I would point out: they listened to players, and it's a single player game which is much easier to control for.
Definitely, if the Starbase devs see everyone is using rocket launchers and no one is using some other weapon, they can make adjustments, with no need for feedback. But a lot of the nuance of the game will come down to player experience. I can already see a lot of complaints that the devs should ignore: "It's too hard to fly!" "It's too hard to spot friends from enemies!" "It takes too long to rebuild my ship!" Many of these kinds of complaints are givens for a skilled PvP game. Others, like the ship building, will be solved by the evolution of the game with factions and factories. Some other poor suggestion like, "We need a ship weapon that disables the engines of another ship for 30 seconds!" also needs to be thrown out the window. Finding analytics for some of this stuff is unlikely. PvP games are much different than single player puzzles. All sides of the equation need to be considered, and that's a tough job.
Not sure where or if I mentioned it, but just recently, a new Atlas patch introduced extremely overpowered weapons into the game. A base ship cannon in the game does 100% damage. The best practical ship cannons you could find through normal gameplay prior to the new patch were upwards of 180% of base damage - still very overpowered. The devs seemed to have listened to some top groups, because the new patch introduced ship cannons upwards of 260% or more - doubling the bonus ships otherwise had previously. In addition, high durability ship planks were added at the same time - meaning a high end ship can take even more damage. Combined with the high damage output, this means there's no chance any new player has in defeating, or even damaging, a high end ship. Whereas a balanced game has a small range in effectiveness between the baseline and best 'stuff' in the game - 10-30%, Atlas has given the top end damage 160% or more, compounded by increased defense, leading to a high end ship being 500-600% more effective than the baseline.
I think the Atlas change was in response to devs listening to select groups complain that time to kill was too long. Instead of cutting back and making all ships more even in effectiveness, they buffed the high end to the extreme so high end ships could kill other high end ships faster. When if they just resorted towards baseline stats, ship fights would be balanced - and it would be just as likely to lose your own ship as it would be to kill another ship. Meaning skill and preparation would determine the outcome. Not who has the overpowered stuff.
Those devs are pretty birdbrained though. All over the place.
Definitely, if the Starbase devs see everyone is using rocket launchers and no one is using some other weapon, they can make adjustments, with no need for feedback. But a lot of the nuance of the game will come down to player experience. I can already see a lot of complaints that the devs should ignore: "It's too hard to fly!" "It's too hard to spot friends from enemies!" "It takes too long to rebuild my ship!" Many of these kinds of complaints are givens for a skilled PvP game. Others, like the ship building, will be solved by the evolution of the game with factions and factories. Some other poor suggestion like, "We need a ship weapon that disables the engines of another ship for 30 seconds!" also needs to be thrown out the window. Finding analytics for some of this stuff is unlikely. PvP games are much different than single player puzzles. All sides of the equation need to be considered, and that's a tough job.
Not sure where or if I mentioned it, but just recently, a new Atlas patch introduced extremely overpowered weapons into the game. A base ship cannon in the game does 100% damage. The best practical ship cannons you could find through normal gameplay prior to the new patch were upwards of 180% of base damage - still very overpowered. The devs seemed to have listened to some top groups, because the new patch introduced ship cannons upwards of 260% or more - doubling the bonus ships otherwise had previously. In addition, high durability ship planks were added at the same time - meaning a high end ship can take even more damage. Combined with the high damage output, this means there's no chance any new player has in defeating, or even damaging, a high end ship. Whereas a balanced game has a small range in effectiveness between the baseline and best 'stuff' in the game - 10-30%, Atlas has given the top end damage 160% or more, compounded by increased defense, leading to a high end ship being 500-600% more effective than the baseline.
I think the Atlas change was in response to devs listening to select groups complain that time to kill was too long. Instead of cutting back and making all ships more even in effectiveness, they buffed the high end to the extreme so high end ships could kill other high end ships faster. When if they just resorted towards baseline stats, ship fights would be balanced - and it would be just as likely to lose your own ship as it would be to kill another ship. Meaning skill and preparation would determine the outcome. Not who has the overpowered stuff.
Those devs are pretty birdbrained though. All over the place.