Originally Posted by EliasIncarnation
Originally Posted by Elfcrusher
(Also I find it cheesy that I can transfer potions and scrolls between characters while in combat.)

They should probably add an option to limit to that, like having to be within a certain distance to "throw" items to party members.

Originally Posted by robertthebard
1. This is Early Access, and the party is limited by that, for now. We have no idea how many other companions are coming in the later acts, if any at all.

People have been defending the current companions by saying that this is Early Access and more will be coming, but so far, I think that only two or three other companions might be added.
So, the choice of companions might not get much better in the full game.
I don't dislike the current companions, but it's not good that most of the companions that will be in the game are already disliked.

Originally Posted by robertthebard
2. This already exists, in the Options Menu, and I think it's UI. There are some checkboxes you can hit that turn off automatically adding things to the hotbars.

If I'm correct, even if you turn off all of the options to automatically add things, spells and other things are still automatically added to the hotbar.

Originally Posted by robertthebard
3. Sure, why not. One can also just choose to take long rests as they feel are appropriate. The irony of all the things people want to add as an "option that can be ignored if one doesn't want to use it", such as Fade to Black sex scenes, or party size being acceptable, but "if LR abuse is troublesome for you don't abuse it" is somehow unacceptable isn't lost on me.

I don't see it as being contradictory since the people complaining about Long Rests not being limited enough aren't necessarily the people defending options like the ones that you mentioned.
That said, I think that Long Rests should be more limited, and that there should be an option to remove those limits.

As for players limiting the mechanic rather than the developers, structure is very important to games.
Even though people can make their own limits in their minds, it's not really the same as having an actual limit.
It feels less rewarding, and it's easy to stray from limits that aren't actual limits.
With an actual limit, you're more likely to go through the game with the limit, and I'm not sure why, but it feels better that way.
For example, you could create your own achievements for a game and mark them as completed as you go, but it feels like more of an accomplishment to complete an already created list.

It's not really a good thing to not be able to imagine limits, stick to them and feel rewarded by that, but games aren't really meant to improve the way that people think.
They're just meant to be entertaining.

Um, stating what's known to be the actual case doesn't necessarily equate "defending". While I get you want to wave that "anti white knight" flag, go ahead and read what I wrote there again. Now, I've been accused on these forums of not understanding what I read, but when I qualify a statement with "if any at all", I'm not sure I should really have to explain further. Apparently, I was wrong?

I don't recall if spells are automatically added or not, but I seem to recall that spells have their own checkbox in the settings. Assuming I have that right, it means that I can then manually them, along with everything else, and so, I would know exactly where they are when I want to use them, w/out having to go through any more UI elements to find them, especially when we have some people that are already complaining about needless UI elements.

I see it as contradictory. What's even funnier, is that I see it as contradictory while being someone that's missed some story beats because I wasn't abusing LRs. To the point where I've even suggested the need for an icon on NPC portraits, as was done in swtor, that indicate when a party member wants to talk in camp, or otherwise. I do agree that games aren't designed to improve the way people think, that's what educations are for. However, insisting that games teach another player to think tactically about something like LRs is, in fact, asking to improve the way a player thinks. So which is it? My problem with the LR system is that it doesn't inform the players that they need to take one for something that could be important for a player, such as someone wanting to experience the romances. Whether that's a priority for me or not, it will be for some, and it's entirely possible to miss out on them, if you don't take enough LRs, or don't pursue dialog options while in camp.