Nope.
I've been apart of the forum scene for plenty of time, from both sides of the fence (as a player of games and now an employee of a developer) - I know frustrations at elements that aren't to my liking.
We're always looking at feedback and working towards a solution. These things aren't often quick fixes however and need time, sometimes beyond that you need to see what people's reactions are to the game before you can get a good gauge as to what actually needs to be altered.
I prefer not to be vitriolic with my responses as that only does more harm than good, however.
Allow me to not be vitriolic. I have trouble believing the bolded. You say you're always looking at feedback, were you looking at feedback when RLL2 was released? Because many of the problems that plagued that game still exist in RLL3, particularly serious balancing issues with the difficulty settings and presumably how that relates to the efficiency of your A.I teammates both in attack and defence, who are beyond useless, even on Pro or higher. They almost seem to be running on rails sometimes.
I don't understand how the opposition can knock a ball down, regather and not be called a knock on, I don't understand why the ref sends a try attempt from
outside the in goal area by about 6 metres up to the video ref for inspection, I really don't get how the kick off mechanic works because the blue bar is very ambiguous and doesn't seem to make sense as to why shanks that land 10 metres away from halfway happen.
I don't understand why the toe grubber and low tackle are on the same button (X), which means when the opposition puts it down close to my defender, I'm toeing it back to them instead of tackling like I meant to, I don't get why the game seems incapable of allowing a player to keep their opposition scoreless, even when the stats are well and truly against them something invariably happens that allows them to have a scoring opportunity, such as a knock on, a bomb to the in goal that is impossible to defuse or, again, A.I defenders just conveniently falling asleep at the wheel.
Also finally I will give you guys the benefit of the doubt and say that you didn't intend for the player to be able to send 4 different players to the sin bin because of repeated ruck infringements which are remarkably easy to earn but funnily don't seem to make a huge impact in the final result regardless.
It seems that the problems have to be truly game breaking in order for you guys to take notice and fix it
prior to release, such as the intercepts which were very egregious, to the point of seeming scripted (I might be just mad, blind or both, but it seemed in that game that when an intercept was about to happen, the game almost slowed down for a nanosecond to allow the ball to float in a certain direction).
Half of those could be excused as bugs in a new game that need to be ironed out, which is fine, but not 3 times in a row. It makes it very difficult for you guys to argue that RLL3 isn't just the same old code dressed up with prettier graphics with the same price tag when the exact same problems are occurring over and over again. It suggests that you need far better QA testers, but it also is a sign of a bit of hypocrisy on your part (you being Big Ant and Tru Blu).
You know who else just dresses up the same game code in slightly prettier graphics and slaps full price on it? EA, and last time I checked, any comparisons that people make between you and them is met with derision because of budget differences. It's fair enough that you guys are a lonely fish in a dying ocean at the moment and money and time to make a good game are hard to come by, but you should remind your bosses over at Tru Blu that despite what the AFL crowd might suggest down there in Melbourne, RL fans aren't stupid. They can see when they're being fleeced, and charging 100+ dollars for a slight cosmetic upgrade which is followed by smartarse comments from your colleague Ross when criticism is brought to him falls into that category.