Quote Originally Posted by Reynhart View Post

Not if they don't know where that path is. Since you talked about Toto-Rak, imagine if cells were placed randomly, you wouldn't have any choice but to look everywhere for them until you got enough of them. And on that topic, my guess is that people hate Toto-Rak not because of the branching path, but because of the sticky floor during the last third that adds absolutely nothing gameplaywise and only makes you lose time.
If the path is randomized, you take away the element of choice. You give players the choice, they choose the path of least resistance. If you take the time to digest this you'll see the exact same problem the devs face, and that's trying to make everyone happy, which just isn't possible. So you appeal to the masses.

The goo is just one of several reasons why players don't like Toto rak. It's really low level, the proto cell objective, last boss is a step up for those new to the game, takes forever to get through. Most of all though, it's not linear. You have to back track a bit to get all the proto cells. Speed parties also tend to forget one leaving someone to go all the way back for it because the boss won't spawn.

Believe me, I would love a dungeon with puzzles, and traps, a threat level by erasing progress if you don't make it past a check point, cool bosses and random pathways each time.... Wait. We have that don't we?