6) Hide helmet with three options : dialog/cutscene, in combat, out of combat
7) Sometimes, people just want to have a break and leave this weapon and this armor behind (except Swen, maybe) so add casual wear for the main character and his companions. An idea with two possibilities : one equipment slot dedicated to this, so it can be used whenever wanted or only applied in safe places/moments (for example, Astarion's outfit)
6) Shove should be an action and chances to shove should always depend on strength. Come on Larian, you can not tell me Gale shoves as well as Halsin...this is the worst lie since the cake and the tadpole dream
2) If I want my character to jump from a too high spot, a prone ghost instead of a normal one would be appreciated
6) Add options for automatic forced turn-based mode : damages out of combat, downed/dead, after a fight, hiding, trap detected
If I knew nothing about the game beforehand, I would have logically gone to the druid's grove to see Nettie then I would have rushed to the goblin's camp to save Halsin to finish in the underdark to reach moonrise towers, missing a lot of content and approval. Furthermore, even if I would be able to come back after knowing my tadpole is in stasis or after being cured, it would not be the same because there is temporary content. That means if I really wanted to appreciate all the work put in this part of the game, me, the player, must know beforehand that the tadpole threat is nonsense. Because of this, there is a paradox between the player thinking he must find a cure as fast as possible for his character so he does not turn into a mindflayer and the will to explore the world and learn about his companions.
The character should be assured (not a maybe, a real yes) the tadpole is in stasis as early as possible so he will worry more about how the stasis could break (my guess is it will break if we use too much tadpole options) than when it could break. To achieve this, this is easy : Nettie says that Halsin found the drow's tadpole is in stasis like the character's one but because they do not know how it works since they are a new kind of tadpole, she feels paranoid and still tries to poison the character. After that, the player can choose to believe this information and think the character have the time to explore or the other way around (that would solve the problem I talked about earlier, for mad hero dialog options).
Great feedback, I agreed with a lot of it.
I like the idea of having different hide helmet options, and having some casual clothes for certain cutscenes would be nice.
Shove is already based on Strength. I get different success chances and push distance with different characters as it is.
I love the idea of the prone ghost for jumping down.
Automatic turn-based trigger options would also be great. Would be really nice when detecting a trap!
I agree about the disconnect between being told we need to hurry up and solve the tadpole thing, versus playing the game normally. It's really off right now.