Glad you're enjoying the game! As folk have said, it's always interesting to hear other perspectives and a wide range of views should help Larian make the game as good as it could be.

Though, of course, they need to somehow contend with the fact we don't agree with one another grin.

My own take, just in case you're interested in comparing and contrasting some different perspectives, is that:

(1) I also love the dice rolls in conversations, and if there were a non-intrusive way of including them in combat that didn't slow things down, then that might work. Though what I really want is a better combat log, that also records other dice rolls. I'm not sure if you've noticed that it does give you some of the info you are after already - it took me a while to get into checking it - but there are definitely improvements to be made!

(2) I'm with KillerRabbit on looting and I like the illusion that not everything in the world is there for me, and once I'd relaxed and let go of my completionist tendencies, learned to appreciate that there are lots of containers that don't have good stuff in, and even that occasionally you can find good stuff in an unpromising looking place. It now feels more immersive to me. That said, I certainly wouldn't object to there being a stronger correlation in general with the fanciness of the container and the value of the contents, or it being more obvious why the highlight key highlights the specific stuff it does, though personally I kind of hope it'll still be left a bit open and we'll be able to use the Detect Magic spell to perhaps find something good that we might otherwise have missed if we didn't rummage through all the crates, or so we might find different stuff on different playthroughs (I tend to loot more with some characters than others, depending on whether they feel to me like the sort of person who might turn over a place completely, and also at some times more than others if I'm running low on money, potions or arrows).

(3) I feel like I'm in a minority on this, but I like a party size of four and feel that six would trivialise the interesting challenge of party balance in 5e. I like trying to work out how to cover required party functions with four characters, and the strengths and weaknesses that naturally appear in a smaller party encourage me to find different ways of attacking problems in different playthroughs. Plus four feels like a manageable number both for exploration and turn-based combat (where I want neither longer battles nor fewer turns per character to be the rule). What I would like, though, is a core party of four that can occasionally be supplemented by guests for specific missions. But there’s a huge, long thread here which you can flick through if you want to see some more views on party size.

(4) Certainly others have felt as you do that there's an inherent tension between the urgency of the narrative and the fact we can (in early access) rest as much as we want. It's not something that bothers me, given that I liked that we can share our characters' tension not knowing whether something terrible will happen if we rest, but felt that the game by encouraging us to short and long rest in the tutorial provided enough reassurance that we could do so, and it pretty quickly becomes clear that our ceremorphosis isn't progressing. That said, I wouldn't be surprised if this is made a bit clearer in the full release given the confusion it has caused. With respect to not having all my spells for every fight, for me that's an important part of the fun, and learning to ration my resources over the course of what I would consider a mission (such as the assault on the goblin camp) is one of the challenges that I find interesting about the game. But at the same time, I wouldn't want to get stuck and need to reload if I'd run out of everything, and I certainly wouldn't want to spoil the fun of people who do prefer to rest more frequently and start battles with all their spells, so I'm pretty happy with how that element works now. I'm not happy with the way the game encourages us to long rest more than we need to because of the way camp conversations are triggered, and hope Larian will be revisiting that in the full release.

And just one final comment. You say that the game feels more like DOS than BG, which is another thing that has certainly been said before, though I do wonder if that's an initial impression that people naturally form due to the fact that the same engine has clearly been used as the basis of BG3, but that wears off over time as people get to know BG3 for itself. That might not be correct, but I have noticed that there seem to be fewer people mentioning DOS3 now, though that could be because they've got fed up saying it rather than because they no longer think it! Personally, as someone who loved BG1 & 2 and thought the D:OS games were okay but wasn't wowed by, I definitely feel this is a natural and broadly desirable evolution of the BG games when it comes to the world and story and feel. Of course, I've played BG1&2 way more than I've played the DOS games so there's a definite possibility that I'm just not seeing similarities with the latter as I don't know or remember them well, whereas I know the BG games more than well enough to spot connections there.


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"