I'm wondering what questions people would have liked to have had asked in the interview. Is it only about how close the game is to 5E RAW mechanics? Doesn't anyone else wish there had been questions about general game play?
Q: Any plans to adjust pathing to prefer non-injurious travel over climbing and throwing yourself off high places?
Q: Any plans to remove the "swarming" where party members buzz around the party leader like stoned idiots? (does this only happen when everyone is sneaking?)
Q: Any plans to separate the action of designating party leader from the action of selecting a party member? When I click on someone to check their quickbar or change their active weapon, etc, I don't want everyone to start swarming around them becuase there's a new leader; has a tendency to set off nearby traps, walk into the vision cone of enemies, etc.
Q; Any plans to add party banter text to that text box with the dice rolls? I'm tired of hearing the tail end of conversations as my companions catch up to me while traveling.
Q: Any plans to improve visibility of hidden objects/traps once you've passed the perception roll? Currently, if a companion makes the perception check it's often easy to miss what they detected because they're lagging behind or buzzing about aimlessly while I'm openning containers, etc. ("Scratch" would make a great companion. He should almost always make his perception rolls and stand next to and "point" at whatever he just found. Maybe growl quitely. More of a Pointer rather than a Flusher.)
Q: Any plans to enlarge (widen/thicken) the scroll bars on the Journal (and anywere else there are scroll bars)? Currently they're a mighty thin target to grab with the mouse.
Q: Any plans to remove useless junk like feathers, inkwells, bones, cups, plates, forks, spoons, knives, cuttings boards, milk bottles, rotten baskets, etc and add more potions, food, gold, weapons, etc where they make sense? Having everyday items/nicknacks can help flesh out a scene but if there's no use for them they don't need to be actual objects that the game would have to track.
Q: Are you working to improve interface responsiveness? There's a perceptable delay between mouse actions and world response. For example, when the pary is stationary and I click somewhere for them to move there's a delay before they start moving. In the inventory screen to move an item there is a delay between left clicking on an item and having the item become movable. It's not a terribly long delay but it is long enough to be annoying and feel like I'm fighting the interface.
Q: When do you expect to have difficulty settings available for players to test? Currently there seems to be some tweaking of difficulty that will need to be undone for less difficult settings. Might also provide useful feedback to see how many people play at which difficulty setting.
Q: And, of course, will the built-in game console use the same commands as in the earlier BG games or are you coming up with new syntax?