While it would be awesome to be able to do this, this would involve us cataloging every piece of feedback to us, finding it when a decision is made, and then referring back to, this would be... a massive time sink, which with current resources we simply couldn't commit to. We'd much rather use the time to correlate the feedback and pass it onward. Furthermore, typically changes are developed from feedback from multiple sources across multiple avenues, its not really possible to loop back on certain things.
I will say, there is always room for improvement, but as a whole in comparison to other products/games, we are extremely proud of the amount of information we provide our players in regards to the future of the game and what changes are coming ahead of time. While we have many programs in place (Dev Blog, ST program, and CC programs previews to name a few) we cannot simply show all our cards all the time for a variety of reasons. Sometimes the reasoning behind decisions will go over-the-head of the common player-base, sometimes it has to do with an internal issue or concern, sometimes its simply because it doesn't need to be shared.
The Giulio Change: as per the feedback from the player-base this proposed changed never went through. We were open with our intention to change it (through our EA channels - mentioned above), you provided us feedback, and we changed plans. Since we were transparent, you all were able to give your opinions and we made a change as per them.
The Viribus: As all items when first announced, they are stated to be WIP and subject to change based on play testing and assessment. As such, when the initial T4 version was tested it was deemed to strong based on data brought back from our ST/CST/CC programs. As such we changes her to be in a position where she is more balanced, in this sense moving her to T5 made the most sense.
The Fire Change for Khron / Stalin: This matter was also discussed on the Dev blog and reasons as to why it was occuring provided. Many players had motioned the strength of these ships which is feedback we listened to.
Alaska being "Delayed": The Alaska release date was never stated, thus it was never delayed. Just because a ship is deemed completed and balanced, does not mean it will be released the same week. We typically release ships to coincide with events or patches.
In looking at your exampled situations:
The Giulio shows we do take onboard feedback from the player base as this change never progressed.
Viribus/Khron/Stalin balance changes show that we are determined to maintain a balanced game environment where possible, these ships were deemed strong in various areas and they were adjusted to ensure they fell within the standard. This is keeping the game health above all else, which ultimately makes for a more enjoyable experience for all players, not just the ones with the "strong" ships
Alaska, well, we never pre-announce when ships are being released. (I'll give you half of this to be frustrated about)
I hope this helps provide some insight/clarity/proof there is a progression from feedback to action.
If it was possible, I would love to do this. However you're looking at your piece of feedback, while staff must consider every piece of feedback, from every player, from every input source (FB/Reddit/Forums), all the time. It simply isn't feasible. When we find constructive feedback in any of these locations, we do report it onward to the appropriate people to see if its something the development staff can do something with. While I completely understand your request for a closed loop in terms of feedback, it is literally unfeasible to make happen. It is also important to remember, not all suggestions are good. We have access to significantly more tools to just and predict outcomes of changes. Whenever we make changes to existing content within the game it is primarily prompted from player feedback, solutions may be different to what is suggested, but we don't just go "I think we want to change X today".
Lets look at the recently released Victory event which was adapted from the Sharks v Eagles campaign. During that period, players complained there was not motivation to switch teams and the teams felt heavily stacked. For this iteration we adjusted the rewarding scale for consecutive wins to make it harder for that team to win, as proven over the weekend (On NA) with Glory picking up a win despite being 3 behind. Whether this is the ultimate fix to these event cycles or further adjustments need to be made, once again it stemmed from player feedback. Who provided us that feedback, I don't recall, but fact of the matter is a change occurred due to player sentiment.
I am here, and I'm not a moderator. Please consider office hours and the time it takes us for to read through, digest and reply to posts. As much as I'd reply through the night, I need to get sleep too. I'm catching up at the moment and replying to what is possible to reply to.
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Fem,