Alchemy => there was a small animation if creating was done in pause mode (a book opening and closing) - pity, it didn't appear in RL mode. Yes, I liked the flashing filled flask in Div as well. What I liked about BD and alchemy was the huge variety of potions I could create (instead of combining more as in Div) - gave me a feeling of being really rich <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />. From other games I know about the alchemy lab I had to find, combine and then use => would have loved that as well.

Rep. impact on attitude of NPC/traders in general towards the char => yes, I'd like that as well. Though... how would gamers take it, if they are at disadvantage then? Lady_Rain, do you think this then would be called a restriction? And would a gamer take this if she/he not only has to pay higher prices but might be not showed special items? I'd love that myself, as I could feel more integration in-game (actions causes consequences) - but if I remember gamer reactions from those who didn't use the disguise armour in Act 1 and had no quests/skills then due to hostile NPC - hm, I think, they were not happy.

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( a VERY important point to remember in a game, is the fact that the player must feel important and good).

<creeping away and muttering> I like being an underdog

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I dont care about the open ended quests where you can choose your ending... although choosing to kill the pimp rather than obey him and kill the poor bugga that stole 5 minutes of mary's time to tell her something i like too... it gives you that sense of good morals...

I had exactly this feeling at the end - would have loved to snip the boss enemy into little pieces for duping my char - and lay my hands on Asmodheus as well <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" /> - a sort of: clean-up. I was deprived of my revenge, hmph.

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if you HAVE to take revenge on the poor son of a frog, then rather put a proper burial ritual in, where they will attack me until i did a proper respectful burial or something....

<img src="/ubbthreads/images/graemlins/up.gif" alt="" /> <img src="/ubbthreads/images/graemlins/delight.gif" alt="" />

Skills => I would have liked it if the sub-attributes would have transported into the damage kind. Example: critical hit/deathblow etc. would apply for all 1-hand at one go, regardless of crush/slash/pierce weapons - and in order to get better from slashing to piercing weapons, I'd just need one skill point in this damage type then. Same for 2-hand, so not so many (double) skill pts were necessary to be as good with the hammer as with a sword/dagger etc. Damage value would depend on the weapon as it is now.
Mage skills => maybe a few less.