- No way to change to night time as a player - Persistent immersion breaking in world contradictions being swept of the table by unconvincing arguments (e.g. Astarion's sun sensitivity, Grove being 2 min walk from Golbins who attack in the day) - No 'living' world, only encounter hubs with static NPC's , anything dynamic only happening in cut-scenes: e.g. the city being destroyed and in Lock down, no 'normal' or regular Faerun life anywhere and this again being unconvincingly argued for because of 'muh absolute' : e.g. if everyone fled to the grove, then where are the abandoned houses, where are the farms providing the grove with food, etc. - Narrative focus meaning that world building is seen as secondary to very resource intensive animations which I will probably skip usually while not being given the option to skip by sentence so that I can at least get the gist of it. also, them not fixing the 'skip line' button being the same as the 'select first dialogue option' button. - No unique story for the player character - be it origin or custom, i fear that we will either be a bland generic observer to the main story or have to play as an origin. I want to play my character and see how that goes in their story. Playing their character in their story seems a bit much for a rp game. - Loot and equipment being very MMO gamey: no unique items but a color coded plethora of conditional items with very obvious synergies instead of unique items with an epic background story (e.g. collect all items from lightning set vs. a warhammer of the thundergod that synergizes with armour of the warhammer wielding barbarian) - relatedly, equipment being a constant shuffle to min/max as you level up, thus the loot losing its appeal and epicness - Mages being able to learn all spells - Not having split-screen/local coop on release (this will make me ask a refund, as it was promised and a reason for me to support EA) - Not upgrading the camera, forcing us to play with a set angle and all the problems this means for the so beloved 'verticality' e.g. not being able to target from/to small high places, camera glitching when trying to understand where you can jump - no real exploration because of the railroaded 'do not trespass outside of the marked path' map - listening too much to the tabletop crowd vs. the RPG videogame crowd leading to a worst of both worlds: e.g. static tabletop boardgamey maps and not taking full advantage of computing power to DM for us (and achieve things a normal DM would never be able to pull of because of complexity) for instance automatic rolls in the world are missed a lot while dialogue rolls totally interrupt the flow - Randomized loot and even worse, vendor stock (seriously, you can randomize the kind of vegetables one has in stock, but you can't randomize magical equipment). Think of how in BG2 the adventurer's market sold a lot of items that made kinda sense from the owner being a retired adventurer himself, so the item collection he amassed made sense. - Too strong focus on multiplayer and streamers/influencers - Too much focus on 'romance' - So much 'exoticism' that it doesn't stand out anymore/world feels like an eclectic bricolage of eccentric ideas that are all 'exceptions to the rule', meanwhile normality being completely absent. - Evil path in EA being representative of the rest of the game - Camp remaining a weird hub you're forced to go to to have interactions while not 'existing' in the real game world, filled with totally over the top NPC's that for some unexplained reason felt compelled to leave their super important high level life behind to simply stand in our inter-planar camp waiting for you to click on them. - summon limit staying as is, if the computers can handle it, why not let me summon more than 1 creature ? - The focus on hyper advanced 3d cutscenes taking too much dev time, e.g. I couldn't care less about the subtle differences in dialogue if they don't lead to differences in gameplay/the game world. - relatedly, 'actions have consequences' simply reflecting different dialogues nonetheless leading to the same outcome (inbf CP2077) - No random encounters, no wildlife, not even the slightest semblance of an NPC going about his daily life, only "carefully placed" NPC's that exist only for the players/game/quest and not to populate the world. - etc etc etc
+1 to all of the above. These are all why BG3 is (currently) failing to live up to it's predecessors. All while there is ZERO engagement from Larian. It's pretty disappointing tbh