Forum Discussion
@arthurh3535, I already gave you a dumbed down easy to understand reply, do I really have to dumb it down to picture book level? Nobody is complaining because the game isn't perfect, people are complaining because this game is a complete mess and obviously got shoved out at least 6 months before it was ready.
Now to essentially dumb things down to picture book level...
Player kills kett at small outpost / barricade > player picks up task with random spawn locations > ends up at area already cleared, just walks in, grabs / blows up objective, walks out. End result: No structure to task at all, akin to a auto-generated "busywork" task. Does this scenario cause bugs? No. Is the task boring and may as well been left out entirely? Yes. If you are going to do a auto-generate type task you at least have the objective spawn at bigger locations and respawn enemies to make the task more interesting and give it the illusion of being something meaningful. It is easy to script things like this.
How many times has everybody ended up at some random pile of debris / rubble in tasks like this to pick up a out of place datapad or blow up a out of place vase looking thing or scan some out of place spawned object? I personally have encountered it with almost every busywork task. It is so easy to spawn objects at locations that make even a busywork task feel important even though its not the level of effort to do so is barely above lazily throwing in a math.random variable (or equivalent depending which scripting language you are using, my example comes from LUA) in the script.
@ketxxx MEA is by no means a total mess. The big bugs I've seen are quest bugs where you can't continue. Like Tha kadarra vault in the last area before you have to flee the vault. You have to kill all remnant, but if the last remnant is a summoned little flyer, it won't see it to complete.
That's a fairly serious bug, should be fixed soon. But the game is payable across most content and most quest bugs do not keep you from playing thru the main stories and loyalty missions.
A lot of what you have been complaining about aren't bugs, but design choices. And I've been in enough betas to know that you have to keep it simple sometimes so that it doesn't break quests, hence why the Kett still spawn fairly regularly on worlds they been given setbacks, but never fully driven off of.