To be fair, they did, though the responses were, well… you decide:
- “Why?”
A: Tim: “Some ideas and/or concepts are already set in stone and are non-negotiable.”
- “What is the point?”
A: “Feedback for pros/cons, bugs and issues we may not have considered and/or encountered.”
If the prior is in motion, the latter is rather limited. If the prior is not in motion, the latter has more impact.
Problem is, most things always seem to be in the prior.
Example: Ninja Tower. It wasn’t universally agreed to be a fantastic idea, but complaints (if you will) weren’t all acknowledged, some were. It fell under the prior, it was coming out no matter what, most saw potential, pointed out flaws/issues, and they saw to fixing/improving it.
Easiest example I can think of was how easy the Tower was upon early arrival. Breezed through all 100 levels with no issue, the curses were a non-factor.
So, they made curses more of a problem and toughened the competition (aka enemies). Although in Beta (from what I recall) the bosses weren’t ninjas or the likes… it was Namahage and other random heroes like Danzaburo.
Imo, the end product was far better than the original version. (Regardless and separate to how one perceives it now).
I’m not certain, but I’ve never seen such a unanimously despised game addition as seen with Limits. So despised, I know many (like myself) who didn’t even bother trying version 3 of it. Didn’t even update it.
Now that it’s a multi-million dollar company, it has forgotten what made it loved, cherished, and rich and now carves its own path. It doesn’t care about long term players, it cares only for its bottom line. (Go on, defend the mantra of business idc)
As it loses more of its longterm players, they are simply replaced by a new gen. that will one day be as many are today, and as I am as those who left before us.
They don’t care as this system gives them no reason to.