Management consultants have a word for this: "Groupthink"
I think you may have misunderstood the nature of our roles on the dev team.
At present, there is pretty much one person who actually writes any code: me. That means that unless Tom explicitly tells me to write some particular piece of code, if I don't want to write it, it's not getting written. So Indirik telling you "it's not going to happen" because he knows that I'm not going to approve it isn't groupthink: it's him knowing the way I think, and being straight with you.
However, there's also another side to it. Everyone on the dev team is working from Tom's playbook. He created this game, and even though every single thing that happens is no longer personally overseen or vetted by him, we're definitely working to carry out his vision as we understand it. Which, y'know, is why he lets us stick around and keep doing that. Thus, Indirik telling you "it's not going to happen" is also him working from his years of knowledge of how Tom does things, and wants us to do things.
That is at least not the way I understand groupthink.
I remember not too long ago when there was a discussion about freezing an island and I suggested how about freezing just part of an island. I got the automated "Never going to happen" response. Or maybe it was "Over my dead body." One of the two. Subsequently hell must've frozen over because the thing that was "never going to happen" happened.
Was that the case? It's possible; I don't exactly remember all the discussions that went on surrounding the sinking of an island. But we do change our minds sometimes. Hell, the fact that we're able to talk here at all is a big change, 'cause Tom was very adamant for many years that forums were the work of the devil, and he'd never have one for BattleMaster. (He hasn't changed his mind on the first part, by the way, though that's an opinion I definitely don't share
)
I think if you guys knew why the game was suffering then it wouldn't be suffering. A good first step would be to listen to the people playing the game more and argue less. BM may not be a business, but it still needs its "customers" to thrive.
It certainly does. But neither customers nor players always know what's actually the best way to run the business (or game).
The reason the game is doing so badly, IMO, is because it hit a feedback loop of people getting annoyed at the mistakes we made
then and leaving, thus reducing density and causing other people to feel like the game was less fun, at the same time that the whole genre of games was declining, and the look of it was becoming seriously outdated.
The mistakes we made then, we have mostly reversed. (The specific ones that were the worst offenders were the old estate system—that caused region stats to go into a death spiral if you didn't have enough knights to support the region, thus removing all incentive to expand the realm—and Too Much Peace, which imposed penalties for not going to war that...prevented you from going to war.)
Ironic as it is prophetic
If you mean that we're the people in power you're planning to tell to shove it, that's always an option you have. However, unlike in a realm in-game, you can't actually rebel and take control away from us. All you can do is take your ball and go home.
I think it's a gamble and a mistake to invest all your time on big sweeping changes at the expense of small improvements. You spend months working on things like this war improvements package, but there's always the possibility that people will hate it, and then you'll have alienated more of your users and wasted months of your time in the process. On the other hand, you could spend an hour or two making small changes and see if people like them. If it flops, you lose nothing, if it's well-received, you make the game better.
The War Improvements Package is made up of small improvements—and some large ones.
There's almost nothing I could spend an hour or two on that I think would have a meaningful enough impact on the game that I could get immediate feedback on. The kinds of things that would currently help besides the WIP are along the lines of "completely rework the (currently defunct) Mentor class," "make all the Wiki documentation on the way the game works up-to-date and easily accessible," and "make the Adventurer game more fun." (And yes, there are a number of much smaller things than these that would
help; these are just some examples of big, important ones.)
If, however, you can come up with a collection of small tweaks
you think would help, you are most encouraged to post them in the Development forum.
Also, if you want to help tackle the Wiki part, you are not only encouraged but strongly urged to do so. Anyone who can help with that in a meaningful fashion will receive my most sincere appreciation. (And maybe I can get Tom to approve some free donation goodies for you, too.)