I think I have to agree with both Wingman and the suggestions here.
On the one hand, I am concerned that the game could be really catered to the pro-classic players and they would still not like it and not show up because of something else. So it would be a lot more developer effort for no reward to the devs. That makes me sad. We should be so thankful and proud of everything they have accomplished so far, but the pro-classic players are not showing the patience and resilience we need. We need more of the pro-classic players helping the game along: de-bugging, testing, just flying around and having fun and making suggestions, being a part of the community.
It's a difficult ask because nobody likes being told what to do. But I don't see it as a demand but an incredible invitation. You can be a part of the next Descent game! A prequel in the same universe! It's ... amazing!
On the other hand, if the devs don't try to do anything to help the pro-classic gameplay and ignore them, and just consider them hecklers instead of active community members, it doesn't make those players happy and it doesn't make it seem inviting for these people who are trying to inspire the devs.
The main problem I see is that "pragmatic" suggestions are actually not as pragmatic as we would all like. Not the devs, nor the current testers, nor people that want to be testers but are not enjoying the testing ... nobody.
We'd all like many of these suggestions to be tenable but it's looking like they're not. Mainly because the devs need inspiration about what's fun and sometimes it's not fun at all to be told "this is definitely guaranteed fun, just implement this fun thing".
They have to concentrate on the path they're on. They have to work on SP and get that out ASAP, which is what they're doing. That's why most players bought the game.
Of course, having a solid MP is critical to evolving those players from SP -> MP but actually there are two conflicting ideas about what is the solid base.
1. The originals' real solid base was because of very immersive 2D-friendly (non-VR) single player that was all tight, with MP thrown on with all lessons from the SP building experience added in
2. The new retroactive definition of that solid base is largely based on the fan community's ideas that happened after the confluence of many factors which gave the SP and MP of the originals such a strong memorable bite
We can all agree, even the devs, that their SP is not where they need it to be. That is the solid basis that needs to be in place. The MP should be based around that
But these devs are on their own journey and it looks like it's towards MP balance --> SP campaign "the meat" --> back to strengthen MP.
We cannot have a super strong awesome game unless we let the devs go on that journey toward making a great game in the SP area. Until they know what that game is going to be (it's not just the current MP experience re-tooled to SP, it's a fully fleshed out SP experience) they cannot come back to MP to make it spectacular while still matching the skills you build up in SP.
I don't think the devs have explained their position very well sometimes, as much as asking us all to just have faith like a normal game, but that's the blessing and curse of community involvement maybe? A single dev team with a proven track record can still release a dud, and a new group can release an incredible work of art, but by opening up strategic portions of their development model to the community, it exposes them to everyone's input about expectations.
It is also not as complex as all that.
On the one hand, they could emulate D1 much closer and it would be a blast and it might (though I'm skeptical of this) fail as hard as D3 PXO when it vanished leaving the Descent community high and dry and organizing games in their own way.
But is that really fun for them? They are developing a game, not making a clone. So without the fun and enjoyment and mirth and inspiration in their office(s) (or virtual offices) that inspires people to make games in the first place, the game might not be good.
My solution is very backwards, maybe, but I think if the devs can just maintain morale and inspiration they will get everyone a super fun experience that is like Descent but which is in an expanded universe. And as community members we should encourage that above all. Rather than "implement this or I'm out."
Because then that position looks "cool" and if it's cool to abandon the community and not help test, then that's like a weird popularity contest instead of a group effort like the devs are generously inviting it to be.
This morale and fun (and of course, real elbow grease) will help them and guide them to the right choices from the wide variety of suggestions here on the forum. There is a certain amount of "wow" that has to be revealed. And as Underground members we cannot spoil that, either. Even if we are impressed or inspired or excited by what they're doing. We have to clam up and be like the monks with secret knowledge that will be revealed. And with that behavior comes even more false expectations.
It's like we have to conspire together to make the game great. And if we are not communicating, it means abandonment.
Regardless of the greatness and practicality of a suggestion, it really has to match in enthusiasm and promise and so on.
So in conclusion, I would ask the devs (the speakers) to listen up more and the pro-classic players (the listeners) to speak up more. And vice versa.
Just more communication.
Plus just more thankfulness. This is an incredible and amazing project and it really couldn't have happened without the community ... and perhaps not in any other time! Let's seize this incredible opportunity! There are other 6dof games getting made that aren't asking for so much feedback, but this one thrives on it.