Originally Posted by Tuco
At this point in time, with other issues partially covered by the modding community and other, this remains arguably the worst "quality of life" omission in the game (aside maybe from a better inventory, which is another lost battle).

The Action Bar and the atrocious nature of skills ceasing to exist (Thus being removed from hotbars entirely) the second they are not currently available would be my number 1... Though party control and inventory (Especially a system for selling mass items without it being a ball ache) are definitely up there.

Originally Posted by Tuco
STILL, I have no idea why the studio decided that a feature (no matter how poorly implemented) that was a staple of their previous games - the control of your party formation, how the characters are disposed around you when following your protagonist- was to be completely removed from this game.

The best I can imagine is it being something to do with how they implemented movement. Since formation generally works by simply giving everyone in the party a "Move to location" order simultaneously, while this chain system is based around giving a single character a "Move to location" order and everyone else just has a "Follow currently active character" behaviour.

With the main scenario for why this might be the case being Jumping. Following characters can jump where appropriate to reach your active character. While simply trying to give a move order to a character that has a gap in the way won't work with a "Cannot reach destination" error.

This was not necessary in Divinity, because you used teleportation to cross gaps and had to specifically teleport every character individually regardless.

Though having said that, there's at least some sort of intelligence with pathing implemented. As noted by things like characters walking around surfaces such as fire surfaces, acid surfaces (Despite them being completely harmless) and difficult terrain even when giving a direct move order (Fun fact; it's possible to bypass this pathing by doing things like entering the level up screen after giving a move order. Your character will gladly walk the shortest direct path even through hazards like fires while other companions with their "Follow" AI will avoid it like normal).

So perhaps this behaviour can extend to enabling a character to use jumps in its pathing, so that you can select a location across some gaps and the game will figure out how and where to jump to make it possible to access (That is if they continue to facilitate the Jump function and don't just go back to handing out teleportation like candy such as in Divinity)

Also while we're at it, the above mentioned "Hazard avoidance" behaviour should REALLY be added for traps that have been detected. It's so stupid that characters will literally yell out "Watch out, there's a trap!" then 2 seconds later go walk into the damn thing and get blowd up.