- Stack identical weapons/armors. - Shop interface: hide items through filters to avoid scrolling down down down... - A visible bar for the queued actions. - Small savegames. - Decide if kiting is a combat mechanic or not. Right now it's an exploit. Add an appropriate mechanic to divide the enemies groups. Something like the coin in No One Lives Forever. Throw a egg to attract avian/reptilian enemies, throw a rib to wolves etc, play a flute... - Allow to dismantle the low level traps to craft high level traps. - Better, bigger, stronger, optional?, combat icons to identify the monster casting a spell. Among the dots over the heads that (+) healing icon is hard to see. -Varied environments, world status changes, more reactivity. Even just a short trip to a radically different area like the White Marsh can give a sense of a much wider world, and if the main location changes in your absence, of time. Having Defiance Bay back to her initial status (excluding the sanitarium) does make sense, but it was a downer. And I understand there is limits to how deep quests can go, but a major event like the murder of the whole House of Doemenel should have more consequences. - Let me pet the pets. - Ducklings. Obsidian, you can do it. - Don't forget the Big Head Mode.