*Comes back after Christmas to glance at RPGCodex, sees a war has broken out with Lacrymas leading the charge*
MERRY CHRISTMAS TO YOU TOO FOLKS! Anyway jokes aside, everyone is entitled to their own opinions. On a personal level I even agree on a fair amount of issues Lacrymas brought up - not knowing a few spells doesn't disqualify someone from giving their take on their personal experience with the game.
Now to be honest some of those aspects will be fixed during Early Access, while others are simply out of scope or not planned. For instance, I've seen many here saying they think having the game fully voice acted is a mistake - and who knows, maybe they are right. It's one of those hindsight 20/20 things where you can't really say beforehand if it's going to be better or worse, because nowadays many games without voice acting will fail to attract a decent crowd (but exceptions exist). Same thing goes for the dialog cutscenes - would it have been better to have a simple old school text box and save ourselves the trouble? Again, maybe, maybe not.
I said it before but I'll reiterate here - Solasta is the baby of Mathieu Girard, our CEO. The guy's put his money, passion and time to create it from scratch, forming a new company to work on the project. As the Creative Director it is absolutely normal that he has his own vision of what the game should be, and he has his own likes and dislikes that even if we do not always share, we do have to respect. For instance, he wanted to move away from the "wall of text to read" dialogs that he doesn't really enjoy in modern cRPG, which is why we're trying out these dialog cutscenes instead. And again, I'm not saying that it's the right (or the wrong) choice - when it comes to things like this it's a matter of preference, and as the Creative Director he steers the ship. Which doesn't mean that it's a selfish endeavor either - Mathieu is far from being a tyrant, imposing his vision on the rest of the team. There are some aspects of the game he absolutely wants to keep, but he is more than reasonable - example with the Lighting Rules where we made a deviation from the 5e ruleset, which was reverted with the most recent patch after massive community feedback.
I hope this clarifies a bit on "why are we focusing on X rather than Y" topics. Now as for the other issues.
The game is indeed rough on the edge, which is what you should expect from an Early Access title. However, the full release is indeed not going to magically solve everything - that would be straight up horseshit, and I hope by now you all know that I'm a rather transparent person. For instance, when I read about the presentation being rough - the voice acting, the faces, some dialogs... I have to agree, as there are simply limits to how much we can spend. Spending on voice acting is expensive, and while we do hire professionals we can't always get the best performance - it can be a mixed bag. The faces is the same issue, we have a few good looking ones, some others don't look so hot (eh at least you can properly RP that 6 CHA character you just created). Dialogs again have the same issue where we don't have a narrative team of 20 writers who can churn out different lines and witty exchanges all the time - nor rewrite 10 times the same dialog because it's not satisfactory.
In terms of story, there is also what we would like to tell, and what we can actually do - in a sense, the story is limited by the scope of the game. I believe we have quite a nice little campaign which yea sure, is quite classic, but I don't think is bad in any way. How it's delivered however is something that may need some polish, so that might see some changes during Early Access. For instance, we're trying to work out some of the kinks in the storytelling - such as the adventurers just plopping the crown on their head without reason (there is magical suggestion afoot, but it's not explained so...)
Encounter Design is definitely something that's going to evolve with Early Access - right now we are mostly sketching out the intentions. This level should have an encounter here, and there - doing this and that should trigger X and Y. Most of you who played already know how unequal the difficulty level of some encounters can be, going for laughingly easy for some trash mobs like the lonely Minotaur sitting there to get slaughtered to "wait what just happened" double lightning bolt insta-TPKs against the double goblin shamans encounter if you have a bad initiative roll - and I'm not even talking about some bosses who've ended countless runs because the party came in underleveled (not like the player could know beforehand either). This is something that we'll be going over in more details when we start fleshing out the different difficulty levels - where do we soften the blow, where do we add some ompf.
It's a bit the same when you're talking about maps not being fully utilized - right now we haven't implemented any side quests yet, but you will be prompted to revisit some areas with new monsters being added and all.
And you're not screaming into the void - feedback is always welcome, even when we don't see eye to eye on everything. At the end of the day you like what you like, and maybe Solasta is just not enjoyable to you which sure sucks a bit but eh there's plenty of great games out there, so no big deal.
I saw that you asshat. Prepare yourself, it's time for fisticuffs