I have to agree that the pacing at the start is kind of strange. If you want the game to hook people you need to have excitement. I also don't mind the long drawn out areas of dialogue and questing without battle. I just think that it is too soon to the start of the game. Now that I have played many hours and know what is going to happen I don't mind so much but that first play through was getting a bit boring for me and a coop friend. We were both ready to fight something after spending HOURS in town doing nothing but talking.
Something to break up the pacing a little would be awesome. I can really see some people not playing the game for long. The story has not really "hooked" you by that point in the game and you don't get to really experience any of the cool combat mechanics by the time you reach town. I think either throwing a battle or two in before town or during town is necessary just to be sure people don't get bored.
We ALL want this game to be successful and to do that you need to sell the game to a wide audience not just a niche crowd. Many causal gamers will either play some at a friends house or watch the Lets Play type videos and be totally turned off by the slow pace to start the game and never give it a chance. The amazing combat and story will never be seen.
Obviously we don't want the battles just thrown in. But there are MANY opportunities for a battle or two to be snuck in.
Like others have stated there could be another small orc raid that breaches the gate and you are asked to help.
When you go in the basement "something" could happen.
When you go into Evelyn's house an assassin and/or group of hired thugs could attack you for getting too close. Obviously she has some followers.....
You could do some training fights at your homestead to learn the different effects that terrain/elemental things can have on a fight.
When you start snooping around the graveyard a zombie/ghost could attack you for disturbing the graves?
There could be a bar brawl with some drunken thugs.
Maybe some human pirates raid the docks?
The fish theif could decide him and his hungry buddies done like you and attack.
There are many many many chances for a fight that would not feel forced or ruin the RPG element of the game. As long as there is an explanation for the fight it could be worked in. Also most of those could be considered optional and/or could be avoided via dialogue options to intimidate or reason. Would add a lot more of the dialogue stuff that is being touted as new for the genre.
So many of these scenarios could show off the awesome battle system as well as be a great opportunity to introduce the dialogue system and show what it is about and how it could really affect gameplay and character advancement!!