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Melankolia

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  1. Hi, What I have noticed too often is that different kind of actions and choices you make are too obvious...you can immediately see that by doing this you will be the "good" guy and by doing that you are "evil"...and if I choose to play good character it's too easy to be a paragon. What I would like to see is more transparency. I would like to get surprised that something that I did in the past was actually considered as an evil action by someone and I really wouldn't know exactly what it was that caused it or least it should have happened earlier in the game so there is no temptation to load the game and make something differently.
  2. I totally agree that experience should be hidden due to it will make the playing more enjoyable when you don't have to worry how much exp you get or think if you would have got more exp by doing a different choice. Least there should be an option to hide the exp bar and information about the exp gain from the beginning of the new game.
  3. Animal companions should be able to communicate with the rangers. Ranger and the companion should understand each other like dog understands human in real life but they should share more deep link between each other. In the game there should be some kind of dialog (mind communication) between the ranger and companion which is more rich depending what kind of animal the companion is. Imagine e.g. event when you enter a new area and your companion stops you to warn about the danger ahead with limited description. Companions could also provide some side quests that are only available for rangers with companions. For example companion could notice tracks which leads eventually to new quest or companion initiates NPC dialog, etc.. Some of the items could be found only by certain companions...snake will find something under the rocks, eagle something from the tree top, etc.. Companions should get also certain experience and new experience points could be used to improve such skills as scouting, search, evasion, ambush, etc.

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