Thanks! It’s a bit of an oversimplification on my part, because @erjoh is right about there being many different groups complaining about different things that are sometimes mutually exclusive and contradictory. However, it’s also an oversimplification to say that it’s all contradictory and that you just can’t please the players
If there’s one thing you can get the vast majority of the players to agree on, it’s that Funcom is doing an absolutely abysmal job of ensuring the quality of their releases. They went from a 3-month release cadence to a 6-month release cadence, they delayed the push to TestLive until they were “ready”, they received a ton of detailed bug reports, and they still pushed out a hot mess, full of bugs that were clearly reported in TestLive.
It’s not just about the bugs, either, it’s also the gameplay changes. While there were some revamps that were controversial in their time and people still can’t quite agree if they like them or not, there were several that the playerbase hated almost unanimously. The inventory changes and the dyer’s bench are two major examples of stuff they should have left alone.
And the excuses for those don’t hold water, either. It’s always the same pretense: they know better, because they have information that they don’t bother sharing with us, either because it’s about future changes or because it’s too technical.
The “future changes” excuse wouldn’t be so lame if we actually had some, you know, communication. No one will ever believe you that your changes are all a part of a master plan guided by a brilliant vision if you keep leaving your work in the “half-assed attempt” state for years, especially if you never even try to explain why we’re supposed to believe it’s “halfway there” instead of “half-assed”. “Dev diary” and “roadmap” aren’t revolutionary concepts I just invented. They’ve existed for ages and teams that actually care about their players know how to use them.
As for the technical aspect, I can totally understand modernizing and/or optimizing the underlying implementation of the inventory, but both can be achieved without turning it into something with worse UX and peppering it with bugs.
So, as much as I respect @erjoh and agree with his explanation of the dichotomy between a “done” game and an actively developed game, what Conan Exiles players are facing is not that dichotomy. Conan Exiles an “actively developed” game that consistently fails to deliver quality, regardless of whether they try to listen to their players or not.
Pretty much the best thing they’ve done since they got acquired by Tencent was the very first chapter of the Age of Sorcery, which they had months to prepare without their new overlords’ bean counters breathing down their neck. But I’m sure that’s a coincidence, right?