An overwhelming majority of the major features and their implementation is developer-driven with little or no player input until testing. This is because each lead developer over the years has had a specific vision and sense of game balance they aimed to achieve, and player input didn't determine the core of those features, only the user interface and similar player-side concerns. Most of that development takes place privately and is worked out between the developers, so numbers for anything can't be determined. And it would be impossible to quantify anything, anyway, because you could split up features in an infinite number of ways. You could consider "ground combat" a single feature, or you could consider components of it such as "firing on enemies" and "weapon stats," or even components of components like the equations themselves and HP/armour tweaks etc.Edited By: Syn on Year 16 Day 130 23:55
For website changes and minor feature modifications, the number of player-driven suggestions and amount of player input is considerably higher, though. Little things tend to be heavily player-driven because some devs aren't players at all and those who are don't use all of the features as much as some of the players, so player input is great for changes that make the features more user friendly and other quality-of-life improvements (the QA team consists of players and makes a lot of suggestions for user friendliness along the way--repair is a great example of a feature that evolved dramatically from its initial inception through such feedback). But suggestions of that sort are usually the threads that get posted (and not locked) in the Suggestions forums, so most of the approved suggestions fall into that category.