Thanks for detailed answer, didn't realise it was that much.Halatali chains are interactable outside of combat and only initiate combat afterwards, that means you only need the one player running with trusts to be able to interact with them, ego they do not matter for actually designing the dungeon around trusts.
The issue was never with interactables that are just for traversal or any kind of downtime within the dungeon.
It's specifically fight mechanics that require interacting with something or performing any kind of action that isn't just "dodge the hit". Because trusts can't do it and the single actual player might not be the correct role to do it themselves (can't use interactables when you're the tank and constantly getting slapped).
Just to name a few:
Thousand Maws, removed interactables, removed goo puddles and removed the vacuum spider web walls.
Removed interactables on the 2nd boss, removed the adds and walls on the 3rd boss of Copperbell Mines.
Removed interactable torches on the 3rd boss in Haukke Manor.
Removed adds on the 1st boss in Halatali, probably because the trusts aren't very good at target prioritization or switching targets mid-fight unless it is heavily scripted and their current target simply disappears.
Removed the snowball mechanic on the 2nd boss of Snowcloak.
Removed the need to kill the floating stone heads on specific platforms in Sunken Temple of Qarn.
Removed the cannon on the 2nd boss in Stone Vigil.
Removed dynamically placed poison puddles and the boss healing while standing in said puddles from the 4th boss in Brayflox Longstop (and for some reason removed the optional path when going from the 2nd to the 3rd boss???)
The last one is especially baffling. The only thing I can imagine is that there were already pathing issues because it's not a single corridor.
And you can absolutely expect them to remove the interactable fruit in Aurum Vale when they redesign that one, which probably means the removal of the entire Gold Lung mechanic.
I still maintain if the auto-run is optional, it's a "whatever" feature, that some people might enjoy.
If it just turns out to be an entirely optional feature then I am also whatever about it.
My concern is simply that it will have a negative knock-on effect on world design to make the auto-pathing function.


You're missing two important ceveats however.
1. Adding this may impact map design. They would need the maps to be designed for auto-pathing and likely remove aggro'able mobs from the auto path so players don't die during transit. This will potentially limit map design very heavily.
2. The maps are already dead. They should be thinking up ways to breathe more life into the open world, not remove it. If people are just going AFK to watch TikToks between quest objectives, we now don't even have people actively questing, just mindless zombies essentially waiting for a loading screen.
We aren't protesting because we don't want people to have a feature they might like. We are protesting because this could impact map design negatively and would take even more life out of an already dead open world.
Last edited by Selsix; 12-06-2025 at 03:24 AM.
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