1. Well, that diary looks aweful. The current is fine as is. If you want a walkthrough, find one, don't expect the journal to be one (oh, how I hate people expecting the journal just explicitely telling them what to do).
Let me guess: you haven't played Inquisitor? The journal in the game can hardly be called a "walkthrough", not at all. Inquisitor is in terms of no hand-holding at least as old-school hardcory than D:OS, be assured. But the difference is that you can really find hints and goals by reading your diary and combining various things you've encountered in the game. The difference is that in D:OS information is scattered and not stored in a central place (like a diary) which isn't be best solution imo.
3. No. Defeats the whole purpose of having repair and identify. No.
How so? What is the purpose of having repair and identify? Again, in D:OS identifying and repairing are only skill-based. Once you have a certain skill level the respective character can just repair or identify every item (with either repair hammer or identifying glas in the inventory). What's better in clicking on each armour and weapon piece indiviually? There is no 4th wall breaking in a repair all function because the whole process is already quite abstract. You do repairing in identifying in inventory (abstract level) already, without the need to be at a forge or a study room and there is no direct gameplay or roleplaying mechanic connected to it. It's an abstract task with no gameplay value whatsoever. I never claimed that the skill level needed for repairing or identifying should disappear. That's all still the same. The only difference is a reduction of clicks and (non gameplay) processes needed for these tasks.
4. No. What stupid game makes everyone sneak instead of the rogue. What is this even?
Well, I think you haven't properly read what I wrote. In D:OS every character - no matter if rogue or not or if someone even has a point in sneaking - can sneak by design. Of course you could only let your rogue sneak. In that case you would in almost every case delink him from the rest of the party anyway. I wasn't demanding that pressing the sneak button should put the whole party in sneak mode, I was demanding that every LINKED charcter should be put in sneak mode. That's quite easy to understand since the usual purpose of linking them together is to let them walking together. And there are situations in which you can sneak with your whole group, for example the Luculla mines.
5
. Not gonna happen. There was a quest in Silverglenn that took gold from another character if your selected didn't have enough, and when I pointed that out to them Octaaf stated that definitely wasn't the intention and gold should remain seperate at all times (I assume it got fixed before release). Understandable seeing it's co-op nature.
No, I disagree that it's a co-op nature. Again I made a distinction between WHOLE party and LINKED characters. I only suggested shared gold for LINKED characters. Linked character are only controlled by only one human person, no matter if in co-op or in SP. If it's technically possible or easy to change the system is another question but that's of course up on Larian to decide.
6. Teleport? I don't see any reason for this. Simply scroll over there and click, they walk automatically. Seriously.
Teleport??? I never suggested any form of teleport. I don't understand what you mean...
7. Cause the item type is... well, the sub-tabs. If you want to sort on gear, go to the gear tab. If consumables go to consumables. There's not much point to sort like that if an entire seperate tab just to see them is available. They do need to sort out some bugs here though, but your wish is already granted.
It's not. A consumable tab is worth nothing if I want to craft an item with a consumable and a weapon because - of course - the weapon is not in the consumable tab. Many crafting processes has to be done in the main inventory tab because you combine items from different item types. With a sorting filter for item types (I don't know why you even oppose this...) finding ingredients for crafting would be much easier without the need to endlessy search thing in a huge inventory.
9. Nope. They just need to fix that if you switch characters you really switch them, so it will be compared to the person trading. No need to clutter the screen with 4(!) comparisson windows.
Again you misunderstood me. I don't want four comparison windows, not at all. I want one, but based on the character for which the character who leads the trade actually buys stuff. If I talk to a merchant with my Rodrick (who has a high bartering skill) it's only Rodrick talking to him (so switching between characters completely would be a real 4th wall breaking and unimmersive). But Rodrick can buy stuff for other people in his group, for example for Scarlett by taking her bag. But when Rodrick wants to buy a new robe for Scarlett the automatic comparison compares the robe to Rodrick's armour instead which makes absolutely no sense. So it's pefectly fine that only one characters leads a barteing dialogue, but it's not very well designed if he can buy stuff for other party members but not compare items to their gear. That could be solved by just switching the comparison to the character who is active in the bartering menu.
10. HANDHOLDING ALERT. Sorry, this game is not your modern Elder Scrolls game who stops you from being stupid. Don't be stupid yourself. It's not so hard. Try it sometimes. You can only complain if you have a bug, not if you just messed up. Pay attention, don't force the game to pay attention for you. Got plenty of other RPG's that are willing to do so for you if it's too hard.
ELITISM ALERT. Sorry, but what you say makes little sense. What I suggested has nothing to do with being stupid. Messing something up requires to have proper information. And sometimes stuff just happens accidentially. That's not because people are stupid but because people are human. It's one thing to have a super hardcore attitude but another thing to make a game really frustrating for people who find out after perhaps 10 hours of playing that they lost an item they needed for quest. That may cause Schadenfreude by the elitist hardcores but it's just an unnecessary drawback for some people. We're not talking about quest markers, easy puzzles or hand-holding here. We're talking about a system that allows little "mistakes" which aren't really obvious to cause great frustration very later on.
12. What about "unique" is difficult to understand. This isn't Diablo and it's all about loot and you can collect a full set etc. It puts an unnecessary focus on something that's not the goal of the game.
My suggestion was more about making the loot of bosses and special chests "better" (on the average) than the stuff you find in random containers. It's not Diablo but you cannot deny that the random loot system plays an important role in D:OS. So there should be imo a nice "reward" for finding a chest or killing a boss on top of getting some XP. At least the whole "treasure map" feature is kind of worthless if the chests only contain "normal" gear that can be found in every other container or can be dropped by any random enemy.
I got it. Too stupid and not hardcore enough for you. Maybe you're just not into the game enough to notice that there are some skills that can be only found one or twice in the game which makes respecing utterly worthless although it's as an option in the game.
14. Not that far yet, so can't explain. Bugfixes are hardly suggestions though going on the title (to be truth I only read the titles not all the text ;))
Why do you even dare to answer my post if you don't even take the time to read it? That's insulting, dude. Do you think other people take your seriously if you openly admit that you don't give a shit about their opinion and what they wrote? Sorry, but I clearly wrote in my initial post that I will tackle design issues AND fixes.
15. Lol, no. Stop with the dumbing down suggestions already. Why return to old-school if you just want to crap over it back to the modern age right 1 week after release. Seriously.
Strange. Do you even know what I'm talking about? This suggestion is nothing about being hardcore or not. Step back from your black and white thinking, we are adults and can look at the issues a bit less dogmatic, can't we?
But back to the point: if rot infection is Hiberheim is ok, why not also in Cyseal? Wouldn't it be even more hardcore if you could already infected by rot in the tutorial dungeon, suffering from it for at least 20-30 hours before you even get the chance to cure it? Even the most old-school hardcore gamers should see that this is not about making the game more "dumbed down". It's a question about pacing. As I said, the problem with the encounter in Hiberheim is that you can meet it hours before you even know about Tenebrium or rot for the first time. I don't know what is enjoyable or "hardcore" to be forced to constantly heal a character for no apparent reason...
16. Bugfix, not suggestion.
Read my damn initial post before you make stupid comments. I think you hate stupid games and you want to use your brain more often? So please use it here as well and don't make stupid comments. Thank you.
17. There's mapnotes, there's directional signs *everywhere*... so, no, not necessary. They just have to adapt. Soft-gloving them this early on and they are really unprepared for the old-school beating coming for them. So no, it wont help new people, it will do them more harm than good. So why do it?
Well, let's agree to disagree here. But one basic design goal (no matter if for a casual game or a balanced game or a hardcore game) is to have a slightly increasing difficulty curve. It may fit the super hardcore attitude well to even block out less experienced gamers right at the start but it doesn't necessarily do a great service to the whole game. I think there would be many people who could enjoy this game if the they get more chances to inform about the ingame mechanics. It's also not about being forced to hand-holding or everything. And tbh, this whole old-school beating thing is way over the top. D:OS is challenging, but not difficult. It's also quite accessible to a wide variety of gamers without being casual or consoly or whatever. But that doesn't mean that there isn't room for improvements. Giving the people the possibility to gain more immersive information (which is not the same as e.g. quest markers) should always be a design goal for devs.
19. Hahahaha... No. You remember the old games which end after it was done. Yes, good times right. Not sure why people expect endgame content and post-boss stuff and exploring after the game's done. Would you know how much extra dialogue one potentially needs to write to allow NPC's to say the big baddie is dead. In a braindead environment like The Elder Scrolls that's easy, but with the amount of proper NPC's in OS. Nope, just... nope... not gonna happen.
I never said that I wanted this stuff to be available AFTER the end of the game. Please read more carefully. I was comparing it to Kangaxx of BG2 (which is one of these old games...). It's about bosses you can fight BEFORE the end of the game but not necessarily while you happen to meet them for the first time. but I guess you just read the headline and thought, "ha, endgame content, I heard that before from MMOs, why bothering with reading the whole passage if I could just comment on the headline". Well, epic fail, dear sir.

So yeah, like Hiver, I disagree with pretty much all of them. And I gave reasons...
Well, while Hiver is an aggressive and rude person I don't want to talk with anymore I think he at least read my whole post. You obviously don't and you misunderstood most of my points (either it's on me because I didn't make them clear enough or on you because you didn't read them properly without putting down the elitist old-school hardcore glasses for a second). But well, nobody's perfect...
