Very useful and insightful comment @Sharp. Most of it is something I always suspected but didn't have much to base it on other than "If people in this forum were the majority Solasta was a million copies success and not BG3" logic conclusion, but numbers are always better.
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I didn't say that, I just said that the type of feedback they likely find valuable is not the type of feedback many people are giving. The evil path is actually a very good example of this. Saying, "I dislike this game because I want to roleplay as an evil character," tells them exactly why you do not like it, it does not tell them how to go about implementing one. This is useful feedback for them, because understanding why someone dislikes your product helps a great deal in going about addressing the dislike. An analogy to explaining how would be you, as a player, writing your own fan fiction evil path and then expecting the developers to implement that. This is similar to much of the mechanics based feedback which has been given, which is very much, "this is how I want the mechanics to be," and not, "this is why I dislike the mechanics." This is, I suspect, why they commented on the dislike of missing (not something i personally mind at all), because the feedback surrounding missing was focused all on the why and not so much the how. I can give lots of examples of how you could "alleviate the strain of missing," for example counters, but this was not the type of feedback which was provided in much of the missing discussion.
I talked before and said that I'm no Larian employee, so it's not my job to find a solution, only to point at the problem, and this is true.