I really likes D:OS, but I never finished it because the news of the release of the EE was announced and so I decided I would rather play it in the EE with hopefully a deeper and better story line. And now that it's out I have to say I love it, I'm dyslectic, so.. When there's a lot of text to read I often end just skipping it and turn to the journal for what it was about. The voice dialog REALLY helped me there. Thank you!

But.. there's a few things that I do not like, some have to do with the voice dialog's. Many of the NPC automated conversations are a bit bad, some just sound horrible, what they say sound like their words have been put together by mismatched words in terms of how the are spoken, giving what the NPC say a total lack of dept and natural flow. Like the sailor on the dock that is telling the other one stories about their captain, or the guard that was bit in the face by Bairdotr, she doesn't sound like she's really angry at Bairdotr, nor does her friend sound very much like he's trying to calm her down.

Another problem with NPC's like theses is that they the delay between each time they repeat the same line is WAY too short, if you stay in the same area for even a little while you start to get annoyed by how often they speak the same lines over and over.

Also it's that all three voice sets on the two genders are made by the same two persons and they both have their mistakes, like the weight of some words in the different characters voice set comment, some words just make the comment line sound bad because the pressure on words and weird pauses that make everything sound strange and unfitting. I think you could give the character voice sets a better feel for the players if you instead of having the "Wizard, Warrior and Rogue" for voice sets you use the AI Personalities, or just add those to the voice set choices, giving the players more choices and also more difference to what the different characters sound and what they would say.

I noticed a thing about how the different weapons are held that doesn't look good at all. The characters grip on the axes are too far forward on the heft. On the knives the characters are not holding them by the hilt, but rather by the blade, especially if the blade is pointing backward. The staffs.. They hold them as it they were swords and when they cast spells they put the staff on their back and then cast, would look a LOT better if they held the staff by one hand and the magic is cast using the free hand, then channeled through the staff, or both free hand and staff, or just the hand, either way.. The way the staff is used now look pretty much awful.
You can see here that the grips do not look good...
http://i1266.photobucket.com/albums/jj525/kimhj1/Axe_zps1jka5scc.png
http://i1266.photobucket.com/albums/jj525/kimhj1/knife_zpsnjsymjfa.png
http://i1266.photobucket.com/albums/jj525/kimhj1/two%20handed%20sword_zpseld84lq7.png http://i1266.photobucket.com/albums/jj525/kimhj1/Two%20handed%20axe_zps8jpmdthe.png
Now.. What if the staff was held like this... https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/143825/fxJtKsO.jpg
Instead of like this...
http://i1266.photobucket.com/albums/jj525/kimhj1/Staff_zpstk00akyb.png

There are however some things that aren't in the game that I would like very much to see, like the ability to rename bags, single click on a bag in the crafter window to open it, or just having special crafting bags that show their content in the crafter window without having to open them.
A two handed fighting staff, like a monks staff.
Shield Specialist blocking skill applying to dual wielding too, but at a little lower value, like 2% instead of 5% and the Parry Master Talent will instead of giving 10% blocking give the full 5% value per level on Shield Specialist.

Last edited by Skeptical_Bunny; 29/10/15 04:17 PM.