The whole problem with resting is that the discussion is taken completely out of context. The issue isn't 'resting' per se, the issue is whether or not you want to have meaningful mid-term / long-term resource management or do you want the player to be at full power before every single encounter. That is the core question the devs should ask, and then build the character system around those goals instead of starting with the details and hoping that the end product will resemble something. This isn't a 'choice' vs 'no choice' issue either, as there is balance to consider.
They should pick a goal, design with that goal in mind and stick to it instead of having this ridiculous back-and-forth with largely meaningless details. When you have a clear goal you can ask productive questions, such as "does this design serve the goal we have", and "are there other ways to accomplish this", and even "is this feature even necessary to achieve our goal". The feeling I get from the deadfire project is that no one has a clear picture about what they are trying to do and why, which is why I'm still very sceptical about the whole game. The first game suffered very much from the same symptoms, but the situation wasn't bad enough to spoil the experience completely, which is why I don't regret buying it.
True excellence requires leadership, not 'communication' and 'compromise' and 'talking'. Of course good leadership needs feedback, but it also requires a strong vision. When the vision isn't clear, the end product suffers, and where there's no clear and efficient leadership, the vision gets muddied under a thousand different voices and interpretations. To quote my favorite bad guys, 'One Vision, One Purpose'.
EDIT: what I mean with meaningless details is that without a clear vision the details are completely without context and thus there is absolutely no way to determine whether they serve the purpose of the vision or not.
Edited by Ninjamestari, 22 March 2017 - 07:25 AM.