While I agree it's basically fanfiction, saying the devs don't get anything out of it is not accurate. While they will certainly not implement any player-made changes for very obvious reasons, they can look at a generalization and see what is consistent in the players ideas of what makes the job more fun. Everyones individual solution has a niche that fits their own fantasy of what they want from the job but they all might have something in common that shows what players are craving from the job design that we they players aren't quite able to articulate by saying we don't like it. Saying people putting their own ideas in the ring is a waste of time just has no backing since players doing so provides more feedback to the dev team than "x is not fun I don't like it." The players are the ones experiencing it the most and are able to find the kinks the easiest. That's why there's always a balance patch on x.1
For example most proposed changes address either a lack in GCD's or put some thought into resource management, meaning those are the two areas where something is lacking to make the gameplay more interesting. It's important the devs know where the issue is in a more exact format than being told something is bad. "Why do they want these specific GCD's? What about the resource management do they think is missing? How can we fix it properly within our image of the game and the class?" Those are the questions we want them asking themselves rather than directing generalized statements of discontentment. "What is it you don't like about it" and "what would you do to fix it" are both incredibly helpful questions for devs of any project, not just video games, can and in fact should ask. Project managers in all fields ask both of these questions to their clientele, colleagues, and subbordinates. At least, if it's one worth working for and supporting.



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