I can't stop playing the demo on my PC. I am
that excited about the game!

Anyway, here's my feedback (please note, it may repeat some things others have said, I didn't read all the thread's posts):
- The autotarget/autoloot key. It is, in the words of the fallen king, the most glorious thing you could have ever come up with! Its great and I love you for putting it in the game! <3 (Pity I only discovered this by accident in my last playthrough
) - Love the combat. It's over the top and very quick sometimes but, overall, it's better and adds more tension and substance. classes are much more identifiable through their movements and skills alone, so that is a big plus. The rogue is especially cool, with all the backflips and such. Being a primarily mage player, I also love the new staff attack animations. So much better than the slow and boring ones in DAO.
- The dialog felt overall good. The sibling's death could have gotten a bit more impact in the dialog I suppose (the situation was set up well, but the conversation felt kind of.. flat, I guess?). I have hopes that it steps up as the game progresses. Also, Carver seems a particularly intriguing character, especially after reading his codex entry.
- And Flemeth. Flemeth is just great. When she laughs, there's this mix of dread and happiness to hear it. It's great.

That said, I had problems with some things:
- I cannot target the ground around anyone if my mouse is over them, even enemies. This gets really problematic sometimes. I have to rotate the camera all the way around said character to target the spot I want, but then yet another one gets in the way. I understand you don't want spells to attach to a character's position, but it doesn't need to. All it needs now is a way to enable targeting the ground when there are characters in the way.
- Do potions have a cooldown? Most of my party's casualties were due to the fact that I was ordering them to drink a potion but they wouldn't do it and just started doing something else. If there's a cooldown, maybe the potion icons should reflect that? In the demo the icon always stays the same.
- A small problem, but the target indicator kinda goes unnoticed this time. In DAO, the character's feet had these arrows pointing to the center of the current enemy, but now, there's a little sword by their names. Then again, the rings at the feet of characters in DAO stood out too much, and I'm glad to see a toggle for them (good for screenshots and such, heh
). Meh, I guess one can never be satisfied.
The thing is that sometimes I completely forget I don't have a target, and I'm reminded of that when the character does nothing when I select an ability. Maybe it ties up with the faster combat. Sometimes enemies fall down faster than my ability to realize it. Perhaps with more playing I'll get over it eventually. 
- When setting up tactics, conditions and actions are really hard to select sometimes. Some require a precise pixel to be selected, others the whole rectangle works. When you click on a rectangle but it doesn't highlight, it does weird things. It changes conditions to some completely different ones. At first I thought I couldn't set tactics properly at all, but now I realize its a problem of the bounding boxes for each tactic element (?).
- Also, I guess the only UI comment I can make pertains to the size of the tactics. They're kind of big, but I guess I can live with it. I wouldn't mind them being smaller though. It'll be hard to keep track of all the tactics set when you have 10 or more. Still, we have fewer abilities to contend with now, so I guess I'll need the full game to judge this aspect more. It's a comparatively small issue anyway.
- Another thing I noticed were the small but frequent loading times between combat/cutscenes and even between cutscenes. Glad to know this will be fixed in the full game. :happy:
Some other issues I found:
- I was playing an archer and, when enemies got into melee range, the knife she was holding appeared and disappeared frequently.
- Sometimes characters just stood there doing nothing even when being attacked. I'm not sure what caused it. I selected each individually, but after I let go of them to move to the next, they stopped what I had them doing again. It fixed itself sometime later, but I think I had a whole fight where I had to go out and micro-manage every single thing they did.
- Edit: Some attempts to log in result in an error. I get it rather often when I log out and in again, or just logging in from a blank slate. Anyone else get it too?
That's all I remember right now.

All in all, I really liked the demo, and I'm eagerly awaiting the full game, where I guess most of the problems mentioned here will be fixed. The fact that I had test runs for my characters all with the same face became very jarring somewhere down the line (and Marian's hair is starting to bother me somehow, but I don't know exactly why

). I played the demo so many times the tutorial is starting to get imprinted in my mind. I should probably stop before I get the game or I won't be able to bear doing the initial parts all over again when it arrives.

...
Well, that was
long.
Modifié par Iohanna, 24 février 2011 - 02:00 .