And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Every point you guys mentioned are all assumptions.
Also all the Crown Store items are junk.
lordrichter wrote: »starkerealm wrote: »People were sold one game, and are now being transitioned over to a different one. You like the direction it's going? That's fine, that's your opinion, you're entitled to it.
This is the cruise ship analogy, and I want to thank @jedtb16_ESO for putting this out there, even if it was not used as intended. I signed up for the game back in 2014 (boarded the ship) and, so far, the ship has been generally heading in a direction I am comfortable with. For me, One Tamriel has the potential to set sail in a completely different direction, one that I might not want to go. Crown Crates are not gonna do it for me, especially if ZOS can be trusted to limit how they impact the game and Crown Store. I really have no confidence in Firor on this score, though.
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
lordrichter wrote: »Interesting read, but there are some people in this forum that can get away with complaints about how ZOS does what they do, and the results that they have. Not everyone on the forum is clueless about game and software development.
starkerealm wrote: »So I noticed I have 10k crowns. Once again I browse the Crown Store and once again all I see is crap.
Since the origin of the Crown Store I have purchased a camel and a monkey.
I really don't understand the hysteria and panic regarding the Crates. It's all junk.
It's because we have the amazing power to remember past events, and extrapolate patterns of behavior. It's a terrifying power, but one we learn to live with.
starkerealm wrote: »
My god, you mean you don't have a 60 hour a week job that pulls in a six figure salary? The horror.
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
starkerealm wrote: »
My god, you mean you don't have a 60 hour a week job that pulls in a six figure salary? The horror.
Are you crazy??? I would never work 60 hours a week. I am fortunate enough and do work hard to earn that 6 figure salary.
What's your point?
Doctordarkspawn wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
Waiting for you to present a valid point or present some actual information on how games are made. Back up your claims.
Doctordarkspawn wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
Waiting for you to present a valid point or present some actual information on how games are made. Back up your claims.
I'm not the one telling ZOS how to do their job.
lordrichter wrote: »Interesting read, but there are some people in this forum that can get away with complaints about how ZOS does what they do, and the results that they have. Not everyone on the forum is clueless about game and software development.
I simply take objection to people stating that things are "trivial" to do - when they don't have the necessary knowledge to actually make that statement (in this case: knowledge of the ESO code base and the work that such a feature would actually require). It could very well be trivial "just add a multiplicator" - or it could be a total mind bender because of X, Y & Z factors that we are simply not aware of from the outside. As a professional programmer myself, I don't like making assumptions on things I don't know, and I don't think others should either.
Edit: quotes went all weird.
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
Well, you are on my ignore list, but I will make a comment to this nevertheless. If you would have used the creation kit or the GECK for other Bethesda games, you would know, that I am correct, but you obviously did not do that ever - and so you make remarks like this - absolutely pointless and baiting.
And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
Esquire1980g_ESO wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.
If your interested, PM me and I'll give u info.
jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.
If your interested, PM me and I'll give u info.
that has to be the best contender for getting this thread locked.
and, no i do not think that would be a good thing.
Esquire1980g_ESO wrote: »jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.
If your interested, PM me and I'll give u info.
that has to be the best contender for getting this thread locked.
and, no i do not think that would be a good thing.
Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.
Don't ask the question if you don't want the answer.
jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.
If your interested, PM me and I'll give u info.
that has to be the best contender for getting this thread locked.
and, no i do not think that would be a good thing.
Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.
Don't ask the question if you don't want the answer.
i didn't ask a question.
i think the forum guidelines have something to say about talking about/advertising other games.
jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »jedtb16_ESO wrote: »Esquire1980g_ESO wrote: »And what exactly has this to do with the comment I made - which was about an individual difficulty slider for One Tamriel in order to let people choose, if they want a harder game or a more relaxing one at will?- What is so bad about this idea?- I think you have not really read what I wrote, this has nothing to do with how the company is run, but it was about this sole feature, which would make the gameplay individually adjustable, even after the current mood of the player.
You are not the only one with a bunch of programming language knowledge - this has nothing to do with programming at all - but if it would be required to do it, I could actually do that, it is not difficult at all, just a multiplicator added to the scaling method, which is anyway there. It is not as if this would be something immensely complicated, it is actually trivial.
I think this article was written for you: http://www.gamerbolt.com/gamers-dont-realise-games-made/
Well, actually it is not complicated to implement that - if you have scaling anyway in place, it is just a multiplicator which would have to be added to make it difficulty slider adjustable - this multiplicator would just scale the final stats up or down and you would have your difficulty adjustable - it is that trivial even. It is not much different from how this is done in other TES games, where just 2 multiplicators (factors) are adjusted by the game when you choose another difficulty.
Waiting for you to build your MMO
I did, in fact. Well based on another game, SWG. Me, and a whole boat-load of people are doing it. Right now, that game has 13 servers up and running with decent communities. More than TOR and in fact, more than most AAA MMORPGs out there atm. Oh, and ALL of these server have NO store, NO lockboxes, and NO sub.
If your interested, PM me and I'll give u info.
that has to be the best contender for getting this thread locked.
and, no i do not think that would be a good thing.
Not trying to get anything locked. The point being, that some people have made "their own games". I have seen listed AAA MMORPG developers, from other studios, play several games in fact.
Don't ask the question if you don't want the answer.
i didn't ask a question.
i think the forum guidelines have something to say about talking about/advertising other games.
jedtb16_ESO wrote: »
hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?
the dilettante thing?
we are consumers....
Blackbird71 wrote: »jedtb16_ESO wrote: »
hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?
the dilettante thing?
we are consumers....
If I have a standing order with a baker for two dozen almond scones each day, and one day he decides to stop making almond scones, and without consulting me instead gives me blueberry muffins when I show up for my order, I will definitely complain, demand a refund, and if necessary go to another bakery. That is my right as a consumer.
If I have paid a captain to sail me to a particular destination, and halfway there he decides to turn around and go in a different direction that takes me away from my destination just because he feels like going somewhere else, I will demand he either fulfill his contract, or barring that, that he put me off at the nearest port and refund me what I paid him as he failed to do what I hired him to do. Again, my right as a consumer.
These scenarios give a more accurate picture of the current situation.
Now, if before changing his menu, the baker lets me know that he's considering discontinuing the almond scones, and I really enjoy his almond scones, I may take time to try to reason with the baker and convince him to keep making the scones. If he agrees to do so, then we continue doing business; if he does not, we part ways. Likewise with the ship captain: if he informs me that he wants to make a course change before he implements it, I will again do my best to convince him to carry through with plans for the original destination.
This is representative of what you see in this thread and other places; ZOS has announced a planned change, and invested consumers are attempting to convince ZOS that they would prefer to continue with the game that they paid for, rather than to have it change into something that they didn't. There is nothing unreasonable about this, and it is well within the rights of the consumer to inform the producer of what products they are willing to purchase and support. Most producers actually welcome such feedback, as it helps them tailor their goods to the needs and wants of the market. Of course it's always up to the producer to decide whether a change is in their best interest, but to expect consumers to remain silent on the matter and just accept what they're given is ridiculous.
One Tamriel would not be a problem at all, if they would follow the suggestion to implement an individual difficulty slider - this would not be a problem in a PvE only area. What I have heard from people so far is, that many are afraid of that One Tamriel will turn out to be either too less of a challenge or too much of it - and no one really wants an average middle-ground, where no one would be happy with it - THIS is the problem with One Tamriel IMO - a difficulty slider would solve this problem.
Bouldercleave wrote: »Blackbird71 wrote: »jedtb16_ESO wrote: »
hmmm i note you avoid the issue. would you tell a baker how to make bread, or a captain how to sail a boat?
the dilettante thing?
we are consumers....
If I have a standing order with a baker for two dozen almond scones each day, and one day he decides to stop making almond scones, and without consulting me instead gives me blueberry muffins when I show up for my order, I will definitely complain, demand a refund, and if necessary go to another bakery. That is my right as a consumer.
If I have paid a captain to sail me to a particular destination, and halfway there he decides to turn around and go in a different direction that takes me away from my destination just because he feels like going somewhere else, I will demand he either fulfill his contract, or barring that, that he put me off at the nearest port and refund me what I paid him as he failed to do what I hired him to do. Again, my right as a consumer.
These scenarios give a more accurate picture of the current situation.
Now, if before changing his menu, the baker lets me know that he's considering discontinuing the almond scones, and I really enjoy his almond scones, I may take time to try to reason with the baker and convince him to keep making the scones. If he agrees to do so, then we continue doing business; if he does not, we part ways. Likewise with the ship captain: if he informs me that he wants to make a course change before he implements it, I will again do my best to convince him to carry through with plans for the original destination.
This is representative of what you see in this thread and other places; ZOS has announced a planned change, and invested consumers are attempting to convince ZOS that they would prefer to continue with the game that they paid for, rather than to have it change into something that they didn't. There is nothing unreasonable about this, and it is well within the rights of the consumer to inform the producer of what products they are willing to purchase and support. Most producers actually welcome such feedback, as it helps them tailor their goods to the needs and wants of the market. Of course it's always up to the producer to decide whether a change is in their best interest, but to expect consumers to remain silent on the matter and just accept what they're given is ridiculous.
I don't disagree with you at all on your analogies. The one thing that I would point out though is that the DELIVERY of much of the feedback (especially by certain unnamed individuals) on this thread leave much to be desired. Much of it is not helpful, constructive feedback - it's more misinformed rants based off of speculation and very little actual knowledge of the facts (because we really don't even know any of the facts yet).
My biggest beef is not with the spirited debate on the issue; but more with the lack of any social grace presented by certain individuals. That will actually damage the cause more than help it.
Personally I don't care about the boxes one way or the other, but having a different point of view is met with an asinine level of hatred around here.