@AJTP89 this is so painful to read knowing how different things are from these perceptions. I've worked on NA team since July 2015, when we started OBT, so I know what I'm talking about.
First of all, let's establish some context. Like it or not, but the game is developed by Lesta Studio, which is a great success for the team, considering how much creative autonomy they had from the developers of Tanks, our big brother. Now World of Warships is a truly global and thriving product with 38M+ registered players across all servers only on PC, not even counting our console and mobile versions. Meanwhile there are many global gaming products out there that don't even bother working on the ground and building regional operations. In contrast, Wargaming has established regional publishing teams in 4 offices: Prague (EU), Singapore (SEA), Tokyo (SEA) and Austin (NA) to actually do things for players, like organizing Anchors Away events, running Customer Support, running Social Media channels, coordinating different volunteer programs, reporting your feedback and suggestions from various channels and to help game designers in Lesta with our inputs for better decisions. While this is true that the final decisions on general direction and critical game design choices are made in Lesta, the regional teams are consulted and we are being listened. Which doesn't mean we as regional team always agree with every opinion we hear, even if it is very loud. We make sure to collect opinions from various sources, including structured surveys and do our best effort to represent you guys objectively.
Some examples of game features that were conceptualized and requested by NA team with or without inputs from NA community: containers system, system of patches, in-game news, historical commanders, released warships: USS Enterprise, HMCS Haida, USS Massachusetts, USS Alaska. And there are more cool features coming, which are still not announced. Just a few examples of in-game events that were produced by NA team:
https://worldofwarships.com/en/news/sales-and-events/canada-day-2020/
https://worldofwarships.com/en/news/sales-and-events/anzac-day/
https://worldofwarships.com/en/news/general-news/partnership-to-support-us-veterans/
https://worldofwarships.com/en/news/sales-and-events/pearl-harbor-remembered/
I see you have USS Texas photo on avatar. Do you know that it was entirely our local initiative to partner with that museum in 2017 and help raise over $400K in donations to help the ship in critical financial need after Hurricane Harvey? Well, it's surely different from balancing AP bombs or AA mechanics, but I'm super proud of our team for making this happen. And that success story was inspired by you guys, who actively cheered for the museum and helped us to recognize the opportunity to do something together. This was not the only case, we organized a fundraiser to help USS Batfish in Oklahoma last year. By the way, check out the upcoming Naval Legends video about this submarine. It's coming live on our Youtube channel this Saturday. NA publishing was directly involved in production process of this and many other videos with one goal - to bring more players to the game via organic interest in Naval History.
Are you a vet? Did you know, you can verify your military status via id.me service and get some perks, including the exclusive Commemorative flag and USS Albany with exclusive camo? https://worldofwarships.com/en/news/general-news/world-of-warships-salute/ We recently added support for the veterans of Canadian armed forces and looking into further steps to recognize our vets or address some of the less talked about issues like mental health with our recent campaign in partnership with Stack Up.
Having said all this, we have enough ownership over publishing operations, PR, marketing and direct line of daily communication with all guys in Lesta, who sometimes stay until 1am in the office to deal with time-zone differences. As for the turnover - this work in such pace is hard. Some people get burned out due specifics of working with 24/7 operations. Some are getting poached by other gaming companies with deep pockets. Some people leave because they want to want to work directly with developers in same office and realize that pure publishing is not for them. There are all kinds of stories.