I'd love to see a new version of this thread now that TWM is out. And a new one for expansion and major patch.
Here's my two-cents:
- More class reactivity, as many people have said. I have enjoyed the higher rate of class responses in TWM as well as the higher rate of class solutions to problems (the burning house, the injured wolf, and the frozen lake swim being excellent examples of this). More class solutions makes the game immersive and brings out the in-world meaning and uniqueness of our biggest game choice - that is, choosing how we want to play the game.
- More UI improvements, such as easier to distinguish item qualities (fine, exceptional, suburb, other; currently they're all blue), highlighting of selected character, seeing what actions each party member is performing (less idlers in combat), move the spell bar inline with the spell-tier button (not flush to the left of the screen), see queued abilities on screen (ideally without selecting the character).
- Give traps more usabilty such as more placable traps per mechanics skills, craft throwable bombs, craft "booby traps" (equipped on person to trigger on receiving crit), or be a required ingredient in enchanting along with scrolls.
- More functionality and immersiveness of the stronghold (see pretty much every suggestion to improve it)
- Improve Wizard spell casting mechanics
- Include companion abilities in scripted events (more "who should you send?" type options to solve problems).
- Include attitude options for declining certain quests (in addition to regular decline, have a benevolent option to decline when beingvasked to kill someone, or a cruel option to leave people in their misery, etc)
- A better meal system, such as equipping meals to slots per character that buff them until fully consumed, and having this slot get taken up by Inn Room buffs. Currently I rarely use food except the high level stuff to win scripted events.
-NEVER have enemies be just standing afield when you encounter them. Always give them apparent, rational activity or context to their being there and then. Even most NPCs should go by this rule, too!
Game reviewers should give out awards just for this element!
- More Game Designer backstory where possible, and in a way where we won't be forced to miss it because of combat or combat pausing.
- More puzzles!
- More great and mature storytelling! Examples so far:
- all the pieces regarding parenting, children, and birth which are just not covered in games sadly. Notably plots like the Hollowborn, Sagani's background, Grieving Mother and the bell, and even that one curious quest on whether to give a child a sword. The biggest event of this game that I've wanted to tell others about was Grieving Mother's storyline. It was breathtaking!
- kickstarter stories that showed interesting moments in everyday lives of a PoE world. The best ones were the least dramatic, Mary Sue, and proud.
- ethical issues such as what went on at the sanitarium, what good and bad animancy does, rights to power (Defiance Bay's multiple conflicts), the meaning of respect for culture (Twin Elms and Ruins, the cross-boarder looters, and the war paint), the possible outcomes of the last level of the Endless Paths, the ruins in the gorge (the sword and the soul), and the twin elms vision quests (the vision content plus the multiple pathways).
- some quests that could have been written better were the merchant by the bridge, most of Twin Elms dungeons (I felt like a slaughterer by the time I was done there), the conclusion of Dyrford village (no-one cared?), the boy in the water in Defiance Bay, and the conclusion to Heritage Hill.
Edited by FacesOfMu, 04 September 2015 - 09:41 AM.