AnimaI I don't think there's any common ground to be found, as it's obvious our visions of the game differ, you also seem interested in rather attacking others and defending what you find "fun" instead of trying to understand the opposite side when it comes to topics you don't agree with , and going from there instead for a healthier discussion.
Also, although I don't always say it, here are a few examples of instances where I have agreed with people's suggestions for change:
That's a wonderful list, but just because you agreed with the people doesn't take away from the points I had mentioned. Especially if those topics can be summarized as "additional content" and that is not the same category as "changing the game's mechanics".
How do you expect to know what was intended?
I could ask you the same thing given your message history and your defense of what was intended. My vision about the game's design comes from the way the developers carried it across, yours too, I reckon. That's how I expect to at least get an idea of what they were going for. Neither you, nor I will be correct in our guesses until the developer comes forward and confirms either side.
I AM open to the game changing. I just don't want nerfs.
Meaning not open to the game changing in the way you don't like, being very aggressive in some instances at that, and making sure you include yourself in every topic you disagree with so the developers can hear you better? It's very convenient to label everything "nerfs", quoting the standardization, baselining or removing the fun.
You have to understand that people complaining about 1 hit dropkick death, shovel/nunchuks, boomerang launch, this physics "trick" have valid reasons to complain about it. You find it fun? Epic, they don't though. This has nothing to do with being good at the game. This is directly related to community and player base retention, and their involvement with the game. Numbers will indeed speak in there, and from the looks of it, those are becoming largely discussed hot- topics.
If many people complain about the same thing over and over, there's a good chance there's something not right in there, something that takes away from many people's enjoyment of the game. That could always be improved in one way or another, not removed, not nerfed, not completely changed.
Even if it is an intended design decision, people may and will complain about it if they don't find it fun. This board is created to challenge the game's design choices.
Besides trebuchet, which other map designs conflict with it? Name one.
You're way ahead of me. Football and Buzz-Ball are exactly the two other modes I can name. "Works splendidly" is a subjective statement, yes.
People should be able to throw things really far.
You mean "cute chubby wobbly flappy animal blobs". Default throwing is just fine and doesn't require any boosting beyond what's intended. There are cases that are directly communicated to the player such as "you will launch a two-handed weapon farther if you release it when swinging", which is an obviously intended game mechanic with a tradeoff.
And the same concept applies to items but requires you to spin around to increase the momentum and pressing throw instead. That, and not precise-timing-dropkicking the item released during the throw.
Maybe it's something the developers didn't know when they designed it, but not necessarily something that they would have to be against.
I never said that, but yes, true. Not necessarily something they would have to support either.
This is something that can be accomplished with actual laws of physics.
This game is far from the actual laws of physics. I can't take that and "real life" arguments seriously.
I do not support the OP. I support the person who discovered this amazing technique.
Okay, but the person who discovered this technique also supports the OP calling it straight up broken regardless of whether it offers a trade-off?
They said they could easily patch it for Trebuchet (making the entire "trick" absolutely useless), but that doesn't automatically support the right to its existence. It was just them brainstorming a solution for the map they discovered the trick on.
And I hope, and will request, that the developer considers creating a basketball map where we can make a lot more use out of this feature!
Always thought Buzz-Ball is that analogue/replacement for Basketball, exactly because there is no simple way to make basketball work with the default game mechanics, so they put the "hoops" as high as possible for standard throws.
Regardless, there could be custom rules/variables introduced for specific maps, adding the variety you strive for. Without the introduction of hidden leetery that affects the entire game.