The recent interviews actually shined a light on this a little bit. In their internal testing, they identify "common stress points" and just aim to remove those regardless of any player feedback. Basically they just assume the playerbase is awful at playing the game and they want to remove anything that could possibly cause stress to the players, so that explains why they removed a lot of the failure points in job rotations and such, can't have the players making a wrong decision after all.



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