What really bothers me about the BG3 demo is that Larian is still using a lot of DOS features like:
I agree that they need to tame many of the DOS features and concentrate on creating features more true to D&D.
1) marking red field of vision when sneaking (same as DOS - proposing to change this visual),
If they want to keep something like this they should use a D&D Perception check to see how well you can track and estimate what an enemy can and can't see while you are sneaking. It should not be automatic nor 100% accurate.
2) using fog clouds animations (same as DOS, please remove this visual and make it a PC/NPC status),
There are certainly many spells that create fog effects in D&D. And there could certainly be environmental fog effects. But when fog is used, it should make sense within the D&D system and not be as arbitrary and easy to create through mundane means as it is in DOS.
That said, the 1st level spell "Create and Destroy Water" has an option to "Destroy Water" which allows you to "destroy fog in a 30' cube within range." So D&D does have a low level method of dealing with fog effects. But it shouldn't be a mandatory spell to have because we can't go an hour without dealing with Fog effects.
3) overusing surfaces interactions (water, grease, blood etd - same as DOS; please enough with DOS features),
I agree. Neat in DOS. Not consistent with D&D unless the spell or environment call for it. They need to tone it, and our interactions with it, way down.
4) to much items and overly large inventories (same as DOS - BG1and2 had relatively small inventories, I would propose to somehow simplify the item gathering process or even use a mechanic like a courier similar to what they did in Torchlight - it can pick up generic items and sell them with on or two clicks)
Inventory management is always a problem in these kinds of games. But I don't think the core system in DOS is incompatible with D&D. Making it "less realistic" with some kind of auto-sell option isn't a fix.
5) making the combat not look so similar to DOS (changing/removing the attack path line visual)
The attack line visual (or something very much like it) should stay. It should just relay different information (like whether a target has half, three quarters, or total cover.) It could also be color-coded to indicate whether the attack is going to have Advantage or Disadvantage.
In this case I don't care whether it looks like DOS or not. Just that it's relaying mechanics relevant to D&D.
6) changing the jumping animation to something a bit more realistic (i think nobody was really impressed when Swen Vicke showcased the feather spell and jumped of the building - that spell is a rip off from Morrowind etc.)
Yes, the mundane Jump action was unrealistic. What we saw was probably what we should be seeing from a Jump Spell. That's fine. There is a jump spell and it looks like they should be able to support it easily. As for Feather Fall... that's an iconic D&D spell. I was happy to see it implemented and happy to see verticality be a bigger part of the game. Not sure what the problem is there.
Just my two cents, what DOS gimmicks/features from DOS would you NOT like to see in BG3?
Default abilities like "Pin Down" on bows and "Bleeding Attack" on slash weapons isn't a D&D thing. D&D has a weapon effects system. Use it, not the DOS weapon system.
I know it must kind of hurt to not use so many of the "nifty" DOS mechanics in this D&D game... but they do need to live with the fact that they *are* building a D&D game.