Have a few suggestions of my own, probably have been mentioned in other threads:
1. Selling to vendors: do not associate sold items only with the vendor to which they were sold. This really annoyed me all the way from DoS1; I see other games follow this pattern and don't like it -- you end up having to trek all over the world if you need to buy-back an item to find the particular vendor you sold it to. Either don't allow buy-backs, make a limited number of buy-backs available globally, or make all buybacks globally. I don't like this additionally because the items you've sold to the vendor crowd out other items, perhaps unique, that the vendor sells so that you can't distinguish anything special to that vendor anymore.
2. Map markers would be very nice.
3. Combat "threading": I don't think you quite have the flow for the battle systems yet, especially in large battles. It would be great if the developers were able to find a way to do action calculation while the player is deciding for their turn (to the extent that reaction to player decisions doesn't interfere with the enemy's optimal move choice). Especially in large battles there is nothing that breaks the flow of a game like having to wait for each enemy individually to move. I thought that you were going to a battle system where enemy and player would each have one turn, rather than (what it seems like now) individual turns for each of the PC's and NPC's.
4. Option to turn off cut-scenes: I wouldn't mind reading dialog from the 3D perspective. I don't think the cut-scenes look good enough right now -- and in general, seeing the models up close is a bit immersion breaking.
5. Tactical view: I'm curious what your analytics are for players who use the tactical view. I've never liked it in games and the way the tactical view interacts with the zoom camera makes it even less useful.
6. Attacking by portrait as well as by model selection: it's easiest to see who you want to attack from the combat portraits -- it would be nice if C's available to be acted upon had a different color and you could queue the action directly by selecting the portrait rather than finding it on the map.
7. Weapon comparison: the modal is too large and doesn't let you quickly see how what you want to equip affects all your stats.
This is just what occurs to me off the top of my head. I know some of these changes might be bigger lifts than others given the engine, and of course it's just one person's perspective :P
Last edited by firezdog; 14/10/20 07:04 PM.