That is rather a feedback than a suggestion, since it's probably too late for that. Except for Baldur's Gate 3, of course, but I haven't seen any suggestion subforum for it yet.
I have played Divinity: Original Sin 1 & 2, and in both, the NPCs are playing their dialogue in a loop. In DOS2, some NPCs walk between each iteration, but in any case, this never ends. Sometimes it's just idle conversation, sometimes it's a prelude to an action triggered by the user, after which the looped conversation may not be the same (for instance the NPC may die, disappear or go elsewhere).
The gameplay is organised in such a way that the user has to spend some time in each area, and thus has to listen to those conversations for quite a while. This is very annoying and irritating after a short while, and from what I have read, and mods like "QuietDayOnTheMarket", it seems I'm not the only one with that feeling.
What is your opinion, and what could be done instead? And I sincerely hope this will be taken into consideration for BG3
If the conversation was always the same, but said only once everytime the user gets within earshot, it would already be an improvement. When the user leaves the area and gets far enough, this is reset for the next time he/she gets back within earshot. If that's not critical conversation, it may be sometimes omitted.
At the very least this could be an option, in case some users really like to hear the dialogues in a loop.
This may render the game more silent at times, but background noises may fill that in (I'd just avoid replacing by other irritating noises like dogs barking...), and since it's already there, I don't think less of repetitive chatter would have any downside.