At the end of the day the question remains: why did the puzzles have to make up such a large part of the content when you knew from feedback going on years that it was a lot of player's least favorite thing to do in the game? That's where I get confused. Did it just become "too big to fail" , you guys were at a point of no return with it and it had to be the volume/quantity it is?
You want to appeal to players who enjoy looter shooters and games like Diablo,etc, but in hardly any of those games do you get met with the absolute emergency brake on the gameplay loop because youre busy looking for one last key or part of a puzzle in order to finish something up.
Some clarity: You're speaking on the topic still as though years of feedback were provided while we ignored it, so let's be very clear on this front: Early access was about 2 years total. We had multiple large updates that added or wildly changed core aspects of the game, because of further implementation of our core vision as well as the feedback to aid its development. We aimed to make a lot of handcrafted environments - landing at a little over 100 - and utilized a lot of healthy level design to help guide players from one point of interest to another. The expectation from the get-go isn't that players will do everything, but rather be pleasantly surprised when they stumble upon a secret that rewards them across an expansive game.
An observation: It sounds like you expect the game to be Diablo-only, but in space. This was never our aim, nor ever preached from us. Yes, there are aspects of Diablo, and Destiny - which we have stated - but there are also more aspects of F...
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