My 2cents
On lockpicking:
* There should be a vendor for lockpicks, or even better: lockpicks should be an item like the repair hammer or the magnification glass (multi-use). After all, real life lockpicks don't magically self-destruct after one use.
* There is almost no incentive for taking the skill at all! Every locked door has a key nearby, and destroying a chest by force doesn't have any negative consequence. ...
Lockpicking works with witchcraft skill. I dont know about lockpicks themselves, there is only 2 lockpicks in whole beta, one in the beginning of the tutorial dungeon (as I call it, where 3 enemies come out of when you head from beach to the town) and second lockpick you can buy from one of the NPCs on the market in the middle of town.
Also I don't know what you guys are talking about that breaking doors/chests has no consequences. You probably never tried to do it before level 5. Try to break lvl 10 door or chest with your lvl 5 melee weapon and see what happens...
Also a lot of these reviews here are based on certain way of playing the game. In one situation your review works in another it doesn't. Not everyone plays the game like you, in their case they encounter different battles since their characters are built differently. Also a lot of you guys seem to know a lot of cons and pros of specific builds and setups. There will be quite a few players who are not pros in building the ultimate death machines so for them things that you might find making the game too easy they may not even think about it.
I haven't tried on Hard, just medium and only once. I am afraid if I play more playthroughs I won't have interest for release. So my personal opinion is - I partially agree that game becomes much easier around lvl 8. And I didn't even try to make an "ultimate deathmachine". I've never crafted a single weapon/armor, never used whetstone, I haven't completed half of the quests and by the time I killed all the mobs on the map reachable by exploration I was lvl 8.
I think game needs a bit more balance. Its more challenging first few levels but you still can end up overleveling yourself by going to the 'wrong' side of the map leveling up fast there and then slice through mobs on the other side of the map like through butter.
Maybe it would make sense to actually have mobs scale to your current level, thats the only way to make 'every' battle challenging. I dont believe any other balancing will allow that type of challenge in game.
But then again D:OS is sort of a "find whats better works for you game". Some people who play games all their life fly through even hard as it was easy. Others maye find some battles challenging even on easy (not me). Does the game need to guide player through giving the quests to avoid overleveling?
Also quests all pile up on top of one another. There is little guidance in journal to understand if you actually have completed the quest or not. The journal just said what you DID. But was it appropriate part or maybe you just stumbled upon some enemy that was some part of the quest is unclear.
While overall this may be interesting for people to find out on their own in some instances this is actually quite frustrating. You don't want to run around the whole map and go through endless dialogues with every NPC (which is frustrating on its own) to find out if some new dialogue option appeared.
Digging through same dialogue options is very annoying when every NPC has pretty much same choices.
So my biggest complaints then:
Magnitude of annoyance in order:
1. Messy Inventory (where is the sort button???) You have to dig through inventory so often that this is the most annoying in my book, even though there are specific tabs that allow to switch to specific type of inventory the "ALL" tab is just hateful.
2. Quest journal and dialogues. Oh let me tell you. I understand why so many people like to kill town inhabitants. Because they are sick of clicking the same dialogue options over and over and over again. Every selfrespecting game deve tool has an option in dialogues to FLAG already used choices and hide them if they've already been used on that NPC and only show NEW choices next time if there is something new to talk about. I kinda find it a bit shocking to see such mess in dialogues considreing how good the rest of the game is. I really HOPE this is just overlooked ALPHA feature that will be fixed very soon.
3. Difficulty balance. So yeah, beginning of the game is challenging especially when you show your nose at the side of the map where enemies are several levels higher. This is ok though, but imho this is not the way it supposed to be done. Too late to change anything now of course but devs were supposed to put more challenging mobs further away from town and not have clusters of mobs of different level in different part of the map. Like for example it is now - (not actual representation) south are mobs level 2-4, north are 5-6, east are 7-8, west are 6-7...
4. Crafting. Well... I didn't really feel at any point in time other then first 3 or so levels that I really needed anything at all except some healing potions during those first few levels. As soon as my archer could heal, I didn't need healing potions either. I got all the euqipment and most of the skills/spells from drops. And to be honest I didn't really use the skills/spells I got from the vendors much.
Other weird things.
Maybe its me being used to other games I couldn't figure out until probbaly level 5 where to sell or buy things until I've barely noticed a button to access trade interface on every NPC. That is quite an unusual spot for such a button. Maybe its because in other games not every NPC in game is a trader or salesman. You have merchants in other games. In D:OS I guess everyone is a merchant.
I understand of course whats behind the idea. Its like every person has something to trade or keep in inventory. Some has 15 gold, others have 15000. Some has only a fish and pitchfork others have full inventory of equipment to sell. Its a bit weird. But nothing that you can't get used to.
I believe in Baldurs Gate that made this game genre so popular they've had merchants who could only trade with. And other people were just that - people.
PLEASE remove the annoying repetitive dialogue options and flag to show only the options that open depending on quest progress. Or will I really have to do it myself when game tool is out?
