The Bridge

I do not mind that you can lower the bridge by Stealth and escape without being seen that way. Although it is a fair enough point that it could be a bit better guarded since there is at least one other stealth exit.

The bridge being raised back up is okay if you left some magisters alive in the fort.There's one who patrols near the bridge who could and should raise it up. But it probably should happen sooner than it does.

But Magisters magically being able to tell if you have stepped outside the prison despite never witnessing it is dumb and has to go. It's not that if you get two far away, it's literally a "has left the prison at some point" flag. You can send one person outside to activate the waypoint, and have someone in the prison who uses a waypoint to leave, then immediately return. Total time outside: 3 seconds. That person is instantly attacked by all guards on sight forever even though they have no possible way to know you left the prison. It's dumb and MUST be removed. It's pointless having that flag at all.


Judge Orivund trial.

I have pretty much NEVER seen the Judge Orivund Scene, because it's easy to sneak around the edge of that room, and there's no need to get their attention. It seems like something very important, which would be a cutscene in most other games, but unfortunately, the way the game is designed means it can't have cutscenes without players being in dialogue. Maybe when you get within a certain radius of that, "Narrator dialogue" triggers allowing the cutscene to play. But that would also probably mean that it would almost never trigger the "player is caught" dialogue.


Looks like there is some more coding work needed. It would probably be best if the prisoner just cowered in place if you teleported them. Them going back and being transformed even though everyone else is occupied and can't cast the transformation spell should not happen.

I think that having an NPC follow you around and escape is exactly the kind of huge headache which Larian does NOT want to deal with though. I think cowering in fear and refusing to move would be the best way to solve that NPC who you teleport away.


Nebora getting my collar off.

I agree that it does not make much sense for you to fight with a team, win as a team, win a whopping ONE (1) round and be proclaimed "The One", and only the created character matters at all and only they get their collar off.

In fact actual dialogue says that you can't become the one from just winning one round.

The issue here is that it is a Multiplayer-Only quest which has been shoehorned into single-player very badly. In Multiplayer, there's two teams of two player characters each, which fight first a 2-on-2 battle, and then the winning team fights each other 1-on-1. That kinda works to produce "The One", but it really doesn't work at all in single-player.

What they should do is have three rounds in both single-player and multiplayer. First round is the four party members against 4 AI. Then the next round if the players won, it's 2 players vs 2 AI OR 2 players vs 2 players. Third round, the winning team fights against itself, so 1 player vs 1 player or 1 AI controlling your party member.


Traders inside the fort

This is still a videogame. At some point, "realism" is going to have to give way for the sake of fun. "Ultimate Realism" is not the be-all and end-all goal which all videogames must prioritize at all costs.

So I do not care at all about traders inside the fort existing and selling you things and letting you get better stuff. Leave that in, taking it out is bad for gameplay and therefore would be a stupid idea for Larian to do.

Your idea of moving the undead trader is especially poor given that there are a bunch of other difficult encounters all over.