That is fine. I understand not having fun in a game after playing it for a long time. My point is that the UO team can't make every thing you want a reality. Some people like grinding for something because it gives you something new to do, even if it's recycled. Think about how big their player base is. They have limited funds and thus a smaller team to make things happen.
Tend to agree, they sort of have to make content a bit grindy because they don't have much of a team, so they can't do a lot of big stuff, and smaller stuff won't last long otherwise. I guess my main issue with the way they design things is how they often chose to focus that grind. Frequently they add in a lot of clicks that really don't need to be there, and I think a lot of the time those clicks are added because of a design aesthetic where they want the process to seem more "realistic". Cannons are a good example, the process is pretty realistic... but it's horribly tedious and that realism isn't worth it. Most of their designs have elements like this. It's not the end of the world, but it's unfortunate, because I think it puts a damper on the fun of an otherwise solid idea a lot of the time.
No other game does what they do with EM events, play sessions etc.
Well, that's just untrue. A ton of games do stuff like this, especially online games. I would even say it's common. Especially "play sessions" that kind of thing happens all the time in other games, and it's not a thing that happens in UO a ton either.
At least they take our words into account. The other night during the play session, Kyronix sat with us after killing Khal and went over the mechanics of the fight. We discussed allowing a long enough leash on him to create a choke point. We talked about captains health etc. After talking for a while he gave us a specially colored mask just for helping test. I mean, that's unique in the gaming world. So we may not get everything we want but they try. That's all I'm saying.
I think that communicating directly with your player base, while good, is more of a baseline than something to be lauded. In the age of social media players expect to interact and give feedback directly to developers, as such most games do have that kind of interaction, especially more indie games like UO.
For example, I've been in the MTG Arena beta for a good while now, and that kind of thing is a regular expectation. They interact with players on the forums and take direct player feedback constantly, and report back every month with specific details on how they changed the game based on feedback, as well as twitch streaming live gameplay vs random players with the devs where players can interact in the stream. Rewards for testing are also pretty common. This kind of thing is pretty standard. Don't get me wrong, I'm glad they do this kind of thing more, but it's nothing special.
I generally am fine with the dev team, I don't like a lot of the choices they make for the direction of the game, but that's life. It's a small team doing what they can, and they
do listen to feedback, in the past they really didn't much, but I think they have responded much better in recent years. That said, I think there is also a bit of a stubborn streak with some of the devs where they just flat out reject feedback, or deny issues sometimes on unpopular things.