Exploration is important only in the early game.
I mean the first time a player explore a new zone.
During this phase is where the level design shine the brightest.
You discover secret spots, check for shortcuts to unlock, find the best points to farm, take some time to look at the beautiful scenery, memorize chests locations , if there is a best spot to fight enemies using environment.
This is awesome.
Then you explore it again, and find new, stronger enemies and so on.
Cool.
Then you do it again…and again…and again…
Same paths, same shortcuts, same farming spots, but different enemies.
I’m sure that in the final version there will be enough zones to keep this loop engaging.
New zone - YaY! Explore, get exp, loot, resources.
Go back and forth to Sacrament.
Repeat to farm materials and exp.
Reach level for new zone.
New zone - Yay!
and so on.
It will still become tedious for farming certain resources.
There is no actual reason to go to the earlier zones for materials, the strongest materials are always in the high level zones.
The level design and shortcuts are good but not good enough to justify such system late game.
The only change we need is to be able to teleport to zones, not to each whipser.
After that a player has still to re-explore to remove the fog and it will be exactly as it it.
The shortcuts will still be relevant if one wants to farm multiple zones on one trip.
The enemies will spawn and the materials can be gathered along the way.
The only thing that will be removed is changing to fast gear to dodge-spam until the destination is reached.