I also prefer the no-respawning much better than respawning, mainly because of the following reasons:
I understand that some people prefer no-respawn systemm and no-respawn system has its own benefits. Seeing as this game will support Multiplayer, I foresee possibility of workaround for no-respawn factor via Multiplayer. As such, I suggest an option for single-player mode somewhere in game menu to allow/disallow respawns to occur, to avoid going through more elaborated workarounds.
Your actions have consequences and make you feel like you have actually altered the game's world. Otherwise, if say the villagers ask you to clear the nearby forest from orcs, then why should you care about their request if you know that orcs will respawn in that forest anyway the very next day?
Having finite mobs might lead to such situations as - you kill some finite orcs first, and only then you find someone who would give you quests for those orcs. There were such examples in other games, where it would lead to broken quests.
There's no such thing as a particular chest which has a 10% chance to spawn a specific item. I don't see any reason why that would be changed for D:OS.
I described as non-game specific example of why some people don't like no-respawn factor. Example from Divine Divinity: Amulet of Glory, which is very potent and unique magic item, and which can appear either with very irrelevant or low bonuses (and as such be seen as wasted) and might appear with truly interesting bonuses.
There is also another big "con" in my book about no-respawns. it usually means arbitrarily finite resources, such as gold. You can spend your gold on identifying some items, which end up being cursed, so you can't sell them, and be left without gold, and if you are in need of some potions/other things in order to help yourself further in the game, you might find yourself screwed. While this situation is hypothetical, being aware of finite resources might make you extremely frugal, being afraid that there always might be some vendor near corner who might sell something very useful at very high price.
I had a really nasty example of this happening in one old game Yendorian Tales 3, which also had no respawns - when around 30-40 hours in the game I am suddenly asked to give 100k gold to NPC in order to proceed further in the game. Needless to say, mobs in local area were very hard so I spent some gold on equipment to be able to kill them and found myself in unwinnable situation - no gold and all mobs (source of gold) are dead, but instead of starting from scratch I simply ended up cheating my way through.
And Sauro welcome to the forum!
Thanks!
