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- You are still able to position for advantage to concentrate fire on one side, there is now just a small chance of hitting something else.
- Clearly our definitions of small are different. It currently feels closer to 10% which is absurd, but you're the dev so how about you tell me what you set it to? Some transparency about how you've coded facings, and how hits are placed would probably be pretty helpful. At least it would increase my capacity to have agency in your game.
- (unless both units happen to be perfectly aligned).
- This is what I did as much as your product enabled me. I was all but sticking a ruler on the screen to make sure I had the facing, and I watched how the enemy that cause the offending shot moved and its movement didn't change the alignment (they stepped straight forward towards me). This leads to two potentials here: your tools lack granularity to enable my level of control, or 'perfect alignment' isn't actually true and I can't actually align things in this manner. I'm biased to believe the later due to how the hex system works in reality. In which case, don't say what's unrealistic and just acknowledge that you built in a scatter chance despite facing. I hate choice that and think it's a exceptionally poor design, but it is your choice and also something slightly outside your control as it's the base game structure.
- You could allow facing to hard limit hit allocation, but I don't think you want to. I think that'd be better, but I also don't know how you calculate hit allocation and include facing, so I'm left with guessing and being frustrated.
- If you want to be frustrated by the change that's fine
- I'm going to be absolutely frank with you, but this is immature and you're avoiding responsibility. I don't choose to be frustrated by your decisions. I AM frustrated by your decisions. You, the dev, made choices with your product. Those choices impacted my game play as a customer. I am now frustrated because you chose to do something that negatively impacted me. Do not attempt to pass off your choices and it's impact on your customer's experience by hand-waving about their emotions.
- You built this product, you made the choices, and many of your customers are rightfully pissed at your for it. Own that, acknowledge it, and if you decide you don't care how customers cared to play, then that is your choice. But it is then YOUR consequence that people are frustrated and angry at you for your design choices.
- I too am a product owner, both dayjob and my own product. If I make a choice that goes against my customers, and they come to me pissed at what I did, then that's MY responsibility to own and manage. I don't try to blame people as "choosing" to be upset at what I've done, I OWN what I did as a cause for their situation. I believe this is true ownership, but you're free to act differently.
- just cursing off isn't going to help anyone.
- If people are angry and frustrated, they will communicate in ways that reflect how they feel. I understand others aren't sufficiently resilient to manage that, but you should probably wonder why people are so upset that they talk to you in this way about things you've done. I think telling people not to swear because you can't see past the language to the situation and it's cause is poor form, but hey, we're in different places. I'll remove disliked words for you.
- Finally, if the change is not your thing, there are plenty of other mods out there that may be more to your taste.
- We're at our first point of agreement. You do own this product, and you do get to choose how it gets developed. However, you as the owner of a product that people use, are also the one that must subsume and accept the reality that if you change it to a personal preference, and your customers don't like or hate that, then you must take on the feedback, response, and loss of customers that follow.
- If you want to act like a product owner that doesn't care about customer/player desire or objectives, that's your choice. But these kind of posts and response are your consequence. You should also probably be a lot more transparent about the fact that you do not weigh the community feedback as evenly as you do your own desires for game play style and balance.
- Not once did I actively target you as a person, or degrade you as an individual. I absolutely swore at and insulted the decision you made, but that doesn't speak to you as a person. Separate yourself from the reality of your decisions and accept that people don't like what you did, and as long as they target those decisions and not you as a person, then you need to eat what they're serving you.
- Next time your team makes choices that don't centre around customer feedback, make it more clear that you know this, and you don't care. Something like "we want this to be more focused on tabletop parity with Battletech, so this will have negative impacts on your gameplay that we want. no, we don't want to build that game you want, we want this instead. thank you for your patronage up to this point if it ends, but we're moving in this direction instead because *REASONS*." Try this kind of honesty next time instead of blaming your players for having human emotions due to your choices as a product owner.
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