Though a "Rest" option would be interesting (as long as it can't be abused of, else there would be no point in buying potions), there's a major problem about it (in multiplayer) : How will it affect your partner, especially now that we have a true day/night cycle ?
I mean, what happen when you want to sleep and your partner is kilometres away from you ? Does it means she HAS TO sleep as well (which wouldn't make sense) ?
Do you both need to be close to each other in order to rest (which would really restrict its usefulness ; moreover, what if your partner is in perfect shape and doesn't want to sleep ?) ?
We can't seriously envision a time-gap in multiplayer, so is the "Rest" feature viable ?
There's only one solution I can think of : You can only rest at the homestead, where you're unaffected by time. By if time has no sway on you, does it mean we can sleep as often as we want (and we get back to the abusive use of the feature) ?
It'd be nice to have an answer on this matter.
UITo simplify the use of the UI, maybe we could have two modes :
A "Free" mode, in which you can swap your skills and change their position in your bar BUT can't use them. Regarding the change of skills, something ŕ la DD would be nice (a list pop up above your current skill), but a window is OK as well, as long as it's simple and clear (a semi-transparent window preferably, to prevent from hiding the environment on a large scale).
A "Combat" mode, which allow you to use your skills BUT lock your bar.
You'd automatically get in "Combat" mode after a minute, if you haven't touched anything in your bar, or if you enter a fight.
There'd be a tiny icon next to your bar to switch from Free to Combat, and vice versa.
NPC ScheduleI have no idea to what extent will the schedule be envisaged, but as I conceive it, it'd require a huge work.
Here's an example of what kind of depth I hope to see :
If you kill a NPC, it affects its relatives, and it depends on the circumstances of the murdering. If they've seen you, they should react consequently (Running away, screaming, attacking you, alerting the guard, hiding in fear). They also need to REMEMBER your deeds. It'd make no sense at all if, the day after, you could pop in and say "Hello !", as if nothing happened.
On a side note, maybe we could also try to explain ourselves and reason the NPC (or even intimidate him. For instance, threaten him of death if he talks about what happened to anyone).
If they haven't seen you, they'd desperatly search for him, an inquiry would be set up (maybe a "Clue" feature could be implemented, by which you could leave clues behind you, which would force you to be careful when you murder someone ?).
They'd eventually find the corpse (or not, if you can move it), the death of their reliative would affect them. They could refuse to sell their goods for a time, seclude themselves and refuse to talk to anyone, why not even suicide themselves if they've lost all those they loved, or sink into alcoholism (why not even become a bum ?).
The other side of the coin is : All these modifications have to be taken into account for the redaction of The Transcript of Unravelled Destinies. Massive amount of work.
Misc.- Frozen NPC can be moved (It sounds logical, though it'd be quite weird if you could drop him/her in your backpack).
The consequence is that you can kidnap them (why not even sell them afterward. A necromancer sure could have a use of a subject of experiment. It could be part of a side quest).
To be honest, I don't think it's such an useful feature, but my unadmitted dream is to freeze the lady in her bath during the pyramid quest, move her to the town centre and watch her being humiliated while she slowly thaw.

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