As I said, it wasn't really directed at you, but rather your quote like there's 0 positives.
Criticism is ok, but sometimes it piles on too much. I should read less and take a break, that's all.
Hi, friend! I'm a newcomer to this game, and I gotta say, I absolutely love it! It was, however, a little weird to come to this thread and read through it all having no experience with the previous releases, and one thing I've noticed has been your responses to feedback from the community. I want to be clear now, I am
NOT going to offer any critique or criticism myself. I would, however, like to offer you some advice, if you'll have it.
You may be familiar with the disastrous release of the game No Man's Sky, and since Internet Historian's documentary about it, you may also know about its redemption. If you don't, here's a link to his video:
You must be registered to see the links
I'd like to highlight a key section of the video which you may find some perspective. After the release of No Man's Sky and the overwhelmingly negative public reception of it, Mr. Sean Murray, the CEO and Lead Developer of the game, adopted a bold strategy to deal with it. 1) He stopped interacting with the public. At all. Sometimes, no press is a hellluva lot better than bad press;
sometimes, so take this strategy with a grain of salt. 2) And more importantly, he took an emotionally detached approach and compiled all criticism and feedback of the game into categories: firstly into what kind of player the criticism came from, and secondly into what they were criticizing. Once he had done this, he was able to develop a gameplan of what the game eventually needs to look like and develop a hierarchy of priorities through which the team could achieve their goals.
To get to the point of what I'm trying to tell you, sometimes the experience on the internet can be rough. Especially in the experience as a content creator, audiences get impulsive and emotional, and in the age of Twitter, Tumblr, and TikTok, it's basically an expectation for the user to blurt out whatever's in the front of their mind with little care of how it affects other people. You have my sympathy, friend. Ultimately, we are left with a choice as to how we will address these things and even how we chose to feel about it. We can either continue to engage in that same emotional impulse, or we can take a moment to try to figure out what the user is actually trying to mean instead of what they are saying. Well, there's also a third option to just plain ignore it, but its uses there are situational.
To be specific, I'd like to suggest taking all the feedback you've received, copying it into a document, and literally cutting out all the extraneous words. Break it down to its core components, and you'll be left with nothing more than a request from which you can judge its validity. I completely get that its hard to take critique, especially harsh criticism on a project you're emotionally invested in and very passionate about, so perhaps it might be beneficial to you to have a friend do that for you. You could also ignore me; I'm not the cops. What am I gonna do about it?
In any rate, I'm very pleased with the game in its form now, and I'm very excited about what you have in store for us. So excited, that I decided to type out this whole block of text because I'm concerned for you. What you're developing here is just too good of a project to walk away from, and it has the potential to take this site by storm. I wish you the very best going forward, friend.