C: I signed up for hardcore, I'll keep playing hardcore
L: This isn't hardcore, it's crap
Lack of balance with its accompanying minmaxing, that same punishing initiative and malicious randomness have always been there
2) Once upon a time, initiative and cleverness would blow up cities, not just players' butts, so this is an argument for linearity, but it's too obvious to bring up further.
3) I have nothing against randomness, but it's one thing when critical failures occur with average stats of 1-100, and another with 1-10. Here, it's partly my fault: I got really tense when Ples wrote that our chance of failure was higher than the chance of a crit, but for some reason I didn't think they'd work in such a brutal way.
just apparently like in everything else, the grass used to be greener
Let's take three situations:
A) A raid of a couple dozen bodies on a lich king;
B) A PvP arena at high rating;
C) Ganking level 1 noobs in the starting location;
What do you think belongs to difficult and adrenaline-filled content, and what to what I expressed?
And the argument that "ducklings quack about how it was better before" doesn't work here, because we have Serberia. In Baldur, there were exactly the same two completely unfair and poorly thought-out battles at the start of the game, when characters had no way to level up beyond starting stats. But... the first was a friendly tournament; and after the second, a forest spirit resurrected everyone with minimal "injuries."
I will never nitpick you about battles in the mid-to-late game. I might grumble in a thread, but that's the max. Elulu-suen, the inquisitors, and so on - there players had enough chances to level up and soberly assess their strength. But the start of the game should involve at least some safe zone. Even take and bless everyone upon arrival in Lungwort with Felicia's power: "for the first month, characters don't receive injuries and don't make critical failures," what's the big deal?
But here we got a pure case of option C). Moreover, we actually had to log in with our Baldur twinks (resurrecting lead tank Lok, area-of-effect specialist Alex, and healer Frag), but you yourself discouraged everyone from importing...
Well, maybe I really need to retire, because all these expeditions are turning into sessions of masochism, where you spend whole days against all odds crunching numbers, trying to keep everything in a head occupied with other things, and then all you hear is - this is WEIRD, that's CRAPPY, a third is yet another thing.
criticism is when you raise some issue, "Revan, 7 accuracy and 10% crit from one skill is way too strong, maybe this needs to be fixed somehow?" Revan says no, it doesn't. Apparently he has some thoughts on this, or maybe he's just stubborn, not that it matters
But there's an important oversight here: an expedition is not an ordinary game. You're not a developer reading the whining of soyboys from Reddit. In a sense, we're co-owners of one company. Even if the key block of shares is yours, our opinions and decisions also mean a lot. Expeditions are collective creativity. It's a story about us and for us, while the NPCs and the world are just the backdrop. It's not us who should watch the heroics of the GM's characters from the back rows; the GM's characters should watch us (and be envious).
Useful feedback looks like this.
maybe none of what is suggested will be used
I learned from my mistakes during this fight, but "feedback" in this game is definitely that very thing from under the horse.
Nitpicking (instead of constructive criticism) about mechanics, quest design, or NPC motivation is like reading someone's quest and saying "why isn't it like Tolstoy's, and here a comma is missing... Hmm..."
And so, if you have feedback for your fellow players about the quality of quests, post formatting, etc., don't hold back...
to meet the (increased, by the way, over the years) expectations?
Perhaps only drawing artifacts and writing musical accompaniment is missing, and even then there would probably be something about crooked anatomy or unmelodious tunes.
Well, and yeah, I'll comment a bit on Nebk's post.
I don't think that when playing in others' expeditions (or running your own), you deliberately did something, but I really liked his argument about demotivation.
Where does this demotivation come from, and from it irritation, and from it criticism? It comes from situations where players can't make the right decision because they think any path can end in failure with equal chance.
Shoot at Zeno - wipe. Don't shoot at Zeno - he approaches and explodes - wipe.
Kill the inquisitors - the countess gets offended for her son - wipe. Spare the inquisitors - they steal the tear - wipe.
Eat the fruits - get poisoned - wipe. Don't eat the fruits - miss out on imba buffs - wipe.
And the saddest part is that no matter how much "feedback" you receive about each of these situations, they're still "good," "well-thought-out," etc. to you. And what kind of criticism should it be to make you doubt the logic of these "cozy" quests?
But let's dig deeper and think about why such quests appear at all. They appear because, subconsciously or not, you like to overpower and test the players. Otherwise, nothing like this would exist at all. Sometimes, of course, like with the inquisitors, you soften up towards the end, but overall there have been enough such situations already. And this is hardly a "things were better before" case: this thing originated back in the times of Laust (or whatever his name was) from Shabbet, who overpowered us.
I'm not calling you a sadist or a villain, but please don't try to deny that your characters and plans always turned out to be above and better than the players. And even when players tried to protect themselves from potential consequences, it didn't help. For instance, the fruits would just start ignoring all immunities. With Zeno, you first provoked us with a maximally trolling situation, and then got offended that we reacted incorrectly, even though you yourself eagerly rushed to take an aggressive action.
Wouldn't it bring much more pleasure to reward people for their cleverness, rather than tripping them up and shoving them in the dirt?
And my last point is related to a change in perspective. You're rarely, but occasionally, also in the shoes of an ordinary mortal player. And notice how proud your characters often are. At the slightest disrespect or attempt at humiliation, they bravely die from any obstacle. It's very strange that you haven't drawn any parallels between this and the "troubles" players face in your expeditions. Perhaps you need to be given more of that corresponding "game" experience, dunno.
And finally, something not too constructive... You say you don't like it when players wipe and all that... But it feels like these emotions arise after the fact... Kind of like when as a child you broke your favorite toy soldiers and got sad, even though you were just throwing rocks at them to simulate being under artillery fire. It's the same here: first you get upset when you miss and place the soldiers closer to yourself, and when you finally hit and smash them to pieces, you suddenly get sad that things turned out this way...
¯\_(ツ)_/¯