I agree pretty much on everything, but want to expand in some points:

Originally Posted by Ikke
7) The game is 3D, but highlighted characters or objects get a 2D outline. That destroys the illusion of a 3D world. Highlighting should be 3D too. For example using a spotlight from above, or by increasing the luminescence of models.[/color]
I think this is really a minor problem and purely mechanic i.e. not related to the IG lore and natural laws. Maybe you are right in saying that a 3D highlight would be better but I don't think is too much of a problem.

Originally Posted by Ikke
11) Enemies do not seem to use jump or push combat maneuvers.
Oh, believe me, they do.

Originally Posted by Ikke
13) The limitation of 4 per party does not make sense in the game. A fifth can not join, saying you're full. How does that make sense? I understand the need for gaming mechanics, but please try to make them sensible in the game world.
This is a whole thread in itself. Maybe a sensible explanation would be the need to guard the camp.
Still, I would prefer to be able to bring along every companion, even if this means having less of them. But, since the Focus is (sadly) on the multiplayer aspect of the game, I doubt they will increment the maximum number of characters in the party.

Originally Posted by Ikke
15) Long rests are strange too. Never in the game is a camping spot established, but from any place the party is teleported to a permanent camp somewhere, and teleported back to the same spot where the long rest was initiated after sleeping.
I think the long rest is fine, given that the background now changes depending on where you are. The only immersion-wise problem is the fact that you were adventuring with 4 characters and now in the camp, you have a dog, an owlbear, an undead priest and at least another companion who weren't with you in the dungeon you were exploring.

Originally Posted by Ikke
16) When zoomed out, the camera is able to show a lot of the game world. Much more than the playable characters could see in reality. It would be nice to have a first person view during exploration, and switch to overhead view during combat. And maybe faraway landscapes and objects could be made more hazy? Also the mini map shows info on charcters that are not in the line of sight.
I don't think the 1st person camera is an ideal solution in this game, but I totally agree that both the camera and the minimap should have a fog of war system that impede you to see what your character isn't supposed to be able to see. Why send someone to explore if I can already see everything? Also, it's taking away a lot of surprise effects.


Originally Posted by Ikke
I think two immersion problems could be solved in a single stroke: Have the party travel with a cart that is pulled by horses for example. The cart can carry all equipment and it allows a camp to be set up at safe locations. Of course the cart can not enter dungeons, so it will not be possible to loot 20 goblin shields from a dungeon without some serious running back and forth. But I don't think I would miss that. It is entirely reasonable to loot only gold and jewels from a dungeon.
I don't think that having the cart physically present would be a good thing, but I will be happy if they tell us of its existence via a cutscene, so at least I'll know why two people who have the same urgency as me to solve the tadpole problem are doing nothing to help.