What is this thread even about anymore? How does arguing against each other's personal taste and insulting each other help anything? If the things that are important to you in a quest are exploration and combat then of course you'll probably like the majority of DA:I sidequests: go here(exploration) and kill this (combat). If you like character interaction/roleplay/branching choice/etc...then you'll be disappointed like I was. What did DA:I do right (so BW can do it again in the future), what could they improve? I think the main story quests were great, the companions were top notch as always as were their personal quests, the judgments were fun as well and despite how empty it feels to me, the world is gorgeous. Things that would have improved the game for me:
-If the main quests were more tied in to each zone. Most of them are in their own self contained map separate from the world at large. I would prefer if there were elements of the main story quests do be done in each zone to give you an excuse to go there and that it would be longer and more involved than "meet Varric's warden ally in a cave." It would also go a long way in making "collect 4 druffalo hides" type quests more palatable to those that find them boring because you'd be doing them along the way rather than those quests being the only reason you're in a zone.
-If there were bigger, more in depth side quests included as well as the simple "go here, get/kill this" quests. Quests with NPCs that you have several dialogue interactions with that allow you to roleplay as well as make branching choices ex: save a group of refugees from being burned in a fire(but the one who started the fire escapes) vs run after the person who started the fire (but the refugees die) something like that. If they included things like puzzles, good and unique gear as a reward, the ability to talk to enemy (boss) NPCs before you fight them and maybe convince them to go away/join the inquisition instead of fighting. If there was one main, long, multipart quest with these elements in each area I'd be excited.
-More smaller quests that give you flavor choices. It doesn't have to be anything epic or plot related or even effect the zone at all, but it would help you roleplay and define your character. There's a Dalish woman in the Exalted Plains who's brother is missing and you can tell her his fate in different ways such as "he died trying to save this artifact of our people" or "he was a foolish kid who got in over his head" or "he used blood magic and brought this on himself." It's not the most amazing example and I do prefer something along the lines of "Zerlinda's Woe" from DA:O but it's definitely better than nothing.
-More NPCs that you can talk to (not quest givers or people involved in quests) to get more information about the area, what's happening, and to flesh out the world more. Most NPCs in DA:I are non interactive. You can only talk to a select few and those few are all quest involved.
-In an open world without safe zones, I wish the NPCs reacted to enemies. If you're being chased through the crossroads by a bear for example, the inquisition soldiers don't help and the villagers continue to stand there doing nothing rather than running away. It just adds more illusion of life to the game.
-Cutscenes or zoom/pan over new or unique enemies, and this goes for the story missions too. If it wasn't for the tactical camera showing names over the targets, I wouldn't have known those "guys in funny hats" were actually darkspawn and it wasn't until my 3rd playthrough that I used the tactical camera to zoom in on a red Templar and see what they actually looked like (I was surprised by the shark teeth and messed up face) not to mention that random enemy NPC I fought in Haven was actually
I think bosses deserve some fanfare at least.
-I'd scale waaaay down on the quest based completely on codex entries. If the only characters and story content in a quest are what's written down in a short note or codex entry then why is it considered a "quest" at all? This is the kind of thing that used to be found just for flavor (like the journal entries in Crestwood) or only occasionally (Topsider's honor, Crosscut Drifters) and now they're considered story quests and there are a lot of them. The main zone quests all use notes and codex entries instead of NPCs and actually seeing what's going on and there are a ton of others as well.