I agree with this. The ruins are exceptionally well done. I loved running around them and exploring, even the sentinels are designed well and I enjoy combating them, and the orb event was really great the first time or two. The problem arises when you realize that you have to do the same things a truckload of times in order to meet your goals.
Frontier, as usual, designed in a huge grind wall for whatever reason. And as usual the asset and sound teams did a tremendous job, but the mechanics team failed terribly.
It’s even more outrageous because the situation wouldn’t have been hard to fix from the initial design point of view. Instead of having two types of blueprints have a dozen or two unique types, and then change the Tech Brokers to only require one each of two or three blueprints to unlock an item. Instead of making the player repeat one event at one ruin 20+ times, make them do the event once or twice at each ruin but then break that up with flying time and SRV navigation to travel to other ruins.
This is basic MMO timewall design:
break up the grind into many activities across a range of locations. Grind walls can still keep players engaged for long periods as long as it isn’t repetitive or boring. Make it a varied exercise instead of a singular repetitive one.
Makes me terrified to see what they have planned for exploration in Q4!