I mean… that’s not a development issue, that’s a QA issue.
And those can absolutely have protocolls to not happen again, at least in that narrow area.
It’s not being a dick, it’s solely reacting according to the situation.
Did crap? ‘Yeah, you did crap, not good’
Did good? ‘Yeah, you did good, nice!’
What is it always with people defending crap decisions for some reason? ‘Oh, it can happen, good boy devs!’… no? You properly convey it’s not good so perception is there that it’s something which needs to be looked out for. Or do you prefer things being ignored non-stop? You as a customer have a right to a functional product. Those things actively inhibit the enjoyment of the product in a manner which could’ve been avoided, hence it needs to be addressed. There’s nothing more behind it.
EHG can now fix their method of handling those things… or they can keep on doing the same thing as before.
And to make it entirely clear… if it’s such a common normal thing to happen… why doesn’t Torchlight Infinite or PoE 1 struggle with the same issue despite having a faster content pipeline with larger scale mechanics for that time?
Clearly something is different for them in that small aspect.
I’ll always state again ‘this is crap’ as long as it’s crap. And I’ll also give a kudos where a kudos is due. Like the weaver-tree, great overall implementation, the weaver content is also great overall, kudos, good design! Minor stuff which could’ve been better placed otherwise but in the grand picture well done.
Now here I’m calling out another thing though, and that’s badly done.
You can only be an asshole if you do it one-sided, and not even then it’s clear if you are, it also depends on the way you do it. I for example say ‘EHG is bad with this type of stuff’. Is that wrong? If ‘no’ then why does it repeatedly happen? They have strengths they can lean into though, and that’s what makes their game good despite the shortcomings.