I agree that they should not listen to every crazy idea - but seriously - you SHOULD listen to the predominate wants of your customer base. The fact that the game is dying is mainly due to them NOT listening and wasting time on things people don't want. Failed client after client, expansions and other crap that was for the MINORITY.
I work at a very successful software company and we do spend time with our customers and while we don't implement every crazy idea they have - we have key focus groups and listen to ideas and choose those that are asked for by the majority.
Adding things like fish tanks, brewing, parrots, armor refinement are all examples of junk that a small part of the playerbase cares about.
Spend time on things that the majority care about and keep them around.
You have limited resources. If you spend them making 5% of the population happy and ignoring the other 95% - how long do you think the game will survive? This is exactly UO.
The dev team seems to have a hard time separating the vocal 5% from the majority of the playerbase.
I dunno. I think theres a sizable difference between a company providing for the needs of a specific client (a generally singular entity) and an entire customer base comprised of a multitude of uniformed groups.
I DO think they listen to what players want. The whole armor and weapons balance was a direct response to what players want, and it went through several iterations to get to what was generally a well received update. The only part that didn't succeed was refinements, and the only reason it didn't succeed was because of poor design.
The design was poor for one (perhaps more than one) of several possible reasons:
1) The person designing the systems is simply clueless, and should be fired. On face value there is no other explanation for who ever was designing it to not realize that adding 200+ unstackable new items would basically kill the system on arrival... and drive people crazy with questions as to what they were thinking. I don't think thats probably the case... but who knows.
1a) The person designing the systems has a design aesthetic that simply does not mesh with how UO has been run for the past xx years. Designing systems with too many steps many of which are based in what seems like an attempt at realism. Refinements and Cannons specifically. I don't think its bad or wrong... but they HAVE to realize that this is not the game for that sort of thing. UO is and needs to remain a "Hammer + Ingots = ability to make all metal items." kind of game. "Hammer + Tongs +Ingot + Stoke furnace 5 times + Use tongs to put ingot into forge + Pound red hot metal + dunk hot metal in Water + (repeat above process 3 times) = Sword." will not do it.
2) The small team makes it hard to add in new content that is actually engaging, so they have to come up with ways to stretch what should be a small addition into something that takes week or months to play through. Refinement are another in a long list
3) Some confusion between design and programing as to what can and cannot be done and in what way.
4) Thought people would like it more if it took them a month to complete that part of their suit rather than just being able to do it.
I'm sure there are more reasons....
Anyway, off on a tangent sort of...
They also have just recently gotten a forum dedicated to what players want and how many players back those ideas. So, give that some time too.