Content Meeting Discussion More meeting with content team and regiments in game

This suggestion will be discussed at the next content meeting.
What does this suggestion change/add/remove:
[For a long time, issues regarding edits and content additions, especially for vehicles, are not implemented correctly. This is particularly common with regiment-specific edits or additions. I'm suggesting that before making edits to regiments, developers or content teams actively communicate with the affected regiments. This ensures that decisions are informed and that instructions and preferences are properly understood rather than misinterpreted through forums alone.]

Has something similar been suggested before? If so, why is your suggestion different?:
[Not that I know of.]

Possible Positives of the suggestion (At least 2):

[Promotes better communication between the development team and players, leading to more accurate implementations and edits.]

[Creates opportunities for compromises or alternative solutions, fostering a collaborative approach rather than blanket rejections or assumptions.]


Possible Negatives of the suggestion:
[I can’t see any negatives in improving communication with players who are actively engaged in the game.]

Based on the Positives & Negatives, why should this suggestion be accepted:
[For example, if the content team lacks experience in certain areas (e.g., specific vehicles or regiment mechanics), engaging with knowledgeable players can prevent mistakes and create better outcomes. This approach improves satisfaction for players and enhances overall content quality.]
 
Also
I would like to connect with the content team regarding an issue we encountered while editing vehicle stats. Specifically, we managed to fix the stats for vehicles with instant turning mechanics that suffer from poor handling—such as the GAZ, Oshkosh, and all the Kermit addons.
ps this was on the active server and we mangage to make them work brilliantly and as intended originally

While these vehicles may have performed adequately on private servers (e.g., Kermit’s private server), their performance on the CN server appears to be significantly impacted by the server’s tick rate. This disparity highlights the need for adjustments to ensure consistent handling and gameplay experience across different server environments.

I’d appreciate the opportunity to discuss these findings and collaborate on a potential resolution.