Remove "Forced Failures" from the game
A problem TW2 suffered greatly from are Forced Failure sequences. Where you either give the user the belief that something can be done, allow them to do it, and then mount impossible odds against them (literally, impossible, such as never ending spawning) or you put the player into a situation where they have to be defeated in order for the game to progress to the next stage.
As much of a mechanic you feel that this might progress the story or bring a level of humanism to the player experience, you are doing little more than frustrating the user by requiring failure, an act associated with a lack of progress, in order to move the game forward. I hope the team on TW3 will not put forced failure into the game in any shape.
A problem TW2 suffered greatly from are Forced Failure sequences. Where you either give the user the belief that something can be done, allow them to do it, and then mount impossible odds against them (literally, impossible, such as never ending spawning) or you put the player into a situation where they have to be defeated in order for the game to progress to the next stage.
As much of a mechanic you feel that this might progress the story or bring a level of humanism to the player experience, you are doing little more than frustrating the user by requiring failure, an act associated with a lack of progress, in order to move the game forward. I hope the team on TW3 will not put forced failure into the game in any shape.