This guy pretty much describes everything about the official forums that needs to be said
I only go there when i need a good laugh or need some brain cells that need killing.
That single image there needs to be saved as that completely sums up all of the bitching that people do.
This is a rather cogent and humorous summary of what I spent a
whole megapost philosophizing about after the Lost Shores event (I, at the time, also spent quite a bit of time on the official forums), specifically the concept of the "malcontent pool." I even have a sort of ridiculously similar bulleted list with contrasting examples.
It's a function of a sufficiently large playerbase of any game, not just an idea limited to the official forums of an MMO. though it is most readily witnessed in that venue.
Essentially, my thesis is that no matter what action the developers take, they're going to be upsetting some subset of the vocal community- and while the identities and complaints of those speaking up will change, the
number of them will not appreciably so unless the game is legitimately failing. Or to use that image as an example, appeasing players A, C, and E will upset B, D and F.
While player Z is easy to write of as having nothing worthwhile to add to the discussion (the "troll factor," which I didn't really even address in my analysis), the real problem is that players A, B, C, D, all the way to O might actually have legitimate complaints! And even if you somehow, with some sort of mega-accomodating change, managed to simultaneously appease A-O... there's still players P through Y to consider.
So knowing this, what do the devs do? To quote that post...
Approach 1) In order to keep the pool of unhappy players as stable as possible, settle into a pattern of "safe" content. That is, don't really ever do anything unexpected- make sure your playerbase knows what's coming, and make sure not to do anything that would dramatically upset anyone other than the people who are already upset. If you charge a subscription fee, I have to say that this strikes me as the simpler, more-logical approach.
Approach 2) Embrace the fact that the number cannot be appreciably lessened, and keep your playerbase on its toes, despite the fact that a different subset of your fans will be upset at essentially every step along the way. Change things at will and deal with the resulting issues as they come, even if it means a larger variety of complaints.
As I predicted at the time ArenaNet has gone all-in with approach 2. Since that first November we have seen everything from highly story-driven content to an escapist retro-console gamey virtual world; exclusive temporary world content, permanent world content, challenging content for huge requiring intensive coordination, simple "zergy" farm content, skill-based solo boss challenges, challenging dungeon content for group parties, jumping puzzles (and entire locales devoted to vertical traversal), minigames, content spanning all of the above types specific to guilds, a time-sink statistical gear tier, tons of incidental lore and dialogue, substantial class/trait alterations and additions, and more, really, everything from lighthearted festivals without a lick of combat to story beats dark enough to see named characters killed off. Complaints about the depth of any given area are more than understandable, but the
breadth of content, the variety of what has been introduced (without requiring any money from its players past the purchase price) is largely unprecedented.
They haven't let up, nor have people voicing their complaints. But all in all it's working out pretty well so far and only getting better.
Can't believe that guy is still sane after spending an hour reading the official forums.
He said a few hours, I don't envy the man...