I have ~23 hours played, and recently finished the early access, which I suppose is all of act 1? Really enjoyed it, and pretty much immediately started a different character as Githyanki to see what those options were like. These are my main feedback points.
1. Party Member AI pathfinding. In Original Sin 2, I remember that your party members would automatically find their way around hazardous surfaces, like acid or fire. That seems to not be the case here, as there have been times where I was very easily able to go around something without touching it, but someone in my party would walk through it anyways. Kind of annoying, especially when you gotta do a rest or expend resources in order to heal. Was probably most blatant near the very beginning with the brambles. There's like a mile of space around the brambles, but Gale walked right through it anyways, taking some damage.
2. Auto success on 1s for skill checks. Even when it's impossible to lose a skill check, you still have to roll the dice. A little weird, since a DM in a DnD session would normally just let someone pass without rolling if they were good enough at something. Don't always need to roll for easy stuff.
3. I would like to be able to access the inventory of my teammates at camp when they aren't in my party. Would save some clicks and time. Otherwise, you have to dismiss someone, then recruit the person whose inventory you want access to, then manage their inventory, then dismiss them, then recruit the original party member again. A lot of steps for something that should be pretty quick.
4. I don't like that space bar selects dialogue options. When the game crashes, or I load a save, or now when I started a completely fresh character, I already know what people are going to say most of the time. When I know what they're going to say, I want to mash space to get to my next dialogue choice, but if I do that as it is right now, it'll automatically pick options. Makes me have to slowly and carefully go through dialogue when that shouldn't be necessary. Also annoying for merchant NPCs when I just want to shop, since the top option seems to rarely be shopping.
5. It would be cool to be able to mark our map in some way. Quest markers do an okay job on their own, but I think being able to mark your map is always a useful feature in any game that has it. Could mark stuff like encounters you might want to save for later, entrances to places not marked on the map, potential locations of interest that you may want to return to, etc. Lots of things that wouldn't be automatically marked by the game.
6. Being able to raise and lower the map floors would be incredibly nice. There was a time where my character was "stuck" in a pit. The only way out, by walking, was to open a gate that had hostiles behind it. However, I also had an amulet that gave me a teleport spell. I was hoping I could teleport outside the pit, to where my party was, but it seemed completely impossible. I couldn't target the floor above me at all. I'm sure that if it was possible to actually target the floor above me, I could have gotten out. I just ended up going to and from camp and that worked, but still. Would have been neat to teleport out.
7a. This one is kind of silly, but it'd be nice to be able to name bags. Near the end I had so many potions, scrolls, arrows, keys, and books that my inventory was becoming an absolute mess. I could put my stuff in bags, but then if I needed something specific, I might have forgotten which bag it was supposed to be in. Would be cool to just be able to name them "scrolls," or "potions," or something to differentiate them.
7b. Being able to sort bags would be nice as well (you can sort your inventory, but not bags within your inventory as far as I can tell).
7c. And being able to drag things on top of a bag to just put it in the bag, instead of swapping item locations, would be nice, but that's just a cherry on top. Dragging into the bag isn't super annoying, but it is a little annoying having to make sure everything is stacked properly. Mostly for potions and scrolls which you end up getting a lot of.
8. Speaking of bags, I don't like that clicking a container (as if to open it) while holding alt will put the container in your bag. It's especially a problem when there's a small container, or a container that's mixed up with a bunch of items somewhere. I would much rather it open the loot interface. If I wanted to grab the container itself, I'm perfectly happy just right clicking it to do that.
9. I would definitely be happy with more actions. Some actions I especially would like are:
- an active search. The passive perception works great for what it's supposed to do, but it would be nice to be able to actively, and more thoroughly (like a bigger radius or something) search an area when I choose to. The biggest problem I had with this is when I knew there were traps coming up, but the passive perception radius is so small that you seem to have to inch yourself forward in order to not get caught. I generally just opted to run straight through traps because I couldn't be bothered (I remember this being a thing in Divinity as well. It's a little silly to even have traps if it's more convenient for me to just run through them. Active search would solve this, I think). I also didn't really see anything that let me know when a container was trapped. I don't think there was ever even a passive perception check for that (and I played an elf rogue). All I noticed is that some chests would say the lock was covered in gunpowder or something, but there was at least one door that I remember which was trapped that, as far as I know, you would have no way of ever knowing until you opened it. An active search to check for a trapped container just makes sense to me.
- ready an action. I guess a lot of the time this would be something like the overwatch action in XCOM, but I think it'd be cool.
- dodge. I'm actually surprised this isn't already there. There were a lot of times I would have loved to use dodge with my fighter, which would enhance survivability (obviously) and also let me get off some ripostes.