Thanks, Klonan, for your perspective.
The approach you've described certainly seems logical.
It minimizes the contact between the developers and the community and clears the team of any road-map commitments.
Which, being a software developer myself, may be nice in certain situations.
May I suggest a few improvements to the issue reporting process:
Klonan wrote:A lot of ideas some and go cyclically, old ideas come back up, new takes on game mechanics etc,
And always the game, community and the team here, we are always changing and developing,
I would call it "duplication" of ideas. And frankly I don't see what is good about it. Users spend their time describing the same thing over and over again instead of adding their perspective to an existing issue. Besides some may wonder if they are the only ones who have a particular problem when in reality a few issues have been created on their topic, but they can't be found in the bloat of the forum. This can be easily avoided with centralized collection of duplicating issues by moderators. Btw, a better search system will never cut it - many tried, all failed.
Klonan wrote: Shutting down an idea, or confirming an idea, without any actual substance to it, is never going to help,
In the years since it was suggested, it could start to make more sense, or it could start to make less sense,
Putting some developer mark on an idea that it's either approved or disapproved, will cause only misinformation in the long run
Shutting down ideas would certainly be no good. Usually it takes forms of "we know about the problem and hope to fix it in the next release cycle" or "we would like to implement it but it clashes with this and this ideas which we also really want". Without those input s from the team and connections to the development many of this forum's discussions loose their focus or deviate into fantasies not grounded into the reality.
Klonan wrote: I like to let threads and ideas play themselves out amongst the community,
If I say something or interfere, I could change the natural outcome of the discussion
You are a member of the community who has "actionable insight" into the development process. We would very much like you to use this insight to help our discussions by providing context, formulating constrains, focusing the discussion on the topic, etc. You already do this with FFF posts, but it needs to be done for all (or most) topics, not just for the most problematic ones.
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Above I've listed a number of problems that I have when trying to influence Factorio development by my comment and some solutions to those problems. If they seem too hard or too time consuming or impossible to implement, here is a small example of (IMHO) user communication done right:
There is this small company
JetBrains . They are the world's leader in what they do, and and a huge part of it is their attention to their user's feedback. For every product they have (proprietary of free, doesn't matter) they have a *public issue tracker*. Which means that anybody on the internet can see their development process or login and comment on any issue they want. For example their flagship product
InteliJ has its
bug tracker which is totally public. And it makes their process completely transparent. Users see the road map for bugs and who is responsible for fixing them. If a suggestion is turned down, the context is provided and the reasons are clearly stated. At the same time developers have ho problem shifting roadmaps and be agile in their priorities. Cool, right? And it is not like they spend much time on it - they just use this tracker for themselves for their day-to-day work.
I hope you'll have a think about it and maybe consider adopting some of the practices I'v described.