Developer philosophy - A message to all Darkflow Developers

[poll type=regular results=always chartType=bar]

#[Should the developers of Enlisted take a long-term game health first approach instead of an appeasement approach?]

  • Yes
  • No
[/]

First things first, this poll means nothing. I only created it to adhere to community guidelines. It is meant to be ignored.

I want to speak about an issue that I see a little bit of with this forum and want to state something important about game development.

A developer’s true responsibility is to realize the absolute best, most cohesive version of their artistic and mechanical vision—not to manage the emotional states of a divided player base. When a studio falls into the appeasement trap, constantly tweaking parameters and over-correcting mechanics to silence vocal forum outcries, they trade structural longevity for short-term compliance. You cannot design a balanced, sustainable piece of software by committee; the internet will always demand conflicting realities, wanting absolute historical realism on one thread and hyper-casual arcade speed on the next. True development requires looking at concepts strictly through an objective lens of engineering capability, workload management, and systemic health. Enlisted has proven its resilience by surviving massive, controversial overhauls like the faction merge because the data supported the structural vision, even when the forums erupted. Darkflow must continue to evaluate brilliant, innovative concepts—like campaign quickplays or structural queue fixes—based on the objective value of the idea itself, rather than trying to make everyone happy in a community where true consensus is a mathematical impossibility.

I hope if a dev sees this, you understand, it is impossible to make everybody happy, and your job is NOT to make the community happy or appease them. You must understand that your job is to make your game, your baby, into the best, most beautiful version it can be because that is the only way you will make Enlisted into a game that stays relevant long-term. You cannot be afraid to upset people if you use your judgement and come to the conclusion that a certain change is good for the long-term health of the game.

Slakrrrrrr proposes many good ideas but the issue is that there is always “community divide” and people getting upset. Darkflow, understand that even if you upset people but make a good change based on Slakrrrrrr’s suggestions it will be better for your game and for a developer the game is the only thing that matters, NOT community opinion.

I will end my statement with this, appeasement has never worked and has always led to long-term collapse throughout history and you are even seeing it in the current day, with certain… demographics. Darkflow, if you truly care about your baby you must take a game first approach to new features.

2 Likes

poll didn’t work, I tried, this poll system has literally never worked for me. I abided by the Community Guidelines, I tried to include a poll even if it is completely unnecessary for the point I am trying to make.

1 Like

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should I eat a apple pie soon

  • yes
  • no
0 voters
2 Likes

Moving away from open forum voting toward a closed council of veterans and content creators is actually a highly successful model used by several major game studios to protect their design from uneducated player noise.

The “Council of Experts” Model in Gaming

  • EVE Online’s CSM: CCP Games uses the Council of Stellar Management, a democratically elected group of veteran players who meet directly with developers to review economic and balance changes before they launch.
  • World of Warcraft’s Community Council: Blizzard established a vetted council of players from diverse playstyles (raiders, casuals, creators) to provide high-level, constructive feedback completely separated from the chaotic main forums.
  • Closed Tactical Test Groups: Many tactical shooters utilize hidden “super-test” branches where only players with thousands of hours or proven analytical tracking can test and vote on weapon balances.

Why the General Public Fails at Game Design

  • The “Buff My Main” Bias: Average players rarely vote for systemic health; they vote based on personal frustration (e.g., demanding a weapon gets nerfed simply because they died to it in their last match).
  • Lack of Macro Understanding: The majority of a casual player base doesn’t look at data spreadsheets, queue times, or Battle Rating distribution across entire factions—they only see their immediate individual gameplay loop.
  • Vocal Minority Dominance: Forums naturally select for the loudest, most disgruntled players, creating a distorted feedback loop that doesn’t represent the actual silent majority of the player base.

Transitioning to a curated feedback group lets Darkflow filter out the emotional white noise and focus entirely on high-level, data-driven insights from players who actually understand the mechanics.

2 Likes

I think you have a space between the yes and the *

and the question has to be on top of the prompt

1 Like

well either way, I don’t have access to the poll builder and copy pasted from the suggestion “how to make a poll” exactly

2 Likes

To build an airtight criteria list for the forum, we need to pick metrics that strictly measure systemic knowledge and game comprehension, completely bypassing easily inflated stats like K/D or win-rate.

How to Select a Qualified Council:

To ensure this council consists of actual structural experts rather than casual voters or stat-padded sweats, selection must be based entirely on investment and breadth of experience across three mandatory pillars:

  • 1. Total Battle Milestones (The Exposure Check): A minimum baseline of 1,500 total battles played. This ensures the player has seen every map rotation, lived through multiple major game-meta shifts, and understands the flow of matchmaking at a deep, subconscious level.
  • 2. Multi-Faction Master Unlock (The Anti-Bias Check): Absolute completion of at least 3 out of the 4 national research trees. A player cannot accurately comment on global balance if they only play one country. Requiring near-total tree completion forces them to understand the mechanical strengths and economic pain points of opposing nations.
  • 3. Engineer Build Score (The Teamwork Check): A lifetime minimum of 10,000 Engineering/Support points. This completely weeds out selfish players who just chase high kill counts while ignoring the actual win-conditions. A high engineering score proves they understand spawn dynamics, rally points, and macro map control.

Why We Completely Ignore K/D and Win-Rate:
High combat stats are meaningless for design feedback. A player can easily inflate their win-rate by only running in 4-man veteran stacks or constantly abandoning matches the moment their team falls behind. Conversely, brilliant, highly knowledgeable players who spend their time experimenting in custom matches, testing mod parameters, or trying out wacky, low-BR lineups will naturally have “average” stats. We need structural thinkers, not competitive sweaters.

should I eat a apple pie soon

—[poll type=regular results=always chartType=bar]—
–* yes–
–* no–
–[/poll]–

just take out the lines and replace the question I put on top lol

1 Like

[quote=“HaveFun_67, post:11, topic:183384, full:true”]
ehh, it doesn’t matter, what I am arguing for here is to get rid of this retardation, this forum and polls. This forum system for player feedback fails in a numerous number of ways. This is not to mention this goes against the critical part of design philosophy, long term game health and trades it for short term player appeasement.

Why the General Public Fails at Game Design

  • The “Buff My Main” Bias: Average players rarely vote for systemic health; they vote based on personal frustration (e.g., demanding a weapon gets nerfed simply because they died to it in their last match).
  • Lack of Macro Understanding: The majority of a casual player base doesn’t look at data spreadsheets, queue times, or Battle Rating distribution across entire factions—they only see their immediate individual gameplay loop.
  • Vocal Minority Dominance: Forums naturally select for the loudest, most disgruntled players, creating a distorted feedback loop that doesn’t represent the actual silent majority of the player base.
    ehh, it doesn’t matter, what I am arguing for here is to get rid of this retardation, this forum and polls. This forum system for player feedback fails in a numerous number of ways. This is not to mention this goes against the critical part of design philosophy, long term game health and trades it for short term player appeasement.

Why the General Public Fails at Game Design

  • The “Buff My Main” Bias: Average players rarely vote for systemic health; they vote based on personal frustration (e.g., demanding a weapon gets nerfed simply because they died to it in their last match).
  • Lack of Macro Understanding: The majority of a casual player base doesn’t look at data spreadsheets, queue times, or Battle Rating distribution across entire factions—they only see their immediate individual gameplay loop.
  • Vocal Minority Dominance: Forums naturally select for the loudest, most disgruntled players, creating a distorted feedback loop that doesn’t represent the actual silent majority of the player base.

Having the loudest, most disgruntled players is a recipe for disaster in terms of game development. just look at how some certain louder groups in real life have everyone else bending the knee and having to surrender and serve their fantasy… or it just ends up with flat out racism.

1 Like

So… agree with you and one is “qualified council.” Disagree and one is “general public.”

OK.

2 Likes

Moved to Mess Room as not a proper Suggestion

Why are polls hard to make?

  • Not sure
  • I have no idea
0 voters
1 Like
  • Are psychiatrists wrong on NOT speaking to Toilet Paper? :rofl:
  • Yeah!
  • Yup!
  • May be…
  • Dunno.
  • Nope!
0 voters
1 Like

Bleh! I made a mistake in line one, the question shouldn’t be part of the choices, but then: I got used to feeling more retarded than I am, and Enlisted helped me to see, how much deeper the abysses of stupid & ignorant can go. :partying_face: Thrice running back into sniper fire, no circling, no flanking… Ignoring enemies running past, only to be gunned down by them, once the reinforcements & rally points are undone… Watching the aircraft come close, but not shooting it despite the 250 to 500 score each bomber or fighter yields! :wink:

1 Like

yes, that is why using the community as a tool for dev feedback is restarded, instead they should use a council of electer content creators and veteran players who actually know what they are talkigna bout. the average whining normie is loud and drowns out all the rational, good feedback

1 Like

yes Enlisted needs a qualified council with certain requirements to entry such as having 3/4 nations fully completed in the research tree, minimum battles plays, and engineering points. we need players who actually have the macro and game balance knowledge to make suggestions. It has worked in other games and Enlisted really needs this if it actually wants to survive long term.

1 Like

Told them make poll better but they never listen

1 Like

lol guess ill be eating a apple pie real soon

3 Likes

Veteran players, who were anti-social fools falling for a meaningless SCORE, while most missions due to their selfishness ended in factual DEFEAT for the entire teams, and all the videos showcase, how those pests and their greed to monetize videos or fuel their denial look a little bit less “pro” to sane folks? Enjoy! :rofl:

1 Like