I have been reading a lot of different threads about wanting realistic weapons, scabbards, bow strings and more realistic armor. Why stop at just that amount of realism?
I think games should take some cues from earlier crpgs. I would like to see weight, food and water requirements. I want death to mean something. I want the return of perma-death.
I would like to see injury kits become first aid kits. The point it to stabilize the companion until the party can rest to better tend the wounds. Another companion would have to quickly assisst the wounded companion or death could occur.
I want to see non-regenerating health, stamina and mana unless time is taken to recuperate. I would like the return of status effects like poison, paralysis and severe non-lethal injuries that take a companion time to recover. If the companion continues with the party the injury will affect both in and out of combat performance.
If the injury is extremely severe companion would unavailable until recuperation is over. The companion would heal at a keep that the Inquisitor has acquired or be force to stay at an inn for that time period.
Locations should not appear on any map until either the party or operatives find them, get information about them from some source like purchasing or receiving a map.
I would also like to vary the amount of mana used for a spell so it could have different power levels.
I would like more than three classes. In fact the ability to make a custom class would be nice barring that the addition of more classes would be nice.
Just a few suggestions
Some of these Bioware has done in previous games.
1, perma-death - I'm no fan of this "screw up once and you can start allllllll over" -thing. i like a bit of tolerance for fails... guess that's also why i didn't even pass the first boss in Dark souls and stopped after the seventh try. Not my piece of cake.
2. first aid kits - wasn't it already mentioned that there will be no auto-heal? Aren't the injury kits enough? And what's all the big deal about needing food and water? All these survival-things go way over the top nowadays... as if it's a must have in any new game. I liked it in stalker but this is starting to get outta hand. Survival was not needed in Baldur's gate and it ain't here.
But what i could think of would be a travel system like in some old RPGs, where traveling on the worldmap took time and required rests. Those time the group would camp and certain classes could aid in regaining stamina by hunting or picking up herbs. That would be interesting.
3. location apperance - yes and no. It made sense in Wasteland where the nuclear apocalypse created a full new landscape but here we talk about a fantasy world with cartography and maps. What you suggest would be like: "Well, we have to go to... i don't know, no one has ever been there and there exist no maps and data at all." For an old world with ancient realms and many, MANY different maps, that would make No kind of sense to me.
4. classes - as mentioned in other threads i say: HELL YES! Give us more classes and/or specialisations. Things like the arcane archer or dragon disciple from AD&D.
5. mana regeneration - since i don't wish to stand around for a fu**ing hour after a battle just to wait for my mana to fill up and only because i ran out of potions i say NO to your suggestion. it may be realistic... but hell in a Fantasy-RPG with drageons and everything , realism has it's limits and this would just sooo drag on the whole gameflow.