1: I red that there is a gap in the storyline about Maxos, I agree with the players that it's has te be resolved!
Highly agreed! Maxos needs to play a role in the next title. What did happen to him? Did he die? Did he become a god? Did he become a dragon? Did he simply... retire?
2: Also there are two many skills to choose from,
I think the number of skills is about right. Too many to get all, not too much to get swamped. You can build different characters with the available skills, that is good.
to make it better do like they did in divine Divinity, choose your profession. for example warrior, then make all skills that fall under the profession of warrior easier to rank up or give them a bonus.
Please no, I like classless systems. You can build some warrior with Ring of Fire, or you can create a ranger that has heal, or some warrior that can summon things... I very, very much like this!
3: experience: the way that experience is reduced by each level isn't a succes I think that experience from monsters must be low at the beginning and graduatly goes higher if you gaining levels, because quests XP does that allready. so the ballancing is better this way.
I don't understand this sentence. You get fewer xp for the first monster and more for the last one.
Apart from that: I think that the levelling (how xp scales) works very, very well in Divinity 2. Much better than in most other RPGs I know.
4: items and enemy level:
[...]
Please do not scale anything. Why should an enemy hit harder just because you are stronger? Why should a monster be stronger (your level is higher) just because you are stronger? This is a
roleplaying game and part of that is building a believable world. Things do not get stronger or weaker just because a specific person in that world becomes stronger or weaker. For me, scaling enemies (of any kind!) are a total immersion-breaker. And immersion is what RPGs are about to me.
Please also do not make damagable items. That's just annoying and serves no real purpose. I find some nice item - I want to keep it. Why take it away again? Why make me invest time to repair the stupid item instead of letting me actually play your game.
This idea comes from MMOs that live from you hanging out in the game and keeping you there, no matter what. Forcing you do to stuff
around playing the game keeps you busy without getting too bored with the repetitive gameplay. This is nothing for a single player RPG!
5: realistic features
in DKS I missed the day and night, so it's a good idea to put it back in.
birds and beasts. there where some beasts but no birds in broken valley
100% agreed! But what I have to admit: The set daytime in Broken Valley and in the Fjords
does transport a specific mood in those areas. So while a day-cycle would surely be a nice thing, I am not sure if it is needed.
and what did Talana realy wanted us to see because we where deceived by Ygerna.
As I see it, it has been Ygerna been all along. If you listen to the voice, Talana already speaks as Ygerna (which is an error, I think: If you hear Ygerna's voice in your head it's fine, but why does Talana physically speak with Ygerna's voice? An explanation would be: Talana
never spoke to you, it was always Ygerna's voice in your head.
I think there's nothing to see here.
7: Area's
put some restrictions on where you can go and where not (like the broken valley mine if the enemy's level is to high then make sure where can't get there there until we have the right level
Please no. I like games that have a fixed, accessible world - no matter if you can survive there or not. Please do not hold my hand, if I want to pick enemies that are five or ten levels higher than me... so be it. It's my job to run from that fight. Also, Divinity 2 displays the level of the enemies, so it's quite easy to see if you are outgunned in this place or not.