everyone would be happy?
We already had a public topic discussing whether we should remove the new monsters (or even make them optional), and the overwhelming consesus was that they should be kept. If someone feels that strongly on the subject, then perhaps should have spoken up when they had the chance. Now the project is coming close to being finished, we and most other people are happy with the new monsters, and NMN and Vader have spent countless hours creating new sprites, time that would be wasted if we dumped them.
If we removed something just to please the minority, we would be disappointing most members of the team and the majority of the community. I'm afraid we cannot make everyone happy in this instance, so it's better to displease the (apparently extremely vocal) minority.
Have you thought about the issues brought up about the new weaponry? Do they really fit into the Doom atmosphere? Maybe the sound people find annoying could be replaced or altered so as not to be so distracting?
The rifle is FROM Doom (or rather, one of the Alphas), and as for the sound, only a single person has complained about that so far - everyone else seems perfectly happy with it. As for the other weapon, I could be wrong but I don't think it has been publically demonstrated yet, so no-one outside the team and the betatesters can really comment on that one.
Does he have a point that the detail doesn't seem to fit the theme? Could you find ways to make the levels more structured theme-wise? Are there places in the game that could use a little more detail or (god forbid) a little less to make them mesh better with the rest of the level? If people can tell the level was worked on by a dozen separate people, what ways can you think of to make it more consistant?
Nope, doesn't help us. If any of us team members personally didn't think any specific bits of detail fit the theme , we would already either have changed them or be planning to change them, prior to someone else telling us we should do so.
We cannot read people's minds, so we cannot possibly know which specific rooms they believe to be lacking in/have too much detail unless they tell us. If we just used "needs more/less detail" as a guide, we'll probably end up altering rooms the person who reported this problem found perfectly acceptable, with the rooms they disliked remaining exactly as they are.
I - and I'm sure most other team members - think the levels are already perfectly consistent, so someone coming along and expressing the opposite opinion doesn't really help any. People will need to provide some examples of what they're talking about, in order for us to "get inside their heads" and see it from their point of view.
You see, there is plenty of feedback in that one post. If you don't agree with it, fine, but if you're not going to pay any attention at all to what the community thinks of your community project, it's only going to result in more people disliking it.
As I said above, we're not mind readers. If we're already perfectly happy with the way some specific thing (e.g. a room) currently is, an over-generalization from someone who doesn't like that specific thing (but for some reason is unwilling/unable to tell us so), almost certainly isn't going to lead to it being changed.